Barbarian
Base Class: Barbarian

Mana Font Barbarians feel raw magic as it surges up from their bodies and bursts outwards, offering a source of magical energy that is effective, if painful to tap.

Spellcasting

Spells Known of 1st Level and Higher

You know two 1st-level sorcerer spell of your choice, both of which you must choose from the evocation spells on the sorcerer spell list.

The Spells Known column of the Mana Conduit Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another evocation spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your sorcerer spells, since the primary bottleneck for your power is how much your body can withstand. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Power Flare

At 3rd level, when you enter a rage, you visibly flare with the energy that then leaks off of your body in waves and which fuels your spellcasting. The power flare lasts as long as the rage lasts. On each of your turns, you may cast a spell that you know without using a spell slot. The spell must be a 1st level spell, and must have a casting time of 1 action.

In order to perform any other action, you must succeed on a Constitution saving throw with a DC of 11. If you fail the saving throw, your action must be to cast such a spell. If you succeed, you may perform another action that is available to you.

This is an exception to the normal rule that a barbarian cannot cast spells while raging. A mana conduit still may not concentrate on a spell while raging. The mana conduit may cast the concentration spell for its initial effect; but, the spell will end immediately after that.

When you achieve higher levels in this class, the spells you can cast in this way may be of higher level and the saving throw DC to avoid casting a spell increases. At 6th level, you may cast a 2nd level spell and the saving throw for your Constitution save is DC 12. At 10th level, you may cast a 3rd level spell and the saving throw becomes DC 13. At 14th level, you may cast a 4th level spell and the saving throw becomes DC 14. Additionally, you may cast lower level spells as though they were cast using spell slots of this new, higher level. So, as a level 14 mana conduit who knows the thunderwave spell, you could cast thunderwave as though using a 4th level spell slot for it, and do 6d8 points of thunder damage.

Empowerment

When a creature casts a spell within 5 feet of you, you may use your reaction to empower their spell. The spell is cast as though it were using a slot one level higher than normal. This ability functions even when a spell is cast without using a spell slot. The spell is treated as though it were cast with a spell slot one level higher than the minimum required to cast the spell.

When you use this ability, you take 1d10 points of necrotic damage.

For example, if an ally casts fireball with a 3rd level spell slot while standing within 5 feet of you, you may use your reaction to empower the fireball. Instead of dealing 8d6 fire damage to creatures in its area, it will do 9d6 fire damage to creatures in its area, as per how fireball is modified by higher level spell slot casting.

When you reach 14th level in this class, you may increase the slot level by two instead of by one.

Magic Eater

At 10th level, while you are raging, you have advantage on all saving throws except for Constitution saving throws, and you have disadvantage on Constitution saving throws.

Arcane Instability Event

At 14th level, whenever you take damage from an attack, you gain an Instability point. You may force your power out completely uncontrolled fashion so as to burn your enemies in a flash of light and sound. As an action, you may spend all of your Instability points to cause a wave of energy to burst from you. The wave of energy deals 1d10 force damage per Instability point that you have to all creatures and objects within 60 feet of you, including yourself. A successful Dexterity saving throw against your spell save DC halves the damage taken. After using this action, or at the end of your turn, you lose all of your Instability points.

If you drop to 0 hit points as a result of this explosion, then your body is gone, all traces of you becoming a part of the ambient magic of the area. However, 24 hours later, your body reforms again, alive and unconscious, but stable at 0 hit points.

Comments

Posts Quoted:
Reply
Clear All Quotes