Path of the Spellrager

Sometimes the source of a barbarian’s rage isn’t a cultural ideology or a personal vendetta, but eldritch turmoil broiling within the barbarian’s blood. For these individuals, magic is a birthright, but it manifests not as a font of power but a potent physical transformation that manifests as a trance-like rage.

Barbarians whose heritage has been touched by magical entities, such as dragons or elementals, can learn to utilize these powers to augment themselves for battle. Many possess intricate tattoos designed to help channel magical energies across their bodies, while others simply wear the trappings of their people without advertising their magical power much.

After all, a weapon unseen is all the deadlier in battle.

Barbarian Level Feature
3rd Spellcasting, Spellrage Origin
6th Unflappable Spellcasting
10th Spell Surge
14th Manifold Transformations Spellcasting

When you reach 3rd level, your innate font of arcane power manifests, granting you the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots. The Spellrager 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. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice. Two of these spells must have an appropriate thematic tie to your spellrage origin; work with your GM to decide which spells are an appropriate thematic fit for your spellrage origin.

The Spells Known column of the Spellrager Spellcasting table shows when you learn more sorcerer spells of 1stlevel or higher. Each of these spells must have an appropriate thematic tie to your spellrage origin; work with your GM to decide which spells are an appropriate thematic fit for your spellrage origin. 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 be any sorcerer spell of your choice for which you have spell slots.

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.

Rage. You can cast and concentrate on these spells while raging.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your unusual origins are the source of your spellcasting ability. 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.

Spellrage Spellcasting
Barbarian Level Cantrips Known Spells Known —Spell Slots per 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

Spellrage Origin

When you choose this path at 3rd level, you choose one sorcerous origin from among those available to a sorcerer, such as dragon bloodline or wild magic. You also learn two transformations of your choice, which are detailed under “Transformations” below. All transformations cause you to undergo a physical transformation based on your spellrage origin. For example, if you choose the natural attacks transformation, you might grow draconic claws and jaws if you have the dragon bloodline spellrage origin or twisted, arcane-infused limbs if you have the wild magic spellrage origin. You can only use one transformation per rage.

Transformations that place you under the effects of a spell don’t count as spells. As a result, anything that dispels or negate spell effects doesn’t function against your transformations. You don’t need to concentrate to maintain a transformation, even if it places you under the effect of a spell with a duration of concentration. All transformations end when your rage ends.

You learn one additional transformations of your choice at 6th, 10th, and 14th level. Each time you learn new transformations, you can replace one transformation you know with a different one.

Saving Throws. Some of your transformations require your target to make a saving throw to resist the transformation’s effects. The saving throw DC is calculated as follows:

Transformation save DC = 8 + your proficiency bonus + your Strength or Charisma modifier (your choice)

Unflappable Spellrage

At 6th level, you have advantage on Constitution saving throws to avoid breaking your concentration while you’re raging. This only applies to sorcerer spells you’ve gained from this path.

Spell Surge

At 10th level, you can cast a sorcerer spell from your path as part of the bonus action used to enter a rage. The spell must be one that you’ve learned from your path that has a range of touch or personal. The spell only targets you, regardless of how many creatures it can normally target, and its effects last for the spell’s normal duration or until your rage ends, whichever is shorter.

Manifold Transformations

When you enter a rage, you can expend an additional use of your rage to apply two of your learned transformations to yourself instead of just one. In effect, you count your rage as two rages for the purpose of determining the number of times you can rage before you need to complete a long rest to rage again.

Transformations

The transformations are presented in alphabetical order.

  • Arcane Wisps. While raging, all objects within 20 feet of you are outlined in light (this can be white light or a color of your choice). Creatures that start their turn within this area are likewise outlined until the start of their next turn unless they succeed at a Dexterity saving throw. Outlined creatures shed dim light in a 10-foot radius, and any attack against an affected creature has advantage if the attacker can see it. Affected creatures can’t benefit from being invisible.
  • Blurred Appearance. While raging, you are under the effects of a blur spell.
  • Dimensional Leap. While raging, you teleport from place to place rather than move physically. You don’t provoke opportunity attacks. You lose this benefit when you would be unable to teleport.
  • Eldritch Blade. While raging, you can produce a weapon made of elemental energy. You are under the effects of a flame blade spell of a spell level equal to half your level. The GM decides what type of damage your eldritch blade deals based on your spellrage origin; for instance, your eldritch blade likely deals the same type of damage as your draconic ancestor if your origin is a dragon bloodline.
  • Eldritch Barrier. While raging, you are under the effects of a shield spell.
  • Eldritch Courage. While raging, you are under the effects of a heroism spell.
  • Eldritch Leap. While raging, you are under the effects of a jump spell.
  • Eldritch Liberation. While raging, you can use a bonus action to automatically escape from nonmagical restraints, such as manacles or a creature that’s grappling you.
  • Eldritch Weapon. While raging, your font of power enhances your weapons. All weapons you attack with are under the effects of a magic weapon spell of a spell level equal to half your level.
  • Extreme Movement. While raging, you are under the effects of an expeditious retreat spell.
  • False Life Infusion. When you enter a rage, you gain 1d4+4 temporary hit points. These hit points are lost when your rage ends. You gain 5 additional temporary hit points for every 2 levels above 3rd that you possess.
  • Foretold Strike. When you enter a rage, the next attack you make before the start of your next turn has advantage. While raging, you can use your bonus action to cause the next attack you made before the start of your next turn to have advantage. This transformation can only cause one attack per round to have advantage.
  • Juggernaut. While raging, you are under the effects of an aid spell of a spell level equal to half your level.
  • Mark for Dead. When you enter a rage, you choose one target within 150 feet. While raging, you count the target as if it were under the effects of a hunter’s mark spell against your attacks and Wisdom checks.
  • Metamorphosis. While raging, you are under the effects of an alter self spell. You gain the benefits of both the change appearance option, assuming a likeness appropriate for your spellrage origin, and the natural weapons option. If your spellrage origin is connected to aquatic creatures in some way, the GM can allow you to gain the aquatic adaptation option instead of the change appearance option.
  • Mind Ward. While raging, you gain resistance against psychic damage and have advantage on saving throws against any effect that would read your emotions or thoughts, divination spells, and the charmed condition.
  • Size Change. While raging, you are under the effects of enlarge/reduce.
  • Spell Slough. While raging, you can use your bonus action to create an area of grease with a 5-foot radius, centered on your space. You are unaffected by your grease.
Section 15: Copyright Notice

5e Files: Kitsune © 2020, Everybody Games; Authors: Alexander Augunas.

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