Barbarian
Base Class: Barbarian

Path of the Spellwrought Barbarians have fought many battles against magic-wielding foes and have found themselves wanting. To level the playing field these Barbarians have learned to tap into the innate magic energy within themselves through sheer physical might and extract it to cast spells using magical tattoos.

 

Level 3: Innate Magic

You can tap into the innate magical energy within yourself. This energy is represented by a pool of Innate Magic Dice, which are d12s. You have a number of these dice equal to 1 + your Constitution modifier (minimum of 1). You expend these dice to cast your Path of the Spellwrought spells. When you expend a die, roll it and gain Temporary Hit Points equal to the result. 

You regain one of your expended Innate Magic Dice when you finish a Short Rest, and you regain all of them when you finish a Long Rest.

 

Level 3: Spellwrought Ink

You have learned how to etch magical tattoos onto your skin using special ink. These tattoos allow you to use your innate magical energy to cast spells that mimic the spells used by other spellcasters. 

You learn two level 1 spells from the Cleric, Druid, or Wizard spell list. You can replace these spells with different level 1 spells from an available spell list when you finish a Long Rest. Constitution is your spellcasting ability for these spells.

You can cast these spells even while your Rage is active by expending an Innate Magic Die.

 

Level 6: Enhanced Magic

You learn two level 2 or lower spells from the Cleric, Druid, or Wizard spell list. You can replace these spells with different level 2 or lower spells from an available spell list when you finish a Long Rest. Constitution is your spellcasting ability for these spells.

You can cast these spells even while your Rage is active by expending an Innate Magic Die.

 

Level 10: Powerful Magic

You learn two level 3 or lower spells from the Cleric, Druid, or Wizard spell list. You can replace these spells with different level 3 or lower spells from an available spell list when you finish a Long Rest. Constitution is your spellcasting ability for these spells.

You can cast these spells even while your Rage is active by expending an Innate Magic Die.

 

Level 10: Spell Focused Rage

You have learned to focus on maintaining and strengthening the magic of your spells using your rage. You can cast any spell you know while your Rage is active, even if it is not from this Subclass. If you expend an Innate Magic Die to cast a spell, you can maintain Concentration on that spell even while your Rage is active.

In addition, while your Rage is active, if you cast a spell by expending an Innate Magic Die you always cast it as a level 3 spell if it can be cast at a higher level. 

 

Level 14: Spellwrought Might

You have gained mastery over the magical energy of your spells and you can use your magical tattoos and physical might to manipulate or break this energy at will.

You learn the spell Counterspell. Constitution is your spellcasting ability for this spell and you can cast it even while your Rage is active a number of times equal to your Constitution modifier (minimum of once). A use is not expended if this spell fails to stop a spell. You regain all expended uses when you finish a Long Rest.

In addition, when you cast a spell while your Rage is active you are empowered by its magical energy until the end of your next turn. Your next attack using Strength—with either a weapon or an Unarmed Strike—does an additional 2d12 Force damage.

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