Barbarian
Base Class: Barbarian

“Let the gods conjure their storms. Let the wizards summon their fire. I will meet it all with steel and fury.”

Barbarians who walk the Path of the Runebreaker have felt magic sear their flesh, shatter their tribes, or consume their loved ones. Rather than fear magic, they’ve learned to face it head-on and tear it apart.

Fueled by primal rage and sharpened instinct, Runebreakers are living weapons against the arcane. They wade through fireballs and curses, shrug off enchantments, and redirect the magic to empower their strikes. Whether born with unnatural resistance or forged through relentless training, these warriors do not simply endure magic, they break it.

Level 3: Arcane Defiance

At 3 level, while raging, you harden yourself against arcane harm. Additionally, when you enter a rage, you gain the following benefits:

Runebreaker’s Resolve: For the duration of your rage, you have advantage on saving throws against spells and magical effects.

Disrupting Strikes.
When an effect forces you to make a saving throw and imposes a condition on a failure, you can harness that disruption. Regardless of whether you succeed or fail on the saving throw, you can channel the effect into your next strike.

While your rage is still active, the next time you hit a creature with a weapon attack, you can force that creature to make a saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature suffers the same condition that the triggering effect would have imposed.

If multiple effects force you to make saving throws that could impose conditions, you must choose one condition to apply with this feature.

Arcane Instinct: Your innate senses have adapted to track unnatural forces through primal instinct. While you are raging, you sense the presence of magic within 30 feet of you for the duration of the rage. This sense is nonmagical and does not reveal a spell’s school or specific properties, but it alerts you to:

  • Magical auras, traps, glyphs, or wards
  • Creatures actively concentrating on a spell
  • Magical objects, even if they are hidden

In addition, when you are not raging, you can use this feature as an action. When you do so, you gain the same sense for 1 minute.

You can use this 1 minute ability a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Level 6: Magic Eater

At 6th level, your defiance of magic has grown into a hunger for its power. While raging, when you succeed or fail on a saving throw against a spell or magical effect, or when a spell attack hits or misses you, you can use your reaction to absorb its energy, gaining the following benefits:

  • You regain hit points equal to 1d6 + your barbarian level
  • You may immediately move up to your speed and make one melee weapon attack

Level 10: Runebreaker's Disruption

At 10th level, while raging, your presence disrupts hostile magic.

When a creature you can see within 60 feet of you casts a spell or uses a magical effect that targets you, the caster must succeed on a Constitution saving throw
(DC = 8 + your proficiency bonus + your Strength modifier).

On a failed save, the spell or magical effect has no effect on you, though it does not expend a spell slot or charge.

If the spell or magical effect targets both you and one or more other creatures, this feature applies only to you by default.

When a spell or magical effect instead targets a creature you can see within 30 feet of you, you can use your reaction to apply this feature to one creature of your choice affected by the spell or magical effect, rather than to yourself.

You can use this feature twice per long rest. You can expend a use of your Rage to use this feature again.

Level 14: Arcane Vengeance

At 14 level, your rage feeds on the magic that dares to harm you.

While raging, when a spell, magical item, or effect targets you or forces you to make a saving throw, your next weapon attack that hits, deals an additional 2d12 force damage while your rage is still active.

If the spell or magical effect dealt damage to you, your next attack instead deals an additional 4d12 force damage while your rage is still active.

"Path Of The Runebreaker" Image

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