Base Class: Barbarian
This Barbarian class was those who were enhanced by the fury of the void given the ability to deflect and consume the magic which injures the void so.
Magic Sense
Beginning at 3rd level when you choose this path, you can sense magic within 15 feet of you at will so long as you can see or touch the source of magic. This trait otherwise works like the detect magic spell but isn’t itself magical.
Spell Resistance
At 3rd level, you are better at avoiding magical attacks and effects. While you are raging, you have advantage on all saving throws against spells
Deflect Spells
Starting at 6th level, you can use your reaction to deflect or reflect a spell with a melee weapon when you are hit by a magic missile spell, a line spell, or a spell that requires a ranged spell attack while you are raging. When you do so, the damage you take from the attack is reduced by the weapon’s damage roll used to deflect the spell + your Barbarian level (for example, if you are an 8th-level barbarian and you deflect a spell attack with a greatsword, you reduce the spell’s damage by 2d6 + 8). If you reduce the damage to 0, the spell is reflected back at the caster as though it originated from you, turning the caster into the target. If you are the target of a spell that creates more than one projectile such as a magic missile or eldritch blast you may only deflect one part of the spell (a single beam, bolt, etc.) of the spell. You can use this feature only once per rage.
Expand the Void
At 10th level, as a reaction, you expand your natural spell resistance. Creatures of your choice within 10 feet of you gain advantage on all saving throws against spells until the start of your next turn. You do not have to be raging to use this feature
Spell Interruption
When you see a creature within 5 feet of you casting a spell, you can use your reaction to make a melee weapon attack against that creature. If the attack hits and the creature was casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the caster must make a Constitution saving throw with a DC of 10 or half the damage it takes, whichever number is higher. On a failed save, the spell fails and has no effect.
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