Barbarian
Base Class: Barbarian

Being powerful is not just a one man job. Even the greatest and most powerful warriors had help from someone like a benefactor, a mentor, or something else entirely. Some people want all of those things wrapped up into one, power hungry savage who grants them true power, turning their measly warrior bodies into the perfect instruments of war.

Otherwordly Patron

When you reach 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each detailed in the warlock section of the Player's Handbook, the Undying in the Sword Coast Adventurer’s Guide, or the Celestial or Hexblade in Xanathar’s Guide to Everything. Your choice augments some of your Path features.

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

The Celestial

Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.

 

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

The Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

The Hexblade

You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

The Undying

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize — like all power — comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

Pact Magic

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 in the Player's Handbook for the Warlock spell list.

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

Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level.

To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher. At 3rd level, you know two 1st-level spells of your choice from the warlock spell list, both of which you must choose from the conjuration and evocation spell categories.

The Spells Known column of the Sworn Champion table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace is with another spell from the warlock spell list, which also must be of a level for which you have spell slots and must be from the conjuration and evocation spell categories.

Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spellcasting while Raging While raging, you are still able to cast and concentrate on spells as if you were of sound mind. Hitting with a spell attack counts towards keeping your rage, and you can apply your rage damage to any spell attack. 

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Enraged Ascension

Beginning at 3rd level, your weapon becomes a core to your pact with your chosen dark patron. While you are raging, you can use your weapon as a spellcasting focus (found in chapter 5 of the Player’s Handbook) for your spells. Your chosen pact also grants you an additional bonus while raging.

The Archfey

While raging, your jump height and long jump length doubles, and your movement speed increases by 5 feet.

The Celestial

While raging, you can use your action to plant your feet into the ground, causing a small wave of energy to flow in a 10 foot radius around you. All friendly creatures within that radius are healed for 1d8+ your rage bonus. You can’t do so again until you finish a short rest. 

The Fiend

While raging, if you make a critical attack roll, your rage damage is also doubled and becomes fire damage. Additionally, you can use your bonus action to mark a creature for death, causing the next attack roll made against them to be rolled with advantage and deal an extra 1d4 fire damage. You can’t do so again until you finish a short rest.

The Great Old One

As an action, you can force up to 3 creatures to make a Wisdom Saving Throw by roaring at them, causing them to catch a glimpse of your patron’s visage. On a failed save, the target creatures become stunned until the end of your next turn. You can’t do so again until you finish a short rest. 

The Hexblade

You can use your bonus action to choose one creature within 30 feet of you. For the next minute, any attack rolls you make against the creature are considered a critical hit if you roll a 19 or 20. You can’t do so again until you finish a short rest. 

The Undying

Whenever you reduce a hostile creature to 0 hit points with a weapon attack, and kill it, you regain hit points equal to your Rage damage bonus.

Ramblings of the Mad One

Beginning at 6th level, when you are reduced to 0 hit points, you can mutter a final incantation to cast one cantrip of your choice using your reaction. If you have used your reaction on the same round that you are reduced to 0 hit points, you cannot use this ability. Once you have used this ability, you can’t use it again until after you have finished a long rest.

Champion's Mantle of Worship

Beginning at 10th level, depending on your chosen patron, you are granted another rage bonus bonus for your continued service to your patron.

The Archfey

While raging, if you succeed on a grapple check on a creature of one size larger than you or smaller, your patron can attempt to take minor control of the creature. The target creature must make a Wisdom Saving Throw or be charmed by you for rounds equal to your rage damage.

The Celestial

While raging, you sprout a set of wings and gain a flying speed of 40 feet for 1 minute. These wings emit bright light in a 30 foot radius, and dim light for an extra 30 feet. 

The Fiend

While raging, you can use your bonus action to imbue your weapon with fiendish fire that leaps onto your enemies. When you make a weapon or spell attack, the target creature (or if the attack hits multiple targets, the first creature chosen for the attack) must make a Constitution Saving throw. On a failed save, they take 2d6 fire damage and an extra 1d6 fire damage every round afterwards for 1 minute, or until the fire is put out with an action by another creature. You can’t use this ability again until you finish a long rest.

The Great Old One

While raging, you grow another appendage on your back that reflects your patron’s visage. You can make an unarmed strike with this appendage as a bonus action. The appendage can also catch a projectile fired at you as a reaction. When it does so, the damage you take from the attack is reduced by 1d10 + your Charisma modifier + your rage bonus.

The Hexblade

While raging, your weapon can create a copy of itself to fight alongside you. You can cast Spiritual Weapon without expending a spell slot. You can’t cast this spell again until you complete a short rest.

The Undying

While raging, if you attack an enemy and reduce them to 0 hit points, killing the creature, the soul is absorbed into your weapon, adding a +1 to your rage damage bonus. You can hold an amount of souls equal to your Charisma Modifier. The souls are released when your rage ends, ending the extra bonus damage effect.

Roar of Arms

Starting at 14th level, you can call upon your patron with a mighty roar, piercing the minds of all creatures around you. When your current hit point total is below half your maximum hit point total, you can cast the spell Summon Greater Demon at the 5th level. The creature that comes forth resembles what your patron would look like, but uses the same statistics as a creature that would normally be summoned using this spell. You can’t cast this spell again until you complete a long rest.

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