Barbarian
Base Class: Barbarian

Your rage taps into the limitless potential of the arcane force known as the weave. Your blood stream flows with arcane potential that you control. The spells you can cast while raging are limited but does allow certain spells to be cast while doing so.

Threaded Mind

You gain extra ways to spend your Weaver's Spool dice:

You can spend 4 dice to make a skill check have a minimum dice roll of 10 after seeing the result the prior roll would be but before the roll is confirmed to be a failure or success.
You can spend one dice to lose the charmed or frightened condition
If you have no rages left and you are starting combat with at least 1 weaver's spool dice, you can spend that one dice to gain a rage.
You can spend one dice to see if a creature you are looking at has spellcasting or has spells cast on them, this doesn't include things hidden by abjuration.
If you rolled a number on the dice one under a critical, you can spend 2 dice to make it one.

Spell Breaker

You can once per turn while you make the attack action use your Weaver's spool dice to dispel a spell. You need to spend an amount equal to the level of the spell you are targeting. 

Weaver's Reaping

When you kill a creature, you gain Weaver's spool dice amount equal to the challenge rating of the creature, this doesn't include ones summoned by magic. If it is a creature that has a challenge rating above zero but under one, the dice gained is the same as if it was challenge rating 1.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Spell Slots

The 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.

 
Spellcasting Ability

Constitution is your spellcasting ability for your wizard spells, since you learn your spells through dedicated 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 Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Trickster 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

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 enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion 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 an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Constitution is your spellcasting ability for your wizard spells, since you have magic in your very veins. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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

Non-Wizard spells & Spells Able To Be Cast while Raging

Though the magic instilled in you comes from the weave, your battle-built body has learned to mold this magic in a way wizards cannot. 
These spells are able to be cast while raging and can be effected by rage bonuses. They also do not go against spells you can prepare each long rest.

Additional spell list:

1st level: Entangle, Command, Wrathful smite, and Absorb Elements

2nd level: Magic weapon, Enlarge/Reduce, Misty Step, & Warding Bond

3rd level: Counterspell, Dispel Magic, & Fly


Weaver's Spool

at third level, you unlock a dice pool that starts empty. This dice pool can be filled in the following ways:

  • Breaking an enemy's concentration.
  • Killing a spellcaster.
  • Having a spell of 2nd level or higher casted on you by an ally who is not yourself.
  • Succeeding on a spell saving throw on a spell of 2nd level or higher (not including a sorcerer's Careful Spell Meta-magic or Evocation Wizard sculpt spell feature)

Each of these give you one dice, they start as d4's and increase as you level up, and they can be spent in the following ways. More options unlock as you increase in level.

  • Adding to a single attack rolls damage from you on a turn. (free action)
  • Adding to a saving throw you or an ally within 15ft make. (reaction)
  • Adding to the number rolled on your hit die on a short rest (action)
  • Giving a spellcaster ally within 15ft a spell slot which level equals your proficiency bonus. (bonus action)

The first three features can use an amount of dice equal to 2 * class level in one turn, while the fourth cost one dice requires a bonus action.

This pool empties on a short rest

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Spread the Rage

At 6th level, your attacks and defenses become more brutal while raging. Your attacks while raging gain the following effects:

If attacking a creature maintaining concentration, any spend dice from the Weaver's Spool that roll ones can be rerolled, if they are ones again you cannot reroll them again.

You can use your reaction to spend 2 Weaver's spool dice to increase your armor class or a creature within 5ft by 2 * your PB

Comments

Posts Quoted:
Reply
Clear All Quotes