Path of Arcane Rage (5e Subclass)

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Path of The Arcane Rage Barbarian

Muscle Wizard. Nuff Said.

Magical Fury

  Starting at 3rd level, The Fury you bring to the battlefield unleashes the magic within yourself in a display of arcane might. When raging, you ignore the effect of not being able to cast spells while rage is active. Your spell attacks are considered melee attacks for the purposes of maintaining rage. The table for your spells is the same as the Eldritch Knight subclass for the Fighter class, and you gain access all the same spells and cantrips. Your spellcasting modifier for these spells is constitution, and counts as barbarian spells for you. However while NOT raging the only barbarian spells you can cast are cantrips.

Spellcasting

Barbarian Level Cantrips Spells Known 1st-level 2nd-level 3rd-level 4th-level
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 5 4 2 - -
9th 2 5 4 2 - -
10th 3 6 4 3 - -
11th 3 6 4 3 - -
12th 3 6 4 3 - -
13th 3 7 4 3 2 -
14th 3 7 4 3 2 -
15th 3 7 4 3 2 -
16th 3 8 4 3 3 -
17th 3 8 4 3 3 -
18th 3 8 4 3 3 -
19th 3 9 4 3 3 1
20th 3 9 4 4 3 1



Strength in Knowledge

  At level 6, Your magical rage is stronger in both a literal and figurative sense. You add the damage modifier granted to strength melee attacks to damage rolls of your barbarian cantrips while raging.

Warding Fury

  At level 10, The Magic that fuels your rage protects you in combat. When ever you make a critial hit on a spell attack roll against a creature. You gain an amount of temporary hit points equal to half your your barbarian level + strength modifier.

Everpresent Rage

  At level 14, The rage that fuels your spells never truly leaves no matter the situation. You can cast spells of a higher level then 0 without the need to rage.


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