Primal Path of the Rage Mage

"There is truly no greater feeling than being able to completely cut loose, yet be able to control a situation."

— Egadden Dennet, Human rage mage, Diary of Egadden Dennet —

Path of the Rage Mage

A spellcaster that “loses herself” in a blind fury might seem to be a contradiction. Yet, the rage mage makes for an interesting case, since her approach to magic is based on the primal passion of magic more than the studious quasi-scientific approach. A rage mage raises fascinating questions on the true nature of magic and magic use. But don’t ask the rage mage to answer those questions herself — she’s not interested in the “why,” only the results.

A rage mage taps into the primal essence of magic, using her own natural anger and frenzy to channel the arcane power in flashy, flamboyant ways. Like any barbarian, a rage mage is often the product of a less civilized society. A rage mage is not necessarily stupid, however, and should be feared for it.

Font of Fury

Starting at 3rd level, you learn to tap into your fury to cast spells while raging. However, casting spells in this way is reckless and you lose some of your ability to defend yourself.

While raging, the following effects apply to you.

  • When you make a spell attack using Constitution, you add your rage damage bonus to the spell damage roll.
  • When you cast a spell while raging, attack rolls against you are rolled with advantage until the beginning of your next turn.
  • Your rage ends early if you are knocked unconscious, if your turn ends and you haven't attacked a hostile creature, if you have not cast a spell since your previous turn, or taken damage since then.

Otherwise, your rage works normally.


Fury Points. The Spells and Fury Points table shows how much fury you have to cast your spells of 1st level and higher. To cast a spell of 1st level or higher you must be raging and use a Bonus Action to expend a number of fury points depending on the desired spell level as shown in the Fury Cost table. Until the end of your turn, you can then cast a spell of that level or lower in place of one of your attacks. If you are unable to attack before your turn ends, these fury points are lost.

The maximum spell level is determined by your barbarian level, as shown in the Spells and Fury Points table.

You regain all expended fury points after a long rest.

Spells Known. You know three 1st level sorcerer spells of your choice, two of which you must choose from the evocation and transmutation spells on the sorcerer spell list.

The Spells Known column of the Spells and Fury Points table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level you can cast with Fury Points. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic. 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 you can cast with Fury Points, and it must be an evocation or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Spellcasting Ability. Constitution is your spellcasting ability for your sorcerer spells. You use your Constitution whenever a spell refers to your spellcasting ability.


  • Spell save DC = 8 + your proficiency bonus + your Constitution modifier.
  • Spell attack modifier = your proficiency bonus + your Constitution modifier.
———— Spells and Fury Points ————
Class Level Cantrips Known Spells Known Fury Points Highest Spell Level
3rd 2 3 4 1st
4th 2 4 6 1st
7th 2 5 14 2nd
8th 2 6 14 2nd
10th 3 7 17 2nd
11th 3 8 17 2nd
13th 3 9 27 3rd
14th 3 10 27 3rd
16th 3 11 32 3rd
19th 3 12 38 4th
20th 3 13 38 4th
——————— Fury Cost ———————
Spell Level Fury Cost
1st 2
2nd 3
3rd 5
4th 6

Frantic Repeat

Starting at 3rd level, once per rage you can reroll a failed ability check by using your Constitution instead of the normal ability modifier, applying only half your proficiency bonus to the new roll. You must use the new roll.

Runecrafter

At 6th level, you learn to scribe runes to enhance your weapon. You gain the ability to cast the magic weapon spell, but only as a ritual, as described in chapter 10. When cast in this way, you do not need to concentrate on the spell, and it lasts until you cast it again.

At 6th level it grants a non-magical weapon a +1 bonus to attack and damage rolls. At 13th level, and again at 20th level, the bonuses increase by 1.

Iron Will

Starting from 10th level, your will is like iron, your determination unwavering. As a result you can't be charmed or frightened, and you have advantage on all Intelligence, Wisdom, and Charisma saving throws while raging.


Spell Fury

At 14th level, you have grown capable of maintaining concentration on spells you cast with Font of Fury.

However, concentrating on spells in this way takes more effort than usual. You lose concentration on a spell if you cast any other spell, cantrip or otherwise, even if the spell being cast does not require concentration.

In addition, The extra damage dice from Brutal Critical also apply on critical hits from spells that require a spell attack roll. In this case, add an extra damage die of the type the spell deals instead of an extra weapon die.