Barbarian
Base Class: Barbarian

What makes you strong? Your unyielding rage... What makes you weak? Those haughty magicians... Doesn't that make you mad? How about you go out of your way to give them what-for?

The path of the magehunters are a band of barbarians who've been wronged, betrayed, or defeated by arcane sages in their past. As a result they have developed innate senses through the raw power of their unkindled fury on ways to make them pay.

Sixth Sense

Starting at 3rd level when you choose this path, you can sense practitioners of the Arcane when you fight against them. whether it is the adrenaline boost you get from battle, or the fear that your enemies have that opens this sense is unknown, but when you roll initiative you immediately know who within the initiative order can cast spells, and who can't.

Concussive Blows

At 6th level, while you are raging you have an innate knowledge of where to strike when it comes to the strong minded.While you are raging, any attacks you make against a creature who is concentrating and their concentration saving throws must be made at disadvantage with the DC for the full amount of damage you deal rather than half.

Armor of Spite

At 10th level, spells seem to glance off of you with ease. While you are raging you have advantage on saving throws against spells, and spells that target you are made at disadvantage.

Undefeated

At 14th level, you have learned to shrug off blows of any kind. While you are raging and you are hit with an attack of any kind, you may use your reaction to become resistant to all damage types until the start of your next turn. You can do this a number of times equal to your proficiency modifier, which number resets after a short or long rest.

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