Barbarian
Base Class: Barbarian

In the magic-infested world of the Heartlands, some barbarians welcome the magics of the world, letting them freely affect them and even drawing strength from them. Those who walk the Path of the Spelleater are not like that.

Barbarians who embrace the ideologies or simply pursue the power of the legendary Spelleater of old boast a heightened resistance to magic, shrugging off spells and hexes slung at them as if it were nothing. They disrupt magic by their very presence and, over time, learn to even strengthen the magic of their own trusted allies. The Path of the Spelleater is walked by those from all walks of life, but perfected only by those who truly dare to stand against the colossal power of magic, be it arcane or divine.

Fury of the Mundane

At 3rd level, you have learned exactly how to avoid the majority of magical effects. While raging, you have advantage on all saving throws against spells and magical effects.

Additionally, hostile spellcasters within 10 feet of you must make a Constitution saving throw against your Spelleater save DC at the end of your turn to maintain their concentration. When you reach certain levels in this class, the range increases: 15 feet at 10th level and 20 feet at 14th level.

Your Spelleater save DC equals 8 + your proficiency bonus + your Constitution modifer.

Magical Insight

Also starting at 3rd level, you gain the ability to track magic in your vicinity, as well as the ability to instinctually evaluate different magic and magical items. As an action, you can replicate the effects of the Detect Magic and Identify spells at will, without using material components. This ability does not require you to be able to cast spells or concentrate on them.

You also gain proficiency in Arcana if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Swat Spells

Starting at 6th level, you are even more resistant to the harmful effects of magic. While raging, you gain resistance to all damage from spells and magical effects.

You also gain the ability to reflect a single projectile of magical origin back to its source. To do this, the projectile must be a magic missile spell or a ranged spell attack. You can use your reaction to reduce the damage of the projectile by your currently equipped weapon's damage roll. If you do not have a weapon in hand, the damage is reduced by the damage roll of your Unarmed Strike. You do not have to be raging to use this reaction.

If you reduce the damage to 0, it is reflected back to the caster as though it originated from you, turning the caster into the target with the same attack and damage roll of the original spell. If the spell creates more than one projectile, such as magic missile or eldritch blast, you may only deflect one part (a single beam, bolt, etc) of the spell.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Bulwark of the Mundane

Also at 6th level, you learn to extend your antimagic abilities to those around you, as well as to amplify the magic of your allies instead. When you enter your rage, choose one of the following benefits, which lasts until the end of your rage:

  • Creatures of your choice within your Fury of the Mundane range add your Rage bonus to their spell attack and damage rolls.

  • When an ally within your Fury of the Mundane range takes damage from a spell or magical effect, you can use your reaction to give them resistance to that damage.

  • Creatures of your choice within your Fury of the Mundane range add your Rage bonus to their Intelligence, Wisdom and Charisma saving throws.

Disruptive Rage

At 10th level, your very presence threatens to smother the magic within your foes. While raging, you can force any hostile creature of your choice that starts its turn within your Fury of the Mundane range to make a spellcasting ability check against your Spelleater DC or be unable to cast spells other than cantrips until the end of that turn (no action required).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Antimagic Anger

Starting at 14th level, while raging, you are constantly under the effect of a Sanctuary spell, but only against harmful spells. The effect only ends if your rage ends.

As an action, you can extend this effect to creatures of your choice within your Fury of the Mundane range until the end of your next turn. You can only do so once per rage.

Path Of The Spelleater Image

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