Barbarian
Base Class: Barbarian

Some barbarians don't seem to be barbarians at all, taking a calmer, more magical approach to their rages- if they can even be called rage anymore. These adventurers often call themselves Huntsmen and Huntresses, and, unlike other barbarians, can often be found in cities, holding off the wild ravages of uncontrolled magic and nature.

This subclass is a Quixotic-Dragon production.

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Aura

Starting at 3rd level, you don't rage the same way other barbarians do, instead enveloping yourself in a magic shield of sorts. Your normal rage details and unarmored defense are replaced with the following features.

  • Your unarmored defense is 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.
  • You have advantage on Dexterity saving throws and Acrobatics checks.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You can cast and concentrate on spells while raging.
  • You no longer have a specific number of rages, but instead have aura points equal to your level. 
  • Your aura rage costs 3 aura points, lasts for a number of minutes equal to one half your Wisdom modifier rounded down (minimum of one), and activates automatically when you are made aware of an enemy presence as long as you have enough aura points. It ends early if your are knocked unconscious or are no longer in immediate danger. Your aura rage also ends early if you spend more aura points than your "maximum per level" in a given round, and you can end your aura rage on your turn as a bonus action if you so choose.

Semblance

Starting at 3rd level, you can direct your Aura into a specific manifestation of power often known as semblance. You gain spells based on this semblance.

The aura point cost of your Semblance spells is the level of the spell + 1. Cantrips, however, are free. The Spells by Aura Points chart determines how many aura points you can spend on a given spell (and, by extension, what level spell you can cast.)

You can cast any spell from the abjuration school except for Lesser and Greater Restoration (Unless stated otherwise by your chosen "domain"), and you gain additional spells from a cleric divine domain Bonus Spells list of your choice.

Alternatively, you can assemble your own spell list following the same guidelines as approved by your DM. Instead of gaining these spells at 1st, 3rd, 5th, 7th, and 9th levels, you gain 1st and 3rd level spells at 3rd, 5th at 6th, 7th at 10th, and 9th at 14th.

Spells by Aura Points

Barbarian Levels

Maximum Aura Points for a Spell

3rd-8th

3

9th-12th

4

13th-16th

5

17th-20th

6

Unbreakable Aura

Starting at 6th level, while raging you gain resistance to all damage except psychic.

The Usual Threats

Starting at 10th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered on the edges of your town.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain the following benefits.

  • You gain a +2 bonus to damage rolls with weapon attacks
    against creatures of the chosen type while not raging.
    While you are raging, you gain your rage bonus damage
    against them.
  • Additionally, you have advantage on Survival checks to
    track your favored enemies, as well as on Intelligence
    checks to recall information about them.
  • When you gain this feature, you also learn one language of
    your choice, typically one spoken by your favored enemy or
    creatures associated with it.

Aura Break

Starting at 14th level, the first time you would fall into death saving throws during an encounter, you instead regenerate 2 hit dice every round for a number of rounds equal to your Wisdom modifier, during this time the maximum level for spells you can cast is removed. Additionally if your aura point count is less than half your maximum then it becomes half your maximum.

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