Base Class: Barbarian
Magic is power. It is what connects all living things in the universe, and is the expression of their raw, uncontained emotions. So are you. You are feral beauty, unpredictable emotion, and rampant magic. A barbarian of this path feels emotions powerfully, unhindered by others thoughts and opinions, and magic saturates their bodies because of it. When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, a manifestation of their desires.
Arcane Fury
3rd-level Path of the Spellrager feature
Starting when you choose this path at 3rd level, you can channel the weave directly into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is force damage.
Magic Soul
3rd-level Path of the Spellrager feature
The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Magic Soul table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Wisdom modifier.
Magic Soul
| d8 | Effect |
|---|---|
| 1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Wisdom saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. |
| 2 | You erupt in a cloud of cinders and ash. Until your rage ends, you are resistant to fire damage, and can dash as a bonus action. You can use this effect again on each of your turns as a bonus action. |
| 3 | You explode in a roar of lights, energy crackling off of you and sundering the ground around you. Choose up to three creatures you choose within 15 feet of you. Each creature must succeed a Wisdom saving throw or take 3d10 lightning damage. |
| 4 | You roar out, as a noxious cloud of toxins cascades off of you, creating a lingering cloud at your feet. Each creature of your choice that you can see within 30 feet of you must succeed on a Wisdom saving throw or take 1d8 poison damage and be poisoned until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
| 5 | As you enter your rage, acrid slime begins to secrete from your and your weapon. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 acid damage, as magic lashes out in retribution. |
| 6 | Frost encases your whole body, shimmering and solidifying. Until your rage ends, you are surrounded by an armor of ice and frost; you gain a +2 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
| 7 | Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. |
| 8 | A burst of light shoots from your chest. Each creature of your choice that you can see within 30 feet of you must succeed on a Wisdom saving throw or take 2d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
Elemental Assault
6th-Level Path of the Spellrager Feature
Your bond with the elemental might of the weave, and you learn to infuse weapons with primordial energy.
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.
While raging and holding the infused weapon, you can use a bonus action a number of times equal to your proficiency bonus to change the infused weapon’s current damage type to a different one from the above damage types.
Unstable Escape
10th-level Path of the Spellrager feature
When you are imperiled during your rage, the magic within you can lash out; Immediately after you take damage or fail a saving throw while raging, you can use your reaction to teleport 15 feet away to an unoccupied space. Doing so will trigger the Blink spell to take effect.
Pent Up Rage
14th-level Path of the Spellrager feature
Nothing will break your concentration in this moment. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. You can then cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your barbarian level.
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