Barbarian - Path of the Wyrmheart
While the netheric arcane is known for its unpredictability and volatility, taking many devoted years from scholars and practitioners around the continent to learn and master, some barbaric warriors have honed the ability to manipulate these raw energies in a somewhat calculated fury. Magic flows through their blood vessels and manifests into terrifying destructive evocations, shaped from their rage at will. The visage of primordial dragons can be seen around these warriors, marking them kins to the undeparted Elder Wyrm, whose heart yet still beats arcane into the world in his slumber.
Arcane Savant
Starting at 3rd level, your Rage becomes infused with traces of a primordial magick that flows in your blood. Once per active Rage, you may cast a 1st level Evocation spell of your choice from the Wizard spell list. Charisma is your spellcasting ability for this feature.
You ignore Rage’s restrictions for spellcasting when and only when you cast spells with this feature.
Starting at Barbarian level 7, you may cast an additional 2nd level Wizard Evocation spell with this feature once per active Rage. Starting at Barbarian level 13, you may cast an additional 3rd level Wizard Evocation Spell with this feature once per active Rage.
Primordial Resistance
Starting at 3rd level, the powers of primordial dragons grant you resistance against magical effects. While your Rage is active, you have Advantage on saving throws against magical effects.
Runic Kindling
At 6th level, arcane residue from your evocation gathers around your arms as draconic runes, ready to burst at your command. The first time you hit a creature with a weapon or unarmed strike attack using Strength after casting a spell with the Arcane Savant feature, the runes rekindle and burst in a 20 ft emanation around the target, forcing all creatures within the area to make a Dexterity saving throw against your Arcane Savant’s spellcasting DC, taking 2d8 Force damage on a failed save or half as much damage on a successful one.
Brutal Evocations
At 10th level, your instincts allow you to effortlessly evoke magic with your attacks. The following effects are now among your Brutal Strike options.
- Glacial Blow. This attack deals Cold damage. Additionally, a creeping frost binds the target’s movement until the start of your next turn. If the target willingly moves 5 ft or more before then, it takes 2d10 Cold damage, and the effect ends.
- Voltaxic Blow. This attack deals Lightning damage. Additionally, bolts of static electricity arcs from your target to another creature within 10 ft of it that you can see. The second creature takes 2d10 Lightning damage.
Draconic Avatar
At 14th level, when you activate your Rage, you may manifest a remnant of primordial dragon, coiling around your form as you ravage your enemies. This manifestation lasts for 1 minute, until your Rage ends, or until you drop to 0 hitpoints. Once you use this feature, you can’t do so again until you finish a Long Rest.
As part of the Bonus Action that you manifest the draconic remnant, and as a Bonus Action while the manifestation is active, you may choose one of the following effects:
- Composition. You conjure forth breaths of your draconic manifestation, forcing all targets within a 30 ft cone to make a Dexterity saving throw against your Arcane Savant’s spellcasting DC, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
- Alteration. You summon a runic storm in a 20 ft emanation around yourself, inflicting vulnerability on all creatures of your choice in the area. Until the start of your next turn, affected creatures gain -2 to AC.
- Annihilation. You prime a magical sigil designed to counter arcane manipulations. Until the start of your next turn, you may cast Counterspell as a reaction, after which this effect ends.