Barbarian
Base Class: Barbarian

Spellragers channel their inner fury to manipulate the weave. Blazing with sorcerous might, they strike down their foes in a flurry of magic and weapons. They charge into battle with magically enhanced bodies and weapons, exerting their rage to further enhance their natural aptitudes.

Spellrage

While you are raging, you are not prevented from casting spells. You may also concentrate on spells while raging, but have disadvantage on concentration checks while raging. Additionally, you may add your rage bonus to damage dealt by spell attacks. Furthermore, casting a spell that can deal direct damage on one of your enemies counts as "making an attack" for the purpose of maintaining your rage.

Spellcasting

When you reach 3rd level, your inner rage can manifest as the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Spellrager 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.

For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st-Level and Higher

At third level, You learn two 1st-level sorcerer spells of your choice, one of which you must choose from the evocation and transmutation spells on the sorcerer spell list.

The Spells Known column of the Spellrager Spellcasting Table shows when you learn more sorcerer spells. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 9th level in this class, you can learn one new spell of 1st or 2nd level.

One of the spells you learn at 3rd level and an additional spell you know or learn at 9th, 14th, and 20th level can be a sorcerer spell from any school of magic instead of only evocation or transmutation.

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 or transmutation spell, unless you’re replacing the spell chosen from any school you learnt at 3rd, 8th, 14th, or 20th level.

Spellcasting Ability

You channel the inner power of your rage to will spells into the world; Charisma is your spellcasting ability for your Spellrager spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Spellrager spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellrager Spellcasting Table

Barbarian Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

2

2

—

—

—

4th

2

2

3

—

—

—

5th

2

2

3

—

—

—

6th

2

3

3

—

—

—

7th

2

3

4

2

—

—

8th

2

3

4

2

—

—

9th

2

4

4

2

—

—

10th

3

4

4

3

—

—

11th

3

4

4

3

—

—

12th

3

5

4

3

—

—

13th

3

5

4

3

2

—

14th

3

6

4

3

2

—

15th

3

6

4

3

2

—

16th

3

7

4

3

3

—

17th

3

7

4

3

3

—

18th

3

8

4

3

3

—

19th

3

8

4

3

3

1

20th

3

9

4

3

3

1

Baleful Strikes

At 6th level, you may infuse your baleful magic into your raging strikes.

As a bonus action while raging or upon entering a rage, you may spend any number of available spell slots to empower all your weapon attacks with magic to deal bonus damage until the start of your next turn. This bonus damage is of the type dealt by the weapon and only applies if these attacks would normally gain bonus damage from your rage. These attacks count as magical for the purpose of overcoming damage resistance or immunity.

The bonus damage to your attacks equals 1d6 per 1st level spell slot spent, 1d8 per 2nd level spell slot spent, 1d10 per 3rd level spell slot spent and 1d12 per 4th level or higher spell slot spent.

Raging Manifestation

At 10th level, you learn to let your rage erupt in powerful magic. Once per short rest while raging, you may spend an action and a use of one of your daily rages to cast a damage-dealing sorcerer spell you know without expending a spell slot. The spell is cast at a level equal to your proficiency bonus.

Reckless Spells

At 14th level, you may cast spells with abandon. When casting a spell, you may declare to do so recklessly, in the same way one would when making a reckless attack. While reckless, all your spell attacks until the start of your next turn are made with advantage. All reckless spells impose disadvantage on the spell save to the targets they effect. As per usual, attacks targeting you while reckless are at advantage until the start of your next turn. In addition, dispel magic and counterspell have advantage to their respective ability checks when they attempt to counterspell or dispel a recklessly cast spell.

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