Barbarian
Base Class: Barbarian

These barbarians almost always wear masks or other accessories that display a likeness of their patron: a devilish mask for a fiendish patron, a white featureless mask for a celestial, and even bizarre paraphernalia for those that serve a Great Old One. 

In addition to battle might, these barbarians are granted with pact magic, allowing them to cast spells like a warlock. 

Pact Magic

When you choose this path at 3rd level, you supplement your battle prowess with the ability to cast spells thanks to the power granted to you by an otherworldly patron. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Eldritch Invocations

At sixth level, your patron bestows upon you magic secrets to supplement your spellcasting. You gain three eldritch invocations from the warlock class. 

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

You may not select any invocations that refer to a warlock subclass. 

Eldritch War Magic

Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

In addition, you learn two additional eldritch invocations, bringing your total known invocations to five. 

Patron’s Fury

At 14th level, when raging, you exude an aura of pure fury, from your patron themself. When this effect if active, you gain the following benefits:

  • Your creature type becomes that of your patron (fiend, fey, celestial, etc)
  • Your range for all melee attacks increase by five feet, as your weapons themselves exude a tangible manifestation of your patron’s fury. 
  • You may add bonus force damage equal to your Charisma modifier to all your attacks. 
  • Any creature hit with one of your attacks must succeed on a Wisdom saving throw or be frightened. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. 

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