Path of the Fremennik Crusader
A homebrew barbarian subclass by DragonZaid.
With the discovery of Humans' true potential to use magic at the end of the Fourth Age, many of the Fremennik people took up the belief that such use of magic was a priviledge of the gods not to be trifled with by mortals, launching a crusade against the mainlands of Kandarin, Asgarnia, and Misthalin. While the crusade dealt little permanent damage to the major settlements of these areas, many lives were taken by the ferocity of these Fremennik.
Barbarians who participated in this conquest followed the Path of the Fremennik Crusader. These warriors specialized in making combat with spellcasters and laying siege to Human settlements defended by them. While the Fremennik have since made relative peace with other Humans and their use of magic, the Path of the Fremennik Crusader is still practiced by barbarians looking to get the upper hand against magic users.
Tough Skinned
At 3rd level, you've trained your body to withstand injury from some of the most common types of damaging magic. While raging, you have resistance to acid, cold, fire, lightning, poison, and thunder damage.
Sense Magic
Also at 3rd level, you have honed your senses to detect the presence of magic, manifesting as a foul stench in the air or a tingling sensation on your skin. As an action, you can focus your senses to hone in on nearby magic. Until the end of your next turn, you sense the location of any visible creature or object that bears magic within 30 feet of you.
You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.
Mage Slayer
Also at 3rd level, you strike more vigorously against users of magic. When you see a creature cast a spell, you can choose to deal an extra 1d4 damage to it when you hit it with a weapon attack on your next turn. You can only deal this extra damage once per round.
The extra damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Magic Resistance
At 6th level, you've grown more impervious to all kinds of magical effects. When you make a saving throw against a spell or magical effect you can see, you add your Constitution modifier to the roll. When you make a Constitution saving throw in this way, you instead double your Constitution modifier for the roll.
Distrupting Strike
At 10th level, you've learned to interrupt mages and warriors alike before they can even act. While raging, when a creature within reach or range of a weapon you are holding is about to cast a spell or make an attack, you can use your reaction to
interrupt them with a weapon attack. If the attack hits, the target must make a Constitution saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failure, the target's attack or spell is lost and any action used to make it is wasted. Any spell slot that would be consumed by a spell triggering this reaction is also lost.
Destroy Magic
At 14th level, you can destroy magical effects through sheer strength alone. When you would make a weapon attack, you can forgo the attack to strike at a creature, object, or magical effect within your weapon's reach. The target doesn't take any damage, but any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a Strength check. The DC equals 10 + the spell's level. On a successful check, the spell ends.
You can also use this feature to temporarily disable any magical effects of a magic item. In this case, the DC for the Strength check depends on the rarity of the item, as shown in the Magic Item DC's table. On a successful check, the item loses any of its magical properties until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses.
Magic Item DC's
| Item Rarity | Strength Check DC |
|---|---|
| Common | 10 |
| Uncommon | 13 |
| Rare | 16 |
| Very Rare | 19 |
| Legendary | 22 |
| Artifact | 25 |