Base Class: Barbarian
While wizards study the arcane arts and sorcerers represent pure manifestations of magic, there are some who feed from this energy as though it were food and drink. Barbarians from the Path of the Arcane Void, much like sorcerers, have a natural proclivity to house the weave and harness it for their purposes. Though while Sorcerers manifest this magic into spells, Barbarians on this Path use this energy as fuel for their rage.
Such a being may have inherited their natural resilience to spells though their ancestry or perhaps as the result of a freak expirment gone arry. You can choose the origin of your abilities or determine it by rolling on the Origin of the Void table.
Origin of the Void
| d4 | Origin |
|---|---|
| 1 | One of your ancestors was a famed arcane user, this natural proclivity has manifested differently in you. |
| 2 | During pregnancy, your mother was subjected to intense magical healing as the result of an illness. Some of this energy made its way to you. |
| 3 | A freak accident as the result of some tickering in the labratory resulted in an explosion. Your body did what it needed to to survive and absorbed some of the blast. |
| 4 | Spending enough time in places of inherant magic such as the Feywild or the Nine Hells has toughened your hide to its ways. |
Arcane Charge
Starting when you choose this path at 3rd level, your body feeds off magical energy which you can harness as an Arcane Charge. While you’re raging, and you are the target of a spell or are affected by a spell of 1st level or higher, some of the magical energy is absorbed into your body. You gain a number of Arcane Charges equal to the half the spells level rounded up. Your body can store the energy of a number of charges equal to the rages in the Rages column of the Barbarian table and and the charges dissapear when you end your rage. Additionally, if you are not already raging when you are subject to a spell that would trigger this ability, you can use your reaction to enter your rage in order to do so.
You can use a charge in the following ways:
Arcane Smite. When you hit a creature with a melee weapon attack, you can expend one Arcane Charge to deal force damage to the target in addition to the weapon's damage. The extra damage is 2d6 for one charge, plus 1d6 for each additional charge you expend.
Arcane Detonation. As an action, you can expend an Arcane Charge to create a blast of arcane energy in a radius of 10 feet. Each creature in this area must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take 2d8 force damage. A creature that succeeds on its saving throw takes half as much damage. The damage increases by 1d8 for each additional Arcane Charge used.
Arcane Battery
At 3rd level, your body has adapted to holding onto arcane energy. Whenever you finish a short or long rest, a creature can cast a spell on you by touching you as the spell is cast. The spell has no effect, other than to be stored in your body. The level of the slot used to cast the spell determines how much space it uses. You can store up to your Rage damage modifiers worth of spells at a time.
While storing a spell, you can cast this spell even while raging. The spell uses the slot level, spell save DC, spell attack bonus and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. After the spell is cast, it is no longer stored in your body, freeing up space. This ability does not give you the ability to concentrate on spells while raging. Any spell that requires concentration cast while raging fails.
Arcane Resistance
Starting at 6th level, your body has become accustomed to the arcane energy that flows through your body. You gain resistance to damage from spells.
You also gain an additional way to use your Arcane Charge in the form of Arcane Resilience.
Arcane Resilience. When you fail a saving throw as the result of a spell, you can expend an Arcane Charge to add 1d8 to the roll. This can only be applied once per saving throw.
Arcane Vacuum
At 10th level, your hunger for arcane energy is strong enough to protect others. If you are raging and another creature you can see within 30 feet of you is the target of an attack roll or must make a saving throw as the result of a spell, you can use your reaction to redirect the spell onto yourself.
Limited Magical Immunity
Beginning at 14th level, your resistance to the effects of spells grows beyond recognition.
While you’re raging, unless you wish to be affected, you're are immune to spells of 1st level or lower. This immunity does not affect your ability to obtain an Arcane Charge from spells cast at this level.
When you reach certain levels in this class the ability improves. At 17th level you are immune to spells of 2nd level or lower. At 20th level you are immunte to spells of 3rd level or lower.
Comments