Base Class: Barbarian
Cast while raging, enchant your and your allies' weapons, and literally erupt with magic
*formerly known as Path of the Crushing Elements*
Arcane Berserker
At 3rd level when you take this subclass, you can only cast while Raging and can only learn spells that deal damage. You can still cast while two handing a melee weapon and you do not require material components that do not have a gold cost. You can apply your Rage damage bonus to any spell you cast and casting a spell maintains your Rage. You still cannot Concentrate on or Hold a spell however.
Spellcasting
When you reach 3rd level, your Rage draws from ambient magic which allows you to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Sorcerer spell list.
Cantrips
You learn no cantrips because they would typically be retained in your mind, however the only time you can cast is whilst Raging, when your mind becomes muddled with sheer fury.
Spell Slots
The Path of Mana Spellcasting 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, all of which must be spells on the sorcerer spell list and must deal damage.
The Spells Known column of the Path of Mana Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must deal damage 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.
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 a damaging spell.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since your Rage draws in ambient magic . You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Path of Mana Spellcasting
|
BARBARIAN Level |
|
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
|
3 |
2 |
— |
— |
— |
|
4th |
|
4 |
3 |
— |
— |
— |
|
5th |
|
4 |
3 |
— |
— |
— |
|
6th |
|
4 |
3 |
— |
— |
— |
|
7th |
|
5 |
4 |
2 |
— |
— |
|
8th |
|
6 |
4 |
2 |
— |
— |
|
9th |
|
6 |
4 |
2 |
— |
— |
|
10th |
|
7 |
4 |
3 |
— |
— |
|
11th |
|
8 |
4 |
3 |
— |
— |
|
12th |
|
8 |
4 |
3 |
— |
— |
|
13th |
|
9 |
4 |
3 |
2 |
— |
|
14th |
|
10 |
4 |
3 |
2 |
— |
|
15th |
|
10 |
4 |
3 |
2 |
— |
|
16th |
|
11 |
4 |
3 |
3 |
— |
|
17th |
|
11 |
4 |
3 |
3 |
— |
|
18th |
|
11 |
4 |
3 |
3 |
— |
|
19th |
|
12 |
4 |
3 |
3 |
1 |
|
20th |
|
13 |
4 |
3 |
3 |
1 |
Elemental Fury
At 6th level, whenever you enter a Rage roll 1d8 to determine an element and enchant the weapon you're wielding with the rolled element, adding an additional 1d8 to that weapon's damage and make it magical for overcoming resistances and immunities to nonmagical weapons. Should you drop or throw your weapon, it immediately loses the enchantment once it hits or misses, stowing the weapon does not disenchant it and you cannot enchant any other weapons until you Rage again. You also resist damage of that elemental type for the duration of your Rage, if you already resist it naturally you become immune to that damage type instead.
| d8 | Damage Type |
|---|---|
| 1 | Acid |
| 2 | Cold |
| 3 | Fire |
| 4 | Force |
| 5 | Lightning |
| 6 | Poison |
| 7 | Psychic |
| 8 | Thunder |
(example: a Tiefling "naturally" resists Fire. The Tiefling Feat, Infernal Constitution, that adds Cold and Poison resistance would also count as "natural" resistances. However if a Tiefling were to not have the Infernal Constitution Feat but instead wore a Ring of Cold Resistance, this would count as "unnatural" and therefore would not become immune to Cold should they roll a 2 on their Elemental Fury die.)
Mana Surge
At 10th level, as a Bonus Action while Raging allow your Elemental Fury to spread to up to 10 creatures of your choice within 60 feet. Roll 1d8 for each chosen creature using the Elemental Fury table. You may also designate yourself as 1 of these creatures in order to reroll your own elemental enchantment but doing so removes your previous elemental resistance and damage type; you must use the new element. Their weapons, now deal an additional 1d8 of the rolled element, their weapon becomes magical, they resist that same element and have Advantage versus any spell you cast so long as they are within 60 feet of you and your Rage persists.
Once you use this feature, you can’t use it again until you finish a long rest.
(note: this elemental enchantment/resistance stacks with any enchantments/resistances already on weapons/characters. example: a Frostbrand longsword wielded by a Silver Dragonborn normally deals 1d8 slashing +1d6 cold damage and they naturally resist Cold damage. if the Elemental Fury applied to the wielder of the Frostbrand was also Cold, the Frostbrand Longsword would then deal 1d8 slashing +1d6+1d8 cold damage and the Silver Dragonborn would become immune to Cold Damage.)
Mana Eruption
At 14th level, the magic fueling your Rage reaches a new height and you lose control. Once per long rest while Raging, as an Action you can forego your Movement and Bonus Action to erratically fire spells. When you use this feature, you may roll up to your Constitution modifier number of d4s; the numbers you roll on each d4 determines the level of spell slot(s) you burn taking this Action (until you reach 19th level you treat a rolled 4 as a 3). For each die rolled you may select a target and make a ranged spell attack. On a hit, roll on your Elemental Fury table; you deal spell level d8s + your Charisma modifier + your Rage Damage Bonus of the damage type you rolled.
If you roll for more than one attack when you use this Action you gain a Point of Exhaustion.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/11/2019 8:41:38 PM
|
144
|
4
|
1.0
|
Coming Soon
|
|
|
9/16/2019 5:07:04 AM
|
502
|
11
|
1.0
|
Coming Soon
|
|
|
4/19/2020 9:17:43 PM
|
933
|
21
|
1.1
|
Coming Soon
|
Comments