Barbarian
Base Class: Barbarian

This subclass is a work in progress. Description and lore to be added at Alpha 2.0

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: fire bolt and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Furormancer Spellcasting table shows how many spell slots you have to cast your 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 wizard spells of your choice, two of which you must choose from the evocation or abjuration spells on the wizard spell list.

The Spells Known column of the Furormancer Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or abjuration spell of your choice, 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

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. The new spell must be of a level for which you have spell slots, and it must be an evocation or abjuration spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Strength is your spellcasting ability for your wizard evocation spells, since you learn to channel arcane knowledge through the sheer power of your muscles. Whenever using another school of magic, however, you rely on your intelligence, basing your power on how well you balanced diligent training exercises with tedious studying of dusty old tomes. You use your Intelligence whenever a spell refers to your spellcasting ability, unless said spell is an evocation spell, in which case you use your Strength. In addition, you use your Intelligence or Strength modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one, according to the school of the spell.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell save DC for evocation spells = 8 + your proficiency bonus + your Strength modifier

Spell attack modifier for evocation spells = your proficiency bonus + your Strength modifier

Furormancer Spellcasting

Barbarian

LEVEL

CANTRIPS

KNOWN

SPELLS

KNOWN

— SPELL SLOTS PER SPELL LEVEL —

1ST

2ND

3RD

4TH

3rd

3

3

2

—

—

—

4th

3

4

3

—

—

—

5th

3

4

3

—

—

—

6th

3

4

3

—

—

—

7th

3

5

4

2

—

—

8th

3

6

4

2

—

—

9th

3

6

4

2

—

—

10th

4

7

4

3

—

—

11th

4

8

4

3

—

—

12th

4

8

4

3

—

—

13th

4

9

4

3

2

—

14th

4

10

4

3

2

—

15th

4

10

4

3

2

—

16th

4

11

4

3

3

—

17th

4

11

4

3

3

—

18th

4

11

4

3

3

—

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

 

 

Arcane Rage

Starting at the 3rd level, your studies of the world of magic evocation are so deeply ingrained in your brain that you are able to keep the complicated formulas for casting evocation spells in your mind even during the rampage of a Barbarian Rage, gaining these additional features to your Rage:

  • While unable to cast any other spells during Rage, you are capable of casting any Evocation spells and cantrips you have.
  • You can avoid dropping your Rage by using a bonus action to channel your fire bolt cantrip through your own body, dealing half damage to yourself.

Powerful as it may be, a Furormancer's ability to keep so much of their regular brain functions during a Rage can be a double edged sword:

  • While raging as a Furormancer, you have disadvantage on Intelligence and Wisdom saving throws.

Evocation Strikes

You can elect to do a single melee weapon strike with your action and cast an evocation spell or cantrip together with it in your action, giving up on using your extra attack for this turn.

To do so, declare what spell you will be casting and at what level it will be cast before making your melee weapon attack roll. If the attack hits, the enemy will be affected by the chosen spell in addition to the attack damage.

There are special rules to how Area of Effect spells like [Tooltip Not Found] react to being cast in this manner, depending on the weapon used to cast it:

If you used any axe weapon for your melee attack the spell will be cast as a cone starting on the target of your spell. If the original spell had a sphere, line or cube area of effect, the sphere's radius, the line's length divided by two or the cube's size will be used for the spell's cone range. For example, [Tooltip Not Found] cast with Evocation Strikes with an ax would create a 20ft cone, but lightning bolt would result in a 50ft cone and thunderwave would make for a 15ft cone.

If you used any sword weapon for your melee attack: the spell will be cast as a line starting on the target of your spell. If the original spell had a sphere, cone or cube area of effect, the sphere's radius, the cone's length or the cube's size will be used for the spell's line range. For example, [Tooltip Not Found] cast with Evocation Strikes with a sword would create a 20ft line, but burning hands would result in a 15ft line and thunderwave would make for a 15ft line.

 

If you used any hammer weapon for your melee attack: the spell will be cast as a cube centered on the target of your attack. If the original spell had a sphere, line or cone area of effect, the sphere's radius, the line's length divided by four or the cone's size will be used for the spell's cube range. For example, [Tooltip Not Found] cast with Evocation Strikes with a maul would create a 20ft cube, but lightning bolt would result in a 25ft cube and burning hands would make for a 15ft cube.

 

Fueling Hatred

Starting at the 10th level, you have learned to harness the pure energy of chaos and fury that enables your mind to enter your mindless rages. 

As a Bonus Action, you may burn 2 uses of Rage you have for the day to regain 1 spell slot of 1st level. When you have enough rages for this, you may also burn 4 uses to regain 1 spell slot of second level.

You must be raging to use this feature.

Reckless Casting

At 14th level you are able to give your mind and soul to the art of casting during battle. If you are raging, you are able to make a Reckless Casting spell. Doing so will give you advantage on your spell attack or disadvantage to your enemies on their spell saving throw, but you yourself will have disadvantage on spell saving throws and your enemies will have advantage on spell attacks against you until your next turn.

Endless Elemental Evocation

At level 17 you have mastered the usage of spells in battle.

Choose an evocation cantrip you know. Whenever you make a melee weapon attack against an enemy that hits them, you may add 1 die of the cantrip's element to the damage of your strike. You can change which cantrip you'll use as base for this feature over a long rest.

Additionally, if you roll the maximum damage on your cantrip die with this feature, you may choose to roll a d20. On a roll of 20, you regain 1 1st level spell slot, but on a roll of 1 the cantrip is lost and deals no damage on that attack.

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