At 3rd level,
you choose a path that shapes the nature of your rage. Choose the Path of the
Berserker, Path of the Totem Warrior, or Path of Arcane Rage, detailed at the
end of the class description. Your choice grants you features at 3rd level and
again at 6th, 10th, and 14th levels.
barbarians experience access to immense power during their rage, power that is
uncontrolled and dangerous. The Path of Arcane Rage is a path of great power
and danger. When you enter rage, you gain access to raw arcane power, which
lashes out across the battlefield, heedless of your health and well-being.
you choose this path at 3rd level, You gain access to spellcasting. You become
a conduit for pure arcane energy during your fury allowing you to cast a small
selection of spells. See chapter 10 for the general rules of spellcasting, and
the table following the class description for the Path of Arcane Rage spell
the Path of Arcane Rage do not prepare spells. Strength is your spellcasting
ability for your spells, the power of your spells comes from your physical
power and fury. In addition, you use the Strength modifier when setting the
saving throw DC for a Path of Arcane Rage spell that you cast and when making
an attack roll with one.
Spell save DC
= 8 + your proficiency bonus + your Strength modifier
modifier = your proficiency bonus + your Strength modifier
You may not
cast ritual spells, and you do not need material components for your spells.
You gain a
limited number of spells known, any of which may only be cast during your rage.
In exchange, you lose your resistance to bludgeoning, piercing, and slashing
damage, and your melee rage damage bonus. You may only cast spells while
raging. Spells do not use slots. Spells are always considered to be cast a
level equal to 1/2 the level of the Barbarian. There are no restrictions on how
many times you may cast a spell during a rage, beyond the normal restriction of
not being able to cast more than 1 spell a turn unless that spell is a cantrip
cast with a bonus action.
You choose a
new spell when you level of a spell level you can cast. Once selected, the
spell may never be changed.
during which you don't cast a spell will end your rage. From the beginning of
your initiative count to the start of the following turn, a spell must be cast
or you will exit rage. This does not negate the normal limitation of
leaving rage if you haven't attacked an opponent or taken damage since your
last turn. Either condition will cause you to leave rage.
6th level, your anger and blind range enhances the power of your spells. Saving
throws versus your spells now have a Spell save DC of 10 + your proficiency bonus
+ your strength modifier. At 17th level this increases to DC of 12 + your
proficiency bonus + your strength modifier.
10th level, choose one: Empower Spell, Quicken Spell, Twinned Spell. You may
apply one of these metamagic effects to one of your spells during your rage,
once per rage.
Focus of the
14th level, you no longer exit rage if you fail to cast a spell during your
Path of Arcane Rage Spells Known
Level Cantrips Spells
known Maximum level of spells known.
1 0 0 -
2 0 0 -
3 1 1 1st
4 1 1 1st
5 1 2 1st
6 2 2 1st
7 2 3 2nd
8 2 3 2nd
9 2 3 2nd
10 3 4 3rd
11 3 4 3rd
12 3 4 3rd
13 3 5 4th
14 3 5 4th
15 4 5 4th
16 4 6 5th
17 4 6 5th
18 4 6 5th
19 4 7 5th
20 4 8 5th
Path of Arcane Rage Spell List
Ray of Frost
Cone of Cold
A burst of
flame emanates out from your location, burning and damaging those nearby. Each
creature within 10 feet of you must make a Dexterity saving throw. A creature
takes 3d8 fire damage on a failed save, or half as much damage on a successful
Levels, When you cast this spell using a spell slot of 4th level or higher, the
damage increases by 1d8 for every two levels above 2nd.