Barbarian
Base Class: Barbarian

The seething rage of some barbarians isn’t their choice or even their own anger… It’s not the result of being raised in a barbaric clan or finding oneself in the wilds. For some barbarians, their rage is a curse.

The Path of the Hell Possessed is a path no barbarian chooses, but one they find themselves on. The souls of these warriors are possessed by infernal spirits of the Nine Hells, though the origin of such possession varies. Perhaps they were cursed by a deal with a devil or the product of a cultist ritual. They might have inherited the curse of fiendish spirits at birth, or been infected with demonic energies as adults in a life-changing experience.

Regardless of their origin, these barbarians fight with a red hot rage and a power not their own. The spirits inside them evince as fragmented memories of past fiendish lives in the lower planes, strange mood swings, devilish minds, and physical manifestations of demonic power.

Memories of Hell

At 3rd level when you adopt this path, you learn Infernal and Abyssal and you have advantage on Intelligence checks to recall lore about fiends.

Chthonic Form

At 3rd level, your body and mind harden like that of the demonic spirits possessing you. While raging, you have resistance to cold, fire, lightning, and poison damage and whenever you make an Intelligence, Wisdom, or Charisma saving throw, treat a roll of 7 or lower on the d20 as an 8.

Demonic Reflexes

Starting at 6th level, you can take a second reaction each round.

Reckless Destruction

Upon reaching 10th level, your heedless strikes carry an unholy accuracy. When you attack recklessly, your attacks are considered magical and you can reroll one of the dice once.

Infernal Transformation

Beginning at 14th level, you gain a sense of unification and control over the demonic spirits inside you. When you rage, you can spend six Hit Dice to transform into a fiendish monster. If you do, bat-like wings sprout from your back and grant you a flying speed equal to your current walking speed. While transformed, you have immunity to fire and poison damage, and have advantage on Charisma (Intimidation) checks and disadvantage on Charisma (Persuasion) checks.

If you take radiant damage or damage from a silvered weapon, you cannot benefit from your flying speed or immunities to fire and poison until the end of your next turn.

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