Path of Blood-Fury

A lineage connected to magic and the surnatural is the defining trait to what makes a sorcerer. However, it may come to many that their lineage reaps but a drop of magic within them, or that this magic is locked away from use. A barbarian who follows the path of the Blood-Fury is one such creature who awakened their dormant or faint sorcerous magic. With their rage having unlocked or empowered their lineage's magic, these barbarians bring wrath and magic to the battlefield as a magic-fueled creature of destruction.

Spellcasting

When you reach 3rd level, you empower your rage with spells derived from your emotions and vitality, your options of spells varied based on the lineage your character possesses.

Barbarian LevelCantrips KnownSpells Known1st2nd3rd4th
3rd233   
4th233   
5th244   
6th244   
7th2542  
8th2542  
9th2642  
10th3643  
11th3743  
12th3743  
13th38432 
14th38432 
15th39432 
16th39433 
17th310433 
18th310433 
19th3114331
20th3124331

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an extra sorcerer cantrip of your choice at 10th level.

Spell Slots

The Blood-Fury 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 False Life and have a 1st-level and a 2nd-level spell slot available, you can cast False Life using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level sorcerer spells of your choice. The Spells Known column of the Blood-Fury Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells 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.

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.

Spellcasting Ability

Constitution is your spellcasting ability for your sorcerer spells, since you cast them through sheer vitality and rage. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 Constitution Modifier
Spell Attack Modifier = your Proficiency Bonus + your Constitution Modifier

Blood Magic

Also at 3rd level, your rage is imbued with your body's magic. As a bonus action, choose a spell you know from this class, and of which you have spell slots to cast with. This spell must have a casting time of 1 action or 1 bonus action. You immediately cast this spell as part of you entering into a rage.

If this spell requires concentration, it no longer requires it and instead lasts for its full duration or until your rage ends (whichever occurs first). If it requires an attack roll, you add your rage damage to its damage rolls if you couldn't already.

Arcane Body

At 6th level, you complement your hardened personality with your hardened physique. You gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence saving throws.

Additionally, you can cast the Detect Magic and Identify spells, but only as a ritual spell.

Unrelenting Spirit

Starting at 10th level, you can expend your bodily magic to evade dangerous situations. Whenever you are forced to make a saving throw, you can use your reaction to expend a spell slot and gain a bonus to this save. This bonus is an amount equal to double the spell slot expended.

Additionally, whenever you take the attack action on your turn while not raging, you can cast one of your cantrips in place of one of your attacks. This cantrip must involve you making a melee attack or melee spell attack.

Corrupt Magic

Starting at 14th level, you have resistance to damage from spells. Additionally, hostile creatures within 30 feet of you have disadvantage on Constitution saving throws made to maintain concentration on a spell.

When you hit a creature with a melee attack, you can expend a spell slot to force them to make a Constitution saving throw (DC = 8 + your proficiency bonus + double the expended spell slot). On a failure, any spells affecting them ends. If there is no spells affecting them, they instead take 3d6 force damage, increasing by 1d6 for each spell level higher than 1st based on the spell slot you expended, up to a max of 6d6.

You can make such an attack once per rage.