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
When you choose this path at 3rd level, you can feed on magic and siphon energy from all spell attacks directed towards you and convert that energy to empower your attacks.
Immediately after a creature casts a spell within 60 feet of you, you can use your reaction to force the creature to make a saving throw with its spell casting ability modifier. The DC equals 8 + PB + your constitution modifier. On a failed save, the spell dissipates with no effect and you gain the spell slot used to cast it.
Your storage limit & the number of times you can use this feature equal your rage damage bonus. Once you use this ability, you can't use it again until you have finish a short or long rest.
At 3 level you can use this feature for all spells up to 2 level or lower.
At 5level, all spells up to 3 level or lower.
At 7 level all spells up to 4 level or lower.
At 9 level all spells up to 5 level or lower.
Barbarian Smite
Also at 3 level, when you make a melee or ranged attack using your strength, you can expend spell slot(s) to deal an extra 1d8 necrotic damage to the target, plus another 1d8 per level of the spell slot.
Arcane Senses
At 6th level, your well developed senses allows you to perceive magic around any creature or object within 30 feet of you. If you sense magic in this way, you learn its school of magic, if any. Also you learn if any of the creature(s) within 30 feet of you is a spellcaster.
While you are raging, you have advantage on all saving throws versus magic.
Ravenous Barbarian
At 10th level, once per turn, when hit a creature using your Barbarian smite feature, you heal the number equal to the damage dealt. The creature must be able to cast a spell to benefit from this feature.
Also, once per turn, when you have no spell slot(s) for your Barbarian smite feature, you gain one 1st level spell slot.
Hakeashar Incarnate
Starting at 14 level, when you rage, you gain the ability to transform into a globular blood-red mist with claws (slashing 1d8), eyes, and fangs (piercing 1d8). Your barbarian features, and armor class 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 have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
While in the form, you can’t cast any spells, you can’t talk or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
Once you use this ability, you can't use it again until you finish a short or long rest.
Never let a rules lawyer dominate a conversation. Allowing this just takes the fun and joy out of D&D. Be creative, inspiring, and have meaningful discussions!
Thanks! What did you think of the 3rd level feature "Mage bane" I wanted to do something different, rather then having Warlock or 3rd caster (e.g. Eldritch Knight) spell table, I gave it a mechanic where they can capture and store spell slots.
Also, when the barbarian isn't raging, they can grab feats like Fey Touched to cast or upcast spells.
Never let a rules lawyer dominate a conversation. Allowing this just takes the fun and joy out of D&D. Be creative, inspiring, and have meaningful discussions!
Made some changes, tell me if you still like it or is it too OP?
Rollback Post to RevisionRollBack
Never let a rules lawyer dominate a conversation. Allowing this just takes the fun and joy out of D&D. Be creative, inspiring, and have meaningful discussions!
To post a comment, please login or register a new account.
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
When you choose this path at 3rd level, you can feed on magic and siphon energy from all spell attacks directed towards you and convert that energy to empower your attacks.
Immediately after a creature casts a spell within 60 feet of you, you can use your reaction to force the creature to make a saving throw with its spell casting ability modifier. The DC equals 8 + PB + your constitution modifier. On a failed save, the spell dissipates with no effect and you gain the spell slot used to cast it.
Your storage limit & the number of times you can use this feature equal your rage damage bonus. Once you use this ability, you can't use it again until you have finish a short or long rest.
At 3 level you can use this feature for all spells up to 2 level or lower.
At 5level, all spells up to 3 level or lower.
At 7 level all spells up to 4 level or lower.
At 9 level all spells up to 5 level or lower.
Barbarian Smite
Also at 3 level, when you make a melee or ranged attack using your strength, you can expend spell slot(s) to deal an extra 1d8 necrotic damage to the target, plus another 1d8 per level of the spell slot.
Arcane Senses
At 6th level, your well developed senses allows you to perceive magic around any creature or object within 30 feet of you. If you sense magic in this way, you learn its school of magic, if any. Also you learn if any of the creature(s) within 30 feet of you is a spellcaster.
While you are raging, you have advantage on all saving throws versus magic.
Ravenous Barbarian
At 10th level, once per turn, when hit a creature using your Barbarian smite feature, you heal the number equal to the damage dealt. The creature must be able to cast a spell to benefit from this feature.
Also, once per turn, when you have no spell slot(s) for your Barbarian smite feature, you gain one 1st level spell slot.
Hakeashar Incarnate
Starting at 14 level, when you rage, you gain the ability to transform into a globular blood-red mist with claws (slashing 1d8), eyes, and fangs (piercing 1d8). Your barbarian features, and armor class 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 have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. You can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
While in the form, you can’t cast any spells, you can’t talk or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
Once you use this ability, you can't use it again until you finish a short or long rest.
Never let a rules lawyer dominate a conversation. Allowing this just takes the fun and joy out of D&D. Be creative, inspiring, and have meaningful discussions!
I like it, super flavorful and unique.
Thanks! What did you think of the 3rd level feature "Mage bane" I wanted to do something different, rather then having Warlock or 3rd caster (e.g. Eldritch Knight) spell table, I gave it a mechanic where they can capture and store spell slots.
Also, when the barbarian isn't raging, they can grab feats like Fey Touched to cast or upcast spells.
Never let a rules lawyer dominate a conversation. Allowing this just takes the fun and joy out of D&D. Be creative, inspiring, and have meaningful discussions!
Made some changes, tell me if you still like it or is it too OP?
Never let a rules lawyer dominate a conversation. Allowing this just takes the fun and joy out of D&D. Be creative, inspiring, and have meaningful discussions!