Base Class: Barbarian
Unlike more savage barbarians, followers of the Path of Primal Magic have studied magic and focused their mind to harness raw emotion in order to grip and control the weave, allowing them to cast spells in the throes of their fury. Whenever these mighty scholars grace the battlefield, they are a forced to be reckoned with. This path is endangered, however, as the knowledge of its secrets is known to very few, only a few rare, knowledge driven outland tribes try to use this to their advantage. Nevertheless, the shock and surprise these warriors put on the faces of onlookers and enemies alike is enough to save them from complete extinction.
Spellcasting
Cantrips: You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
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 spells on the wizard spell list.
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 spell, unless you're replacing the spell you gained at 3rd, 8th, 14th or 20th level from any school of magic.
Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn them through study and memorization. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Warrior's Focus
While raging, you are able to cast and concentrate on spells, however all concentration checks you make have disadvantage while you are raging, and whenever you attempt to cast a spell during your rage, you must succeed on a Constitution saving throw, or the spell fails and the slot used is wasted. The DC equals 12 + the level of the spell slot used.
In addition, raging no longer causes you to automatically fail saving throws that are reliant on concentration (e.g. a Blood Hunter's bloodlust feature), you instead have disadvantage on the saving throw.
Arcane Connection
Whenever you succeed on a saving throw against a spell that only affects you or a spell attack misses you, you can use your reaction to attempt to reflect the spell back at the caster, using your spell save DC.
Once you use this reaction, you can't do so again until you finish a short or long rest.
Arcane Smite
When you hit a creature with a melee weapon attack, you can expend a spell slot to deal an extra 2d8 force damage to the target.
Magical Overload
When you hit with a damaging spell or a creature fails a saving throw against a damaging spell you cast, you can cause the spell to deal maximum damage.
When you use this ability, you must succeed on a DC 10 Constitution saving throw or be stunned until the end of your next turn. Every time you use this ability, its DC increases by 5. The DC is reset when you finish a long rest.
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