Barbarian: Path of the Hivelord

Barbarians who choose this path fuse magic into their rages, allowing them to cast spells. Some say barbarians of this path are cursed or the servants of liches, others speculate that they simply absorbed necromantic energy when they first raged, while there are also those who claim that their unwillingness to die is so powerful it not only made them take up properties of the dead, but control the deaths of others as well.

Regardless of their origins, Path of the Hivelord barbarians overflow with necromantic energy while raging, being able to channel it into their victims to animate them as zombies. Those zombies then join the hive mind, following their hivelord into battle.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells gained from this subclass while raging. This feature overrides the limitations of your Rage feature. If you cast a spell that causes you to make an attack roll, or a creature to make a saving throw to avoid damage, your rage will not end early. When you cast a spell that requires concentration, you are only able to concentrate on the spell until the start of your next turn, regardless of the spell’s duration.

Cantrips

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

Spell Slots

The Hivelord 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 three 1st-level wizard spells of your choice, two of which you must choose from the necromancy and transmutation spells on the wizard spell list.

The Spells Known column of the Hivelord Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a necromancy or transmutation spell of your choice, and 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.

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 wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a necromancy or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your wizard spells, since you learn your spells innately by channeling the necromantic energy inside of you. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Create Hivemind

Additionally at 3rd level, you can use your fallen enemies to create an army. While raging, if you reduce a creature to 0HP, it dies, and leaves a body behind, you can use your reaction to imbue it with necromantic energy from your rage, so long as it is small, medium or large. Doing so causes the creature to stand back up with 1 HP. The creature uses the zombie statistics, regardless of its original creature type or size. When you reanimate a creature this way, the duration of your rage is reduced by 1 turn. You can control an amount of zombies equal to your proficiency bonus. When your rage ends, any undead you animated this way collapse and die.

In combat, the zombie's turn is immediately after yours. It copies your actions to its fullest ability. If you made a melee attack against a creature, the zombie will make a melee attack against the same creature if it can, using its movement or taking the dash action to reach it first if necessary. If it is entirely unable to copy you, such as when you cast a spell, it takes the dodge action. 

Undead Fortitude

At 6th level, your necromantic energy lets you rage beyond death. Once per rage, if damage reduces you to 0 hit points, you can channel the power of undeath and embrace it. You drop to 1 hit point instead, and gain an amount of temporary hit points equal to twice your barbarian level. As long as you have temporary hit points gained by this feature, your creature type becomes undead. Temporary hit points gained by this feature last until the end of your rage.

Hive Tactics 

Also on 6th level, the connection you have with the undead you animate becomes stronger. When an undead you animated is within 5 feet of you or another undead under your control (including yourself while under the effects of your undead fortitude feature), it gains advantage on its attack rolls. 

Arcane Rage

At 10th level, your rages become more focussed. You are able to concentrate on necromancy and transmutation spells as normal while raging.

Additionally, undead you animated during your rage remain animated for 1 hour once your rage ends.

Greater Network

When you reach 14th level, the amount of zombies you can control becomes equal to twice your proficiency bonus. When you animate a creature as a zombie, it can use the greater zombie statistics. If you animate a greater zombie, it counts as three zombies towards the maximum amount of zombies you can control.

Your network becomes harder to tear apart. Undead under your control (including yourself while under the effects of your undead fortitude feature) have advantage on saving throws against any effect that turns undead so long as they are within 10 feet of another undead under your control (including yourself while under the effects of your undead fortitude feature).

Hivelord Spellcasting

Spell Slots per Level

Fighter Level

Cantrips Known

Spells Known

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

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