Base Class: Barbarian
[Inspiration for this subclass was taken from several different homebrews that involved siphoning or absorbing magic. Mostly made for laughs, as the core subclass features rely on having spells cast at you, and I thought that a Barbarian who counters enemy spells by simply eating them was terrifying and hilarious. I don't even know if it's possible to create these features properly using the current homebrew tools, but here it is anyway.]
Path of the Spell Eater
Not all those born into magic become spellcasters, but although their magic will never truly leave them, it can change as it’s bearer changes, sometimes into unusual or volatile forms. A spell eater is an example of one such individual; born with magic in their blood, but called to walk the path of the barbarian. Their innate magic changes with them, in this case, inverting inward, and becoming a hungry, magic-devouring thing.
Consume Spell
When you choose this path at 3rd level, a hunger awakens within in you. While you are raging, when a creature that you can see casts a spell that either targets only you, or is centred on you, you can use your reaction to make a Strength check against an incoming spell. The DC for this check is equal to 10 + the spell’s level, and, on a success, you catch and consume the spell. After consuming a spell you gain temporary hit points equal to the spell’s level that last until you next consume a spell, or you finish a long rest. You can only consume spells of a certain level or lower, detailed in the Spell Level section of the spell eater table. You can use this feature a number of time equal to your Proficiency bonus, and regain all expended uses when you finish a long rest.

Magic Points
When you reach 6th level, you gain the ability to utilise the magic released when you consume a spell. When you rage, you gain magic points equal to your your rage damage bonus. In addition, when you consume a spell, you gain magic points equal to the level of the spell. You can never have more magic points than shown in the Magic Points section of the spell eater table above, and any additional points you gain beyond this are lost. You lose any unspent magic points when you finish a long rest.
As an action, you can spend your magic points to grant yourself, or another willing creature you can touch, benefits:
Bolster: Spend a number of magic points and gain a bonus to your attack rolls and ability checks equal to half the number of points spent. This benefit lasts for 1 hour, or until you finish a short or long rest.
Reinforce: Spend a number of magic points and gain a bonus to your saving throws equal to half the number of points spent. This benefit lasts for 1 hour, or until you finish a short or long rest.
Enchant: Spend a number of magic points and touch one weapon to give it a bonus to attack and damage rolls equal to half the number of points spent (to a maximum of +3). This benefit lasts for 1 hour, or until you finish a short or long rest.
Recover: Spend a number of magic points and regain one spell slot, the level of which is equal to half of the number of points spent (to a maximum of 5th level). Once a creature receives this benefit, it can’t receive it again until it finishes a long rest.
Replicate: Spend a number of magic points to replicate the casting of a spell, the level of which equals half the number of points spent. The spells you cast must be spells that have been cast on you, or that you have consumed. Constitution is your spellcasting ability for these spells.
Devour Magic
When you reach 10th level, you gain the ability to consume the magical effects from spells that have already been cast. As an action, choose any creature, object, or magical effect within 120 feet of you. Any spell of 3rd level or lower on the target ends and counts as being consumed as though by your Consume Spell feature. For each spell of 4th level or higher on the target, make a Constitution check. The DC for this check equals 10 + the spell’s level. On a successful check, the spell ends and counts as being consumed.
When you use this feature, you can spend magic points to increase the level of spells automatically ended by this feature. You automatically end the effects of a spell on a target if the spell’s level is equal to or less than half the number of points spent when you use this feature. You can use this feature a number of times equal to your Constitution modifier, and regain all expended uses when you finish a long rest.
Aura Rage
When you reach 14th level, your rage takes on a protective magical aura. While raging, you, and friendly creatures within 20 feet of you, have advantage on all saving throws against spells and other magical effects. In addition, you are able to add your Proficiency modifier to the Strength checks you make to consume spells.
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