Path of the Arcane Rage, 3rd Variant (5e Subclass)

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Path of the Arcane Rage[edit]

Barbarian Subclasses

Barbarians from the arcane rage path are warriors who can connect with the magical powers of the weave through their rage. When they enter a furious state, the chaotic forces of magic start to flow towards their bodies, allowing them to cast spells. Their rage not only increases their endurance and enhances their strength, but also empowers the magic they release in a marvelous display of power.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Arcane Rage Spellcasting
Barbarian
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Cantrips

You learn two cantrips of your choice from the abjuration, evocation or transmutation schools of magic. You learn an additional cantrip of your choice at 10th level.

Spell Slots

The Arcane Rage 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice, they must be from the abjuration, evocation or transmutation schools of magic of any class.

The Spells Known column of the arcane rage Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an abjuration, evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

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 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 abjuration, evocation or transmutation spell.

Spellcasting Ability

Charisma is your spellcasting ability for your arcane rage spells, so 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 an arcane rage 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

Magic Defense

At 3rd level, by combining the arts of the arcane and the fury, you have learned to perform the gestures needed to evade and attack while casting spells by working them into the natural movements of your body. You add charisma to the armor class bonus.

Reckless Mana Strike

Additionally at 3rd level, your arcane rage is powerful but unstable, and in place of spells you instead channel magic directly into your attacks. When you hit a creature with a melee weapon attack while you use your Reckless Attack feature, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.

Magical Fury

At 6th level, your magical rage is empowered. You add your Charisma modifier to the damage of your cantrips, and your mastery of the magic that fuels your rage has advanced so far that you are no longer prevented from casting or concentrating on spells while raging. In addition, you gain advantage on concentration saving throws while you are Raging and casting a spell during your turn counts as another condition for preventing your rage from ending prematurely.

Regenerative Magic

At 10th level, the magic that fuels your rage also fuels your very life energy. Whenever you consume a spell slot while raging, you gain an amount of hit points equal to your Constitution modifier + the spell slot level and you gain an amount of temporary hit points equal to your Constitution modifier + the spell slot level.

Magic Incarnation

Starting at 14th level, the fury you bring to the battlefield unleashes the magic within yourself in a display of arcane might. You gain the following benefits:

  • You have resistance to damage from spells.
  • You add your rage additional damage to the damage caused by your spells.
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