Barbarian
Base Class: Barbarian

During the Reaping, so much of arcane origin was destroyed, with the magical whiplash punishing those both deserving and not. The first to follow this path emerged from the ruins of Waterdeep, mages driven into a semi-feral rage permanently, by their powers folding in on their minds, becoming a conduit for Mystra's conscience should she wish to access them. These mages have formed small communities, similar to that of the Uthgardt, all named after various animals, often seen as familiars. The Tribes of the Owl, Toad and Cat. They insist they are all merely outlanders, men of the wilds, refusing to hear about the arcane.

Rumour has it that one of their chieftains used to be an all-powerful mage, possibly a chosen of Mystra in a past life. He leads the Owl tribe, his beak like nose matching that of the spirit animal the folk follow and earning him the nickname Owlgorn. In the 17 years since the Reaping, the tribes have turned the land around Waterdeep into a semi-urban jungle of planks, pipes and vines.

Level 3: Arcane Fissure

If you use Reckless Attack while Rage is active, your psychic power momentarily acts as an arcane sponge. After hitting a creature with a Reckless attack, you each time the target casts a 2nd level or lower spell, they roll a Con save (DC = 8 + your Cha + Prof). If not, then the spell slot is consumed and the spell isn't cast. At level 8, 3rd level spells can be affected. At level 14, 4th level spells can be affected.

This ability can be used a number of times equal to how many rages you get per long rest.

Level 6: Read the Leaves, not the books

You are granted the spells [spells]Identify and [spells]Animal Messenger as spells you may use a number of times equal to your Wisdom modifier per short rest.

 

Level 10: Mystra's Savagery

When you take damage from a creature that is within 15 ft. of you, you can take a Reaction to make one melee attack against that creature, moving up to 15ft and using a melee weapon of your choice. You have to be in rage or have a spare use of rage to activate this ability. When you use this, you enter rage if you weren't in it to start. Any spell save DC the creature has is reduced by 2 until you exit rage or it dies.

Level 14: Intimidating Presence

As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature’s turns, the creature repeats the save, ending the effect on itself on a success.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Previous Versions

Name Date Modified Views Adds Version Actions
2/26/2026 12:46:43 AM
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