Primal Path: Path of the Space Spirit

In space, nobody can hear you scream. Nobody can help you. You are alone, blinded by there being nothing to see, deafened by there being nothing to hear except the ancient howl of the void. By following the Path of the Space Spirit, a barbarian is able to harness this all-consuming madness and use it for their own gains.

Madness Starting when you choose this path at 3rd level, when you rage you can force madness on yourself; the same madness that comes with wandering empty space by yourself for eternity. If you do so, for the duration of your rage you automatically fail saving throws against illusions. However, you also gain immunity to psychic damage, as well as the blinded, charmed, deafened, and frightened conditions. You do not need to breathe while in the rage. You gain blindsight out to 10 feet. When attacking a creature that does not have any of its own allies within 10 feet of it, your rage damage bonus is doubled against them and turned into psychic damage. When the rage comes to an end, you gain one level of exhaustion.

Aspect of Space At 6th level, you have learned to channel the power of an aspect of space. Choose one of the options below. When you rage and force madness on yourself, you also gain the benefit listed. Once you've chosen an option you cannot change it. Ambient Energy: When you rage you become oversaturated with ambient energy. Any time you are hit by a creature within 10 feet of you that is wearing or wielding metal, they must succeed on a Dexterity saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier or take 1d8 lightning damage.

When you rage you become oversaturated with ambient energy. Any time you are hit by a creature within 10 feet of you that is wearing or wielding metal, they must succeed on a Dexterity saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier or take 1d8 lightning damage. Ancient Howl: When you rage the air around you becomes filled with the howl of ruptured and dead stars. Creatures that start their turn within 10 feet of you or enter that space must succeed on a Constitution saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier or be deafened for 1 minute. Creatures deafened by this feature cannot make verbal components of spells.

When you rage the air around you becomes filled with the howl of ruptured and dead stars. Creatures that start their turn within 10 feet of you or enter that space must succeed on a Constitution saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier or be deafened for 1 minute. Creatures deafened by this feature cannot make verbal components of spells. Pure Light: When you rage unfiltered light emits from you, like starlight in the empty void of space. At the end of your turn choose a creature within 10 feet of you. They must succeed on a Constitution saving throw with a DC equal to 10 + your proficiency bonus + your Charisma modifier or take 1d10 radiant damage. A shapechanger makes this saving throw at disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until the beginning of your next turn.

Space Barbarian By 10th level, you have adapted to the extra environment that is empty space. You no longer need to breathe, eat, or drink in order to survive, so long as you do so once a week. You gain resistance to cold damage and are acclimated to all cold temperatures, even the abyss of space. Your high jump distance is increased by your barbarian level. You gain darkvision out to 60 feet. If you already had darkvision, its range is increased by 30 feet.