Base Class: Barbarian
An unfortunate curse has struck you but you quickly realize that it has side effects that can be honed as a tool. With this unintentioonal side effect, you gained the ability to sense and break magical effects.
Cursed
To find out what curse has been bestowed on you, you can roll or choose from the cursed table below. You can also make up your own together with your DM.
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Curse effects |
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1 |
The character is stalked by an imp, who simply follows him, saying nothing, always staring. No one else can see the imp. |
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2 |
The character takes on the appearance and smell of being undead, but isn‘t. |
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3 |
Characters must only answer questions with lies, unless they are asked about the reasons for their behavior (ex: „Are you cursed?“, „Are you lying on purpose?“), in which case they must answer truthfully. |
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4 |
Roll a d10. After the amount of kills equal to the number rolled, the character explodes the next time they take a long rest, then is immediately put under the effects of a Reincarnation spell. The cycle continues until a Wish spell dispels it. |
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5 |
Animals and children are always aware of your presence and are able to locate you without any difficulty. |
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6 |
The character gains a new fear based on the popularity vote of the group. |
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7 |
The character cannot be convinced by any means that magic exists. They rationalize magical events away by using insane, impossible logic. |
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8 |
The character believes themselves to have swapped bodies with the nearest person. Nothing has happened. |
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9 |
Turned into a Lycanthrope… with the form of a rabbit. |
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10 |
The character grows a mouth in their chest. You can feed the mouth but you do not know what it will do. Overtime the mouth will grow if unfed. |
Cursed Blade
Ar 3rd level, you learn a ritual that created a bond between yourself and one weapon. You perform the ritual over the course of one hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The weapon you choose must be a weapon you are proficient in.
Once you have bound the weapon to yourself, you can't be disarmed unless you are incapacitated. If it is on the same plane of existence as you, you can resummon the weapon as an action on your turn, causing it to teleport instantly to your hand.
On this blade you have a number of runes equal to half your Constitution modifier rounded down (minimum of 1). This number increases to your full Constution modifier at 6th level and twice your Constitution modifier at 14th level. You regain all expended uses after a long rest.
Magician's Judge
Due to the curse's side effects, you can sever ties to the arcane, depriving it of its magical abilities.
At 3rd level, once per turn, when making an attack roll with your bound weapon, you can choose any creature, object, or magical effect within range and instead of doing damage, choose to recreate the effect of the "Dispel Magic" spell, using one of your runes.
The DC equals 10 + the spell's level. If your roll (1d20, no modifiers) is higher than the Spell Save DC, the spell ends.
Once you gain enough levels in this class, your efficiency increases, +1 at 5th level, +2 at 10th level, and +3 at 14th level.
Magical Deflection
At 6th level, your instincts have been honed to predict and deflect oncoming spells. While wielding your bound weapon, you can use it to deflect any magic coming to towards you.
You can use your reaction and use two of your runes to try and deflect a spell that would deal damage to you,. You can reduce the damage dealt by 1d10 + your Constitution modifier + your proficiency bonus. If you reduce the damage to 0, you deflect the spell back onto the caster. You can reduce the damage dealt to you from an area of effect spell, but you cannot deflect it back onto the caster.
The number of dice used for this feature increases when you gain levels in this class, increasing to 2d10 at 10th level, 3d10 at 14th level, and 4d10 at 17th level.
Absorb Magic
At 10th level, you learn to absorb some magic. While raging, you gain resistance to magical damage, e.g. spells, dragons breath, magical weapons etc.
You can use your reaction in order to use a number of runes up to a number of your Constitution modifer to capture the incoming magic, storing it in your bound weapon for your next melee attack.
On the first melee attack on your next turn, the target takes an exra 1d8 damage of the triggering type for each rune you used to activate this feature.
Empowered Rage
Reaching 14th level, you can expend 4 runes when you enter a rage to have black wings made of negative magic energy sprout from your back. When using this feature, you may choose two of the following benefits:
- You gain a flying speed equal to your walking speed.
- At the beginning of your turn, you gain temporary hit points equal to twice your Constitution modifier.
- Each time you make a weapon attack with your bound weapon you deal extra necrotic damage equal to twice your Constitution modifier.
- You gain advantage on saving throws against any magical effects.
Previous Versions
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10/27/2021 3:36:38 PM
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10/27/2021 3:43:13 PM
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