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On a 5e Class, Blood Warlock

Otherworldly Patrons

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.
Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Blood God
Your patron is a lord of blood and life, a creature of primal power who holds the very secrets to mastery of all living things. Their motivations are powerful, demanding ever more and more blood and power from their warlocks. Beings of this sort include blood gods, gods of fertility and life, ancient stellar creatures of great energy and power, and hellish fiends.

Expanded Spell List
The blood god lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Blood god Expanded Spells
Spell Level Spells

LevelSpells
1stFalse Life, Ray of Sickness
2ndDetect Thoughts, Ray of Enfeeblement
3rdFeign Death, Nondetection
4thLocate Creature, Phantasmal Killer
5thModify Memory, Scrying

Power of the Blood
Starting at 1st level, your patron bestows upon you the ability to empower your eldritch blast. When you cast the eldritch blast cantrip, you may cut yourself causing blood to flow and doing 1d6 points of damage to yourself. However much damage you do to yourself is doubled and added to the damage of each eldritch blast. i.e. a 5th level Warlock cuts themselves for 4 damage and both eldritch blasts they fire do 1d10+8 damage. You take another 1d6 points of damage after the spell is cast as the wound continues to bleed. This does not increase the damage of the cantrip.

Mastery of the Blood
Starting at 6th level, you can use your blood to empower your spells. Each time you cast a spell, instead of it being cast at your level, you have the option to cut yourself, causing blood to flow and doing 1d6 points of damage to yourself. However much damage you do to yourself increases the spells effective caster level by this amount. i.e. a 6th level Warlock casting Vampiric Touch normally casts it as a 6th level spell, doing 6d6 necrotic damage. The Warlock cuts themselves for 3 damage and instead casts the spell as a 9th level caster, doing 9d6 damage. You take another 2d6 points of damage after the spell is cast as the wound continues to bleed. This does not increase the damage of the spell.

Pact of flesh
Beginning at 10th level, your patron teaches you how to use your own blood and skin in order to master arcane power. You can engage in ritual scarification of no less than 60% of your body. Doing so, grants you an additional spell slot. The scarification is permanent.

Pact of Sacrifice
Starting at 14th level, you can now use the blood of other creatures in order to power your spells. You must have access to a helpless or willing creature. This only affects living creatures with blood. You attack them with a sacrificial knife, scoring an automatic critical. In addition, using their blood to power the spell does an additional 3d6 damage to them, on top of the critical damage. For animals and other non-humanoid, non-sentient creatures, Power of the blood increases the damage by 1d4 doubled per bolt, and mastery of the blood increases the spell level by 1d4. For humanoids and other sentient creatures, power of the blood increases the damage by 1d6 doubled per bolt, and mastery of the blood increases the spell level by 1d6. For innocents or creatures of particularly powerful energy or blood (virgins, unicorns, children) power of the blood increases the damage by 1d10 doubled per bolt, and mastery of the blood increases the spell level by 1d10. A creature cannot provide a bonus higher than its hit point total.

Hack & Slash 

On a 5e Modern Fighter Subclass, Space Marine

Bring it on Games Workshop.

Recently Wizards of the Coast released an Unearthed Arcana article about modern 5th edition, containing technomancers and such. This was accompanied with a link to Dan Hemick's article about running a D20 Modern Campaign. I've been messing around with the surprisingly good Deathwatch released recently for mobile, and here we are!

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Space Marine

The archetypal Space Marine is a master of powered armor and stands as an indomitable front line against Xeno hordes that threaten man from the deeps. Heavily modified and immune to fear, the Space Marine is our first and best line of defense.

Power Armor
Beginning when you choose this archetype at 3rd level, you become bonded with Power Armor. This armor works as Plate Mail, and provides Damage Resistance of 5 to slashing/piercing/bludgeoning and ballistic. The space marine is also biologically enhanced to be able to use the armor, having numerous implants. No other creature can use the power armor of the marine.

Basic Enhancement
The biological implants are growing and improving. At 7th level, choose any trait from the enhancement list.

Advanced Enhancement
The improvement and resistance to punishment continues. At 10th level, choose any two traits from the enhancement list.

Enhancement List

  • Muscle Fibers: Gain +2 to Strength. This does not count towards your maximum of 20 in a statistic.
  • Wired Reflexes: Gain +2 to Dexterity. This does not count towards your maximum of 20 in a statistic.
  • Enhanced Health: Gain +2 to Constitution. This does not count towards your maximum of 20 in a statistic. 
  • Nanohealth: As a reaction, once per short rest, roll 1/2 your level in 1d6 and regain that many hit points.
  • Targeting Assist: When using any linked ranged weapon (modern or above), gain a +2 to hit targets.
  • Neurochemicals: Brain adjustment keeps your mind free of negative influences. You become immune to fear and have advantage versus mind-affecting effects.  
  • Mind Node: This allows the marine to go without sleep, only requiring two hours of stillness per 48 hour period. It also provides advantage on perception checks.


Pristine Enhancement
At 15th level, you are a master of the armor. Choose any two traits from the master enhancement list.

Master Enhancement List
  • Giant Muscle Fibers: Gain +4 to Strength. This does not count towards your maximum of 20 in a statistic.
  • Hyper Reflexes: Gain +4 to Dexterity. This does not count towards your maximum of 20 in a statistic.
  • Glorious Health: Gain +4 to Constitution. This does not count towards your maximum of 20 in a statistic. 
  • Poison Immunity: Gain complete immunity to poisons, toxins, and other dangers, both magical and benign. While in the powered armor, the marine no longer needs to breath or eat, allowing them to survive indefinitely even in the void of space. 
  • Cellular Regeneration: As an reaction, the armor can be activated to heal the wearer for 2d8+5 damage. You can do this 5 times per short rest. 
Space Lord
At 18th level, you are a legend among marines. Your protection from the armor increases to DR 10 for all attacks and energy types. Once per long rest, the armor can resuscitate you if you fall in battle. When you drop to 0 hit points, you immediately regain 1/2 your hit point total.


Hack & Slash 

On a Wizard School, Calculator (Final Fantasy Type)

In the spirit of complex classes, I present the Final Fantasy Calculator arcane tradition for 5th edition.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of several schools or practices: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, or the specific practices of shadow magic or calculation all detailed at the end of the class description.
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Arcane Traditions
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.
The most common arcane traditions in the multiverse revolve around the schools o f magic. Wizards through the ages have cataloged thousands o f spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use
the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

School of Calculation

As a calculator, you've discovered the underlying fabric of the universe, and can see connections using magic sight that others cannot comprehend. It allows you to use unlimited magical power in certain specific situations. As your mastery grows, you can restructure the rules of magic, targeting who and what you wish with impunity.
Calculation Sight
Beginning when you select this school at 2nd level, the ability to see hidden factors becomes apparent. You can determine the hit dice, current hit points, or statistic values of any all creatures in sight as a reaction. You simply request what you would like to know, and the Dungeon Master will provide all the values to you. However, this sight comes at a cost. All initiative rolls made by the Calculator are at -10.
Math
Starting at 2nd level when you select this school, you can perform the math action. This is an action. It allows you to select any spell you know and cast it without it costing a spell slot. However, the targeting information of the spell is overwritten. Instead of targeting any space or individual or having any area of effect as normal, it instead affects singular people based on your math skill.
You have 4 primary parameters: Initative, Hit Dice, Hit Points, And Statistic values. There are also 4 secondary parameters: Prime Numbers, 5, 4, 3
You simply select a primary and secondary parameter.  Anyone within 60' of the caster who has a value in that statistic divisible by the secondary parameter is affected by that spell.

Example 1: The caster and his party are fighting an ogre and 6 dire wolves. She chooses to use the math skill on the spell fireball. Instead of a ball of flame, the caster chooses Hit Dice as the primary parameter and 5 as the secondary parameter. Since the dire wolves have 5 hit dice (which is divisible by 5) each is singularly affected as if targeted by a fireball. Sadly, the party also has a 5th level rogue with 5 hit dice, who is also affected by the fireball. This does not affect the calculators spells remaining.

Example 2: The caster wants to use the math skill to make the party invisible. He knows the rogue and ranger in the party have a 18 and 15 Dexterity. So she chooses Dexterity as the primary parameter, and 3 as the secondary parameter. Thankfully both the rogue and ranger vanish from sight. Sadly, so does the Mind Flayer they were hoping to flank.

Distribution
Starting at 6th level, any time you are healed, beyond your maximum hit point value, you can disperse that excess healing to any ally within 30' of you instantaneously.

Increased range
Starting at 10th level, your calculation abilities now can affect all targets within 180' and all visible targets within 240'.

Damage Split
Starting at 14th level, when you are attacked, as a reaction, you can halve that damage and make a magical attack against an opponent within 30', causing them to take the other half of the damage you would have taken. You can do this a number of times equal to your intelligence bonus per long rest.


Hack & Slash 

On a 5th Edition Bard College, The Motley Fool

Jester


Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore, College of the Motley Fool, or the College of Valor, all are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Bard colleges
The way of the bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.

College of the Motley Fool
Bards of the College of the Motley Fool choose a difficult path. They are seen as divinely inspired servants, free from legal recourse, allowed to say that which others will not. They seek a pure ideal of wit, neither male nor female, and cloaked in mystery. They tempt fate, their lives walking a line between glory of the masses or brutal punishment by those fearful of their mien.

Defensive Caper
When you join the College of the Motley Fool at 3rd level, as long as you wear no armor, and wield no melee or ranged weapon, your armor class is equal to 10 + your Dexterity Bonus + your Charisma Bonus

Knife's Edge
At 3rd level you are considered proficient with all weapons that have the Thrown property. When throwing weapons, your attack rolls are not made at disadvantage if you throw while adjacent to a threatening opponent, nor while throwing up to the maximum range of the item. These do not count as ranged weapons for the purpose of defensive caper.

Insult
  
Jesters also gain the ability to physically harm opponents with insults. As an attack, you may expend a bardic inspiration die, and make a verbal attack, using your Proficiency Bonus + your Charisma Modifier against a creature that you can see within 60 feet of you that can understand your language, against an armor class of 10 + their Intelligence modifier. The damage done is your bardic inspiration die plus your Charisma and Intelligence modifiers. 

Pie in the Face
At 6th level, you gain the ability to throw a harmless object at an opponent, such as a cream pie, a sticky ball of gunk, or other weird or disgusting item. If you hit your target, they make ability checks and attack rolls at disadvantage till they spend a move action removing or cleaning the item up. This attack only affects humanoids.

Harlequin's Protection
At 6th level, as long as you are garbed in motley, you are immune to charms, enchantments, and compulsions.

Twist of Fate
Starting at 14th level, whenever you are dealt lethal damage you may make a DC 15 Dexterity saving throw. On a success, you avoid that damage. This ability can be used once per long rest.

Enigma
Starting at 14th level, whenever you are garbed in motley, you are permanently under the effect of a Mind Blank spell.



Hack & Slash 

On 5e Classes, Thief-Acrobat

The Acrobat, by Axlsalles

Roguish Archetype


At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, Acrobat, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes.

Your choice of archetype is a reflection of your focusnot necessarily an indication of your chosen profession, but a description of your preferred techniques.

Acrobat
Your grace and poise have granted you preternatural abilities, both in combat and without. your regimen of physical exercise builds coordination, muscle tone, and balance. This allows you to literally dance around opponents and reach areas other people might find unreachable.

Vertical Grace
Starting at 3rd level, the Thief-Acrobat can fall up to 10 feet times 1/2 their level safely. You also can climb faster than normal, climbing no longer costs you extra movement. When making a jump of any type, standing or running, the distance you jump increases by a number of feet equal to your Dexterity modifier.

Acrobat
When you select this archetype at 3rd level, you have advantage on Dexterity (Acrobatics) Checks

Battle Grace
Starting at 9th level, You gain the ability to Dodge as a bonus action. Standing up from prone no longer costs any movement.

Pole Work
At 13th level, you gain mastery over placement and movement. Opponents no longer block your movement. You may move through the squares of hostile creatures at no penalty, it is assumed that you are moving over or by them. You still have to disengage to avoid an attack if you leave the threatened area of a creature.

Wall Walker
When you reach 17th level, you gain a climb speed equal to your normal speed.

Deadly Defender

At 17th level, anyone who uses a melee attack action against you when you have taken the Dodge action grants you advantage on your next attack against them. This allows you to do sneak attack damage. This effect only lasts until the end of your next turn. 


Hack & Slash 

On a 5th Edition Sorcerer Origin, Incantrix

Incantrix


Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, The Weave (Incantrix), Psionic Power, Deathmaster or Wild Magic, detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into two categories: a draconic bloodline and wild magic. Others, such as Incantrix, Psions, and Deathmasters are detailed below.

Incantrix

Your innate magic comes from the weave. The very nature of magic is intertwined within your soul. Often your birth might have been auspicious, or you might have been born or conceived during a magical event. There are few Incantrix's in the world, often fewer than a thousand, and nearly all of them are women. Male Incantars do exist, but are extremely rare.

Binding of the Weave

At 1st level, even though magic comes easy to you, certain spells are beyond your ability. You are unable to learn any non-ritual Conjuration, Evocation, Illusion or Necromancy spell. Spells of this type that are rituals are possible to learn.

Power of the Weave

When you do get sorcery points at 2nd level, you gain access to an additional amount of sorcery points equal to your Charisma modifier.

Magical Adept

Starting at 6th level, if you do not know the spells Counterspell and Dispel Magic, you gain them as additional spells known. If you do know either of these spells, you may select another spell to add to your selection of spells.

You also gain an additional metamagic ability.

Sight of the Weave

At 14th level, the weave becomes visible to you. You can now see invisible and ethereal creatures within 30 feet. You gain an additional metamagic ability.

You can also see the energies that connect casters to their spells. You may harness this energy and control it yourself. As an action you can Seize Concentration by expending a third level spell slot. If you do, you gain control of any spell another wizard has cast using their concentration. This is automatic if the spell is third level or lower. If it is of a higher level spell, you must succeed at an ability check with a DC of 10 + the level of the spell. If you use a spell slot of 4th level or higher, you automatically acquire control of a spell  if the spell's level is equal to or less than the level of the spell slot you used.

The spell continues to function normally, with the only change being that the spell is now under control of the incantrix.

Scion of the Weave

You are now a living representative of the power of the weave.

At 17th level, as an action you are now able to Drain Charges from magic items within 60 feet of your person. Every charge gained, restores either one sorcery point or a spell level, e.g. if you drain three charges from a wand, you can restore a third level spell slot, OR three sorcery points, Or a first level spell slot and two sorcery points, or any combination of the above.

Second, the difficulty of Counterspelling, Dispel magic, and Seizing Concentration is now DC 5 + the spell level.

Third, you make all saving throws versus magic and spells at advantage.

Fourth, as a reaction, you are able to apply a metamagic effect to another casters spell. They must be a willing target, otherwise you have to succeed at an ability check of a DC equal to 10 + the spell's level.

Finally, fifth, you gain an additional final metamagic ability.

Spells
 

Because the Incantrix's spell list is substantially different from the standard sorcerer, it is included below. In addition, Incatnrix have access to some unique spells. These spells are described below.

Chime of Release
1st Level transmutation
Casting Time: 1 action
Range: 180 feet
Components: V, S, M
Duration: Instantaneous
You ring a small brass tubular chime, which disappears when struck. The vibrations ring out over the area of effect, and release non-magical bonds holding any single creature or person. This unlocks locks, unties ropes, opens cages, unbindes straps, removes gags, et. al. whichever creature is the target is no longer bound and is now free to go.

Maladwomer
3rd Level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
You restrict a spellcasters access to the weave. For the duration of this spell, any spell or magical effect the target produces causes the minimum possible numeric effect. In addition, anyone making a saving throw against the targets spells makes such saving throws at advantage.

Lower Resistance
5th Level transmutation
Casting Time: 1 action
Range: 180 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
This nullifies and lowers a creatures resistance to magic. If they have legendary resistance, it soaks up one use of the resistance. The creature targeted also has disadvantage on saving throws versus spells. On a creature with magic resistance, this will force them to save normally. The material component is a broken iron rod.

Steal Spell
7th level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Any spellcaster targeted by this spell, must make a Intelligence saving throw at disadvantage, or lose a random spell. This spell is stolen from his mind, and at the beginning of the spellcasters next turn, may be used by the Incantrix at no cost, anytime during the next 24 hours. If it is not used, it is lost.
If used on a non-spellcaster or no spells are available, then this spell is wasted. It does not affect magical devices, items, or spell-like abilities.
The level, class, or type of spell does not affect the Incantrix's ability to cast the spell, even if it is of a level of spell she is normally unable to cast. Material components are not necessary, because they are consumed from the original spellholder, when this spell is cast.

Spell Turning
7th level abjuration
Casting Time: 1 reaction
Range: Self
Components: V, S, M
Duration: Instantaneous
This powerful spell protects the caster, causing any spell that specifically targets the caster to rebound upon the person who cast it. It only affects spells that target the caster, simply being in the area of effect of a spell does not protect the caster.  
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can choose a new target for the spell instead of deflecting it against the caster.
The material component for the spell is a small silver mirror.

Cantrips
Blade Ward
True Strike
Friends
Mending
Message
Prestidigitation

Level 1
Alarm (r)
Chime of Release
Mage Armor
Protection from Evil and Good
Shield
Find Familiar (r)
Tenser's Floating Disk (r)
Unseen Servant (r)
Comprehend Languages (r)
Detect Magic (r)
Identify (r)
Charm Person
Sleep
Tasha's Hideous Laughter
Illusory Script (r)
Expeditions Retreat
Feather Fall
Jump
Longstrider

Level 2
Arcane Lock
Detect Thoughts
Locate Object
See Invisibility
Crown of Madness
Hold Person
Suggestion
Magic Mouth (r)
Gentle Repose (r)
Alter Self
Darkvision
Enlarge/Reduce
Knock
Levitate
Magic Weapon
Rope Trick
Spider Climb

Level 3
Counterspell
Dispel Magic
Glyph of Warding
Magic Circle
Nondetection
Protection from Energy
Remove Curse
Clairvoyance
Tongues
Leomund's Tiny Hut (r)
Phantom Steed (r)
Feign Death (r)
Blink
Fly
Gaseous Form
Haste
Maladwomer
Slow
Water Breathing (r)

Level 4
Banishment
Mordenkainen's Private Sanctum
Stoneskin
Arcane Eye
Locate Creature
Confusion
Control Water
Fabricate
Polymorph
Stone Shape

Level 5
Planar Binding
Contact Other Plane (r)
Legend Lore
Rary's Telepathic Bond (r)
Scrying
Dominate Person
Geas
Hold Monster
Modify Memory
Animate Objects
Passwall
Telekinesis

Level 6
Globe of Invulnerability
Guards and Wards
Drawmij's Instant Summons (r)
True Seeing
Mass Suggestion
Otto's Irresistible Dance
Disintegrate
Flesh to Stone
Move Earth

Level 7
Symbol
Etherealness
Reverse Gravity
Sequester
Steal Spell
Spell Turning

Level 8
Antimagic Field
Mind Blank
Antipathy/Sympathy
Dominate Monster
Feeblemind
Power Word Stun
Control Weather

Level 9
Imprisonment
Prismatic Wall
Foresight
Power Word Kill
Shapechange
Time Stop
True Polymorph


Hack & Slash 

On a 5th Edition Barbarian Variant, The Rage Mage

Rage Mage


Primal Path
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.

Path of Arcane Rage
Some 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.

Arcane Fury
Starting when 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 list.

Casters of 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
Spell attack 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.

Any round 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.

Spell Fury
Beginning at 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.

Raging Enhancement
Beginning at 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 Arcane
Starting at 14th level, you no longer exit rage if you fail to cast a spell during your turn.

Barbarian 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

Barbarian Path of Arcane Rage Spell List

Cantrips
Acid Splash
Fire Bolt
Poison Spray
Ray of Frost
Shocking Grasp
Chill Touch

1st Level
Burning Hands
Chromatic Orb
Expeditious Retreat
Shield
Thunderwave
Jump

2nd Level
Scorching Ray
Ring of Fury
Ray of Enfeeblement
Enlarge/Reduce
Melf's Acid Arrow
Spider Climb

3rd Level
Counterspell
Sleet Storm
Fireball
Lightning Bolt
Fear

4th Level
Stoneskin
Confusion
Fire Shield
Blight
Polymorph

5th Level
Cone of Cold
Bigby's Hand
Mislead

Ring of Flaming Fury
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous
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 one.
At Higher 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.


Hack & Slash 

On the "Missing" Delay Action in 5th Edition

It's not missing. There is no Delay action in 5e.

Why?

Because it makes a better game.

One of the nice things about the Modern Role-Playing Game world is that we have learned some things. Objective things that allow us to handle arguments in new ways. One of those, is that the goal of the design of the game is player enjoyment and weighing that against costs.

This means that arguments from realism can be dismissed!

No longer must we wade through pages and pages of endless debate about real world experience and what makes sense! We can simply decide what we want based on what we think is most fun.

When people talk about defending the delay action, they talk about verisimilitude and attempting to do things under strict RAW. This may be important for some people. You can see the effects of designing a game from this standpoint by playing a mid-level Pathfinder game.

The Delay action slows play down. Do you want to slow play down?

Does it sit better with people to be allowed to skip their turn and interrupt the game to take it when they want, because it makes more sense?

Let me tell you a story. Once, in a game I was in, we had a new player. There wasn't a good place that made sense for a new character to appear, so that player sat in the room, unable to play for five hours. The game ended without him getting to join the group. He never returned to another game ran by that Dungeon Master.

Verisimilitude, especially in a game where flying gnome wizards cast fireballs, can die in a fire.

The second part to this delay argument is where you might have a Dungeon Master who wants to run initiative rules as written for things like, entering a dungeon room, or maneuvering in a narrow space. This has nothing to do with the rules, which are explicitly set up for the Dungeon Master to make judgement calls to speed play along to the interesting choices and enjoyable play. If you've got a Dungeon Master who's doing that, more rules are not going to make him be less of a dick. He'll just be a jerk in more technical and new ways.

This isn't just some sentiment I'm writing up in response to (not the first) place this discussion has been had. It's a call to action for people to say, "Yeah, that isn't in this game because it slows down play." instead of getting involved in a debate over why you can't avoid taking your turn and whether it makes sense.

Of course, the design team is on record as saying, you know, you can put it back in if you want. And really, you can. The question just is, if you're houseruling ways that can complicate and slow your game down, you have to ask yourself why? What does it add? And if the answer is "It makes me feel better about the rules" or "It stops my Dungeon Master for making things difficult for us rules as written." then maybe you should examine your motivations and find out if there's better ways to address that. If the answer is "It makes the game more tactical," then perhaps playing a more tactical game is the answer to that.

Hack & Slash 

On the 5th Edition Shadow Wizard

A 5th edition wizard school for your games. With new spells.

School of Shadow

As a member of the School of Shadow, you have used the dark essence of shadowstuff to power your magics. Some shadow mages travel and discover hidden secrets, others corrupt those pure and innocent, still others watch from the shadows to insure that what is at bay, remains at bay. Shadow is a sub-school of illusion, and certain illusion spells are also considered shadow spells.

Shadow Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a shadow spell into your spellbook is halved.

Darkening
Starting at 2nd level when you choose this school, your mastery over the powers of darkness and shadow increases. As an action, you can choose to cause a source of bright light to become dim, and an area of dim light to become dark. You also gain Darkvision out to 60 feet.

Blinding Shadow
Beginning at 6th level, You can blind creatures with shadow. Choose a creature within 30 feet. On a failed Dexterity saving throw against your wizard spell save DC they are considered blinded. They may reattempt this save at the end of each of their turns.
Also, you are considered in total cover due to being obscured while in darkness, and are considered to have three-quarters cover in dim light.

Shadow Step
Starting at 10th level, as a bonus action you may move between any area of dim light or darkness to any other area of dim light or darkness within 400 feet.

Shadow Self
Beginning at 14th level, shadow becomes infused with your essence. You gain expertise at stealth checks and your armor class increases by 2 due to the fact that you are partially immaterial.
You can also spend 1 full-round to create a Shadow Double. This double has your abilities, hit points, armor class and is identical in all ways, except it is made from shadowstuff and has no equipment or will of its own. You my command it to protect you, in which case all incoming attacks are at disadvantage due to the confusion and protection provided by the shadow double.   Or, you may command the shadow double to move anywhere within your line of sight. You can see what the shadow double sees and can cast spells having them originate through the double. It lasts as long as you maintain concentration, up to 1 minute or until it takes lethal damage.

Shadow spells
New shadow spells are italicized. Spells that are normally of other schools, categorized as shadow spells before are identical to their Players Handbook versions, excepting the fact that they manifest as shadow, instead of illusion. Blur cloaks you in shadows, rather than obscuring your form using light.

Cantrips
Blacksteel

1st Level
Sleep
Wall of Gloom

2nd Level
Blur
Darkvision
Ray of Enfeeblement
Shadow Blade

3rd Level
Nondetection
Fear
Shadow Anchor
Wraithform

4th Level
Darkening Bolt
Evard's Black Tentacles
Shadow Bolt

5th Level
Create Darkenbeast


Creation
Conjure Shadow
Passwall

6th Level
Demishadow Magic

7th Level
Shadow Walk
Duo-Dimension

8th Level
Maze
Shadow Form

9th Level
Mass Blindness

Blacksteel
Shadow Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a bit of soot)
Duration: Concentration, up to 1 minute
The caster touches a target wearing metal or other reflective material, and it darkens becoming black. This grants the user advantage on stealth checks when in dim light or darkness.

Wall of Gloom
1st-level Shadow
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (Cotton)
Duration: Concentration, up to 1 minute
Creates a 10 foot high wall, up to 40 feet long and 10 feet thick of dim light. Any targets behind the wall are considered lightly obscured.

Shadow Blade
2nd-level Shadow
Casting Time: 1 action
Range: Self
Components: V, M (an iron rod painted black
Duration: Concentration, up to 1 minute
This spell creates a blade of darkness and shadow. It uses the casters Strength, Dexterity, or Intelligence bonus as a bonus to hit and damage, as the caster prefers. It deals 1d6 damage and is treated as a magical weapon for purposes of resistance to normal weapons.

Shadow Anchor
3rd-level Shadow
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (A small needle)
Duration: 1 minute
Choose a target. That creature must succeed on a Strength saving throw versus your spellcasting DC or is considered grappled, because their shadow is pinned to the ground. They may reattempt this save at the end of each of their turns.
At Higher Levels, If this spell is cast using a higher level spell slot, you may select one additional target for each level above third.

Wraithform
3rd-level Shadow
Casting Time: 1 Action
Range: Self
Components: V, S, M (A strip of gauze)
Duration: Concentration, up to 1 minute
This spell turns the caster immaterial and insubstantial. They gain resistance to non-magical bludgeoning, piercing and slashing attacks. They may pass through solid objects, no thicker than 10 feet. This spell does not grant the ability to fly, nor does it make the user invisible.

Darkening Bolt
4th-level Shadow
Casting Time: 1 action
Range: Self (100 foot line)
Components: V, S, M (A bit of dark cloth and a glass rod)
Duration: Instantaneous
A stroke of Darkness forming a line 100 feet long and 5 feet wide blasts out from you in the direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 Necrotic damage, or half as much damage on a successful one. Targets who fail their save are blinded. They may save at the end of each of their turns in order to end this condition. Anyone viewing the bolt, sees it as a dark purple, as if they had stared at a bright light.
At Higher Levels, When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Shadow Bolt
4th-level Shadow
Casting Time: 1 action
Range: 180 feet
Components: V, S, M (Iron fillings)
Duration: Instantaneous
The caster flings out a number of bolts of shadow at targets. The caster flings out 4 bolts. Each bolt makes a separate attack roll. The caster may target a separate creature with each bolt, or send as many bolts as he wishes to the same target. Each bolt that hits does 2d8+2 damage, and the target must save or gain the poisoned condition. The target may save at the end of each of its turns to end the poisoned condition.
At Higher Levels, When you cast this spell using a slot of 6th level or higher, you gain an additional bolt for every 2 slot levels above 4th.

Create Darkenbeast
5th-level shadow (ritual)
Casting Time: 1 Minute
Range: Touch
Components: V, S, M (Bone Ash)
Duration: Special
This spell turns a normal animal into a Darkenbeast under the control of the caster. The caster may only have one darkenbeast at a time. This spell lasts until the creature dies or is exposed to sunlight, at which point it reverts to its natural form. The animal gains the following traits: Magic Resistance, the creature has resistance on saving throws versus magic. Armor class increases by 2 due to shadow and sustainability. The creature gains a +6 bonus to Strength and Constitution, granting it 3 hit points per hit die, and +3 to hit and damage. 
At Higher Levels, When you cast this spell using a spell slot of 6th level or higher, the creature gains an additional point of AC and an additional +2 to Strength and Constitution for every slot above 5th.

Conjure Shadow
5th-level shadow 
Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (oil)
Duration: Concentration, up to 1 hour
You call forth an a Shadow. Choose an area of darkness that fills a 10-foot cube within range. 4 shadows appear in an unoccupied space within 10 feet of it. The shadows disappear when they
drops to 0 hit points or when the spell ends.
The shadow is friendly to you and your companions for the duration. Roll initiative for the shadows, which have their own turns. They obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the shadows, they defend themselves from hostile creatures but otherwise takes no actions.
If your concentration is broken, the shadows don't disappear. Instead, you lose control of the shadows, they become hostile toward you and your companions, and they might attack. An uncontrolled shadow can’t be dismissed by you, and it disappears 1 hour after you summoned it.
The DM has the shadow’s statistics.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, more creatures appear. Twice as many shadows appear with a 7th level spell slot, and three times as many with a 9th level spell slot.

Shadow Magic
6th-level Shadow
Casting Time: Special
Range: Special
Components: V, S
Duration: Special
This spell allows the user to cast any Evocation spell of 1st to 4th level. This invocation isn't as real as a normal casting, the spell energy being substituted with shadowstuff, so the spells are considered of their base level when cast. E.g. a Fireball cast with Shadow Magic is cast as if a 3rd level spell slot were used.
All other factors involved with the spell are as they are listed above. Casting time, range, and duration are as the original spells, as are saving throws and damage. This spell can only duplicate damaging evocations: no rituals or non-attack effects.
At Higher Levels, When you cast this spell using a spell slot of 7th level or higher, you can duplicate more powerful evocations, a 7th level spell allows you to duplicate 5th level spells like Cone of Cold or Bigby's Hand (but not Wall of Force or Wall of Stone, because those are damaging evocations), an 8th level spell slot allows 6th level spells and a 9th level slot allows 7th. You may also choose to use a spell slot of 7th level or higher to increase the level of the evocation spell being cast. A 7th level spell slot will produce a fireball cast as a 4th level spell.

Shadow Walk
7th-level shadow
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour
This may only be used in shade. When cast, the target enters the plane of shadow, where they may travel up to 7 miles per 10 minutes, moving normally on the plane of shadow, but a great distance on the prime material plane. This affects the target the caster touches.
At Higher Levels, When an 8th level spell slot is used to cast this spell, the duration is 8 hours and the caster may walk himself and up to 2 other people. When a 9th level spell slot is used to cast this spell, the duration is 24 hours and the caster may take up to 8 other targets with him.

Duo-Dimension
7th-level shadow
Casting Time: 1 action
Range: Self
Components: V, S, M (an ivory likeness of the caster, costing 500 gp, and a strip of paper)
Duration: Concentration, up to 1 minute
This spell causes the caster to have only two dimensions, height and width, without any depth, like a sheet of paper. When viewed from the side, the caster is invisible. This allows the caster to make stealth checks at advantage anywhere, even in plain view, and on a successful stealth check be considered invisible.
The wizard can declare that he is keeping himself turned to the side against one opponent as a bonus action. This makes the caster unaffected by any form of attack from that opponent. However, any damage the caster does suffer (from area affect spells or damage from other targets) is doubled.

Shadow Form
8th-level shadow
Casting Time: 1 round
Range: Unlimited
Components: S
Duration: Concentration, up to 1 hour
The caster creates a transparent duplicate of herself, which appears adjacent to the caster. For the duration of the spell, the caster controls the actions of the shadowform and can perceive as if the caster were the shadow. It is an extension of the caster.
The caster does not gain any extra actions, but may use her actions to control either the form or herself. If the shadow form is struck in combat or dispelled, it vanishes, leaving nothing but dust and leaves. 

Mass Blindness
9th-level Shadow
Casting Time: 1 Action
Range: 180 feet
Components: V, S
Duration: 1 minute
All desired targets in 100 foot radius from a point the caster designates become blind. Shadowstuff crawls over their face and eyes blocking their vision. Creatures may take an action to make a Dexterity saving throw to end the effect. On a success, they target can see again. 




Hack & Slash