Base Class: Barbarian
These Barbarians are from the ancient empires of Mulhorand, Unther, and Chessenta, but their tribes are now found scattered across the lands. At some point in their deep past they may have been influenced or worshipped Nishruu or Hakeashar's, maybe even fought beside them in ancient wars against sorcerer's or other magi. They developed innate magic into their being. However, they never learned to use that magic for spellcasting, perhaps due to fear from what they understood Nishruu's and Hakeashar's do, they feed on magic! For reasons unknown, they decided to hide their innate abilities and use it to focus more on empowering their attacks in battle. Those few children who display this innate magic ability are mentored by the clan elders who teach them on how to "safely" use magic. These children are able to see unique colors and have keen smells to sense magic, which the clan elders help them recognize. For example, one of the children smells an unknown putrid smell emanating from a pile of bones in the Dead Woods, a clan elder would say to that child "it is Necromancy magic". These clans had limited understanding of magic, but what little they learned from outsiders they taught to their "gifted" children. Casting spells is considered taboo amongst their people, one could be sentenced to death for displaying such acts. As these children grew to adulthood, many left the clan, others banished for practicing magic that was forbidden. They all seek out to understand more about their abilities and what they mean.
Mage Bane
Mage Bane: When you choose this path at 3rd level, when a creature you see casts a spell of 1st level or higher within 60ft, you can use your reaction to power up 1 charge of your Mage Bane, if you are the target of spell attack you have resistance to that attack.
Your Mage Bane pool equals 2x your STR modifier. The Mage Bane feature resets and must be recharged after you complete a long rest.
Barbarian Smite
Barbarian Smite: Also at 3rd level, you can expend a charge from your Mage Bane to gain extra damage of 1D8 force damage. This damage increases at higher levels in this class at 5th level 2D8, & 3D8 at 11th and 4D8 17th level.
Ravenous Barbarian
Ravenous Barbarian: At 6th level, you can sense the presence of magic emanating from all creature(s) within 60 ft of you (e.g. Detect Magic). You have advantage on all attacks made to any creature that is emanating a magical aura. You can power up 1 charge of your Mage Bane with each successful hit.
Magically Enhanced
Magically Enhanced: At 10th level, you gain a +1 to ability checks, saving throws, and AC for each Mage Bane charge you have powered up, to a maximum of +4.
Hakeashar Incarnate
Hakeashar Incarnate: Starting at 14th level, when you rage, you can expend 2 charges of your Mage Bane to transform into a globular blood-red mist with claws (slashing 2D6), eyes, and fangs (piercing 2D6) until your rage ends. Your barbarian features remain the same and are in use while in this form.
Your only method of movement is a flying speed which is equal to your walking speed. You can enter and occupy the space of another creature. You can pass through small holes, narrow openings, and even mere cracks. While in the form, you can’t manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
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6/26/2024 11:15:45 PM
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