Absorber Berserker (5e Class)

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Absorber Berserker[edit]

Some barbarians develop a profound hatred for magic and the arcane in general, being the magical arts an antithesis of the primal essence of a barbarian. However, some barbarians understand the mystical nature of their rage, and how their rage connects them to the weave. Those barbarians train to hone this connection to magic, by using their rage to absorb the arcane, harnessing the magical potential and imbuing their bodies with it.

The absorber berserkers are barbarians who learned how to harness magic to fuel the rage they harbor, manifesting powers that far surpasses that of the mundane barbarian.

Prerequisites[edit]

To qualify for multiclassing into the Absorber Berserker class, you must meet these prerequisites:

  • Strength 13, Constitution 13, Wisdom 13. You need a strong body to withstand the raw arcane power coursing through it, and enough attunement to the Weave.
  • Proficiency in the Arcana. You need to study the arcane in order to fully understand it.
  • Character of 5th level or higher. You must be powerful enough to withstand the magic in your body.
  • Access to the Rage feature. You need to be able to rage in order to connect to the arcane.

Prerequisites[edit]

As a Absorber Berserker you gain the following class features.

Hit Points

Hit Dice: 1d12 per Absorber Berserker level
Hit Points per Level: 1d12 (or 7) + Constitution modifier per Absorber Berserker level

Proficiencies


Level Proficiency
Bonus
Features
1st Absorbing Rage, Arcane Enlightenment
2nd Magical Endurance
3rd Arcane Empowerment
4th Lingering Arcana
5th Magical Tethering
6th Arcane Release
7th Steel Mind
8th Sorcery Wellspring
9th Reflective Aura
10th Harvest Magic


Absorbing Rage[edit]

Starting at 1st level when you are raging, or as part of the same bonus action used to rage, you can enter in an absorbing rage. During this rage, whenever you are hit by a spell attack or is targeted by a spell, you can use a reaction to attempt to absorb that arcane power.

Make a Constitution saving throw against the caster spell save DC or against 8 + the spell attack bonus from the spell attack. On a success, the spell fizzles out without any effect and your Rage duration restarts as if you had just entered rage.

If the spell was cast using a spell slot, you also regain hit points equal to 5 plus 5 per level of the spell slot used.

Arcane Enlightenment[edit]

Also at 1st level, you gain a deeper connection to the arcane, being able to fully comprehend it. You can use your Wisdom modifier, rather than Intelligence, for your Arcana checks.

In addition, while raging, you are constantly under the effects of detect magic.

Magical Endurance[edit]

At 2nd level, while raging, you gain resistance to the damage of spells and Advantage on saving throws against spells.

Arcane Empowerment[edit]

At 3rd level, whenever you absorb magic, you can choose to increase either your Strength or Constitution to 20 for 1 hour. This empowerment ends earlier if you use this feature again.

Lingering Arcana[edit]

At 4th level, if you have used your absorption since your last turn, your next attack made until the end of this turn cause additional 1d6 damage, from the same type of the spell or spell attack you have absorbed.

If the spell used spell slots, add 1d6 damage per level of the slot. If the spell didn't cause damage, the damage type depends on the spell school: psychic (enchantment), necrotic (necromancy), force (any other school).

Magical Tethering[edit]

At 5th level, your soul is linked to the forces of magic, being attracted to it. Whenever a creature within 30 feet of you cast a spell, you can use your reaction to teleport to an unoccupied space within 5 feet of it.

Arcane Release[edit]

At 6th level, you gain the ability to utilize the magic absorbed by your body. When you successfully absorb or counter a spell using your Absorbing Rage or your Reflective Aura, you can use that magic.

If you use the reaction granted by your Absorbing Rage, rather than gaining the benefits of that spell, you can cast the spell absorbed until your rage ends. If you use your Reflective Aura, you can cast the spell as part of the same reaction, against the caster.

Once you use this feature, you can't use it again until you finish a long rest.

Steel Mind[edit]

At 7th level, you gain proficiency in Wisdom saving throw, and in one of the following: Intelligence or Charisma.

Sorcery Wellspring[edit]

At 8th level, you can connect yourself to the source of magic. You can cast any spell of your choice from the Sorcerer spell list that doesn't have a component with a cost in gp, without requiring material components. Once you do so, you can't do it again until you complete a long rest.

You can spend one use of Rage to regain a use of this feature.

Reflective Aura[edit]

At 9th level, while raging, you are coated by an aura of magic deflection. When a creature within 60 feet cast a spell, you can reflect it using a Reaction. This works as a Counterspell cast using a 3rd-level spell slot. You add your Constitution modifier to the Counterspell roll.

Once you do so, you can't do it again until you finish a short or a long rest.

Harvest Magic[edit]

At 10th level, when raging, whenever a creature within 30 feet cast a spell targeting itself, you can use your Absorbing Rage check to attempt to harvest its potential. On a success, instead of the normal effects of this spell, you also benefit from the spell as if you had cast it.

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