Barbarian
Base Class: Barbarian

The Berserker mage is able to unleash magic and amplify is power with the very rage they are known for. they learn magic not by blood or knowledge but by forcing the very element to unleash it.

The path of Berserker Mage reflects the more ruthless side of magics.

 

Frenzied Spellcasting

Starting when you choose this path at 3rd level, you gain the ability to make Frenzied Spellcasting. You are now able to cast spells based on your spellcasting ability, you cannot however cast ritual spells and spells that require concentration checks.

Spellcasting

Barbarian Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 — — —
4th 2 4 3 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
10th 3 7 4 3 — —
11th 3 8 4 3 — —
13th 3 9 4 3 2 —
14th 3 10 4 3 2 —
16th 3 11 4 3 3 —
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Cantrips

You start with 2 cantrips from the sorcerer spell list. At level 10 you gain a 3rd cantrip known.

Spell Slots

The Berserker Mage Spellcasting table shows how many spell slots you have to cast your sorcerer 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

You know three 1st level sorcerer spells of your choice, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic.

The Spells Known column of the Berserker Mage Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer 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.

Spellcasting Ability

Charisma is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability.

Spell save DC = 8 + proficiency bonus + Charisma mod

Spell attack mod = proficiency bonus + Charisma mod

Close Quarters Casting

Beginning at 6th level, During a you can make a melee attack after you cast a spell using your bonus action

When casting a spell during a rage you an use you bonus action to create a blast radius around you that deals in 1d8 (the damage type of the spell you cast) in an area 10 ft around you. You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

 

Ballistic Casting

Beginning at 10th level, while raging you gain the ability to deal bonus damage when you cast a spell and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage and the target is within 15 ft of you, expend a 1st level spell slot to deal 1d10 bonus force damage. you can use higher level spell slots to increase the damage by another d10 (up to 4d10 at 4th level spell slot). When casting an area of effect spell (such as fireball) you roll a constitution saving throw save against your own spell save DC, you take half damage when you fail.

Arcane Revenge

Starting at 14th level, while raging you gain resistances to magical acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, and if you are targeted by a spell that deals  acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage.

Alternatively you can use a reaction to forgo your resistances and deal half the damage dealt to you as damage(damage type is what damage was dealt to you)
You can use this feature a number of time equal to your Charisma Mod (Minimum of 1)

Previous Versions

Name Date Modified Views Adds Version Actions
12/18/2018 1:26:10 PM
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