Barbarian
Base Class: Barbarian

Many places in the multiverse are brimming with magical energy. The Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and the residents of these realms are infused with it. Barbarians are fierce and powerful warriors who will take any edge they can to win a fight. In fact, some of these barbarians have learned to harness that magical energy to augment their strength. These magic-suffused barbarians walk the Path of Combat Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors, and utterly destroy their enemies.

 

Level 3: Otherworldly Being

When you choose this path at 3rd level, entering Rage now grants effects not quite like other barbarians. You gain resistance to Radiant and Necrotic damage, in addition to non-magical attacks.

In addition, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Also at 3rd level, once per turn while in Rage, you can attempt to cause a random condition to activate when you hit an enemy. Roll a d6. 1- Frightened. 2- Prone. 3- Blinded. 4- Stunned. 5- Restrained. 6- Paralyzed. An enemy must roll a Constitution Save against a DC of 8+Con+Prof. On a failure, the enemy is affected by the random condition and can attempt to end the condition with another Constitution save. Once the condition ends, the enemy cannot be targeted again. On a success, the enemy isn't affected.

Level 3: Body Enhancement

At 3rd level, you gain the ability to enhance your physical abilities to a supernatural state. Upon activating this ability, for one minute, unarmed strikes and melee attacks with simple weapons deal damage equal to 1d6 + your Strength modifier, instead of the damage normal for unarmed strikes or simple weapon attacks. This die increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. Attacks are considered magical for overcoming resistances. Strength and Dexterity checks and saves are made at advantage. You may use this ability the amount of times equal to half of your proficiency bonus, rounded up. Cannot be used while another Combat Magic ability is active.

Level 6: Fire Support

At 6th level, you gain the ability to enhance your ranged attacks or bolster your allies. Upon activating this ability,  once per turn, you or one ally of your choice within 30 feet of you can make two extra ranged attacks per action while this ability is active. Ranged attacks from 60 feet or greater with bows and other projectile weapons are made at advantage and are increased to 1d10 damage die. They are considered magical for overcoming resistances. You may use this ability the amount of times equal to half of your proficiency bonus, rounded up. Cannot be used while another Combat Magic ability is active.

Level 10: Vengeance

At 10th level, when you are imperiled during your rage, the magic within you can lash out. If you've taken 20 or more damage in a single strike, you can invoke Vengeance. This allows a reaction unarmed melee attack at advantage. Vengeance grants an extra 2d10 Force Damage. Can be used once per battle.

Level 14: Fury of the Gods

You've truly mastered augmenting yourself with magic. At 14th level, your Rage damage is now increased by 5, and while in Rage, you gain resistance to Psychic damage, and you become immune to non-magical physical damage (Slashing, Bludgeoning, and Piercing) and one type of elemental damage (Fire, Cold, Lightning, Thunder, Poison, or Acid. Roll a d6 to determine which).

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