Barbarian
Base Class: Barbarian

Barbarians from the Forgotten Arcanum path are descendants of lost and ancient civilizations. Who's elaborate scrolls and incantations have been passed down for centuries. The intricacies of which have deteriorated with each generation until only rudimentary symbols and rituals remained. Though each tribe has its own superstitions on how it works. Most have found a way to harness this knowledge to survive. Focusing their abilities on modifying and increasing their carnage in battle. Since this tribal knowledge is verbally passed down. You only commit a few spells to memory.

Spellcasting

When you reach 3rd level, you transform your raging might with the ability to cast spells. See  chapter 10  for the general rules of spellcasting and  chapter 11  for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list adding them to your tribal knowledge. You learn an additional wizard cantrip of your choice at 10th level. 

Spell Slots

The path of the forgotten arcanum Spellcasting table shows how many spell slots you have to cast your tribal knowledge 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.

Spells Known of 1st-Level and Higher.

You know three 1st-level wizard spells of your choice adding them to your list of spells known. Two of which you must choose from the transmutation and evocation spells on the wizard spell list.

 The Spells Known column of the Forgotten Arcanum Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a transmutation or evocation 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 a transmutation or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Forgotten Arcanum Spellcasting 

Barbarian Level 

 

Cantrips 

Known 

 

Spells 

Known 

 

— Spell Slots Per Level — 

1st 

2nd 

3rd 

4th 

3rd 

2 

3 

2 

— 

— 

— 

4th 

2 

4 

3 

— 

— 

— 

5th 

2 

4 

3 

— 

— 

— 

6th 

2 

4 

3 

— 

— 

— 

7th 

2 

5 

4 

2 

— 

— 

8th 

2 

6 

4 

2 

— 

— 

9th 

2 

6 

4 

2 

— 

— 

10th 

3 

7 

4 

3 

— 

— 

11th 

3 

8 

4 

3 

— 

— 

12th 

3 

8 

4 

3 

— 

— 

13th 

3 

9 

4 

3 

2 

— 

14th 

3 

10 

4 

3 

2 

— 

15th 

3 

10 

4 

3 

2 

— 

16th 

3 

11 

4 

3 

3 

— 

17th 

3 

11 

4 

3 

3 

— 

18th 

3 

11 

4 

3 

3 

— 

19th 

3 

12 

4 

3 

3 

1 

20th 

3 

13 

4 

3 

3 

1 

 

Spellcasting Ability

Constitution is your spellcasting ability for your wizard spells, since you channel your rage through your weapon. 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 a spell attack roll with one. 

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

Spell attack modifier = your proficiency bonus + your Constitution modifier 

Ancient Scribbles

Starting at 3rd level you spend an hour every morning preparing your weapons for battle. Inscribing them with symbols passed down through your tribe. You can now store spells of 1st level or higher into your weapons based on the accumulative spells level equal to your max rages. So if your max rages are two you can store two 1st level spells or one 2nd level spell. Spells stored in this way can only be cast on targets the weapon touches while you are raging. 

 As an action you can release one of the spells from your weapon by making a melee weapon attack with your spell attack modifier or forcing a saving throw on a target within 5 ft of you. A successful hit or failed saving throw deals the spells damage plus your rage damage to any affected targets. If the spell has concentration you must hit that target every turn to maintain the spell for its duration. You do not make concentration checks when you take damage you have resistance to. 

 Alternatively when you rage you can cast one spell that targets yourself or your weapon. On your following turns you must hit a creature to maintain concentration. You do not lose concentration when you stop raging.

Tribal Knowledge

Starting at 6th level you know how to make the most out of telling the stories passed down through your tribe. You gain the ritual spell casting ability. Once per long rest you can ritually cast any spell with a duration of one min or more and increase its duration to a number of hours equal to half your barbarian level rounded down, minimum 1. The spell gains concentration if it doesn't already have it. If you were to fail a concentration check to maintain the spell, while you aren't raging, you can enter a rage to succeeded instead. 

Symbols of Protection

Starting at 10th level you learn how to inscribe your tribe's secrets onto your body. When you take acid, cold, fire, lightning, or thunder damage. You can spend a spell slot with your reaction to gain resistance to the triggering damage type till the start of your next turn. The first time you hit with an attack on your next turn the damage is transformed by your symbols. Dealing an extra 1d6 acid, cold, fire, lightning, or thunder damage per spell level used to the target.

Seething Script

By 14th level when you use a stored spell you can spend another rage to upcast it two levels. If the spell targets multiple creatures make an attack roll for each one. The spell ends on any creature you don't hit on your following turns. Doing this more than once per rage gives you 1 level of exhaustion.

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