Base Class: Barbarian
The Path of the Jabberwocky is a journey of manipulating and controlling the arcane. Some event in your past—or that of an ancestor—left you scarred or infused with raw magic. Unlike a studious wizard, this magic is channeled through your rawest emotions, the strongest of which is your rage.
Barbarians who follow the Path of the Jabberwocky are vessels of volatile arcane power. Whether through a magical catastrophe, a cursed bloodline, or exposure to unstable sorcery, arcane energy burns within them. Where wizards carefully weave spells and sorcerers shape innate magic with control, Jabberwocky barbarians unleash it through fury.
When these warriors rage, their magic erupts outward—raw, destructive, and unpredictable.
Some warriors are forged by steel and fury alone. You were forged by something older, stranger, and far less willing to be contained. Whether through a cataclysmic arcane accident, a pact made by a desperate ancestor, or a brush with a creature of pure magical chaos, the weave does not flow through you so much as it erupts. Your rage is not merely emotion — it is a crack in reality, a seam where raw magic bleeds through. Other barbarians roar. You detonate.
The Jabberwocky of legend was a thing of impossible contradiction: claws and fire, nonsense and terror, vorpal and vulnerable. So too are you — a warrior who bleeds lightning, whose anger rewrites the laws of magic, whose very fury is a spell.
Level 3: Spellcasting
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional cantrip at 10th level.
Spell Slots
The Path of the Jabberwocky Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell 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 must be chosen from the abjuration or evocation schools on the sorcerer spell list.
The Spells Known column of the Path of the Jabberwocky Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each new spell must be an abjuration or evocation 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 be 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 or evocation spell, unless you are replacing a spell gained at 3rd, 8th, 14th, or 20th level.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since your magic erupts from the force of your will and emotion rather than study or devotion.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
Path of the Jabberwocky Spellcasting Table
| Barbarian Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | — | — | — |
| 4th | 2 | 4 | 3 | — | — | — |
| 5th | 2 | 4 | 3 | — | — | — |
| 6th | 2 | 4 | 3 | — | — | — |
| 7th | 2 | 5 | 4 | 2 | — | — |
| 8th | 2 | 6 | 4 | 2 | — | — |
| 9th | 2 | 6 | 4 | 2 | — | — |
| 10th | 3 | 7 | 4 | 3 | — | — |
| 11th | 3 | 8 | 4 | 3 | — | — |
| 12th | 3 | 8 | 4 | 3 | — | — |
| 13th | 3 | 9 | 4 | 3 | 2 | — |
| 14th | 3 | 10 | 4 | 3 | 2 | — |
| 15th | 3 | 10 | 4 | 3 | 2 | — |
| 16th | 3 | 11 | 4 | 3 | 3 | — |
| 17th | 3 | 11 | 4 | 3 | 3 | — |
| 18th | 3 | 11 | 4 | 3 | 3 | — |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Level 3: Arcane Rage
Your rage does not merely empower your body — it tears open the boundary between your fury and the weave itself. While raging, you gain the following abilities:
- You can add your Rage Damage bonus to the damage rolls of spells that require an attack roll.
- Your rage is maintained if a creature takes damage from a spell you cast (in addition to the usual condition of dealing damage with a melee attack).
- You are able to concentrate on spells while raging.
- You have advantage on Constitution saving throws made to maintain concentration.
- When your rage ends, you immediately lose concentration on any spell.
Level 6: Channeled Anger
You have learned to shape the flavor of your fury — to decide, in the moment your blood begins to rise, what form your destruction will take.
When you enter a rage, choose a damage type other than bludgeoning, piercing, or slashing (for example: fire, lightning, cold, thunder, acid, necrotic, or radiant).
While raging, you gain the following benefits:
- Your melee weapon attacks and melee spell attacks each deal an additional 1d6 damage of the chosen type. This bonus damage can be dealt once per turn.
- This die increases to a d8 at 10th level, a d10 at 14th level, and a d12 at 18th level.
- You gain resistance to the chosen damage type for the duration of your rage.
- You gain proficiency in Charisma saving throws.
Level 10: Chaotic Outburst
Your magic has grown wild enough to spill out between your strikes — a cantrip hurled between blows, a blast riding the backswing of your axe.
You gain the following benefits:
- When you use your action to make a melee weapon attack, you can cast a cantrip as a bonus action. The cantrip must have a casting time of 1 action.
- When you score a critical hit with a spell attack, you can roll one additional damage die of that spell's damage dice.
- This increases to two additional dice at 13th level and three additional dice at 17th level.
Level 14: Improved Arcane Rage
At the peak of your power, your magic becomes an avalanche — relentless, self-sustaining, and nearly impossible to silence.
While raging, you gain the following benefits:
- Unstable Potency: If you roll a 1 or 2 on any damage die from a spell you cast, you can reroll that die. You must use the new result.
- Iron Focus: You automatically succeed on concentration saving throws with a DC equal to or lower than your Barbarian level.
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