Barbarian
Base Class: Barbarian

A barbarian who consumes the magic around them.

Aura of Arcana

Starting at 3rd level, you emanate a hungering aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action.

If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

At the start of your rage you may choose to either go into a Hungering or Healing rage.

Hungering Rage: At the start of your rage each creature within ten feet of you must make a constitution saving throw or lose a spell slot of 1d4th level. For each spell slot lost you may as a bonus action deal an extra 1d4 damage per spell slot lost. You can use this ability a number of times up to your proficiency modifier. Additionally the bonus action damage die changes to a d6 at 7th level, a d8 at 12th, and a d10 at 16th

Healing Rage: At the start of your rage you may restore 1d8 hit points to each creature within 10 feet. Then on each of your turns as a bonus action you may expound an aura of healing that gives 1d4 hit points+ Proficiency Modifier (This die changes to a d6 at 7th level, a d8 at 12th, and a d10 at 16th) At the end of your rage, you and all creature within a 10ft radius take damage equal to the healing die+your con mod.

Lasting Vices

At 6th level, the very magic you consume grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your last rage.

Hungering: You are bursting with arcane light, after feeding on the arcana around you you can give back to those you stole from. You may preform a 1 minuet ritual, afterwards you may roll 1d6 (This die changes to a d8 at 12th, and a d10 at 16th) And you may give a spell slot back up to the number rolled, for example if a six was rolled it could be 6 1st level spells, or 2 firsts and 2 second level spells. So on and so forth.

Healing: You are rapidly closing wounds at the cost of your concentration on the world around you, as an action you may begin to regenerate 10 hit points per minuet (or one hit point per round) but you have disadvantage on perception and investigation checks, as well as your passives for both are reduced by 5. In all creatures surprise you when combat erupts. You may not take your turn until after the first round of combat has taken place and  have the surprised condition. This healing increases to 20 hit points per minuet at level 16

 

Surging Euphoria

At 10th level, you pull on the very fabric of the weave. You may roll on the wild magic surge table for sorcerer and choose one target within 60 feet for it to take place upon. You are allowed to know the outcome of the roll and may choose a creature. If the creature is hostile any saving throw it must make is made at advantage. At 16th level you may roll twice and either choose one outcome or choose one ally and one enemy to target. Using this ability gives you one point of exhaustion and may only be used a number of times equal to half your proficiency rounded down per short rest.

Destructive Nurture

At 14th level, the power of the aura expands to beyond the weave. Taking form at your side.

Hungering: When you bite the weave, the weave bites back. You become resistant to all damage but make saving throws at disadvantage. Additionally once on each turn you may use your bonus action to step through the weave and reappear near a random creature. You can do this a number of times equal to your proficiency bonus halved (Rounded down)

Healing: The world withers whilst you bloom. Any healing while within your aura heals for an additional 1d6 hit points and once per turn when a creature is healed within your aura you may use a reaction to invigorate an ally into moving. The ally can choose to either use their movement or make one attack. Their movement does not provoke opportunity attacks as well as their attack is made with disadvantage but inflicts either blinded, poisoned, prone, deafened, restrained, or paralyzed until the end of the next creatures turn in initiative. This is decided at random by the DM and as stated before lasts until the end of the next creatures turn in initiative regardless of friend or foe. This ability can be used twice per long rest.

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