Barbarian
Base Class: Barbarian

Arcane Reckoners draw upon their inner fury to fortify their minds and bodies against magical assault. Through a combination of mental fortitude and physical prowess, they gain resistance to spell damage. This resilience allows them to shrug off the most potent of magical attacks with ease.

Their unique understanding of the weave allows them to sense the presence of magic around them at all times. Because of this they are excellent at tracking down mages.

In combat, Arcane Reckoners become conduits for anti-magic rage, channeling their fury into forceful blows that disrupt the flow of magic itself. With each strike, they inflict additional force damage upon their foes, preferring targeting practitioners of the arcane. This ability to weaponize their rage against magic users makes them formidable adversaries in battle.

Furthermore, Arcane Reckoners can emanate a protective aura, shielding themselves and their allies from magical threats. By activating this guardian veil, they grant bonuses on saving throws against spells and magical effects, symbolizing their role as protectors against the arcane.

As they advance along their path, Arcane Reckoners learn to harness their rage in more refined ways. They can bind their targets they track with arcane chains made from the void that restrains and damages enemies, especially those casting spells. And in moments of dire need, they can erupt with a potent explosion of repulsive force, incapacitating and damaging nearby foes, leaving a destructive field on the ground that roils with magic.

Will of the Weave

Upon choosing this path at 3rd level, you have an innate primal understanding of the weave and how it connects you and others. You gain resistance to spell damage while raging and can cast detect magic at will.

Spell Stagger

At 3rd level, your melee attacks disrupt your enemies ability to focus on their spellcasting. The first time you hit a creature with an attack on your turn, that creature has disadvantage on their next spell attack or saving throw against a spell effect until the end of your next turn.

Veil of Repulse

At 6th level, you emanate a protective shimmering aura that guards you and your allies from magical assaults. While you are conscious, friendly creatures within 10 feet of you get a bonus to their saving throws against spells equal to your Constitution modifier (minimum of 1).

Spellvoid Chains

At 10th level while raging, as a bonus action on your turn, you can summon ethereal chains of void energy to ensnare a creature within 30 feet of you. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or suffer the following effects until your rage ends or you fall unconscious:

  • On a failed save: The creature is restrained and begins to suffer damage due to the constricting force of the chains. It takes force damage equal to your Constitution modifier at the start of each of its turns. A restrained creature can attempt a Strength saving throw at the end of each of its turns, breaking free on a success. If the creature is concentrating on a spell it has disadvantage on this saving throw.

  • You and creatures affected by Spellvoid Chains are tethered, neither of you can move, be moved, teleport, or be teleported to a space more than 30 feet away from each other. If either you or the tethered creature leaves the material plane, the chain breaks and dematerializes instantly.
  • Creatures tethered by Spellvoid Chains who attempt to cast a spell must succeed a Wisdom saving throw contested by your Barbarian spell save DC (DC = 8 + your proficiency bonus + your Constitution modifier) or the spell is lost.

In addition, maintaining the chains taxes you and saps your stamina. Your movement speed is reduced by 10 feet. As a bonus action on each subsequent turn, you can target one additional creature with Spellvoid Chains within 30 feet of you, up to a number of creatures equal to your Constitution modifier (minimum of one). Each additional use of this ability beyond the first further reduces your movement speed by 10 feet. When you reach 0 movement speed you become restrained.

This ability can be used in combat a number of times equal to your Constitution modifier (minimum of one). You regain all uses during a short or long rest.

Arcane Reckoning

At 14th level, you can channel the zenith of your anti-magic rage into a catastrophic eruption of arcane force. As an action, you cause the ground within a 20-foot radius centered on yourself to explode, unleashing raw arcane energy. This eruption deals 5d10 force damage to all creatures within the area except yourself and dispels all other magical effects affecting yourself or others within the area of effect, creatures hit must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). 

 

  • On a failed save, a creature takes full damage and is incapacitated until the end of your next turn.
  • On a successful save, a creature takes half damage and is not incapacitated.

     Aftershocks: For 1 minute following the initial blast, the area where Arcane Reckoning was activated pulses with arcane aftershocks. A creature that begins its turn in the area automatically takes 2d8 force damage. The aftershocks make the area difficult terrain due to the unstable arcane energy coursing through the ground. Spell attacks made from inside the area are made at disadvantage.

    This feature can be used twice, regaining all expended uses after a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/21/2024 5:29:58 AM
65
0
1
Coming Soon
3/21/2024 7:35:57 AM
35
0
1.5
Coming Soon
3/21/2024 5:57:59 PM
115
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes