Barbarian Path Archetype
By majikwizard
Path of the Spellzerker
Channel the untapped magical power within your Ancestral roots
Path Features
Spellzerker Spellcasting
— Spell Slots per Spell Level —
| Barbarian Level |
spells known | Cantrips Known |
1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 3 | Green-Flame Blade + 2 | 2 | — | — | — |
| 4th | 4 | Green-Flame Blade + 2 | 3 | ─ | — | — |
| 5th | 4 | Green-Flame Blade + 2 | 3 | ─ | ─ | — |
| 6th | 4 | Green-Flame Blade + 2 | 3 | ─ | ─ | — |
| 7th | 5 | Green-Flame Blade + 2 | 4 | 2 | ─ | — |
| 8th | 6 | Green-Flame Blade + 2 | 4 | 2 | ─ | — |
| 9th | 6 | Green-Flame Blade + 2 | 4 | 2 | ─ | — |
| 10th | 7 | Green-Flame Blade + 3 | 4 | 3 | ─ | — |
| 11th | 8 | Green-Flame Blade + 3 | 4 | 3 | ─ | — |
| 12th | 8 | Green-Flame Blade + 3 | 4 | 3 | ─ | — |
| 13th | 9 | Green-Flame Blade + 3 | 4 | 3 | 2 | — |
| 14th | 10 | Green-Flame Blade + 3 | 4 | 3 | 2 | — |
| 15th | 10 | Green-Flame Blade + 3 | 4 | 3 | 2 | — |
| 16th | 11 | Green-Flame Blade + 3 | 4 | 3 | 3 | — |
| 17th | 11 | Green-Flame Blade + 3 | 4 | 3 | 3 | — |
| 18th | 11 | Green-Flame Blade + 3 | 4 | 3 | 3 | — |
| 19th | 12 | Green-Flame Blade + 3 | 4 | 3 | 3 | 1 |
| 20th | 13 | Green-Flame Blade + 3 | 4 | 3 | 3 | 1 |
The Spellzerker
A Spellzerker barbarian is somebody with an enriched and untapped history of magical bloodline. Through tempered rage and strong resolve, they've managed to harness that magical energy enough to be able to sling out spells and shout incantations through channeled rage.
To become a Spellzerker, you must find or awaken a blade that accepts your magical energy in order to carry the energy of the flame within it. This blade shares in your magical life force, and becomes an extension of your body.
This blade can be a normal blade that you synchronize with your body, or a magical blade that shares your ideals. Whenever you are without your sword, you feel as if a piece of your body is missing.
Spellcasting ability
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Spellcasting Focus
While you are raging, magical runes appear across your body that serve as your spellcasting focus. The runes etched all correlate to different spells you know that are being forced to your skin.
The glow and appearance of these runes can depend on your origin, race, or elemental affinity, though their brightness cannot become great enough to shed meaningful light.
Cantrips
You learn three cantrips: Green-Flame Blade and two other cantrips of your choice from the Sorcerer spell list. You learn another Sorcerer cantrip of your choice at 10th level.
Spell Slots
The Spellzerker 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 Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level Sorcerer spells of your choice, two of which you must choose from the conjuration or evocation spells on the sorcerer spell list.
The Spells Known column of the Spellzerker spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be from the conjuration or evocation school, 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 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 a conjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells. 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
Rage-Bound Spellcasting
Through intense training, you are able to cast certain spells while you are raging. The casted spells must be from the Spellzerker class, and you cannot maintain concentration on any spell while you are raging. Any spell that requires concentration will automatically end at the end of your turn, unless you choose to end your rage before then.
Tempered Green-Flame Blade
Starting at 3rd Level, You may choose the type of damage that Green-Flame Blade does, It can be Fire, Acid, Cold, Lightning, or Thunder. You may change the type of damage it deals each time you finish a long rest.
Brazen Resistance
Starting at 6th level, you gain resistance to the element you currently have chosen for your Green-Flame Blade while raging.
Whenever you change your damage type for the cantrip with the Tempered Green-Flame Blade feature, your resistance while raging changes to match it.
Conduit Strikes
You've become so accustomed to sending magical energy through your blade, that you can now follow it's lead and guide your swings through the resonance of the flame.
Starting at 6th level, when you use the attack action to cast Green-Flame Blade while raging, you may use your extra attack feature to make one melee attack, but only on the secondary target of your spell, provided they are within attacking range of you.
Bloodied Strikes
The runes scattered across your body have begun to pulse with magical energy, allowing you to tap into them in exchange for some of your life force.
Starting at 10th level, while raging, whenever you cast a spell that deals damage, you may choose before the attack to add your constitution modifier to the damage roll. After the attack is made (whether it hits or not), you take damage equal to your charisma modifier.
Additionally, if you use this ability with Green-flame Blade, you may make an extra attack on the target even if they are outside of your normal weapon range, and the range of the damage splash increases from 5 feet to 10 feet.
The Blood Price
You've amassed so many etched runes, that you can start to draw energy from all of them at once to overload your magical energy.
Starting at 16th level, If you are raging at the start of your turn, you may choose to reduce your current and max hit points to gain an additional temporary spell slot for that turn, up to 9th level. You may only use that spell slot to cast a spell from the Spellzerker subclass.
The amount of health required is equal to Xd10 hit points, where x is equal to the level of the spell slot you choose. If this ability reduces you to 0 hit points, you finish casting the spell before you fall unconscious.
Your maximum hit points cannot be reduced below 1, and this reduction in maximum hit points cannot be restored by magical means. Your maximum hit points are restored to full after you finish a long rest.
You may use this feature a Number of times equal to your Constitution Modifier, You regain all uses once you finish a long rest.
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