Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Arcane try to avoid falling prey to their base instincts. Instead, through careful study, they learn to control their fury, using it as a tool to elevate their mind. In battle, you are able to use your rage to harness powerful magic, shaping it around you to defend yourself, or cause devastating effects.

Those who follow this path cannot access most of their magical ability outside of combat, so they often infuse their body with magical runes to help them access it, much like a wizard’s spellbook. These inscriptions usually come in the form of tattoos, scars or brands.

Arcane Rage

All of your rages are now arcane rages. During an arcane rage, you may cast spells with normal spellcasting rules. Spells cast during an arcane rage ignore material components as long as no cost is specified.

Spellcasting

You now have access to spellcasting. You may prepare 2 cantrips of your choice from the wizard spell list, you gain an additional cantrip at level 10. You also prepare a certain number of spells as determined by the table below. These spells must be from either the evocation or abjuration schools, aside from 1 / 2 / 3 / 4 memorised spells at levels 3 / 8 / 14 / 20. These may be from any school. You can only cast cantrips and memorised spells outside of an arcane rage, but you have full access your spells during one.

Barbarian Spells: The spells you prepare each day must have some visible appearance on your body (ie brands or tattoos).

Changing your spell list is a long and painful process, whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. This must be done during a long rest. 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’re replacing the spell you gained at 8th, 14th, or 20th level.
Spell Slots: See table below
Spell Attack Modifier: Proficiency + Intelligence Modifier
Spell Save DC: 8 + Proficiency + Intelligence Modifier


Spellcasting Table

Barbarian Level Cantrips Known Total Spells Known (memorised) 1st 2nd 3rd 4th
3 2 3 (1) 2 - - -
4 2 4 (1) 3 - - -
5 2 4 (1) 3 - - -
6 2 4 (1) 3 - - -
7 2 5 (1) 4 2 - -
8 2 6 (2) 4 2 - -
9 2 6 (2) 4 2 - -
10 3 7 (2) 4 3 - -
11 3 8 (2) 4 3 - -
12 3 8 (2) 4 3 - -
13 3 9 (2) 4 3 2 -
14 3 10 (3) 4 3 2 -
15 3 10 (3) 4 3 2 -
16 3 11 (3) 4 3 3 -
17 3 11 (3) 4 3 3 -
18 3 11 (3) 4 3 3 -
19 3 12 (3) 4 3 3 1
20 3 13 (4) 4 3 3 1

Charged Spells

While in an arcane rage, your melee attacks charge your spell casting. Each time you make a successful melee attack, you gain a spell charge. You may store up to a maximum of two charges.

During a rage you may expend pairs charges to add a d4 to an area of effect spell. Additionally you can impose an empowered spell effect which takes effect on any targets that fail their saving throws. You must decide which effect before you roll any dice for your spell.

The die type increase when you reach certain levels in this class, increasing to a d6 at 10th, a d8 at 15th and a d10 at 20th.

The maximum number of stored charges increases to 4 at level 14, allowing you to add up to two additional damage die and up to two imposed effects. You lose all stored charges at the end of your rage.


 

Charge Cost Effect
2 Targets are knocked prone
2 Targets are pushed 5ft back
4 Targets are stunned until the end of their next turn
4 Targets are blinded until the end of their next turn

Arcane Guard

Beginning at 6th level, you can use your mastery of arcana to enhance your protection during battle. Once per rage, as an action, you may expend two spell charges to activate an arcane guard. For the duration of the rage, you become resistant to one of the elemental damage types and your AC increases by an amount equal to your intelligence modifier (minimum 1). Elemental types include: Acid, Cold, Fire, Lightning, Poison or Thunder.

Explosive Rage

Beginning from 14th level, you have learned how to use your anger to unleash a burst of arcane energy when entering a rage. When you begin a rage, you may cast a spell as part of that same bonus action. The spell is considered to take place after the rage has begun and still consumes its appropriate slot. It must have a casting time of one action.

Reckless Casting

Starting from 10th level, you can choose to intensify the effects of your spells at the cost of your defence. When casting a spell on your turn, you can decide to cast recklessly. When you roll damage for the spell, you reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. Attack rolls against you have advantage until the start of your next turn.

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