Barbarian
Base Class: Barbarian

The Arcane Brawler is a Barbarian who has tapped into the hidden wellsprings of arcane power within themselves. Unlike traditional spellcasters who spend years studying the intricacies of magic, the Arcane Brawler harnesses raw, primal magic through sheer force of will and instinct. They combine their physical prowess with elemental energy, unleashing devastating attacks that blur the line between martial and magical combat. 

 

These warriors are often seen as a bridge between two worlds—one foot in the realm of brute strength and the other in the arcane mysteries usually reserved for wizards and sorcerers. Arcane Brawlers are fearsome on the battlefield, their bodies glowing with arcane runes, their weapons crackling with elemental power, and their rage manifesting as a torrent of destructive energy.

 

Lore

Long ago, in a forgotten age, there was a tribe of warriors who worshipped both the spirits of the earth and the forces of the arcane. These warriors, known as the Eldritch Berserkers, believed that true strength came from balancing the physical and the mystical. They sought out ancient ruins and forgotten places of power, absorbing the arcane energies that others feared.

 

However, this path was not without its dangers. Many who attempted to harness both the body and the arcane were driven mad by the conflicting forces within them. But those who succeeded became living legends—warriors who could punch through stone walls with fists of fire, or shatter shields with a single strike imbued with pure force energy.

 

As the centuries passed, the Eldritch Berserkers faded into myth, their teachings lost to time. Yet, their bloodline endured, and in rare individuals, the latent power of the Arcane Brawler awakens. When this happens, the individual is usually unaware of the power within them until they are pushed to their limits. In the heat of battle, they discover that their rage can fuel not only their strength but also an arcane might that few can match.

 

These Arcane Brawlers often find themselves at odds with both traditional Barbarians and arcane spellcasters. The former view their reliance on magic as a weakness, while the latter see their lack of formal training as dangerous and unpredictable. Yet, the Arcane Brawler cares little for such opinions. They are warriors of instinct, bound by no rules but their own, wielding magic as a tool to crush their enemies and protect those they hold dear.

 

The Path of the Arcane Brawler

Taking up the path of the Arcane Brawler is not a choice made lightly. It is a path for those who are willing to walk the line between savagery and sorcery, to channel their fury into a weapon that can reshape the very battlefield around them. An Arcane Brawler does not fear the unknown; they embrace it, knowing that every surge of arcane power only makes them stronger.

 

In the end, the Arcane Brawler becomes a force of nature, an embodiment of both raw power and arcane mystery. Whether they are driven by a need for vengeance, a desire to protect, or simply the thrill of battle, their enemies will know them as a storm given form, where fists and spells strike with the storm

Arcane Fury

When you choose this path at 3rd level, you learn to weave arcane energy into your rage. When you enter a rage, you can choose to infuse your attacks with magical damage. While raging, your melee weapon attacks deal additional damage equal to your Rage Damage bonus, but this bonus damage is of a damage type of your choice: fire, cold, lightning, or force. Additionally, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Arcane Infusion

Starting at 6th level, your connection to arcane energies deepens. You learn two cantrips from the Sorcerer spell list. You can cast these cantrips even while raging, and your spellcasting ability for these cantrips is Constitution. Additionally, once per rage, you can cast a 1st-level spell from the Sorcerer spell list as a bonus action, without requiring any components. This spell must have a casting time of 1 action and must deal damage. The spellcasting ability for this spell is also Constitution, and it counts as a melee weapon attack for the purposes of your Rage features.

Arcane Deflection

At 10th level, you gain the ability to deflect incoming attacks with arcane energy. While raging, when you are hit by an attack, you can use your reaction to reduce the damage by 1d12 + your Constitution modifier. If you reduce the damage to 0, the remaining energy is absorbed, and your next melee attack before the end of your next turn deals an extra 1d12 of force damage.

 

Starting at 16th level, your mastery over arcane energies allows you to manipulate your spells in powerful ways. You gain one Metamagic option of your choice from the Sorcerer’s Metamagic feature. You can only apply Metamagic to the spells you cast using your Arcane Infusion or Arcane Overload features.

 You gain 2 sorcery points that you can use to fuel this Metamagic. You regain all expended sorcery points when you finish a long rest. The sorcery points can also be used to increase the damage of your Arcane Fury by 1d6 per sorcery point expended, for a maximum of 2d6 additional damage.

Metamagic Options:

Arcane Overload

At 14th level, you learn to channel overwhelming arcane power through your rage. When you enter a rage, you can choose to enter an "Arcane Overload." For the duration of this rage, all of your melee attacks deal an additional 2d6 of the same damage type you chose for your Arcane Fury feature, but at the end of each of your turns, you take 2d6 force damage that cannot be reduced by any means. Additionally, while in this state, you can cast one spell of 2nd level or lower from the Sorcerer spell list as a reaction whenever you take damage.

Level 16: Arcane Manipulation: Starting at 16th level, your mastery over arcane energies allows you to manipulate your spells in powerful ways. You gain one Metamagic option of your choice from the Sorcerer’s Metamagic feature. You can only apply Metamagic to the spells you cast using your Arcane Infusion or Arcane Overload features. You gain 2 sorcery points that you can use to fuel this Metamagic. You regain all expended sorcery points when you finish a long rest. The sorcery points can also be used to increase the damage of your Arcane Fury by 1d6 per sorcery point expended, for a maximum of 2d6 additional damage.

Arcane Metamagic Options:

Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action.

Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.

Twinned Spell: When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Level 18: Elemental Mastery: At 18th level, your control over elemental energies reaches its apex, allowing you to manipulate and adapt your powers to any situation. You gain the following benefits while raging: Adaptive Fury: When you enter a rage, you can choose two different damage types for your Arcane Fury feature instead of one. You can switch between these damage types freely on each of your attacks during the rage. Elemental Surge: As a bonus action, you can tap into the deepest reserves of your arcane power to unleash a surge of elemental energy. When you do so, your next melee attack deals an additional 4d6 damage of a single type you chose with your Arcane Fury (fire, cold, lightning, or force). Additionally, this attack unleashes a burst of elemental energy in a 10-foot radius around the target, dealing 2d6 damage of the same type to all other creatures in the area (excluding you). You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest. Elemental Immunity: You gain Immunity to the two damage types you selected for your Arcane Fury. This immunity lasts for the duration of your rage

Level 20: Arcane Avatar: At 20th level, you achieve the pinnacle of arcane and physical synergy, becoming an unstoppable force on the battlefield. When you enter a rage, you can choose to transform into an Arcane Avatar for the duration of the rage. While in this form, you gain the following benefits:

Enhanced Arcane Fury: The additional damage from your Arcane Fury feature increases to 3d6, and you can choose two different damage types instead of one. Each attack can deal either of these damage types.

Arcane Immunity: You gain resistance to all damage types except force damage, and you are immune to being charmed, frightened, paralyzed, and stunned.

Infinite Rage: While raging in this form, if you drop to 0 hit points, you can make a Constitution saving throw with a DC equal to 10 + the damage that reduced you to 0. On a successful save, you drop to 1 hit point instead. You can use this feature once per rage.

Arcane Mastery: You can cast up to three spells of 2nd level or lower from the Sorcerer spell list during your rage without expending sorcery points or using spell slots. These spells can be cast as a bonus action or reaction. Unlimited Power: Your sorcery points increase to 5, and you regain all expended sorcery points whenever you enter a rage.

Arcane Overload

Enter into an Arcane Overload and deal an extra 2d6 of the same damage type selected for your Arcane Fury feature, but at the end of your turn you take 2d6 force damage and this cannot be reduced by any means.

Stories Of Vaywn: Path Of The Arcane Brawler Image

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