Base Class: Barbarian
Barbarians who travel this path feel the need to be able to combat magical power effectively - when a powerful sorcerer oppresses your village or a lurking evil infects your tribe, suddenly, from the bottom of your very soul, your rage takes on an equally evil trait; a devouring energy capable of completely eradicating opposing arcane threats. Now you have the means to destroy what you cannot grasp - the ability to tear through the invisible veil separating the oppressed from the unreachable. You can battle any threat. You are the insurrection. You are the anti-arcane rage.
Nullifying Rage
At level 3, your rage takes on mystical properties. You lose your Resistance to bludgeoning, piercing and slashing, but you may now cast spells during your Rage and upon entering Rage, choose two non-physical damage types. You become Resistant to those damage types until you either exit Rage or change one of them as a free action on your turn or a reaction in response to a hostile attack targeting you.
Spellcasting
Cantrips
You learn one cantrip of your choice from the abjuration spell list. You learn an additional abjuration cantrip of your choice at 10th level.
Spell Slots
The Path of the Mana Eater Spellcasting table shows how many spell slots you have to cast your abjuration spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level abjuration spells of your choice.
The Spells Known column of the Path of the Mana Eater Spellcasting table shows when you learn more abjuration spells of 1st level or higher.They must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the abjuration spells you know with another spell of your choice from the abjuration spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your abjuration spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an abjuration spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
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Path of the Mana Eater |
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Barbarian Level |
Cantrips Known |
Spells Known |
Spell Slots per Level |
|
3rd |
1 |
3 |
1:2 |
|
4th |
1 |
4 |
1:3 |
|
7th |
1 |
5 |
1:4 2:1 |
|
8th |
1 |
6 |
1:4 2:1 |
|
9th |
1 |
6 |
1:4 2:2 |
|
10th |
2 |
7 |
1:4 2:3 |
|
11th |
2 |
8 |
1:4 2:3 |
|
13th |
2 |
9 |
1:4 2:3 3:2 |
|
14th |
2 |
10 |
1:4 2:3 3:2 |
|
15th |
2 |
11 |
1:4 2:3 3:2 |
|
16th |
2 |
12 |
1:4 |
|
19th |
2 |
13 |
1:4 4:1 |
|
20th |
2 |
14 |
1:4 3:3 4:1 |
Curious Counterattack
At 6th level, your body absorbs and learns what it is being hurt by, and redirects it into your strikes. Whenever you take damage from a magical or other non-traditional source (anything that isn't a nonmagical sword, bow etc.), make note of the damage type/s. The next time you attack with a melee weapon, you may consume a charge to deal an extra 1d4 damage of all damage types you have suffered from. This effect may stack. Taking damage from the same damage type increases the die by another d4. You have 3 charges, gaining an extra charge at 9th and 12th levels.
You lose all damage types and amounts at the end of combat.
Desecrating Strikes
At level 10, you begin to realise in order to stop magic being cast you must target the flow of mana, identifying the conduits themselves. When you successfully attack a target, you may sacrifice half your damage to target a part of their body - whether it be a punch in the mouth or a choke, or pinpointing a nerve in the arm or shattering the bone entirely - in order to stop them from using Verbal or Somatic components (choose one) of a spell until the end of their next turn.
Strip Potential
At 14th level, your fury has finally embraced the strange, demonic power from the bottom of your soul. During Rage, when you are being grappled or are grappling a target, you viscerally insert your fingers into the target creature, stripping away their magic and potential. Starting from the beginning of the next turn after being grappled/grappling, you may use your bonus action during your turn to consume one of the target's Spell Slots, starting from 1st level spell slots. You may also use this as a reaction to your target failing to break your Grapple. Upon all of the target’s spell slots being consumed, after 3 additional rounds of taking this bonus action/reaction, the target loses the ability to cast magic at all, permanently. Consuming spell slots in this manner gives you 2 Temp HP. Temp HP gained this way does not override previously gained Temp HP.
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Posted May 9, 2024Feedback appreciated! Have a look at my other Mana Eaters: Mana Eater(Fighter), Path of the Mana Eater(Barbarian), Way of the Mana Eater(Monk)