Path of the Void Warrior

For some barbarians, the paths of rage dance dangerously close to the swirling void of chaos. Those who follow this path and stray too near the depths of that maelstrom are left forever bound to the tides of that void. They feel its hunger for magic and, through their rage, feed that beast again

and again with the magics of fallen foes.

Aspect of the Void

At 3rd level, when you adopt this path, your rage

channels the voids of chaos that consume magic. While raging, you gain advantage on saving throws against all

forms of magic.

Additionally while raging, if you strike a spell caster who is concentrating on a spell with a melee attack, they have disadvantage on their saving throw to maintain concentration.

Scent of the Mage

Starting at 6th level, you gain the ability to sniff out magic in all its forms. You gain the ability to cast detect magic but only as a ritual, as described in chapter 10, "Spellcasting."

You additionally gain advantage on any check made to see through magical illusions or deceptions.

Strengthening Void

At 10th level, your channeled rage allows you to focus incoming magical energy into a stronger defense. When raging and are struck by a spell, you absorb some of its power. After being struck by a spell that deals damage, you gain resistance to future damage of the type dealt. You can gain multiple resistances through this feature.

Additionally, you gain bonus damage to your attacks of

the damage type absorbed. Add an additional rage damage

bonus to your attacks of each absorbed damage type as

the magics fuel your rage.

All bonus damage and resistances fade when your rage ends.

Anger of the Void

Starting at 14th level, when you are damaged by a magical ability, you can choose to lash out at the source with the fury of the void. When raging and struck by a magical attack that deals damage, you may choose to forgo gaining resistance to it and use your reaction to reflect the damage back onto the caster, taking no damage in the process. The caster of

the spell must make a saving throw against their own spell save DC or take the full damage of the spell, half as much on a successful save.

You must complete a long rest before using this ability again.



























































