Rage Mage
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Arcane rage | 4 | 2 | 2 | — | — | — | — | — | — | — | — |
| 2nd | +2 | Casting style | 4 | 3 | 3 | — | — | — | — | — | — | — | — |
| 3rd | +2 | Wrath origin | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | ─ | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Wrath origin feature, Aura of rage | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | ─ | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
| 8th | +3 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9th | +4 | ─ | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
| 10th | +4 | Wrath origin feature, Focused rage | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | ─ | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | ─ | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | Wrath origin feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 15th | +5 | Improved arcane rage | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 16th | +5 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
| 17th | +6 | Angry spells | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | ─ | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | True arcane warrior | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a Rage Mage, you gain the following class features
Hit Points
- Hit Dice: 1d8 per Rage Mage level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Sorcerer level after 1st
Proficiencies
- Armor: light armor, medium armor
- Weapons: simple weapons
- Tools: none
- Saving Throws: Constitution, Charisma
- Skills: Choose two from skills Arcana, Athletics, Intimidation, Nature, Perception, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a mace or (b) a short sword
- (a) scale mail, (b) leather armor
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a dungeoneer's pack or (b) an explorer's pack
Spellcasting
Cantrips
At 1st level, you know four cantrips of your choice from the rage mage spell list. You learn an additional rage mage cantrip of your choice at 4th level and another at 10th level.
Spell Slots
The rage mage table shows how many spell slots you have to cast your rage mage spells of 1st level and higher. To cast one of these rage mage 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 burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the rage mage spell list. You learn an additional rage mage spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the rage mage spells you know and replace it with another spell from the rage mage spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your rage mage spells, since the power of your magic relies on your ability to project your rage into 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
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Arcane rage
At 1st level, you may channel your magic through your primal rage. On your turn you can enter an arcane rage as a bonus action. While in your arcane rage you gain the following benefits while you aren't wearing heavy armor:
- You have advantage on strength checks and strength saving throws
- You can add your proficiency bonus to the damage of your spells
- You have resistance to bludgeoning, piercing, and slashing damage
Your arcane 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.
You can go into an arcane rage a number of times equal to your proficiency bonus and regain all expended uses after a long rest. While in an arcane rage you may still cast spells but they cannot have a casting time longer than an action. Additionally, you can still cast concentration spells however you must roll your concentration checks at disadvantage. While in an arcane rage you become reckless and lose some of your ability to defend yourself. While in your arcane rage you temporarily receive a -2 penalty to your AC
Casting style
Starting at 2nd level you adopt a particular style of spellcasting as your specialty. Choose one of the following options. You can't take the same Spellcasting Style option more than once, even if you get to choose again. Each Spellcasting Style also includes examples of spells that can be affected.
Cantrips are ingrained into a person's memory and actions, and thus can't be affected by Spellcasting Styles.
Aegis
When you cast a spell that requires a spell save or spell attack bonus, you can reduce the DC and attack bonus by an amount up to your spellcasting ability modifier until the start of your next turn. Until then, your AC increases an amount equal to the amount the DC and attack bonus was reduced.
Example Spells. ray of sickness, storm sphere, crown of stars.
Ascendant
When you cast a spell that requires a saving throw and deals damage while you are flying or on a higher elevation than your target and or targeted area, the spell save DC increases by +1.
Example Spells. aganazzar's scorcher, ice storm, fire storm.
Attunement
When a creature attempts to dispel a spell that you have cast (such as counterspell or dispel magic), the DC required to be successful increases by +2.
Example Spells. cloud of daggers, flame strike, finger of death.
Blasting
When you cast a spell that deals damage in a sphere or cone, you can increase the length of the cone, or the radius of the sphere, by 5 feet.
Example Spells. burning hands, thunder step, insect plague.
Control
When you target a creature with an enchantment or illusion spell that forces them to make a Charisma or Wisdom saving throw, the DC for the spell increases by +1.
Example Spells. command, geas, dominate monster.
Fixation
Being incapacitated, knocked unconscious or killed doesn't end your concentration on spells. You may attempt a DC: 15 concentration check at the start of each of your turns to attempt to have the spell last its full duration unless it is exposed to an antimagic field, a dispel magic spell, or similar magic, in which case the spell immediately ends.
Example Spells. hold person, eyebite, invulnerability.
Focus
If you succeed on a check to maintain concentration a spell, you gain temporary hit points equal to half your level rounded up.
Example Spells. Bless, Flesh to Stone, Illusory Dragon.
Mastery
Choose a school of magic. Your spell save DC increases by +2, but only for spells of that school.
Example Spells. ice knife, banishment, meteor swarm.
Melee
You gain a +1 bonus to melee spell attack rolls.
Example Spells. flame blade, bigby's hand, blade of disaster.
Rush
While concentrating on a spell, your speed increases by 10 feet, and you gain a climbing speed equal to your walking speed.
Example Spells. bane, find the path, weird
Shaman
When you cast a spell as a ritual, the spell's casting time increases by 5 minutes, instead of 10.
Example Spells. alarm, phantom steed, forbiddance
Support
When a friendly creature is under the effect of a spell you are concentrating on, that creature gains temporary hit points equal to your spellcasting ability modifier at the start of its turn (a minimum of 1).
Example Spells. enlarge/reduce, polymorph, stoneskin
Wrath origin
At 3rd level, you choose to identify where your rage stems from the list of available wrath origins. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Aura of rage
Starting at 6th level whenever you enter a rage you exude an aura of pure rage and power. For the duration of your rage any creature that starts or ends its turn within 5ft of you must make a Dexterity saving throw against your spell save DC or take force damage equal to your charisma modifier.
The range of your aura increases to 10ft at 10th level and 15ft at 14th level.
Focused rage
Starting at 10th level you no longer suffer disadvantage on concentration checks to maintain your spells while in an arcane rage.
Improved arcane rage
Starting at 15th level you no longer suffer a -2 penalty to your AC when you enter an arcane rage, additionally whenever you enter an arcane rage you gain an amount of temporary hit points equal to double your rage mage level.
Angry spells
Starting at 17th level whenever you cast a spell you may expend a use of your arcane rage to have the spell ignore resistances and treat immunity as resistance.
True arcane warrior
At 20th level as an action you gain the effects of the Tenser's Transformation alongside your arcane rage features for the duration of the spell, additionally you are still capable of casting spells while in this form. You may use this transformation once per long rest.
Wrath Origins
Wrath Of War
War ready
Starting at 3rd level you gain proficiency with medium armor and martial weapons, additionally you may choose one weapon to become your spellcasting focus, to change another weapon into your focus you may do so in a ritual that takes 1 hour, after the ritual your previous weapon no longer acts as a focus.
Extra Attack
At 6th level you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks
War cry
Starting at 10th level you may attempt to strike fear into the hearts of your enemies. As an action you may force all hostile creatures within your aura of rage to make a wisdom saving throw against your spell save DC on a failure the creature is frightened by you for 1 minute, a creature can repeat this save at the end of their turns, you may use this feature a number of times equal to your charisma modifier and regain all expended uses after a long rest.
Additionally, melee attacks made against creatures frightened by your war cry deal an additional 2d8 psychic damage on a hit.
Warriors stand
Starting at 14th level as a bonus action you may expend a use of your arcane rage however you gain resistance to all damage except psychic.
You may use this feature a number of times equal to half your proficiency Bonus rounded down and regain all expended uses after a long rest.
Wrath of the dragon
Dragon Ancestor
At 3rd level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
| Dragon | Damage Type |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
Draconic rage
Also at 3rd level Whenever you enter into your arcane rage spectral wings will begin to sprout from your back as your draconic power flows off your body. you gain resistance to your dragon ancestry damage type while in your arcane rage, additionally while in your arcane rage you gain a fly speed equal to half your walking speed.
Dragons breath
Starting at 6th level as a bonus action you may expel a cone of your dragon ancestry's damage type, each creature in a 15 foot cone must make a Dexterity saving throw against your spell save DC or receive 4d8 + your Charisma modifier (minimum of one) Damage of your ancestry damage type on a failed save or half damage on a successful save. You may use this feature a number of times equal to your proficiency Bonus and regain all expended uses after a long rest.
Draconic presence
Starting at 10th level whenever you begin to encompass the might and prestige of a dragon. You gain advantage on intimidation and persuasion checks when in your arcane rage, additionally you gain advantage against effects that would cause the charmed or frightened conditions.
Might of the dragon
Starting at 14th level when you enter an arcane rage you gain immunity to your dragon ancestry's damage type and you gain a flight speed equal to your walk speed additionally your aura of rage deals additional damage equal to your proficiency bonus of your ancestry's damage type.
Wrath Of Hell
Hellish transformation
Starting at 3rd level when you enter your arcane rage your visage becomes hellish and unholy. You gain advantage on intimidation checks while in your arcane rage additionally while in your arcane rage you gain resistance to fire and poison damage.
Hell flames
Starting at 6th level spells whenever you cast a spell that deals fire damage you deal additional fire damage equal to your charisma modifier, additionally creatures burnt by your flames must make a dexterity saving throw equal to your spell save DC or take 1d4 fire damage for a number of rounds equal to your proficiency modifier.
feeding aura
Starting at 10th level whenever a creature dies within your aura or rages range you may as a reaction regain hp equal to your proficiency modifier.
True Demonic Form
Starting at 14th level whenever you enter your arcane rage you begin to sprout hellish wings and devilish horns and gain resistance to necrotic damage and gain a fly speed equal to your walk speed.
Wrath Of Heaven
Heavenly transformation
Starting at 3rd level whenever you enter your arcane rage you gain resistance to radiant damage and a flight speed equal to half your walking speed.
Divine protection
Starting at 6 level you may as an action grant a friendly creature you can see temporary hp equal to double your rage mage level, additionally while a creature has this temporary hp the creature receives a +2 bonus to their AC. you may use this feature a number of times equal to your charisma modifier and regain all expended uses after a long rest
Aura of health
Starting at 10th level friendly creatures that start or end their turn within your aura of rage regain hit points equal to your charisma modifier.
savior
Starting at 14th level whenever a friendly creature you see is targeted by an attack you may as a reaction expend a use of your arcane rage feature to grant the creature resistance to bludgeoning, piercing, and slashing damage and a bonus to their AC equal to your proficiency bonus till the start of their next turn.
Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Booming Blade
- Chill Touch
- Control Flames
- Create Bonfire
- Dancing Lights
- Fire Bolt
- Friends
- Frostbite
- Green-Flame Blade
- Gust
- Light
- Lightning Lure
- Mage Hand
- Mending
- Message
- Mind Sliver
- Minor Illusion
- Mold Earth
- Poison Spray
- Prestidigitation
- Primal Savagery
- Ray of Frost
- Shape Water
- Shocking Grasp
- Sword Burst
- Thunderclap
- True Strike
1st Level
- Absorb Elements
- Alarm
- Armor of Agathys
- Burning Hands
- Catapult
- Cause Fear
- Chaos Bolt
- Charm Person
- Chromatic Orb
- Command
- Compelled Duel
- Comprehend Languages
- Create or Destroy Water
- Detect Evil and Good
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Earth Tremor
- Expeditious Retreat
- False Life
- Feather Fall
- Fog Cloud
- Grease
- Hellish Rebuke
- Ice Knife
- Jump
- Longstrider
- Mage Armor
- Magic Missile
- Protection from Evil and Good
- Purify Food and Drink
- Ray of Sickness
- Shield
- Sleep
- Snare
- Thunderwave
- Witch Bolt
- Zephyr Strike
2nd Level
- Aganazzar's Scorcher
- Alter Self
- Blindness/Deafness
- Blur
- Cloud of Daggers
- Crown of Madness
- Darkness
- Darkvision
- Dragon's Breath
- Dust Devil
- Earthbind
- Enhance Ability
- Enlarge/Reduce
- Flame Blade
- Gust of Wind
- Heat Metal
- Hold Person
- Invisibility
- Levitate
- Magic Weapon
- Maximillian's Earthen Grasp
- Mirror Image
- Misty Step
- Phantasmal Force
- Protection from Poison
- Pyrotechnics
- See Invisibility
- Shadow Blade
- Shatter
- Spider Climb
- Suggestion
- Warding Wind
- Web
3rd Level
- Ashardalon's Stride
- Blink
- Counterspell
- Daylight
- Dispel Magic
- Enemies Abound
- Erupting Earth
- Fear
- Feign Death
- Fireball
- Fly
- Gaseous Form
- Glyph of Warding
- Haste
- Lightning Bolt
- Magic Circle
- Major Image
- Melf's Minute Meteors
- Protection from Energy
- Sleet Storm
- Slow
- Spirit Shroud
- Stinking Cloud
- Thunder Step
- Tidal Wave
- Tongues
- Wall of Water
- Water Breathing
- Water Walk
4th Level
- Banishment
- Blight
- Charm Monster
- Confusion
- Dimension Door
- Dominate Beast
- Elemental Bane
- Fire Shield
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Ice Storm
- Locate Creature
- Polymorph
- Sickening Radiance
- Stone Shape
- Stoneskin
- Storm Sphere
- Vitriolic Sphere
- Wall of Fire
- Watery Sphere
5th Level
- Animate Objects
- Cloudkill
- Cone of Cold
- Control Winds
- Dominate Person
- Enervation
- Far Step
- Geas
- Hold Monster
- Immolation
- Maelstrom
- Scrying
- Seeming
- Skill Empowerment
- Steel Wind Strike
- Synaptic Static
- Telekinesis
- Teleportation Circle
- Wall Of Light
- Wall of Stone
6th Level
- Chain Lightning
- Circle of Death
- Disintegrate
- Eyebite
- Fizban's Platinum Shield
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Mass Suggestion
- Mental Prison
- Move Earth
- Scatter
- Sunbeam
- Tasha's Otherworldly Guise
- Tenser's Transformation
- True Seeing
7th Level
- Crown Of Stars
- Delayed Blast Fireball
- Draconic Transformation
- Etherealness
- Finger of Death
- Fire Storm
- Mordenkainen's Sword
- Plane Shift
- Power Word: Pain
- Prismatic Spray
- Reverse Gravity
- Teleport
- Whirlwind
8th Level
- Abi-Dalzim's Horrid Wilting
- Dominate Monster
- Earthquake
- Feeblemind
- Incendiary Cloud
- Power Word: Stun
- Sunburst
9th Level
- Blade of Disaster
- Gate
- Mass Polymorph
- Meteor Swarm
- Power Word: Kill
- Psychic Scream
- Time Stop
- True Polymorph
Special thanks and complete credit
to the creators of the rage mage Foundry Fabrications for the Sorcerer as inspiration for the class
and the creator of the spellcasting styles u/Thudnfer for the 2nd level feature that makes this class even more unique