Rage Mage

by TheShoelessOne

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Barbarian Subclass

Path of the Spirit Walker

There are many warriors throughout the realms that tap into a supernatural fury to aid them in battle. For some, it comes from a deep internal well of fury. For others, the rage is not of mortal origin, but of the spirits that swirl within and around them. These barbarians channel the fury of the natural world through their flesh in a storm of flame and blade.The Path of the Spirit Walker is a journey of discovery as the warrior’s flesh becomes more and more able to channel the power within them.

Spirit Fury

At 3rd level, when you rage your blood boils with magical energy, whether welling up from within or drawing from the world around you. You gain the following benefits while raging.

  • Your rage does not disrupt concentration and you are able to cast Spirit Walker spells while raging.
  • Your spell attack rolls count as melee attacks for the purposes of any barbarian features you gain such as brutal critical, and reckless attack. Additionally, you add rage bonus damage to any spell damage you deal and casting a spell counts as dealing damage for the purpose of maintaining your rage.
  • You may use a melee weapon as your spell casting focus for your Path of the Spirit Walker spells.

Spell Casting

Spell Slots The Eldritch Knight 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 be in a rage and 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 wizard spells of your choice, two of which you must choose from the evocation and necromancy spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice, and must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability Wisdom is your spellcasting ability for your wizard spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Arcane Eruption

At 6th level, he spirits rush to your aid when you enter battle. you may cast a spell with a casting time of 1 action and a range of self or touch targeting yourself as part of the bonus action used to enter a rage.

Suffused Magic

At 10th level, you have become so attuned to the spirits, you are constantly under their protection and guidance.. After finishing a long or short rest, choose a ritual from the list below. You are under the effects of that spell until you finish a long rest, regardless of the listed duration.

Detect Magic, Detect Poison and Disease, Locate Animals or Plants, Speak with Animals, spider climb, Unseen Servant, Water Breathing, Water Walk

Spirit's Bulwark

Your skin shimmers with the magic you call forth, warding you from harm. After inflicting damage of any kind with a spell, you gain resistance to that damage type until the start of your next turn.

Footnotes

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast.

 

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