Base Class: Barbarian
Level 3: Nullifying Rage
You have trained your body to disrupt magical energy.
While raging you gain the following benefits.
Disruptive Strikes. Your attacks count as Magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. When You hit another creature with a melee weapon attack you can force them to make a constitution saving throw. The target must succeed on a constitution saving throw or be unable to cast spells on their next turn. You can do this a number of times equal to your proficiency bonus.
Elemental fortitude. On a short or long rest you can choose one of the following damage resistances: Psychic, necrotic, radiant, force, fire, cold, poison, acid, or lightning. You gain an additional resistance at 6th level, 10th level, and 14th level.
You have advantage against saving throws against area of effect spells.
Level 3: Anti-magic Zeal
Your Anti-magic prowess makes you adept at fighting mages
You have advantage on attacks against creatures capable of casting spells
Level 6: Disruptive Glare
You gain the ability negate magical attacks.
As a reaction you can choose to expend a use of your rage to cause a spell from a creature within 60 feet of you to fail and have no effect.
Level 6: Redirect Magic
When an attack role from a spell hits you can take a reaction to reduce the attacks total damage against you. The reduction equals 1d10+ your constitution modifier and your barbarian level. if you reduce the damage to 0 you can expand a use of your rage to redirect the spell. if you do so choose a creature within 5 feet of yourself if the attack was a melee attack or creature you can see within 60 feet of yourself that isn't behind total cover if the attack was a ranged attack. That creature must make a constitution saving throw. If the target fails the saving throw all of the spells damage and effects are projected onto them. If the target succeeds the saving throw they only take half the spells damage and are not affected by any of the spells additional effects.
Level 10: Upgraded nullification
You can add 1d6 on saving throws against spells and subtract 1d6 hit points from damage taken from spells
Level 14: Anti-magic Bubble
As an action you can create a dome of 20 feet in radius for 3 minutes. It has the following effects:
- Creatures within this dome are unable to cast spells.
- All creatures with in the dome are immune to the effects of spells made by creatures outside the dome.
- Any spell of 3rd level or lower on creatures, objects, or magical effects within the dome have no effect until the dome disappears.
Level 3: Nullifying Rage
While raging you gain the following benefits.
Disruptive Strikes. Your attacks count as Magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. When You hit another creature with a melee weapon attack you can force them to make a constitution saving throw. The target must succeed on a constitution saving throw or be unable to cast spells on their next turn. You can do this a number of times equal to your proficiency bonus.
Elemental fortitude. On a short or long rest you can choose one of the following damage resistances: Psychic, necrotic, radiant, force, fire, cold, poison, acid, or lightning. You gain an additional resistance at 6th level, 10th level, and 14th level.
You have advantage against saving throws against area of effect spells.
Level 3: Anti-magic Zeal
- You have advantage on attacks against creatures capable of casting spells
Level 6: Disruptive glare
As a reaction you can choose to expend a use of your rage to cause a spell from a creature within 60 feet of you to fail and have no effect.
Level 14: Anti-magic Bubble
As an action you can create a dome of 20 feet in radius for 3 minutes. It has the following effects:
- Creatures within this dome are unable to cast spells.
- All creatures with in the dome are immune to the effects of spells made by creatures outside the dome.
- Any spell of 3rd level or lower on creatures, objects, or magical effects within the dome have no effect until the dome disappears.
Level 6: Redirect Magic
When an attack role from a spell hits you can take a reaction to reduce the attacks total damage against you. The reduction equals 1d10+ your constitution modifier and your barbarian level. if yo reduce the damage to 0 you can expand the use of your rage to redirect the spell. if you do so choose a creature within 5 feet of yourself if the attack was a melee attack or creature you can see within 60 feet of yourself that isn't behind total cover if the attack was a ranged attack. That creature must make a constitution saving throw. If the target fails the saving throw all of the spells damage and effects are projected onto them. If the target succeeds the saving throw they only take half the spells damage and are not affected by any of the spells additional effects.
Upgraded nullification
You can add 1d6 on saving throws against spells and subtract 1d6 hit points from damage taken from spells
Previous Versions
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1/22/2025 1:11:03 AM
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