Barbarian
Base Class: Barbarian

Scholars say magic flows through everything, yet one must reach a higher spiritual state to harness the magic of the environment. Some reach this state through meditation or prayer, but some reach the higher spiritual spheres with the help of certain substances, be it alcohol, pipe-weed, or something stronger.

It is obvious that especially barbarians, whose only meditation lies in bloodshed, are especially turned to these methods. And so some strong warriors walk on this world who are able to master the magic around them in a drunken stupor.

Enchanted Empowerment

The alcohol in the barbarians blood is so potent, it builds up a protective aura around the barbarian.

Whenever the barbarian succesfully makes a saving throw against an enemy spell, is targeted by an friendly caster or stands within 10ft of a friendly caster, who casts a spell, the barbarian might gain temporary hit points equal to his level and the spell level. Cantrips are accounted as level 0 in this regard. The temporary hit points are applied after the effects of the spell and only if the barbarian is concious.

Spellsave Anger

The barbarian's blood is infused with potent magic when it is boiling.

When raging, the barbarian gains resistance against force damage and damage from magic sources.

Arcane fog

The magical clouds of pipe-weed smoke surround the barbarian, from which he only peers out to bloodily strike down his enemies. That a great warrior is hidden in this smoke is no secret, but no one knows what happens to spells that enter it. Some report that spells have been almost reflected by this fog.


If the barbarian is hit by a spell and he successfully makes his saving throw, he can use his reaction to ignore the effects of the spell and immediately cast that spell himself. Spells that target specifically the barbarian but miss the spell attack throw can be used as well. Spells that usually require concentration instead last until the end of the barbarian's next turn. For the passed spell, the spell save DC of the barbarian is to be used (8+CON+proficiency). If this reaction is used, the temporary hit points from the Enchanted Empowerment features are not applied.

Accumulated Power

Alcohol is power, alcohol is magic. And all of that is present in a magical barbarian in great quantity.

When the barbarian uses magic mist, he can decide not to use the spell immediately, but to save it and cast it himself later. In doing so, he can store up to his CON modifier of spells, minimum 1.

Arcane Magnet

The boiling blood of an enchanted bulwark is so potent that it attracts spells from the surrounding area like a magnet.

The barbarian can use his bonus action to draw spells from the surrounding area to himself. If a spell has a target within the barbarian's range, the barbarian can choose to redirect the spell to himself. He can also protect his allies against area attacks, which take half damage on a failed saving throw and no damage on a successful saving throw. Regardless of whether the barbarian was originally affected by this effect, he is once he uses this ability and is considered to have failed his saving throw. The effect lasts until the end of the barbarian's next turn. The range of this feature is the arcana bonus halved (rounded down) times 5ft, minimum 5ft.

 

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