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View Full Version : D&D 5e/Next Caster Barbarian Path and Warrior Sorcerous Origin [PEACH]



Wryte
2017-03-10, 11:10 PM
Thought I'd take a shot at doing for the barbarian and sorcerer what the eldritch knight and bladesinger do for the fighter and wizard.

Barbarian: Path of the Primordial

Every barbarian tribe has its own tales of the dawn of the world, of ancient times when the wild chaos of creation birthed legends whose feats and powers commanded the very elements. For those who follow the Path of the Primordial, those legends may become reality. In battle, these warriors' rage allows them to tap into the ancient, chaotic, and destructive forces that underlie the nature of reality.

Spellcasting
When you reach 3rd level, your rage allows you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips. You learn two evocation cantrips from the sorcerer spell list. You learn an additional sorcerer cantrip from the evocation school at 10th level.
Spell Slots. The Path of the Primordial Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your sorcerer spells of 1st level or higher, you must be raging, and must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of the slots, and you cast it as a 3rd-level spell.
Spells Known of 1st-Level and Higher. You know two 1st-level sorcerer spells from the evocation school.
The Spells Known column of the Path of the Primordial Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be from the evocation school, and must be of a level no higher than what's shown in the table's Slot Level column for your level. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
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 from the evocation school.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will onto the world. 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 sorcerer 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



Barbarian Level
Cantrips Known
Spells Known
Spell Slots
Slot Level


3rd
2
2
1
1


4th
2
2
1
1


5th
2
2
1
1


6th
2
3
1
1


7th
2
3
2
2


8th
2
3
2
2


9th
2
4
2
2


10th
3
4
2
2


11th
3
5
2
2


12th
3
5
2
2


13th
3
6
3
3


14th
3
6
3
3


15th
3
7
3
3


16th
3
7
3
3


17th
3
7
3
3


18th
3
8
3
3


19th
3
8
4
4


20th
3
8
4
4



Primordial
At 3rd level, when you adopt this path, you learn to read, speak, and write Primordial.

War Magic
Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Spirit Walker
At 10th level, you can cast the contact other plane spell, but only as a ritual. When you do so, an elemental of a type you specify when you cast the spell appears to convey the information you seek.

Improved War Magic
Starting at 14th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

_____________________________

Sorcerous Origin: Primeval

Your innate magic is a throwback to an earlier age, when the elements reigned unchecked and living creatures relied on strength and will to survive. This connection manifests in you as a burning anger that drives you forward through any challenge that appears. Most sorcerers of this origin are born among barbarian clans who already live beyond the reaches of civilization in an echo of this bygone time.

Rage
Your innate magic infuses you with a primal ferocity. On your turn, you can spend 2 sorcery points to enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing armor:

You have advantage on Strength checks and Strength saving throws.
You have resistance to bludgeoning, piercing, and slashing damage.
You automatically succeed any Constitution saving throws you make to maintain your concentration on a sorcerer spell.

If you are able to cast spells from other classes' spell lists, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Primeval Resilience
At 1st level your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, when you aren't weating armor, your AC equals 13 + your Dexterity modifier.

Weapon of Choice
You gain proficiency with one type of martial melee weapon of your choice.

Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Empowered Strikes
Starting at 14th level, you add your Charisma modifier (minimum 1) to the damage of your melee attacks using Strength while raging.

Eldritch Strike
At 18th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Metamagic
You can choose from the additional metamagic options:

Martial Spell
When you make a melee attack while raging, you can cast a spell centered on the target of your attack as a bonus action by spending sorcery points equal to the level of the spell (1 sorcery point if the spell is a cantrip).