Barbarian
Base Class: Barbarian

The Mage Eaters stemmed from a once fanatical warrior who despised magic to the point of resilience. Seeking to follow their ways, others expanded upon the core tactics of being a Mage Eater: to be even more unpredictable than magic itself. They do not disdain magic or its practice; but rather those who seek to abuse it, developing ways to counter common strategies used by those at the pinnacle of arcane or divine knowledge.

Magical Fortitude

Starting when you choose this path at 3rd level, you can focus your defenses against a wide range of magical attacks. When you take damage from a spell or other magical ability, you can use your reaction to instead take half the damage from that attack. If you are not raging, you can enter Rage with this same reaction. You can use this ability a number of times equal to 1 plus your Constitution modifier (minimum 2), and must finish a long rest to use it again.

Ward Breaker

At 3rd level, your strikes bypass magical intervention. When you target a creature with an attack, you ignore any spells that grant it a magical bonus to its Armor Class (like Shield, Mage Armor, or Shield of Faith). These spells are still in effect for other benefits they may grant, however.

Dislocation

Starting at 6th level, you pursue those who seek to flee your wrath. When a creature teleports to a place you can see, you can take a reaction to immediately move up to your speed towards that creature's new position. If you are in range, you may take one attack as a part of this reaction.

Arcane Equalizer

At 10th level, you learn to undercut a mage's unfair advantage. When you hit a creature with a weapon attack, you can dispel a spell affecting them (as per Dispel Magic). Treat the spell's level as equal to half of your Barbarian level, rounded down (maximum of 9th level). If you still need to roll an ability check, you may add you Constitution modifier to the roll, in place of a spellcasting ability. You may use this ability a number of times equal to your Constitution modifier, and must finish a long rest to use it again.

Additionally, you learn to fuel your strikes with the magic used to bring you down. When you take damage from a spell, you deal bonus damage on your next attack equal to the spell's level.

Antimagic Blood

Beginning at 14th level, you hone your defenses against the most powerful of spells. If you are targeted by a spell that requires an Intelligence, Wisdom, or Charisma saving throw, you may instead make a Constitution saving throw against that spell. If you succeed this save, and the spell would deal damage to you, it instead does none, and you gain a bonus to the next attack and damage roll made against that creature equal to twice the spell's level. You may use this ability three times, and must finish a long rest to use it again.

Additionally, if you are under the effects of a spell or magical ability and are raging, you may expend a use of your Arcane Equalizer feature as a bonus action to end these effects.

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