Base Class: Barbarian
Barbarians who follow the Path of the Volatile Spellrager are infused with unstable elemental power that erupts whenever they give themselves over to Rage. Rather than studying magic through discipline or careful control, Spellragers unleash raw arcane energy through instinct, fury, and overwhelming emotion. Their Rage causes volatile magic to surge violently through their bodies, crackling across their body and weapons and erupting outward in destructive bursts of elemental energy.
Some Volatile Spellragers are born with innate magical power, while others gain it through exposure to unstable arcane forces, magical disasters, or moments of overwhelming trauma and emotion. Whatever the source of their power, Spellragers do not suppress the chaos within themselves. Instead, they embrace it fully, allowing their Rage to become a weapon of unstable elemental destruction.
Level 3: Barbarian Cantrip
Your Rage amplifies the volatile elemental energy within you, allowing you to cast the Sorcerous Burst cantrip.
You learn the Sorcerous Burst cantrip. It counts as a Barbarian cantrip for you.
Ragecasting. While your Rage is active, the only spell you can cast is your Barbarian cantrip: Sorcerous Burst.
Spellcasting Ability. Constitution is your spellcasting ability for your Barbarian cantrip.
Your spell attack modifier = your Constitution modifier + your Proficiency Bonus.
Your spell save DC = 8 + your Constitution modifier + your Proficiency Bonus.
Spellcasting Focus. You can use an Arcane Focus or a Simple or Martial weapon as a Spellcasting Focus for Sorcerous Burst.
Level 3: Arcane Resistance
The magic raging within you manifests as volatile elemental energy.
When you activate your Rage, roll a d8 on the Arcane Resistance table to determine the damage type empowered by your Rage. While your Rage is active, you have resistance to the chosen damage type.
| d6 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Lightning |
| 5 | Poison |
| 6 | Psychic |
| 7 | Thunder |
| 8 | Your choice |
Level 3: Spellrager
The arcane energy surging through your body enhances your destructive elemental magic.
Once on each of your turns, when you cast Sorcerous Burst and the damage type matches the type granted by your Arcane Resistance feature, you can add your Constitution modifier to the damage roll of that spell.
Level 6: Volatile Infusion
Your Rage causes unstable magic to surge through your body. Once on each of your turns while your Rage is active, when you hit a creature with a weapon attack, you can infuse the strike with arcane energy. The attack deals an extra 1d6 damage of the type granted by your Arcane Resistance feature.
This extra damage increases when you reach Barbarian levels 10 (1d8), 14 (1d10), and 18 (1d12).
Level 10: Enhanced Barbarian Cantrip
Your Rage enhances the destructive elemental magic within you.
Rage-fueled Cantrip. While your Rage is active, when you deal damage with your Sorcerous Burst cantrip, you can add your Rage Damage bonus to the damage roll of that spell.
Volatile Rage. When you activate your Rage, you can cast the Sorcerous Burst cantrip as part of the same Bonus Action.
Additionally, while your Rage is active, you can cast the Sorcerous Burst cantrip as a Bonus Action. You can do so a number of times equal to your Rage Damage bonus, and you regain all expended uses when your Rage ends. Casting Sorcerous Burst when you activate your Rage doesn’t expend one of these uses.
Level 14: Overloaded Spellrager
The volatile magic raging within you reaches critical mass.
As a Magic action, you can unleash an explosion of unstable arcane energy. Each creature of your choice in a 15-foot Emanation originating from you must make a Dexterity saving throw against your Barbarian spell save DC. On a failed save, a creature takes 5d12 damage of the type granted by your Arcane Resistance feature, plus your Constitution modifier, and it takes an additional 1d12 damage of the same type at the start of its next turn. On a successful save, a creature takes half the initial damage only.
When you use this feature, you take 1d12 Necrotic damage. This damage ignores Resistance and Immunity to Necrotic damage. This Necrotic damage increases by 1d12 each time you use this feature before finishing a Long Rest.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore its use.
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