Barbarian
Base Class: Barbarian

Everyone gets angry.  Some rage.  The exceptional are able to dig deeper and enter a frenzied state.  But you?  You have descended so deep into rage that you found something.  Something deep within your core, a doorway of sorts.  The first time you felt it, the first time you tried to open it, perhaps it jogged you out of your rage.  We're you scared?But you couldn't stay away, could you?  You couldn't let yourself be afraid.  You had to know what was on the other side of that doorway, didn't you?  It was difficult to find a second time; how to stay mentally Alert for some subtle detail while in the depths of rage.  So you tried.  Time and time again, you tried, until you found that gateway within, just as before.  Unafraid, you the opened the door.  Behind it: a fiery furnace of power so raw that holding open the door for just moments threatened to destroy you from within.  But the power that you held within you after that moment was collosal... And addicting.  With practice, you were able to return to it consistently, and each time you could hold it open longer,  exposing the Burning power of your very soul, in the pursuit of greater power.  The Path of the Burning Soul is not for the weak.  Without control, the  seeming antithesis of rage, such power would destroy the typical barbarian, but you have both: the ying and the yang: two parts of your whole, granting you access to amazing feats, more so when you descend into your deepest rages. 

Broken Seals

You have opened the door to a source of power.  You gain proficiency with the Arcana skill.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

You learn three cantrips of your choice from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level.

Spell Slots

The Path of the Burning Soul Advancement 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 abjuration, evocation, or necromancy spells on the sorcerer spell list.

The Spells Known column of the Path of the Burning Soul Advancement table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration, evocation, or necromancy 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 abjuration, evocation, or necromancy 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 the power of your magic relies on channeling arcane powers through your body, as a conduit. 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.  Additionally, you must be raging to cast or concentrate on spells.  If you lose your rage, any spells that you are concentrating on end immediately.

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

Spell attack modifier = your proficiency bonus + your Constitution modifier

Path of the Burning Soul Advancement

Barbarian

LEVEL

MANIFESTATIONS

KNOWN

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

3

3

3

2

—

—

—

4th

3

3

4

3

—

—

—

5th

3

3

4

3

—

—

—

6th

3

3

4

3

—

—

—

7th

4

3

5

4

2

—

—

8th

4

3

6

4

2

—

—

9th

4

3

6

4

2

—

—

10th

4

4

7

4

3

—

—

11th

4

4

8

4

3

—

—

12th

4

4

8

4

3

—

—

13th

4

4

9

4

3

2

—

14th

4

4

10

4

3

2

—

15th

5

4

10

4

3

2

—

16th

5

4

11

4

3

3

—

17th

5

4

11

4

3

3

—

18th

5

4

11

4

3

3

—

19th

5

4

12

4

3

3

1

20th

5

4

13

4

3

3

1

Rage Filled Soul

When you choose this archetype at 3rd level, you learn manifestations that are fueled by special dice called smoldering dice.

Manifestations. You learn three manifestations of your choice, which are detailed under “Manifestations” below. Many manifestations enhance an attack in some way. You can use only one manifestation at any time, unless otherwise specified.  Some manifestations require you to be raging.  If a manifestation does not state that you are required to be raging then it is not required.  

You learn two additional manifestations of your choice at 7th, 10th, and 15th level. Each time you learn new manifestations, you can also replace one manifestation you know with a different one.

Smoldering Dice. You have four smoldering dice, which are d8s. A smoldering die is expended when you use it. You regain all of your expended smoldering dice when you finish a long rest.

You gain another smoldering die at 7th level and one more at 15th level.

Saving Throws. Some of your manifestations force your target to make a saving throw to resist the manifestation's effects. The saving throw DC is calculated as follows: 

Manifestation save DC = 8 + your proficiency bonus + your Constitution modifier.

Manifestations

The manifestations are presented in alphabetical order.

Blasting Leap

As a bonus action, expend one smoldering die. For the next minute, your jumping distance is tripled.

Blazing Will

You draw upon the core of power within you as you focus on a single thought. Expend one Smoldering die. As a bonus action, you send a short message of twenty-five words or less to a creature within 30 ft. Of you. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

Brilliant Prism

Prerequisite: Luminous Reflection (Manifestation), Barbarian Level 5

While raging, when you take damage from a spell, you can use your reaction and expend any number of smoldering dice and function as a conduit, channeling some of the damage of the spell's type amongst any number of creatures that you can see within 30 ft of you. The damage equals up to the total you roll on your smoldering dice + your Constitution modifier. You still take full damage, and you cannot channel more damage than you received.

Dazzling Mobility

When you move, you can expend one smoldering die, rolling the die and adding the number rolled to your AC until you stop moving.

Feel the Power

Prerequisite: Barbarian Level 5

You seethe, and the raw core of power within you seeps out. As an action, expend one smoldering die. You are able to use this ability for 10 minutes. During that time, you have advantage on all intimidation checks. Additionally, while this ability is active you can use a bonus action to force one creature that you can see and that can see you, to make a wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. You can use Feel the Power this way once on the round you activate it, without using a bonus action.  You cannot use any other manifestations while this ability is active. You can dismiss this ability early, at any time.

Glimmering Sight

Prerequisite: Barbarian Level 11

As an action, expend one smoldering die. For the next 10 minutes, you can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.  

Luminous Reflection

Prerequisite: Barbarian Level 5

While raging, when you take damage from a spell that targets a single creature, and you can see the source of the spell, you can use your reaction and attempt to reflect the spell's damage back to its source. Make an ability check using your spellcasting ability. Roll one smoldering die and add the number rolled to your ability check.  The DC equals 14 + the spell's level. On a success, you take no damage, and the spell is reflected back at the caster.  All damage for the spell is taken by the caster.

Power Overwhelming

Prerequisite: Raging Furnace (Manifestation), Barbarian Level 13

Your anger boils over. While raging, after you hit a creature with a melee weapon attack you can channel energy from the core of your soul to empower your attack. Use a bonus action to expend any number of smoldering dice. The target takes damage equal to the total you roll on your smoldering dice + your Constitution modifier. If you use your smoldering dice in this way, and cause damage equal to or greater than half the targets maximum health, the target must make a Constitution saving throw. On a failure, the target is stunned. 

Radiant Visions

Expend one smoldering die. As an action, you can cast silent image without expending a spell slot or material components.

Raging Furnace

Prerequisite: Smoldering Core (Manifestation), Barbarian Level 7

Your anger grows. While raging, after you hit a creature with a melee weapon attack you can channel energy from the core of your soul to empower your attack. As a bonus action, expend up to three smoldering dice. The target takes damage equal to the total you roll on your smoldering dice + your Constitution modifier.

Resplendent Grace

Prerequisite: Dazzling Mobility (Manifestation), Barbarian Level 7

Your Dazzling Mobility grows in power, drawing on your ever growing core. Immediately after activating the Dazzling Mobility manifestation, roll one additional smoldering die. You retain the benefit of your Dazzling Mobility AC increase by a number of rounds equal to half of the number rolled, rounding up (minimum: 1). Additionally, until your Dazzling Mobility ends, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained. You can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Finally, being underwater imposes no penalties on your movement or attacks.

Shimmering Inspiration

You focus the fire of your soul on one of you allies. As a bonus action, expend one of your smoldering dice, and choose an ally.  Once within the next 10 minutes, the creature can roll the die and add half of the number rolled (round up) to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Shimmering Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Shimmering Inspiration die is rolled, it is lost. A creature can have only one Shimmering Inspiration die at a time.

Smoldering Core

While raging, after you hit a creature with a melee weapon attack, you can channel energy from the core of your soul to empower your attack. As a bonus action, expend one smoldering die. The target takes damage equal to the total you roll on your smoldering die + your Constitution modifier.

Speed of Light

Prerequisite: Barbarian Level 7

Expend one smoldering die. For the next minute, as a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target of your bond. To teleport in this way, you must be able to see the target. The manifestation ends after one minute or when the target dies.

The Dazzling Truth

Prerequisite: Feel the Power (Manifestation), Barbarian Level 7

The power that you seethe grows stronger, and you are able to see into others' souls. While Feel the Power is active, as an action, expend an additional smoldering die to force one creature that you can see and that can see you, to make a wisdom saving throw. If the saving throw fails, you gain insight into i the targets surface thoughts, reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If the saving throw succeeds, the effect ends. Either way, the target knows that you are probing into its mind.

Magic Awareness

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.

Soul Eruption

Starting at 10th level, you can use your Soul Eruption ability to withdraw the restraints on your inner rage and deal radiant damage to your foes.

As an action, you withdraw into your core and loose all restraints, allowing your rage to erupt.

Radiant Burst

The energy of your core bursts out all around you.  Any magical darkness within 20 feet of you is dispelled. Additionally, each creature within 20 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Damage increases by an additional 1d10 at 14th, 18th, and 20th level. 

Radiant Discharge

A wave of heat and light erupt from your core, filling a 40 foot cone in a direction you choose. Any magical darkness inside of this cone is dispelled. Additionally, each creature in the cone must make a Dexterity saving throw. A creature takes damage equal to 2d10 on a failed save, or half as much damage on a successful one. A creature that has total cover from you is not affected.

Damage increases by an additional 1d10 at 14th, 18th, and 20th level.

Radiant Emission

The energy of your core bursts out all around you. A beam of energy forming a line 80 feet long and 5 feet wide blasts out from you in a direction you choose. Any magical darkness along this path is dispelled.  Additionally, each creature in the line must make a Dexterity saving throw. A creature takes damage equal to 2d10 on a failed save, or half as much damage on a successful one. A creature that has total cover from you is not affected.

Damage increases by an additional 1d10 at 14th, 18th, and 20th level.

Improved Rage Filled Soul

At 10th level, your smoldering dice turn into d10s. At 18th level, they turn into d12s.

Improved Rage Filled Soul

At 18th level, your smoldering dice turn into d12s.

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