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View Full Version : D&D 5e/Next Path of the Magefury (Barbarian Subclass - PEACH)



Edea
2020-08-31, 01:21 PM
Yet another one to take a look at, and I'm quite positive this one's been done many, many times already, so anyone else's previous work for reference on refining this is greatly appreciated.Path of the Magefury
For some barbarians, the latent energy of one's passions becomes so palpable that it manifests itself into the world in physically tangible forms, affecting those nearby with emotionally-charged supernatural phenomena. A magefury's very soul lashes out at foes during battle, blasting forth with unrestrained magical energy used in concert with the barbarian's physical might. Even among other barbarians, magefuries are considered extremely dangerous and unstable; this is a perception they make no attempt at correcting. The magefury is the antithesis of subtlety, a living tempest of both physical and magical destruction.

When you reach 3rd level, the magic in your soul springs forth in response to your unbridled emotions. See chapter 10 in the PHB for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips
You learn three cantrips of the enchantment or evocation schools from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice from the enchantment or evocation schools at 10th level.

Spell Slots
The Magefury Spellcasting table shows how many spell slots you have to cast your 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.

Spells Known of 1st-Level and Higher.
You know three 1st-level sorcerer spells of your choice, which must all be from the enchantment or evocation schools. The Spells Known column of the Magefury Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an enchantment or evocation spell of your choice, and must be of a level for which you have spell slots. Whenever you gain a level in this class or finish a long rest, 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 enchantment or evocation spell.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells; you awaken these powers through sheer force of will. You use your Charisma modifier 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
Spellcasting Focus
You can use any melee weapon with which you are proficient as a spellcasting focus for your sorcerer spells.

Multiclassing
A third of your barbarian levels are used to determine your spell slot totals when multiclassing with this archetype.


Barbarian Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
At 3rd level, the raw magical energy suffusing your soul starts to align with your primal nature.
You can cast spells and concentrate on spells while raging (see Spellcasting, above).
You are able to perform gestures for the somatic component of sorcerer spells you cast while wielding a two-handed melee weapon with which you're proficient, bypassing the normal rule that you must have a hand free to cast spells with a somatic component.
You can use your Reckless Attack class feature with sorcerer spells that require a spell attack roll (such as fire bolt or chaos bolt); whenever you choose to apply this benefit, you pre-emptively ignore disadvantage for making a ranged attack roll while within 5 feet of another hostile creature.
At 6th level, you unlock an iconic expression of the magefury's battle style, throwing spells wildly and forcefully brandishing your weapon in equal measure.
Whenever you use the Attack action to make a melee weapon attack while raging, you can use your bonus action to cast a sorcerer cantrip from the enchantment or evocation school that normally has a casting time of 1 action.
You learn how to use your spells to magically energize your weapon strikes. Whenever you use the Attack action to make a melee weapon attack while raging, you can choose to expend a spell slot and gain a bonus to that attack's damage roll equal to half your barbarian level (rounded up) for every level of the slot expended.
By 10th level, your instincts have become supernaturally reinforced, guarding your mind and allowing you to magically react to foes in battle.
Whenever a hostile creature would otherwise provoke an attack of opportunity from you or an ally within 30 feet of you that you can see, you can use your reaction to cast a sorcerer cantrip from the enchantment or evocation school that requires a spell attack roll targeting that creature. The target must be in the normal range of the cantrip used, and the cantrip only affects the provoking creature (though you can attack the same target with multiple spell attack rolls if the cantrip you cast allows it).
You have advantage whenever you make a saving throw against an effect that attempts to charm or frighten you, and you add an amount to the roll equal to your proficiency bonus.
At 14th level, your furious magical power has started to take on a life of its own, stoking itself even when you're not actively unleashing it.
You refresh a number of expended spell slots whose combined levels are equal to or less than half your barbarian level whenever you finish a short rest. Only slots of 3rd level or lower can be refreshed through this class feature.
You can now use magical energy to fuel your rages, making them last longer. While raging, you can expend a spell slot to extend the duration of that rage by an additional minute per level of the slot expended. Expending a spell slot in this way also grants you a number of temporary hit points equal to half your barbarian level (rounded up) per level of the slot expended.