Barbarian
Base Class: Barbarian

War mages are an elite group of spellcasters, born with an innate magical ability and trained to be on the front lines of conflict. Though they are incapable of learning the higher levels of magic a wizard or sorcerer would be able to harness, they have an unmatched resilience to both physical and magical damage, and they are capable of casting spells even in the midst of their unrelenting anger. Because their magic comes from within their own body, war mages tend to train their physique to its utmost limits.

Spellcasting

When you reach 3rd level, you can draw upon the magic you were born with. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

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

Spell Slots

The War Mage Spellcasting table shows how many spell slots you have to cast your sorcerer 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation and transmutation spells on the sorcerer spell list.

The Spells Known column of the War Mage Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or transmutation 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 sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation 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 sorcerer spells, since you channel your spells through the natural properties of your body. 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 sorcerer 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

War Mage Spellcasting

BARBARIAN Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

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

Arcane Fury

Also at 3rd level, when you adopt this path, your anger steels your focus and works in concert with your natural born magic.

You can now cast and concentrate on spells while raging, and your rage does not end early if you cast a spell on your turn. Your rage also gains the following additional benefits:

  • When you cast a spell that inflicts damage, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have advantage on saving throws against spells and other magical effects.
  • You have resistance to damage from spells and other magical effects.

Spell Retaliation

At 6th level, you can magically retaliate against a creature that strikes you.

When you take damage from an attack, you can spend a reaction to cast a spell at the creature that attacked you. The spell must have a casting time of one action and must target only that creature.

Reckless Magic

At 10th level, you can lower your defenses to heighten the effectiveness of your spells.

When you cast a spell on your turn, you can choose to cast recklessly. Doing so gives you advantage on spell attack rolls and gives enemies disadvantage on saving throws against spells you cast during this turn, but attack rolls against you have advantage until your next turn.

Engine of Destruction

At 14th level, you've mastered the art of magical destruction; your physical strength increases the force of your spells, and your anger infuses your weapon with your magic.

Your rage gains the following additional benefits:

  • When you cast a spell that inflicts damage, you gain a bonus to the damage roll equal to your Strength modifier (minimum 1).
  • When you enter your rage, choose a damage type that appears in a spell you know. Your melee weapon attacks deal an additional 2d8 damage of that type.

Previous Versions

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