Path of the Spellbreaker
Most Barbarians never attempt to learn magic. The clarity of mind required to cast spells does not work well with the primal ferocity Barbarians use to win their fights. A few Barbarians, however, have learned how to integrate the arcane arts with their rage, and use this hybrid style to become expert mage killers.
Most Barbarians who walk the Path of the Spellbreaker are trained and employed by magical colleges or organizations, and used to hunt down mages who have broken the organization's laws or codes. Some Spellbreakers, however, are self trained or were taught by a lone master. These Spellbreakers often have a grudge against magecraft in general and endeavor to slay any mage that crosses their path.
Path of the Spellbreaker Features
Barbarian Level | Feature |
---|---|
3 | Student of Magic, Abjuring Rage |
6 | Spellbreaker (3rd level) |
10 | Eye for Magic |
14 | Arcane Burst, Spellbreaker (4th level) |
17 | Spellbreaker (5th level) |
Student of Magic
When you take this primal path at 3rd level, you gain proficiency in the Arcana skill if you don't already have it. You also learn detect magic and can cast it as a ritual, as described in chapter 10 of the Player's Handbook.
Abjuring Rage
Beginning at 3rd level, your rages suffuses you with abjuring magic. When you rage, you gain temporary hit points equal to 1d6 + twice your Barbarian level. While you have these temporary hit points, you have advantage on saving throws against spells and other magical effects. When your rage ends, you lose any remaining temporary hit points gained via this feature.
Spellbreaker
Beginning at 6th level, you can use the abjuring energy that suffuses you to cast certain spells. While raging, you can cast Dispel Magic and Counterspell at 3rd level, using Intelligence as your spellcasting ability. When you cast either of these spells, your rage immediately ends.
The level at which you cast Dispel Magic and Counterspell increases to 4th when you reach level 14 in this class, and 5th when you reach level 17 in this class.
Eye for Magic
By 10th level, your familiarity with spellcasters allows you to detect even the faint wisps of magic that hang on a creature after it casts a spell. By observing a creature for one minute, you learn whether it has cast a spell within the last 24 hours, and if so, you learn what school of magic the most recent spell it cast was.
Arcane Burst
At 14th level, you gain the ability to explosively release the magic energy within you. If your rage ends while you still have temporary hit points from your Abjuring Rage feature, you can release the remaining energy in an arcane wave. Creatures within 10 feet of you must make a Dexterity saving throw with a DC equal to 8 + your proficiency modifier + your Intelligence modifier. Creatures that fail the saving throw take force damage equal to the amount of temporary hit points you had left when your rage ended, rounded down. Creatures that succeed on the saving throw take half as much damage.
Credits
- Path of the Spellbreaker by /u/Enraric
- Sven art by Ji Zhang
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