Rage Mage

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Path of the Rage Mage

Spell Rage

In battle, you weave spellcasting and anger into a ferocious fighting style. Your Rage ability now takes the form of a Spell Rage. On your turn, you can enter a spell rage as a Bonus Action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength Checks and Strength Saving Throws.

  • When you make a melee weapon Attack using Strength or cast a spell granted by your Rage Mage archetype, you gain a +2 bonus to the damage roll. This bonus increases as you level.

  • You have Resistance to bludgeoning, piercing, and slashing damage.

  • You are able to cast Spells that have the casting time of 1 action, 1 bonus action or 1 reaction.

  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).

Your spell 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 spell rage on your turn as a Bonus Action.

After your spell rage is over, you make any Constitution saving throw to maintain your concentration on a spell at disadvantage until you finish a long rest.

Once you have spell raged the maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Spellcasting

Cantrips

At 3rd level, you know 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 Rage Mage Spellcasting table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your sorcerer spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the sorcerer spell list.

You learn a new sorcerer spell at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th and 20th level. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

Rage Mage Spellcasting
Barbarian Level Cantrips Known Spells Known Spell Slots Slot Level
3rd 2 3 1 1
4th 2 4 2 1
5th 2 4 2 1
6th 2 4 2 1
7th 2 5 2 2
8th 2 6 2 2
9th 2 6 2 2
10th 3 7 2 2
11th 3 8 3 2
12th 3 8 3 2
13th 3 9 3 3
14th 3 10 3 3
15th 3 10 3 3
16th 3 11 3 3
17th 3 11 4 3
18th 3 12 4 4
19th 3 12 4 4
20th 3 13 4 4

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, intimidation and anger fuel your magic. 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 + Proficiency bonus + Charisma modifier

Spell Attack modifier = Proficiency bonus + Charisma modifier

Quick to Anger

When you reach 6th level, you can quicken one spell per Spell Rage. The spell must have a cast time of 1 action for it to be quickened in this way.

Battle Lust

By 10th level, when a creature within 30 feet of you makes an attack or casts a spell you may use your reaction to cast a cantrip that targets the creature. This attack happens after the creature finishes its attack or spell.

Warriors Transmutation

Beginning at 14th level, you can use a free action during your spell rage to transmute yourself into an arcane warrior. This form grants you the following benefits:

  • You pulse arcane energy dealing 2d6 plus your Charisma modifier as force damage to any creature that starts or ends its turn within 10 feet of you.
  • You gain a bonus to your AC equal to your Charisma modifier.
  • You have advantage on Constitution saving throws

This form lasts for 1 minute or until you dismiss it with a free action. Once you use this feature you cannot use it again until you complete a long rest.

 

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