the Jester
Legend
I like making ways to emulate early-edition feel for the classes. For instance, I have a "Fochluchan College" for bards who want to splash some 1e style druidism in their bards.
One bit of 1e lore that was fun, and was emulated via the forsaker in 3e, was the barbarian who eschews magic items, preferring to destroy them rather than to use them. I've recently been working on a draft of a barbarian path to emulate and enable this playstyle, and thought I'd bring it before y'all for some feedback. So here it is:
Path of the Forsaker
Some barbarians detest or fear magic, dedicating themselves to destroying it. Such a barbarian forever gives up all spellcasting ability, and eventually shuns most or all magic items. He or she becomes able to shrug off the effects of spells and other magical effects, and many forsakers become terrifying hunters of spellcasters.
FORSAKE SPELLCASTING
When you take up the path of the forsaker, you give up your inherent ties to magic. You can never cast spells.
RAGE AGAINST MAGIC
While you are raging, you have advantage on saving throws against spells and other magical effects. In addition, you gain resistance to damage caused by spells and magical effects.
MAGIC IS FOR THE WEAK
Beginning at 6th level, you begin to shun magic items. You can attune to only two magic items. If you are attuned to three (or more) items, you choose which attunements to give up.
SPELLBREAKER
Beginning at 6th level, you can destroy magical spells through sheer force of will. You can use this feature three times, after which you must complete a long rest before using it again.
You can use a bonus action to cause each spell of 3rd level or lower that is affecting you to end. For each spell of 4th or higher level affecting you, roll 1d20 + your Constitution modifier. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Alternatively, when you hit a creature with an attack, you can use a bonus action to cause each spell of 3rd level or lower that is affecting it to end. For each spell of 4th or higher level affecting it, roll 1d20 + your Constitution modifier. The DC equals 10 + the spell's level. On a successful check, the spell ends.
CRACK RESOLVE
Starting at 10th level, creatures you choose within 10' of you have disadvantage on saving throws made to retain concentration on spells and magical effects.
PENETRATE RESISTANCE
Beginning at 10th level, you ignore a creature's resistance to nonmagical bludgeoning, piercing, and slashing damage when you hit it with an attack.
SHUN MAGIC ITEMS
Beginning at 10th level, you can attune to only a single magic item. If you are attuned to two items, you choose which attunement to give up.
FORSAKE MAGIC
Starting at 14th level, while you are not attuned to any magic items, you gain a +1 bonus to AC, attacks, checks, and saves, and deal an extra 1d4 damage with weapon attacks.
One bit of 1e lore that was fun, and was emulated via the forsaker in 3e, was the barbarian who eschews magic items, preferring to destroy them rather than to use them. I've recently been working on a draft of a barbarian path to emulate and enable this playstyle, and thought I'd bring it before y'all for some feedback. So here it is:
Path of the Forsaker
Some barbarians detest or fear magic, dedicating themselves to destroying it. Such a barbarian forever gives up all spellcasting ability, and eventually shuns most or all magic items. He or she becomes able to shrug off the effects of spells and other magical effects, and many forsakers become terrifying hunters of spellcasters.
FORSAKE SPELLCASTING
When you take up the path of the forsaker, you give up your inherent ties to magic. You can never cast spells.
RAGE AGAINST MAGIC
While you are raging, you have advantage on saving throws against spells and other magical effects. In addition, you gain resistance to damage caused by spells and magical effects.
MAGIC IS FOR THE WEAK
Beginning at 6th level, you begin to shun magic items. You can attune to only two magic items. If you are attuned to three (or more) items, you choose which attunements to give up.
SPELLBREAKER
Beginning at 6th level, you can destroy magical spells through sheer force of will. You can use this feature three times, after which you must complete a long rest before using it again.
You can use a bonus action to cause each spell of 3rd level or lower that is affecting you to end. For each spell of 4th or higher level affecting you, roll 1d20 + your Constitution modifier. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Alternatively, when you hit a creature with an attack, you can use a bonus action to cause each spell of 3rd level or lower that is affecting it to end. For each spell of 4th or higher level affecting it, roll 1d20 + your Constitution modifier. The DC equals 10 + the spell's level. On a successful check, the spell ends.
CRACK RESOLVE
Starting at 10th level, creatures you choose within 10' of you have disadvantage on saving throws made to retain concentration on spells and magical effects.
PENETRATE RESISTANCE
Beginning at 10th level, you ignore a creature's resistance to nonmagical bludgeoning, piercing, and slashing damage when you hit it with an attack.
SHUN MAGIC ITEMS
Beginning at 10th level, you can attune to only a single magic item. If you are attuned to two items, you choose which attunement to give up.
FORSAKE MAGIC
Starting at 14th level, while you are not attuned to any magic items, you gain a +1 bonus to AC, attacks, checks, and saves, and deal an extra 1d4 damage with weapon attacks.