Barbarian
Base Class: Barbarian

as a path of transfiguration barbarian you use elixirs to draw out the strength of your body, enabling you to have the strength to meet your rage. the strength of your body depends on the strength of your elixir.

as a learned scientist you can use some concoctions to simulate magic spells while not raging. (you know magic, that can be flavoured to be potions and/or grenades)

on later levels you can finetune your elixirs to give secondary effects while raging.

Level 3: spellcasting

You have learned to cast spells.

Cantrips. You know two cantrips of your choice from the Artificer spell list. Whenever you gain a Barbarian level, you can replace one of these cantrips with another cantrip of your choice from the Artificer spell list.

When you reach Barbarian level 10, you learn another Artificer cantrip of your choice.

Spell Slots. The path of Transfiguration Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

path of transfiguration Spellcasting
  —SPELL SLOTS PER SPELL LEVEL—
BARBARIAN LEVEL SPELLS PREPARED 1 2 3 4
3 3 2 — — —
4 4 3 — — —
5 4 3 — — —
6 4 3 — — —
7 5 4 2 — —
8 6 4 2 — —
9 6 4 2 — —
10 7 4 3 — —
11 8 4 3 — —
12 8 4 3 — —
13 9 4 3 2 —
14 10 4 3 2 —
15 10 4 3 2 —
16 11 4 3 3 —
17 11 4 3 3 —
18 11 4 3 3 —
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Artificer spell list.

The number of spells on your list increases as you gain Barbarian levels, as shown in the Prepared Spells column of the path of Transfiguration Spellcasting table. Whenever that number increases, choose additional spells from the Artificer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Barbarian, your list of prepared spells can include five Artificer spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Barbarian level, you can replace one spell on your list with another Artificer spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.

Spellcasting Focus. You can use an Alchemist's supplies as a Spellcasting Focus for your Artificer spells.

Level 3: alchemist

you gain proficiency with alchemist tools if you aren't already.

Level 3: Rage elixir

at level 3,

since your strength comes from your elixir, the more powerfull your elixir, the more powerfull the effect.

while raging you can add your intelligence modifier to any strength checks or saving throws you make instead of your strength.

while raging, when you make a melee attack roll that uses strength, you can use your intelligence instead. this attack also triggers the rage damage bonus.

Level 6: enhanced elixir

from level 6 onwards,

choose one of the following effects. these effects are active while raging. you can change the effect at the end of a long rest.

1. grappler's elixir: at the start of each of your turn, if you have an enemy grappled they take bludgeoning damage equal to your intelligence modifier plus half your barbarian level.

2. swiftness elixir: as part of the attack action, you can now make one additional atack.

3. troll's vigor elixir: at the start of each of your turns you recover health equal to your intelligence modifier, this effect does not occur while incapacitated,

4. controlled rage elixir. you can now cast cantrips while raging, add your rage damage bonus to damage dealt with your cantrips.

Level 10: chemical blood

from level 10,

while raging, when a creature damages you while within 10 feet, it has to make a constitution saving throw (DC= 8+Proficiency bonus+ int modifier). on a fail the chemicals in your blood makes them lose control of their senses, they have dissadvantage on any attack rolls untill the start of their next turn.

Level 14: superior elixir

starting at level 14 your secondary effects are now further enhanced.

1. grappler's elixir: you gain advantage on attack rolls against creatures grappled by you.

2. swiftness elixir: the ammount of extra attacks you can make increases from 1 to 2.

3. troll's vigor elixir: you now recover health equal to 2 times your intelligence modifierat the start of your turn. additionally you can use your bonus action to increase your blood flow for a short ammount of time, instantly healing this same ammount. this can be used an ammount of times equal to your proficiency bonus per long rest.

4. controlled rage elixir: you can now cast up to lvl 3 spells while raging. damage done in this way is increased by your rage damage bonus. Additionally, you can now hold concentration while raging.

 

additionally, whenever the chemical blood feature is activated, the target takes acid damage equal to your rage damage bonus. this always happens, whether they make the save or not.

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