Path of the Arcanagoth

The arcanagoth is a barbarian that fears and hates magic of all kinds that are foreign to them. While you tolerate your own spirit warriors, you seek to destroy wizards, sorcerers, clerics, and warlocks, for they are the practitioners of the dark arts. You see magic items as relics left over from those cursed individuals, and you believe that they must be destroyed as well because they are infused with the unnatural essences of your hated foes.

Arcanagoths are raiders and breakers. You are the one force powerful enough to stand against the might of the arcane and the divine. Despite the fact that you hate magic, you also must have learned something about it, for you are more adept than most at withstanding and dispelling its effects.

Magic Resistance

Starting when you choose this path at 3rd level, you gain an inherent defense against arcane and divine spells when you rage. When you do so, you gain advantage on all saving throws made against magic for the duration of the rage.

When your rage ends, you have disadvantage against magic saving throws for the length of the rage.

Disrupting Scream

Beginning at 6th level, when raging, you can let out a powerful scream that has a chance to disrupt an opponent who is concentrating to maintain a spell. When you use this ability, the opponent must make a successful Constitution save or lose concentration. The DC for this ability is equal to 10 + your Wisdom modifier + the amount of damage the caster has taken this turn (if any). This ability ends when your rage ends.

Magical Dodge

Beginning at 10th level, when raging, you can nimbly dodge out of the way of certain area effects if they are magical in nature, such as a fireball or ice storm spell. When you are subjected to a spell effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. After your rage ends, you have disadvantage when making saves against these types of spells for the length of the rage.

Dispel Magic

Beginning at 14th level, you can disrupt the forces of magic itself when raging. Choose one creature, object, or magical effect in an adjacent square. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your Wisdom score. The DC equals 10 + the spell’s level. On a successful check, the spell ends. This ability ends when your rage ends.

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