Base Class: Barbarian
Whether you were born with magic blood, experimented on, cursed, or blessed, you are now a Mage's worst nightmare. The arcane arts are no longer a threat to you. Whatever the reason is, you can now absorb all magic damage and use it for your rage fueled, assault. Depending on the type of damage you take, you absorb the magic and take the appropriate form.
Magic Forms
Starting at 3rd level when attacked with a damaging spell instead absorb the magic and turn into a corresponding form. All magic attacks directed at you automatically hit instead of rolling for whether or not it hits, the attacker rolls with their spell casting ability against your strength. if the attacker succeeds you take half damage and you don't absorb the magic, if the attacker fails you take no damage and absorb the magic.
You maintain the form until you are knocked out, choose to drop it, use a move that states you must drop it or 1-2 hours after activating the form. When in a form all contingencies above about magic attacks still apply except for the absorbing part. You may only take two forms per encounter and can only drop a form at the end of an encounter or through a move that makes you drop the form.
Your unarmed attack becomes half your total level of d6, rounded down.
You are immune to the damage of the form you are in and ignore Immunities.
Acid-Form
Absorb the acid magic and melt your enemies into a puddle. Your acidic rage will strike fear into all hearts, and melt the fools that it doesn't.
Acidic Contact (3rd) - Add 1d8 of acid damage to your melee attacks. Any other creature within a 5 foot radius is splashed with acid and also takes the acid damage. (6th-2d8, 9th-3d8, 12th-4d8, 15th-5d8)
Melting Puddle (6th) - Any place you stand becomes an acid puddle and if any creature walks through or stands on it they take acid damage equal to the amount taken in the unarmed melee attack.
Acid Wave (13th) - This is an action. Every creature in a 15 by 30 rectangle. (30 going out) is hit with an acid wave dealing 5d12 of acid damage. Drop the form.
Cold-Form
Absorb the cold magic, and let your fury run cold. Your icy rage with freeze your opponents in their tracks, and create the deadliest weapons and strongest armors to mow them down.
Form of Ice (3rd) - Create a weapon made of ice. This is a bonus action and you can summon up to two one-handed weapons and one two-handed weapon. Add 2d10 of cold damage. Ice Weapons have a residual radiant damage after an attack. At the beginning of the targets turn after being attacked with a piercing or slashing Ice Weapon, they take 3d4 cold damage. This lasts three turns. (add one die to the damage of the extra cold damage and the residual damage every fifth level. 8,13,18)
Frozen Protection (5th) - This is an action. You can cast Armor of Agathys but instead of spell slots the amount of temporary hit points gained increases by five for each level above 5th.
Freeze Tag (8th) - Any opponent that lands a melee attack on you and that you land on them freezes for three turns. They are immobilized and take 2d6 of cold damage each turn.
Icicle Spear Barrage (15th) - This is an action. Choose a a target. The target is hit with giant icicle spears. The target takes 5d8 piercing damage and 4d8 cold damage. If the target survives their speed is reduced by half. Drop the form.
Fire-Form
You absorb the fire magic into you, and your body catches ablaze. You are the pyre of rage. Burn your enemies to the ground.
Flaming Body (3rd) - When you are hit with a melee attack or a creature enters a five foot radius on you, they take 1d6 of fire damage. ( 6th-2d6, 9th-3d6, 12th-4d6, 15th-5d6)
Singeing Touch (5th) - Add 1d8 of fire damage to your unarmed melee attacks. (scales the same as above but for d8)
Fireball (8th) - Each cast is an action. You may cast Fireball three times per time you are in Fire-Form. (Increases by 1 every third level. 11, 14, 17, 20)
Firestorm (15th) - This is an action. Your fiery rage boils over and you release a incinerating explosion from your body. Every creature within a thirty foot radius of you takes 10d10 of fire damage. Those who are killed by this attack are incinerated. When this is used the Fire-Form is used up and you return to normal.
Force-Form
Absorb the force magic, and become force itself. Allow your rage to become so potent, where you can control force itself, flinging, crushing, and bashing your enemies.
Force Control (3rd) - Each cast is an action. You can cast Telekinesis, Magic Missile, and Wall of Force, three times per form.
Forceful Attacks (3rd) - All unarmed melee attacks gain a knock-back of 10 feet, and take an additional 1d8 of force damage (6th-2d8, 9th-3d8, 12th-4d8, 15th-5d8). If they hit a wall they take 2d6 of appropriate damage (DM's choice).
Gravitational Crush (7th) - This is an action. Choose a 15 foot by 15 foot square that you can see. All creatures within the confines, cannot move on their next turn , and must make a strength check with a DC of 16 to make an attack. They take 4d10 of force damage. You can use this twice per form.
Pressure Cannon (15th) - This is an action. You punch so hard, the wind hits for you. Everyone in 40 ft from in the direction you are attacking takes 6d10 damage, they are knocked back thirty feet beyond the edge of the forty feet or until they hit a wall.. They also take 4d10 of bludgeoning damage for every other creature and obstacle they hit. Drop the form.
Lightning-Form
Absorb the lightning magic, and assume the speed and power of electricity.
Shocking Melee (3rd)- Add 1d8 of lightning damage to your melee attacks. (6th-2d8, 9th-3d8, 12th-4d8, 15th-5d8)
Speed of Light (5th) - Double your movement speed. -2 to all attack roles against you.
Call Lightning (9th) - This is an action. Choose a spot that you can see. Lighting strikes that spot dealing 8d6 of lightning damage to all creatures except you. If this lighting strikes you, every creature in a 5 foot radius takes 8d6, and your next turn add 3d6 of lightning damage to your unarmed melee attack. If you are mid-air when the bolt hits you are propelled downward. The latter still applies (the damage is applied in the 5 foot radius of where you land), if you land on a creature, add bludgeoning damage based on the height above the target. (10 and lower-1d6, add a d6 for every ten feet.) Whether or not damage is applied to you at a certain height is up to DM.
Thunder Overload (14th) - This is an action. Putting all of the lighting energy you have into the next turn, your electric rage is ready to eliminate all of your foes. Add 4d10 lightning damage (add a d10 per level above 14) to all attacks you make this turn (this does not stack with Shocking Melee and replaces the damage for the turn this is activated.). You can take three attacks when this is activated. They are part of the action. Drop the form.
Necrotic-Form
Absorb the necrotic magic and become one with death. You are the master of death, the demon inside you needs its thirst quenched. Quench it with the blood of all who oppose you.
Demon's Touch (3rd) - This is an action. Grow claws made or pure necrotic energy. Give your unarmed melee slashing damage and add 1d8 necrotic damage (6th-2d8, 9th-3d8, 12th-4d8, 15th-5d8)
Followers of Fury (6th) - This is a bonus action that can be used three times per form. You can raise one dead creature that you can see, by rolling a strength check against their wisdom, you cannot raise an enemy with a challenge rating of 10. Roll their initiative. Add the same amount of necrotic damage as you deal in your unarmed melee to all of their attacks. You control their turn. (the amount of followers you have increases by one very fifth level. 11,16)
Scaring Death (11th) - Undead creatures with a challenge rating of 10 and lower will not attack you. If they are within 5 feet of you the become Frightened.
LISTEN (17th) - This is an action. Once per week the challenge rating threshold of Followers Of Fury and Scaring Death go to 13 for one encounter.
Psychic-Form
Absorb the psychic magic, and take control of your rage. Use your focused rage to inflict mentally scarring fury upon your enemies.
Feeding Fear (3rd) - Deal 1d8 psychic damage to all Frightened creatures that can see you at the beginning of your turn. (add 1 d8 every third level. 9,12,15,18)
Imposing Figure (3rd) - When you attack a creature with your unarmed melee they must make a wisdom saving throw with a DC of your strength. If they fail they become frightened. Ignore immunity to frightened completely. (this applies to all abilities)
Brutality (6th) - When you kill an enemy, all enemies within 10 feet make a wisdom check with a DC of your strength, If they fail they become Frightened, and all creatures that can see you take 1d10 of psychic damage. (add 1 d10 every third level. 9,12,15,18)
War Roar (13th) - This is an action. All enemies that can hear your roar of fury become frightened. Creatures with a DC of 12 or higher must make a wisdom saving throw against your strength. All enemies that can hear the roar take 5d10 psychic damage. can only be used once per form.
Radiant-Form
Absorb the radiant magic and allow your inner angel of death to reveal itself. Demolish your foes with the power of gods and angels.
Solid Light (3rd) - Create a weapon made of pure radiant energy. This is a bonus action and you can summon up to two one-handed weapons and one two-handed weapon. Add 2d10 of radiant damage. Bludgeoning weapons add ten feet knock back. (If the target hits an object in the ten foot knock back the target take and extra 2d10 of bludgeoning damage. This increases every 7th level. 10, 17) Piercing and Slashing weapons gain a residual radiant damage after an attack. At the beginning of the targets turn after being attacked with a piercing or slashing Weapon of Light, they take 3d4 radiant damage. This lasts three turns. (add one die to the damage of the extra radiant damage and the residual damage every fifth level. 8,13,18)
Stolen Wings (7th) - This is a bonus action. Holy wings of light sprout from you back. You gain 50 flying speed for the duration of this form or until you take a bonus action to deactivate this.
Heaven's Rage (15th) - This is an action. Become an Angel. For three turns you become a solar angel, when those three turns are up drop the form. Use these stats:
Armor Class 21 (natural armor)
Hit Points 243 (18d10 + 144)
Speed 50 ft., fly 150 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 22 (+6) | 26 (+8) | 25 (+7) | 25 (+7) | 30 (+10) |
Saving Throws Int +14, Wis +14, Cha +17
Skills Perception +14
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities Charmed, Exhausted, Frightened, Poisoned
Senses truesight 120 ft., passive Perception 24
Languages all, telepathy 120 ft.
Challenge 21 (33,000 XP)
Angelic Weapons: The solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).
Divine Awareness: The solar knows if it hears a lie.
Innate Spellcasting: The solar’s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: Detect Evil and Good, Invisibility (self only)
3/day each: Dispel Evil and Good, Blade Barrier, Control Weather
1/day each: Commune, Resurrection
Magic Resistance: The solar has advantage on saving throws against spells and other magical effects.
Actions
Multiattack: The solar makes two great sword attacks.
Greatsword: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.
Slaying Longbow: Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword: The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar’s hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.
Healing Touch (4/Day): The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Legendary Actions
The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The solar regains spent legendary actions at the start of its turn.
Teleport: The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions): The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions): The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be Blinded until magic such as the Lesser Resurrection spell removes the blindness.
A big thank you to Open5e for the stats for the Solar Angel.
Thunder-Form
Absorb the thunder magic, and deafen your enemies. Make your opponent's ears bleed as you scream in rage.
Deafening Slam (3rd) - Any creature you hit with your unarmed melee become deaf if they fail their constitution saving throw against your strength. and deal 1d8 of thunder damage. (6th-2d8, 9th-3d8, 12th-4d8, 15th-5d8)
Unfocused (3rd) - Double the sneak attack damage and give disadvantage on all perception and investigation checks on all creatures you have deafened.
Thunder Clap (5th) - This is an action. All creatures 5 by 15 feet in front of you make the constitution saving through, and if they fail they become deaf. Also deal 1d10 of damage. (add 1 d10 for each fifth level. 10,15,20)
Bleeding Eardrums - Do a clap only the deaf can be affected by. Deal 5d12 of thunder damage to all deaf creatures you can see. Drop the form.
Third Eye Invisibility
Unless you consent, your mind can't be read and you can not be scry-ed.
Return to Sender
Instead of absorbing a long range magic attack against you, "catch" it and throw in back at the attacker for the most damage it can do. (ex. a 3d4 damage spell would deal the full 12 damage.) This can be used two times per long rest.
Rage Beyond Rage
If you were to be knocked unconscious by an enemies attack, and you do not have a form choose one form and activate the highest level ability associated with that form. You are revived with one health for the turn you use the ability, then are knocked unconscious as normal.
If you have a form activate the ability associated with the form you are in.
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