TEXT:  
  Primal Path 
  Rage burns in every barbarian’s heart, a furnace that drives 
  him or her toward greatness. Different barbarians attribute 
  their rage to different sources, however. For some, it is an 
  internal reservoir where pain, grief, and anger are forged 
  into a fury hard as steel. Others see it as a spiritual blessing, 
  a gift of a totem animal.  
  Forsaker 
  Magic is evil. Magic tempts. Magic perverts. Magic 
  corrupts. Anyone who cannot embrace these truths has no 
  business considering the Path of the Forsaker. The forsaker 
  rebels against the magic of the fantastic world around him. 
  It's not that you don't believe in it; you knows full well that 
  magic is real. You have felt the all too tangible power burn 
  over your skin or wrest control of your mind. 
       While others may ignore the dangers of magic and 
  succumb to its siren call of power, you know better: sorcery 
  is nothing but a crutch that coddles and weakens its users. 
  By depending upon your own might alone, you have 
  become stronger, tougher, smarter, and more nimble than 
  any of your companions. To that end, you treads a lonely 
  path, deliberately depriving yourself of magic's benefits 
  and destroying any lasting works of magic you encounter. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hated for Magic 
  Barbarians that follow the Path of the Forsaker abhor the 
  use of all that is magical. Starting when you select this 
  barbarian path at 3rd level, you can never knowingly use 
  any magic item, including potions. When you are targeted 
  by a spell cast by an ally, you must roll a saving throw to 
  resist the spell if one is allowed, even if the spell is 
  beneficial. At best, your former ally will escape your wrath, 
  and at worst, you will later settle the matter with the 
  spellcaster using your favorite tools: blood and steel. 
       Additionally, you add your proficiency bonus to all 
  saving throws you make to resist spells that you can see 
  being cast within 30 feet. At 14th level, you also have 
  advantage on saving throws against all spells. 
  Undying Rage 
  At 3rd level, if you have less than half your total hit points 
  while you are raging, you regain a number of hit points 
  equal to your Constitution modifier at the beginning of 
  your turn. 
       Additionally, spellcasting fuels your hatred. Your rage 
  does not end early if a creature you can see has cast a spell 
  since the beginning of your last turn. 
  Slayer 
  By 6th level, though sheer force of hatred, your melee 
  weapons are considered magical for the purpose of 
  overcoming damage resistance, and they have a +1 bonus 
  to attack and damage rolls. At 10th level, this bonus 
  increases to +2, and at 14th level this increases to +3. 
  Break Free 
  Starting at 10th level, if you are being affected by a spell 
  that requires that requires the spellcaster's concentration, 
  you can use your bonus action to shrug off the magic. The 
  caster must succeed an opposed Constitution check against 
  you or break its concentration on the spell. 
  Spellbreaker 
  At 14th level, while you are raging, you have resistance to 
  damage from spells. 
       Additionally, if you are raging and you see a spell being 
  cast, you can become immune to this spell until you stop 
  raging as a reaction. After using this ability, you can't use it 
  again until you begin another rage. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Forsaker.pdf