Base Class: Barbarian
As a person of "high intellect", you have learned focus your rage into "magical abilitys" which noone else can master like yourself.
Note: this sub-class requires you have an intelligence of 9 or lower.
"Magical Prowess"
At 3rd level, you gain the ability to focus your mind to "cast cantrips". Seeing as they require you to make large hand gestures, you must have a free hand to "cast" them. You start with 2 "cantrips" but learn additional ones at 6th,10th, and 14th level. The cantrips are listed later in the description.
"Magical Insite"
You become such a powerful mage, that you have learned when other (less powerful, obviously) magic user is about to cast a spell. If a creature casts a spell with an area of effect, and you can see that creature, you can use your reaction to move up to your movment speed out of the radius of the spell.
Rage Mage
You, being such a powerful mage, can mix your already impressive "magic" in with huge displays of power. Whenever you use a "cantrip" on your turn, you can make a melee weapon attack as part of the cantrip.
Magic Disruption
Your keen "mage" abilities allow you to stop the force of magic itself. Whenever a creature within 5 feet of you casts a spell, you can use your reaction to make a melee attack against the caster. If you hit with the attack, the spell is waisted. Once you use this feature, you can't use it again until you finish a long rest.
"Cantrips"
These are "magical abilities" that can give you the upper edge in battle. You learn 2 once you reach third level, and learn more as you level up (As noted in "magical prowess" class ability). These are all the possible abilities you can choose from.
If an ability has you make an attack, it is used with strength. If it is a saving throw effect, the DC equals 8+proficiency bonus+strength.
Mage Hand: Well you're a mage... And that is your hand... You cast Mage Hand! As a bonus action on your turn, you can make an unarmed attack that does 1d4+strength damage. You are proficient with unarmed strikes made using this "spell".
Force Push: You, being a very forceful mage, can use your "magic" to push creatures away from you. As a bonus action on your turn, you may shove a large or smaller creature. The creature must make a strength saving throw, on a failure, the creature is pushed 15 feet away from you.
Hold Creature: Your "magic" allows you to put even the toughest of monsters in their place. You can use your action to make a grapple check at advantage. If you succeed the grapple, you can use your action on subsequent turns to attempt to restrain the creature, which is an aposed athletics check.
Green Dragon Breath: You can channel the power of a green dragon into your own body, and gain it's powerful breath. As an action, you release a cloud of poisonous gas out in front of you, in a ten foot cube, accompanied by a low rumbling sound, and a stench of whatever you ate that morning. All creatures within the radius must make a constitution saving throw. On a failure, the creatures take 1d8 poison damage and have disadvantage on their next attack roll. At higher levels, the damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
Quick Draw: You learn to focus your "magic" into your muscles, allowing you to react with speed greater than any other. As reaction, whenever a creature moves within 5 feet of you, you may attempt to stop the creature in it's tracks. The creature must make a strength saving throw, on a failure, the creatures speed is reduced to zero until the end of your next turn.
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Posted May 7, 2024I love the description of mage hand. This is probably the best spell caster you could use
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Posted Feb 12, 2023Might just be the best thing I've ever seen.