Archetypes of the Void The void is a swirling maelstrom of chaotic force that consumes magic in all its forms. Normally, this is a force of destruction and uncontrolled power but a few specialized schools have developed ways to shape and control this force by feeding it the magical energies in the world around. Below are a selection of archetypes that channel and use the power of the void to counter magic. However, being so tied to the swirling maelstrom of chaos and the raw power it contains can leave its mark upon you. At your choice, you can roll or select a quirk or trait from the table below. Optional: Void Quirks and Traits d10 Quirk or Trait 1 Half your face is pocked by acid. Hair grows sporatically on that side of your head. 2 One arm has had the skin burned off, leaving heavy scars and giving off a perpetual faint odor of sulfur. 3 Both arms are tattooed entirely black. When in the presence of magic being cast, bright white arcane runes shine through the black. 4 In the presence of unleashed magic, you begin cackle like fiend. 5 Pale scars resembling lightning weave across your arms. 6 One eye glows like a bright red ember while the other like sunlight reflecting off hard packed ice. 7 An intricate grid of leyline tattoos crisscross your entire body, intersecting at focal areas of your power. 8 You find and collect small pebbles and rocks, sometimes spending hours before sleeping arranging them in intricate patterns on the ground around you. 9 When a spell is cast near you, tears of blood seep out of your eyes. 10 You compulsively carve small arcane symbols into your forearm but they somehow disappear the next morning. 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. 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 any spell or magical effect that targets only you. 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 as a ritual. Additionally, you gain advantage on your roll when trying to determine the presense of a magical illusion. Strengthening Void At 10th level, your channeled rage allows you to focus incoming magical energy into a stronger defense. When raging and struck by a spell that deals damage, you absorb some of its power and 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. All bonus damage and resistances gained through this feature fade when your rage ends. Chaos of the Void Starting at 14th level, when a creature within 5 feet of you casts a spell, and you are raging, you may use your reaction to force them to immediately roll on the Wild Magic Surge table (Chapter 3: Classes in the Player's Handbook) as the swirling tides of chaos envelop all magic around you.

Guardian of the Void Stalwart and defiant, Guardians of the Void stand as the breakers upon which the tides of magic crash. Fighters who choose this archetype face a long and harsh battle against those who wield magic. Void's Revocation Beginning when you choose this archetype at 3rd level, you gain proficiency in the Arcana skill. Additionally, you can forcibly revoke the power of channeled magic. When you attack a creature who is concentrating on a spell, you may attempt to instantly end that concentration. Make a contested Arcana check against the spellcaster. If you succeed, their concentration immediately ends. You must complete a short rest before using this ability again. Bulwark At 7th level, you gain the ability to stem the damage of magic against you. When you are subjected to a spell or magical effect that forces you to make a saving throw for half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. Improved Resistance Starting at 10th level, your training and power against magic grants you proficiency in Wisdom saving throws. Additionally, when you make a Constitution saving throw, you may add double your proficiency bonus. Void's Rebuke Starting at 15th level, you gain the ability to immediately strike out at sources of magic. Anytime a creature you can see that is within range casts a spell, you may immediately use your reaction to make a weapon attack with advantage against that creature. If the spell being cast is concentration, you may use your Void's Revocation ability on a successful hit to attempt to immediately end the spell, even if you have not yet rested since its last use. Void's Shield At 18th level, you attain the full protection of the void. You gain resistance to fire, cold, lightning, and thunder damage. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Way of the Void Monks of the Way of the Void are the masters of chaos and controlling the tides of magic. They learn techniques to manipulate the chaotic flows of magic around them and use their ki to negate magical effects. Flowing Void Starting when you choose this tradition at 3rd level, you can manipulate the fabric of magic around you. You gain the following benefits: When you strike a spellcaster who is concentrating on a spell, it imposes disadvantage on their saving throw to maintain concentration.

You may expend 1 ki point to end a magical effect of up to 3rd level on yourself.

As a bonus action on your turn, you may focus your ki to gain resistance an elemental damage type (fire, cold, lightning, and thunder) of your choice until the start of your next turn. Tides of Magic At 6th level, you gain the ability to counter magic directly. As a reaction to a spell being cast within 60 feet of you by a creature you can see, you may expend 3 ki points to travel the tide of gathering magic, teleporting to an unoccupied space within range of them. You immediately make an attack against them. On a hit, the caster's spell is subject to the same effects as a 3rd level counterspell. Wisdom is your spellcasting ability for this feature. Depths of the Void By 11th level, you have learned to pull from the depths of the chaotic maelstrom of the void. As an action, you touch a creature and observe the flowing patterns of magic around it. You learn of any resistances or immunities to damage the creature may have. You may then expend 3 ki points to negate that resistance or immunity until the start of your next turn. Additionally, you may expend 1 ki to touch and end a magical effect up to 3rd level on an ally. Body of the Void At 17th level, your body becomes one with the flowing magic around you. You gain resistance to all elemental damage types (fire, cold, lightning, and thunder)and when using your bonus action to focus your ki with Flowing Void, you may instead gain immunity to the chosen damage type until the start of your next turn. Additionally, you may expend 1 ki point per spell level after striking a spellcaster who is concentrating on a spell to end that spell immediately.