Barbarian
Base Class: Barbarian

The Witches of Rashemen grew the herbs, grapes, and fruits that were used in distilling a wine called "Jhuild" in the magic-laced soil of the Urlingwood. It was often used as part of a berserker warrior's ritual of invoking the berserker rage. When brewed properly the Jhuild was filled with magical potential. In some cases when drank by Vremyonni, male spellcasters who were traditionally hidden away from society at a young age to develop their magic in secrecy, the Witches observed terrifying power develop in the subjects.  They instead developed the ability to hyper focus on strands of the Weave, even while enraged, sometimes pulling them from their bloodlust to achieve great feats of magic.

Jhuild Fueled Rage

3rd level path feature.

You ritualistically consume a jar of Jhuild and become magically potent while in a state of Jhuild Fueled Rage.  You rip and tear at the weave itself to gain a number of Grappled Weave charges equal to your proficiency bonus that you can use to cast prepared spells while enraged.  You also add your proficiency bonus to your INT ability score while in this state.

If you cast a spell that requires concentration, you lose rage at the end of the turn but will continue to concentrate on the spell.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Jhuild Feind Spellcasting Spell Slots per Spell Level
Barbarian Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spell Slots

The Jhuild Fiend Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration, divination or necromancy spells on the wizard spell list.

The Spells Known column of the Jhuild Feind Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a conjuration, divination or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration, divination or necromancy spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Drenched in the Weave

Level 6 path feature.

You have learned the secrets of brewing Potent Jhuild for yourself and gain the benefits of the magic within.

If you cast a spell immediately after entering a state of Jhuild Fueled Rage it is cast without expending a spell slot.  You must still use a Grappled Weave Charge on this spell.

Focused by the Fuel

Level 10 path feature.

Your command over the weave while Fueled by the Jhuild is so great that you can moderately concentrate on spells you are casting.

You can cast concentration spells while enraged, the spells effects are only active for 1/2 the normal duration of the spell. At the end of any turn where you are maintaining concentration on this spell, you can use your reaction to exit rage immediately and double the remaining duration of concentration.

Overwhelming Power

Level 10 path feature.

You have become a behemoth spell caster, capable of felling battlefields of soldiers in your Jhuild Fueled Rage. As a reaction you can choose to add damage equal to your proficiency bonus multiplied by the number of remaining turns of rage to a spell that you cast.  Doing so removes you from your state of Jhuild filled rage and does damage equal to your number of remaining turns of rage to yourself.

The additional damage type is the same as the first listed damage type of the spell that is cast.  The damage to the caster is also the first listed damage type of the spell.

You can use this feature a number of time per day equal to you proficiency bonus.

Previous Versions

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