Barbarian
Base Class: Barbarian

Whether it be through a dark bargain, or an undiscovered lineage, this path is undertaken by barbarians who have a ferocity that rivals those who inhabit the Nine Hells. Continue down this path and you'll acquire boons and abilities that sew fear into those who dare to cross you, but be careful; it may come at a price. 

Form of Devil

3rd-level Path to the Nine Hells feature

When you enter your rage, you can transform, revealing a dark power within you. Until the rage ends, you personify a devil of the Nine Hells, growing natural weapons out of your body in this form. Attacks from these natural weapons count as simple melee weapons for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose your initial form when you enter a rage, and can change your form as a bonus action on each turn while you are raging:

Wings. A pair of leathery devil's wings protrude from your back which become a part of your body. This gives you a flying speed, equal to your walking speed, while you are raging. 

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d4 slashing damage on a hit. The claws damage increases when you reach 12th level in this class. When you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. You can't be wielding anything in your other hand to make this additional attack.

Tail. You grow a long, thick, spiny tail, which deals 1d10 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d10, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Blessing of Avernus

6th-level Path to the Nine Hells feature

The infernal power within you increases, causing the natural weapons of your Form of Devil to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You also embody your path to better help you adapt to the nine hells. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

Devil's Charm

You gain expertise in the Intimidation skill.

Devil's Insight

You are immune to being frightened.

Devil's Resilience

You gain resistance to fire damage.

Fury of Phlegethos

10th-level Path to the Nine Hells feature

When you hit a creature with your natural weapons while you are raging, the devil within you can curse your target with the madness of Phlegethos. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 necrotic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Beckoning of Nessus

14th-level Path to the Nine Hells feature

The devil within you grows so powerful that you can spread its ferocity to others and gain resilience from them hearing your call to release their inner darkness. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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