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.






























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 cross your entire body, intersecting at focal areas of your power.
8 Arcane sigils are tattooed around your neck.
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.

Art by Maciej Kuciara -- Path by /u/ShylocV