Base Class: Barbarian
Whether you have spent time among your tribes shamans or other individuals with arcane ability or fight them enough to have learned some of their tricks to use use against them. You do this by incorporating arcane ability into your rage in combat by incorporating arcane damage into your weapon attacks, aiding your allies, and using your knowledge to avoid deadly spells.
Arcane Adaptation
Starting when you choose this path at 3rd level, you gain proficiency with the Arcana skill. In addition, you gain a cantrip from the Druid spell list (Constitution is your spell casting ability for this spell), and while you're raging the first creature you hit with a melee weapon attack each turn is dealt an extra 1d6 + half your barbarian level in damage. The extra damage dealt is either: fire, cold, lightning, thunder, acid, force, radiant, necrotic, poison, or psychic; You choose the damage type when you gain this feature or when you finish a long rest. You also gain resistance to the damage type selected while raging.
Arcane Aura
Starting at 6th level, while raging your arcane power produces a 10ft aura that aids allies and hinders enemies. While within this aura all other allies gain the benefits of the Bless spell and gain resistance to the damage type currently granted by your Arcane Adaptation feature. Also, any hostile creature that starts its turn or enters the aura for the first time each turn must make a Charisma saving throw or be under the effects of the Bane spell and has disadvantage attacking any creature other than you while they remain in the aura.
The Spell save DC for this feature is based off your Constitution (8 + Constitution modifier + proficiency bonus).
Magical Avoidance
Beginning at 10th level, while raging you have advantage on saves versus spells and other magical effects.
Warding Aura
Beginning at 14th level, your Arcane Aura becomes more powerful, when an ally within your aura is forced to make a saving throw against a spell or magical effect they gain advantage on that save also, when an ally starts their turn or enters your aura for the first time each turn they gain one of the following benefits:
- Gain 1d12 plus your Con mod temporary hit points
- Gain advantage on their next attack roll
- May teleport 30ft as a bonus action
Extended Aura
You focus of power increases your aura to 30 feet
Previous Versions
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