Barbarian
Base Class: Barbarian

Spells can be a great help in battle, unless those spells are cast against you. Barbarians that walk the path of the Arcane Devourer have experienced many harsh battles against spell casters, and have built up a resistance to their arcane abilities. Many times using it to fuel their rage.

Gorge Arcana

Yours is a path that seeks to destroy the arcane. At 3rd level when you adopt this path, you gain proficiency in the Arcana, and can cast dispel magic at 3rd level a number of times equal to your proficiency modifier. 

When you successfully dispel a magical effect, you gain temporary hit points equal to your level in this class.

Spell Siphoner

At 3rd level, when you adopt this path, you choose a method of negating spells. Whether it be by absorbing them and turning the flow of battle to your advantage, blitzing a caster that has affected you, or empowering your rage.

Absorption

While raging, you gain the ability to draw a spell to you. So long as you are within 5 feet of the spells original target, you may make yourself the target of the spell instead. 

Arcane Blitzer

While you’re raging, when you are hit or affected by a spell, you can move up to 15 feet towards the caster and make an attack as a reaction.

Empowerment

While you are raging, if you are affected by a spell, or have been hit by one in the past turn, your rage does not drop if you take no action.

Method of Manipulation

At 6th level, You gain a benefit based on the spell siphoning method of your choice. You can choose the same method you selected at 3rd level or a different one.

Absorbtion

If an ally within 10 feet of you is damaged by a spell, you can choose to take half the damage for them.

Arcane Blitzer

While you are raging, movement speed increases by 10 feet while you are affected by a spell, or if you have been affected by a spell since your last turn. 

Empowerment

While you are raging, if you have been hit by a spell attack you may add a bonus to your rage modifier equal to half the spell's level rounded down (minimum 1) until the end of your turn.

Anti Magic Bulwark

At 10th level, you radiate a field of magic disruption. You and your allies within 10 feet of you gain a bonus to saving throws against spells equal to your Constitution modifier.

Anti Magic Dreadnaught

At 14th level, you gain a magical benefit based on a method of your choice. You can choose the same method you selected previously or a different one.

Absorbtion

While you’re raging, any hostile creature within 5 feet that attempts to cast a spell of 3rd level or lower that does not target you must make a DC 15 Wisdom saving throw or lose the spell. An enemy is immune to this effect if it can't be frightened.

Arcane Blitzer

While raging, after moving you can add a number of d8's equal to every 10 feet of movement you have left to your next damage roll. If you do, you lose your remaining movement.

Empowerment

While you're raging, your field of anti magic changes, causing residual magical energy to cling to it.

You may imbue your next attack with the effects of the last spell you were affected by. If the spell requires a saving throw, use the original DC. If the spell deals damage, it deals half the amount of damage rounded down. If the spell would leave the target with a condition, the condition only lasts for one round. If the spell would affect an area, you are included in the required saving throw, as the area is centered on yourself.

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