Barbarian
Base Class: Barbarian

There are wizards that spend their lives to perfect each spell they cast. Witches and Warlocks empower themselves with covens and patrons. Even the sorcerer trains their innate magic to a degree of mastery, or at least most do. There is a rare type of sorcerer that doesn't excel at casting spells, but instead they are born to so much magic that it can be dangerous to for anyone to be near them due to there magic outburst of rage, let alone for them to master. For those that do seek to control the magic in their veins, they first master the brutal art of barbarism. It can be a hazardous and lonely road filled with violence, but its the nature of all who walk the Path of Magic Unbound.

Raging Arcana

Starting when you choose this archetype at 3rd level, you can unbind your magic when you rage. If you do so, for the duration of your rage you gain a magical aura. You emanate an unstable, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter
your rage, and you can activate the effect again on each of your turns as a bonus action. You roll 1d8 to determine your aura color(See Aura Chart Below). The range of your aura increases when you reach certain levels in this class, increasing to 20ft at 5th level, 50ft at 10th level, 70ft at 15th level, and 100ft at 20th level. Starting at level 10, you may choose your aura color at the start of your turn a number times equal to your Proficiency bonus + your Strength Modifier per long rest.

1. Red
2. Blue
3. Green
4. White
5. Black
6.Yellow
7. Purple
8. Orange


Red. When this effect is activated, all other creatures in your aura take 1d4 fire damage each and must make a Constitution saving throw or be set of fire. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 2d6 at 20th level.

Yellow. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6
at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Blue. When this effect is activated, each creature of your choice in your aura regains 1d6 hit points or remove one level of exhaustion. All damage you deal this turn is cold damage. The hit points increase when you reach certain levels in this class, increasing to 1d8 at 5th level, 1d10 at 10th level, 2d6 at 15th level, and 2d10 at 20th level.

Black. When this effect is activated, each creature of your choice in your aura is cloaked in darkness like the spell Darkness and you deal 1d6 to any creature who starts or end's their turn in your aura. You also gain full concealment and all damage you deal this turn is necrotic damage. The damage increases when you reach certain levels in this class, increasing to 1d8 at 5th level, 1d10 at 10th level, 2d6 at 15th level, and 2d10 at 20th level.

Purple. When this effect is activated, you may have you aura function as the spell Detect Thoughts for each creature of your choice in your aura. All damage you deal this turn is psychic damage.

Green. When this effect is activated, you may have you aura function as the spell Shield for each creature of your choice in your aura. If you are struck by a melee attack, as a Reaction your aura functions as the spell Hellish Rebuke. All damage you deal this turn is acid damage.

White. When this effect is activated, your aura rages out of control and releases a burst of divine energy dealing 2d6 to each creature in your aura. The damage increases when you reach certain levels in this class, increasing to 4d6 at 5th level, 6d6 at 10th level, 8d6 at 15th level, and 10d6 at 20th level. All damage you deal this turn is radiant damage. 

Orange. When this effect is activated, you gain temporary control of your aura, add one additional damage die any damage you deal that turn. your melee or ranged attacks gain an 15ft area of effect that is chosen before each attack. This area of effect can be a cone, burst, or line. Ranged attacks apply the area of a effect to the point of impact. All area of effect apply the attack roll to the AC of all creatures in range. All damage you deal this turn is force damage. 

Arcane Resonance

At 6th level, you begin to harness some of your magical power by focusing it through your body to gain the following abilities:


Resonating Deflection
When a spellcaster cast a spell within 60ft or a spell targets a creature within 60ft, you can use your reaction to make a Strength Saving Throw against the caster. If successful you take the spell and hold it in a free hand. As a bonus action you may recast the spell at target of your choice as if you were the caster using their caster level with your Spell Attack Modifier = 8 + Strength + Proficiency Bonus as the casting ability. If the spellcaster's target was self then you gain the buff instead.

Resonating Strike
While are raging you may make an attack check against a creature to can strike them with a shockwave. The creature must make a Constitution saving throw. A creature takes 6d6 aura color damage on a failed save and is sent flying 100ft in a direction of your choosing and falls prone, or half as much damage on a successful one and isn't sent flying. Whether your attack is successful or fails, you take one point of exhaustion. You can use this ability a number of time equal to your Constitution (minimum of 1) modifier per long rest.

Resonating Devourer
You are immune to damage matching the aura color you possess during your rage. Whenever you are dealt damage matching your aura color, you are healed half the damage dealt.

Warding Resonance

Your aura bolsters your allies against magical effects. Starting at level 10, as a bonus action for, each ally in within your aura(including you) has advantage on saving throws against spells and other magical effects and gains resistance against your aura color until the start of your next turn. Additionally, when a creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws. This ability can only be used once per long rest. It lasts for a number of rounds equal to your Constitution Modifier (minimum of 1).

Arcane Release

Your rage can now tame the boundless magic within to enhanced your body. Starting at 14th level, as bonus action, while raging, you may activate the following abilities once per long rest:

  • Your speed and maximum lifting capacity is doubled.
  • You gain advantage on Dexterity saving throws.
  • You gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  • You can't be charmed, frightened or stunned. If you are already suffering from these conditions the effect ends.
  • You gain 50 temporary hit points. If any of these remain when the effect ends, they are lost.
  • You have advantage on attack rolls that you make with simple and martial weapons.
  • When you hit a target with a weapon attack, that target takes an extra 2d12 aura color damage.

This effect last a number of rounds equal to your Constitution Modifier. 

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