Base Class: Barbarian
Barbarians who walk the Path of the Spellbreaker have an intense hatred of magic and those that use it to disrupt the natural order. Perhaps they have seen too many villages burned down by power-hungry Wizards or they feel that true strength should come from physical might alone. Whatever the reason, they have honed their skills and learned to channel their Rage towards defending against magical attacks and punishing magic users with brute force.
Level 3: Adaptive Fury
When you activate Rage you can grant yourself Resistance to a type of damage that you do not already resist. As a Bonus Action while your Rage is active you can end one magical effect on yourself and can change this damage resistance to a different type of damage that you do not already resist.
Level 3: Sense Magic
You have honed your instincts to find sources of magic for you to snuff out. You can cast the Detect Magic spell but only as a Ritual. When you cast the spell in this way to detect a magical effect created by a spell you can also focus your senses to detect the general direction of the caster if they are within 3 miles of you. If the caster is in motion, you know the direction of their movement. You can maintain this focus for up to 10 minutes or until you take damage or activate Rage.
Level 6: Anti-magic Rage
You can turn magical assaults into raw strength to retaliate. When you are affected by a spell or magical effect you gain a charge of Anti-magic Rage for 1 hour. You can have up to 6 charges of Anti-magic Rage and will lose all charges if you finish a Long Rest. While you are Bloodied you gain double the amount of Anti-magic Rage charges. You can also expend a use of your Rage (no action required) to gain 1d6 charges of Anti-magic Rage, but you cannot do so again until you finish a Long Rest.
As a Bonus Action while your Rage is active and you have at least 1 charge of Anti-magic Rage, you can unleash a powerful Unarmed Strike that will consume all of your Anti-magic Rage charges if it hits. This Unarmed Strike gains a bonus to its attack roll equal to the amount of charges consumed (maximum of +6) and does Force damage equal to 1d12 per charge plus your Strength modifier.
Level 10: Magic Disruption
You have learned how to channel your fury to disrupt magical effects around you. You can cast Counterspell and Dispel Magic a number of times equal to your Strength modifier while your Rage is active. Strength is your spellcasting ability for these spells. You can cast Dispel Magic as a Bonus Action using this feature, but if you do so its range becomes 10 feet. You must finish a Long Rest to regain all expended uses of this feature.
When you cast these spells and successfully end or prevent a spell's effect you gain 1 charge of Anti-magic Rage.
Level 14: Arcane Shutdown
Your fury towards users of magic has reached its peak and you can now shrug off magical effects and shutdown spell casters with relentless attacks. You have Advantage on saving throws you make against spells and magical effects.
In addition, when you hit a creature with a melee attack while your Rage is active you can expend a use of your Rage to deal extra Force damage equal to two times your Strength modifier and prevent them from casting spells until the end of your next turn.
Previous Versions
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8/28/2025 10:36:16 PM
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Coming Soon
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Version 2 is here!
I wanted to revisit this Subclass I made on a whim and refine the features and overall design. I've also properly implemented the features to actually work with DnD Beyond character sheets, which should make using it in a campaign that uses those sheets much easier. This includes a built in Tracker for your Anti-magic Rage charges, which is extra important seeing as how the feature is much more of a focus in this version.
I hope you give it a try and enjoy it.