Barbarian
Base Class: Barbarian

Whether through ancestry to a magical calamity, infusion of planar energies or a mad wizard's magnum opus spell gone wrong, magic itself can be given life. These beings are Path of the Living Spell Barbarians - deeply passionate, committed and perhaps even volatile entities capable of great change. They rarely manifest as humans, elves or dwarves, trending towards more exotic races like tiefling, genasi and kalashtar.

Magic Vessel

Starting at 3rd level you can store spells cast onto you for later use. You can store a total number of spell levels equal to your Constitution modifier + half your Barbarian level (rounded down). 

Any creature can cast a spell into you by touching you as the spell is cast. You can also store a spell scroll with a successful Constitution + proficiency check with a DC of 10 + the spell's level. In either case the spell has no effect, other than to be stored in you. If you can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. You cannot store cantrips and spells that have costly material components require the components present (and consumed if necessary) when the spell is being stored.

You can cast any spell stored in you. The spell uses the slot level of the original caster, and requires only verbal components, but is otherwise treated as if you cast the spell. Once you cast a stored spell, it is no longer stored freeing up the space.

Constitution is your spellcasting ability for your spells, since the power of your magic relies on your ability to manifest your essence into the world. 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 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

Magic Awareness

Starting at 3rd level you can open your awareness to the presence of concentrated magic as an action. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Volatile Rage

Starting at 6th level, when you rage, you can cast a stored spell with a casting time of one action or one bonus action and with a range of self or touch as a reaction. If the spell's range is touch, you can only touch yourself as a part of this special action. Casting a spell in this way does not require concentration, even if the spell normally would, and lasts until your rage ends, or the spell's normal duration ends, whichever comes first.

Convert Potentia

Starting at 6th level you can transform stored spells raw magical effects. Choose one when you gain this feature.

Arcane Regeneration

As a bonus action you can convert a stored spell into immediate healing. You can deplete a stored spell and roll a number of hit dice equal to the spell's level and regain that many hit points.

Energy Ward

You can discharge the energy of a stored spell to block a ranged attack against you or an ally within 30 feet of you. As a reaction deplete a stored spell and roll a number of hit dice equal to the spell's level. Reduce any damage the target of the attack takes by the rolled amount. If the depleted spell can deal damage, then they gain resistance to a damage type of your choice that the spell could deal against the triggering attack.

Spatial Charge

You consume the energy of a stored spell to quickly discorporate and manifest your body in a different location. As a bonus action you can deplete a stored spell and teleport 10 feet per level of the depleted spell to a space you can see. If you teleport into an occupied space, you are shunted to the nearest unoccupied space and you roll a number of hit dice equal to the depleted spell's level. You and any objects or creatures in the space you attempted to teleport into take force damage equal to the rolled amount. If you have no hit dice available, you cannot teleport into an occupied space.

Spelleater

Starting at 10th level you can consume harmful spells in the flurry of combat. You can use your reaction to absorb a spell that is targeting you or includes you in its area of effect. The spell takes no effect and is treated as though the caster willingly stored the spell in you. If you do not have enough space to store the spell, this feature has no effect and the spell resolves normally.

Once you use this feature you cannot use it again until you finish a short rest.

Improved Magic Awareness

Starting at 10th level you can use your intuitive connection to magic to learn more when you sense it. When you use your Magic Awareness, you also learn the location of any spellcasters within range that isn’t behind total cover and get a three word description of the magic they can use.

Volatile Wellspring

Starting at 14th level you can consume your raw ability to store spells as well as the spells themselves to restore magic to your allies or sequester your foes. As an action you deplete a stored spell and touch a creature and forcing magic into them. An unwilling creature requires a successful unarmed attack. If you hit or the target is willing, choose one.

  • The target regains a spent spell slot of a level equal to or lower than the depleted spell.
  • The target takes 1d12 force damage for each level of the depleted spell and the target is teleported up to 5 feet per point of force damage taken to an unoccupied space on the ground that you can see.

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