ChubbyRain
2015-05-26, 01:24 PM
So I want to get the core mechanics and the spell list down before I get to far into the fluff, everyone knows what a rage mage essentially does... They Rage & Mage. I want to make a caujin character that is a rage mage... The raging maging cajun... Anyways... This will allow the Barbarian to become a 1/3 casters just as Fighters and Arcane Tricksters do, but with a totally different casting system.
This will be fluffed as Primal Magic and not Arcane or Divine. Primal Magic doesn't come from oneself or from the gods but from the very plane of existence itself.
Spellcasting (3rd Level)
At third level you learn arcane secretes that are fueled by your rage.
Cantrips
You learn two damaging cantrips from the Druid or Sorcerer spell list which may be used at any time, even during your rage. At 10th level you learn an additional Druid or Sorcerer cantrip of your choice. Using these cantrips extend your rage as if you attacked normally.
Spell Slots
Use the Eldritch Knight and Arcane Trickster spell slots per spell level table to determine the number of spells of each level you may cast each day. To learn a spell you must have slots of that level and you regain all expended spell slots
Spell Known of 1st Level and Higher: You know three 1st level Druid or Sorcerer spells of your choice. These spells must target creatures other than yourself, cause damage, or cause some debilitating effect. You use the Eldritch Knight and Arcane Trickster Spells Known column for the number of spells you may learn. When you cast a spell that has the concentration tag, it instead has a duration of 1 minute or when your rage ends (whichever comes first).
Whenever you gain a level in Barbarian you may replace a spell you knew with a new spell.
Spell Casting Ability
When not raging Charisma is your spell casting ability for your Druid or Sorcerer spells. You use your Charisma whenever a spell refers to your spell casting ability (generally or specifically).
Spell Save DC: 8 + Your Proficiency Bonus + Your Charisma Modifier
Spell Attack Modifier: Your Proficiency Bonus + Your Charisma Modifier
While you are raging you may use Constitution in place of Charisma for all effects relating to your spell casting ability.
Raging Spell Caster
The only time you may cast a spell of 1st level or higher is on the same turn in which you enter rage. This spell may be an action or bonus action spell but must be one in which the Barbarian Rage Mage could learn. When you cast this spell you may continue your rage into the next round even if it doesn't require an attack roll or your didn't take damage.
Spells that you cast that have a range and an Area of Effect (such as Shatter or Fireball) are centered on the rage mage but the rage mage is not harmed by the spell. Spells in which the range originates from the caster and single target spells are unaffected (such as Lightning Bolt, Fear, or Burning Hands).
Raging Magic (Level 6)
Your rage spills over into your spells. When enemies take damage from a spell you cast while raging, you may add your rage bonus damage to the roll.
Primal Alteration (Level 10)
When you strike an enemy you may expend a first level or higher spell slot to coat your weapon in primal elemental energy. Choose Acid, Cold, Fire, Lightning, or Thunder. Your weapon damage type becomes that type of damage and is considered magical for purposes of overcoming resistances. This effect last for Concentration or 1 Minute.
As a bonus action you may expend a spell slot of first level or higher to cast the spell "Protection from Energy". This effect lasts for Concentration or 1 Hour.
You do not need to be in rage to perform these abilities but rage also doesn't stop you either. When not in rage use the normal rules for concentration, if you go into rage then your rage time (up to one minute or hour) your concentration and once you leave rage your spell ends.
Restraining Spell Fury (Level 16)
As an action, when you cast a rage mage spell when you enter rage you may hold the spell and your rage until a later round (no more than 10 rounds).
For the first round, your rage continues as if you have attacked or had damage dealt to you. After that you must follow the rules for rage but you do not gain any advantages for being in rage (such as advantage on str checks and saves and rage damage).
However on a later turn you may, as part of your action, unleash your fury. The spell that you held is now cast overpowered, fueled by your rage in which you had to hold back. For each round you held your spell it deals additional damage as if it had increase in level, up to a maximum of a 9th level spell. If the spell doesn't do damage then the target takes disadvantage on the spell's saving throw for a number of rounds you spent holding the spell and checking your fury.
Cantrip
Acid Splash, Chill Touch, Firebolt, Friends, Poison Spray, Produce Flame, Ray of Frost, Shillelagh, Shocking Grasp, and Thorn Whip.
1st
Animal Friendship, Burning Hands, Charm Person, Chromatic Orb, Color Spray, Entangle, Faerie Fire, Fog Cloud, Magic Missile, Ray of Sickness, Sleep, Thunderwave, and Witch Bolt.
2nd
Blindness/Deafness, Cloud of Daggers, Crown of Madness, Darkness, Enlarge/Reduce (reduce only), Flame Blade, Flaming Sphere, Gust of Wind, Hold Person, Moon Beam, Phantasmal Force, Scorching Ray, Shatter, Spike Growth, and Suggestion.
3rd
Call Lightning, Daylight, Dispel Magic, Fear, Fireball, Hypnotic Pattern, Lightning Bolt, Plant Growth, Sleet Storm, Slow, Stinking Cloud and Wind Wall.
4th
Banishment, Blight, Confusion, Grasping Vine, Ice Storm, Polymorph, Storm Sphere, Vitriolic Sphere, Wall of Fire, and Watery Sphere.
I need to add a few more spells I think, when I first made the spell list I only was doing PHB but I have since added EE spells so I'll fill it out later... Not sure if I have all the EE spells (actually I see I'm missing Ice Knife and Earth Tremor... So yeah more spells to come. As with any EE spell, ask your DM before you take it.
This will be fluffed as Primal Magic and not Arcane or Divine. Primal Magic doesn't come from oneself or from the gods but from the very plane of existence itself.
Spellcasting (3rd Level)
At third level you learn arcane secretes that are fueled by your rage.
Cantrips
You learn two damaging cantrips from the Druid or Sorcerer spell list which may be used at any time, even during your rage. At 10th level you learn an additional Druid or Sorcerer cantrip of your choice. Using these cantrips extend your rage as if you attacked normally.
Spell Slots
Use the Eldritch Knight and Arcane Trickster spell slots per spell level table to determine the number of spells of each level you may cast each day. To learn a spell you must have slots of that level and you regain all expended spell slots
Spell Known of 1st Level and Higher: You know three 1st level Druid or Sorcerer spells of your choice. These spells must target creatures other than yourself, cause damage, or cause some debilitating effect. You use the Eldritch Knight and Arcane Trickster Spells Known column for the number of spells you may learn. When you cast a spell that has the concentration tag, it instead has a duration of 1 minute or when your rage ends (whichever comes first).
Whenever you gain a level in Barbarian you may replace a spell you knew with a new spell.
Spell Casting Ability
When not raging Charisma is your spell casting ability for your Druid or Sorcerer spells. You use your Charisma whenever a spell refers to your spell casting ability (generally or specifically).
Spell Save DC: 8 + Your Proficiency Bonus + Your Charisma Modifier
Spell Attack Modifier: Your Proficiency Bonus + Your Charisma Modifier
While you are raging you may use Constitution in place of Charisma for all effects relating to your spell casting ability.
Raging Spell Caster
The only time you may cast a spell of 1st level or higher is on the same turn in which you enter rage. This spell may be an action or bonus action spell but must be one in which the Barbarian Rage Mage could learn. When you cast this spell you may continue your rage into the next round even if it doesn't require an attack roll or your didn't take damage.
Spells that you cast that have a range and an Area of Effect (such as Shatter or Fireball) are centered on the rage mage but the rage mage is not harmed by the spell. Spells in which the range originates from the caster and single target spells are unaffected (such as Lightning Bolt, Fear, or Burning Hands).
Raging Magic (Level 6)
Your rage spills over into your spells. When enemies take damage from a spell you cast while raging, you may add your rage bonus damage to the roll.
Primal Alteration (Level 10)
When you strike an enemy you may expend a first level or higher spell slot to coat your weapon in primal elemental energy. Choose Acid, Cold, Fire, Lightning, or Thunder. Your weapon damage type becomes that type of damage and is considered magical for purposes of overcoming resistances. This effect last for Concentration or 1 Minute.
As a bonus action you may expend a spell slot of first level or higher to cast the spell "Protection from Energy". This effect lasts for Concentration or 1 Hour.
You do not need to be in rage to perform these abilities but rage also doesn't stop you either. When not in rage use the normal rules for concentration, if you go into rage then your rage time (up to one minute or hour) your concentration and once you leave rage your spell ends.
Restraining Spell Fury (Level 16)
As an action, when you cast a rage mage spell when you enter rage you may hold the spell and your rage until a later round (no more than 10 rounds).
For the first round, your rage continues as if you have attacked or had damage dealt to you. After that you must follow the rules for rage but you do not gain any advantages for being in rage (such as advantage on str checks and saves and rage damage).
However on a later turn you may, as part of your action, unleash your fury. The spell that you held is now cast overpowered, fueled by your rage in which you had to hold back. For each round you held your spell it deals additional damage as if it had increase in level, up to a maximum of a 9th level spell. If the spell doesn't do damage then the target takes disadvantage on the spell's saving throw for a number of rounds you spent holding the spell and checking your fury.
Cantrip
Acid Splash, Chill Touch, Firebolt, Friends, Poison Spray, Produce Flame, Ray of Frost, Shillelagh, Shocking Grasp, and Thorn Whip.
1st
Animal Friendship, Burning Hands, Charm Person, Chromatic Orb, Color Spray, Entangle, Faerie Fire, Fog Cloud, Magic Missile, Ray of Sickness, Sleep, Thunderwave, and Witch Bolt.
2nd
Blindness/Deafness, Cloud of Daggers, Crown of Madness, Darkness, Enlarge/Reduce (reduce only), Flame Blade, Flaming Sphere, Gust of Wind, Hold Person, Moon Beam, Phantasmal Force, Scorching Ray, Shatter, Spike Growth, and Suggestion.
3rd
Call Lightning, Daylight, Dispel Magic, Fear, Fireball, Hypnotic Pattern, Lightning Bolt, Plant Growth, Sleet Storm, Slow, Stinking Cloud and Wind Wall.
4th
Banishment, Blight, Confusion, Grasping Vine, Ice Storm, Polymorph, Storm Sphere, Vitriolic Sphere, Wall of Fire, and Watery Sphere.
I need to add a few more spells I think, when I first made the spell list I only was doing PHB but I have since added EE spells so I'll fill it out later... Not sure if I have all the EE spells (actually I see I'm missing Ice Knife and Earth Tremor... So yeah more spells to come. As with any EE spell, ask your DM before you take it.