Base Class: Barbarian
Unlike other barbarians, you do not solely focus on martial combat. Instead, you have sought after magic, learning and instilling it within yourself and binding it to your rage.
Spellcasting
Cantrips. YOu learn two cantrips of your choice from the wizard spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots. The Battle Caster Spellcasting Table shows how many spell slots you have to cast your spells of 1st level or higher. You regain all expended spell slots when you finish a long rest.
Spells known of 1st level and Higher. You know 3 1st level Paladin or Wizard spells of your choice, all of which must be from the schools of Abjuration, Evocation, or Transmutation. The Spells known column of the Battle Caster Spellcasting table shows when you lean more spells of 1st level or higher. Each of these spells must be an Abjuration, Evocation, or Transmutation spell of a level you the the spell slots for. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Paladin or Wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an Abjuration, Evocation, or Transmutation spell. Additionally you may not learn any spell that is capable of regaining Hit Points.
Spellcasting Ability. Constitution is your spellcasting ability for your spells. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Arcane Rage
Starting at 3rd level, the properties of your rage are altered in the following ways:
You are capable of concentrating on and casting spells while raging.
Your Rage doesn't end early if you have cast a spell on your turn.
You may add your Rage Damage to the damage rolls of any spells you cast while raging.
Weapon Bond
At 3rd level, over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once.
Eldritch Smite
At 6th level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell slot higher than 1st, to a maximum of 5d8.
Runic Inscription
At 10th level, you gain the ability to inscribe arcane runes on either your weaponry or your armor. By doing so, you may infuse additional spells, from any one spell list of choosing and any school into said item, and thus are capable of casting them. For each level of the spell, the process of inscribing takes two hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the arcane tools necessary to inscribe it. You may have a number of arcane runes inscribed equal to your spellcasting modifier (minimum one). You are additionally able to change your inscribed spells, however, you may never exceed the total dictated by your spellcasting modifier. Thus, you must remove an inscription to gain a new inscription if your total has already been met.
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