Path of the Spellflood
Torrential Magics
dis barb do magics
Subclass Features
Spellcasting
When you reach 3rd level, you augment your violent raging with the ability to cast spells. See Spells Rules for the general rules of spellcasting. and the Spells Listing for the spell list used for this subclass, which features spells of the Evocation school which do not require concentration and have a casting time of 1 action, bonus action, or reaction.
Cantrips
You learn two cantrips of your choice from the barbarian spell list at the end of this class description. You learn an additional barbarian cantrip of your choice at 10th level.
Spell Slots
The Path of the Spellflood Spellcasting table shows how many spell slots you have to cast your barbarian spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level evocation spells of your choice, which you must choose from the barbarian spell list appearing at the end of this class description. The Spells Known column of the Path of the Spellflood Spellcasting table shows when you learn more barbarian 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. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the barbarian spells you know with another spell of your choice from the barbarian spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation spell that does not require concentration.
Spellcasting Ability
Constitution is your spellcasting ability for your barbarian spells, since your spells erupt from your body when raging. 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 barbarian 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
Path of the Spellflood Spellcasting
Please refer to the Eldritch Knight Spellcasting table for progression of cantrips and spells known and spell slots avaialble per level.
The Spellflood
Starting when you choose this path at 3rd level, magic wells up within you, and you learn a new way to use your rage that allows it to pour forth in a furious torrent. When you enter your Rage, you can choose to either enter a Rage as defined by the Barbarian class description or a Spellflood Rage. While raging under the effects of the Spellflood, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Constitution checks and Constitution saving throws.
- When you deal damage or restore hit points with an evocation spell from the barbarian spell list, you gain a bonus to the damage or healing that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the barbarian table.
- You gain resistance to acid, cold, fire, lightning, and thunder damage.
You are able to cast spells from the barbarian spell list that you know normally, and once on each of your turns when you use the Attack action, you can cast a cantrip in place of one of your attacks. If you are able to cast spells due to features from another class, you can't maintain concentration on any spells that require it.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. When you end your rage, if you have any unexpended spell slots, you take psychic damage for each one equal to your barbarian Rage Damage bonus for your level.
This variation on rage counts as a use of the Rage feature for purposes of calculating the number of uses of that feature.
Warded Levee
By 6th level, your Spellflood defends you against magical harm. You have advantage on saving throws against spells and other magical effects at all times, and gain resistance to necrotic, poison, psychic, and radiant damage while under the effects of the Spellflood.
Dispelling Deluge
By 10th level, your attunement to your own magics have made you an unstoppable arcane juggernaut, undeterred by magical barriers. You can cast Counterspell as a 3rd-level spell at will while under the effects of the Spellflood without expending a spell slot. It still requires your reaction, and cannot be cast at higher spell levels.
Additionally, if you encounter a magical barrier created by spells such as Fire Wall, Otiluke's Resilient Sphere, or Wall of Force while moving, you can expend a spell slot of 1st level or higher to make a Constitution saving throw against the spellcaster's spell save DC. On a success, the magical barrier is destroyed as if hit by a Dispel Magic or Disintegrate spell. On a failure, you suffer any effects of contact with the barrier or ending your turn inside it and are knocked prone.
Arcane Cloudburst
At 14th level, the magical dam within you bursts, allowing access to greater and more powerful spells. While raging under the Spellflood, you may expend a number of spell slots whose combined level is equal to 7 or higher in order to cast one of the following spells: Crown of Stars, Divine Word, Firestorm, or Prismatic Spray.
You also gain resistance to force damage at all times.
Barbarian Spell List
Cantrips
- Booming Blade
- Green-Flame Blade
- Light
- Ray of Frost
- Shocking Grasp
- Word of Radiance
1st Level
- Burning Hands
- Chaos Bolt
- Chromatic Orb
- Cure Wounds
- Earth Tremor
- Frost Fingers
- Guiding Bolt
- Healing Words
- Hellish Rebuke
- Magic Missile
- Thunderwave
2nd Level
- Acid Arrow
- Aganazzar's Scorcher
- Scorching Ray
- Shatter
- Snilloc's Snowball Swarm
3rd Level
- Daylight
- Fireball
- Lightning Bolt
- Mass Healing Word
- Pulse Wave
4th Level
- Fire Shield
- Gravity Sinkhole
- Ice Storm
- Vitriolic Sphere
7th Level
- Crown of Stars
- Divine Word
- Fire Storm
- Prismatic Spray