Barbarian
Base Class: Barbarian

Your blood is tainted with fiendish influences from the depths of the Abyss. It might have been a curse or because of your bloodline, whatever the reason may be, the blood of horrific monsters and murderous demons courses through your veins. Barbarians that follow the path of the tainted one - willing or not - are imbued with the strength of demons and call upon their power to aid them in battle. Whether because of inner conflict or because of madness or evil, the demonic blood inside a tainted one is the source of their rage.

Many barbarians didn't choose this path. They have to deal with the terrible compulsions that are inherent to demonic influences. Others either actively seeked out this dark power or didn't refuse it when presented with the option. These tainted ones give in to these depraved fantasies more easily and are happy to cause mayhem and destruction wherever they go. 

Feast on Weakness

3rd-level Path of the Tainted One feature. You are fueled by the life-force of your fallen enemies. Whenever you reduce a creature to 0 hit points with a melee weapon attack while raging, you regain a number of hit points equal to half your Proficiency bonus (rounded down) multiplied by the target's Constitution modifier (minimum of 0). This feature doesn't function if the target is a construct or undead. 

Telepathy

3rd-level Path of the Tainted One feature. Your communication with dark powers extends to other creatures. You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic messages are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. 

Fiendish Mutation

6th-level Path of the Tainted One feature. Whenever your demonic blood takes over, a fiendish feature appears on your body, revealing your true nature. When you enter rage you gain one of the following benefits at random:

d6 - Fiendish Mutation

1 - Demonic Appendage 

You grow an extra appendage with which you can attack on each of your turns, using a bonus action. You are proficient with this attack and deal 1d8 + your Strength modifier bludgeoning, piercing or slashing damage (your choice) on a hit. Once you choose a damage type you can't change it until the next time you gain this feature. Your reach with this attack is 5 feet.

2 - Abyssal Maw 

Your mouth splits open wider than normal, and your teeth become long and sharp. Whenever you take the attack action on your turn you can replace one of your attacks with a bite attack. You are proficient with this attack and deal 1d10 + your Strength modifier piercing damage on a hit. You also regain a number of hit points equal to the damage dealt. Your reach with this attack is 5 feet.

3 - Protective Scales 

Scales grow all over your body granting you extra protection. You gain a plus 3 bonus to your armor class.

4 - Poisonous Stinger 

A scorpion-like stinger grows on your body. Whenever you take the attack action on your turn you can replace one of your attacks with a stinger attack. You are proficient with this attack and deal 1d6 + your Strength modifier piercing damage plus 2d8 poison damage on a hit. Additionally the target must succeed on a Constitution saving throw or be poisoned until the end of its next turn (the DC is equal to 8 + your proficiency bonus + your Constitution modifier). Your reach with this attack is 10ft.

5 - Insect Breath 

As an action you gain the ability to breathe a swarm of insects in a 15ft cone. Each creature in that area must succeed on a Constitution saving throw or be paralyzed for 1 minute (the DC is equal to 8 + your proficiency bonus + your Constitution modifier). A paralyzed target can repeat its saving throw at the end of each of its turns, ending the effect on a successful save. If a target succeeds on its saving throw it is immune to your Insect Breath ability for the next hour.

6 - Spined Hide 

Bony spines start to pierce your skin all over your body. Whenever a creature within 5ft of you hits you with a melee weapon attack that creature takes 3 (1d6) piercing damage. 

Demonic Blood

10th-level Path of the Tainted One feature. The demonic blood in your body grows stronger. You gain resistance to cold, fire and lighting damage. Additionally, you gain immunity to disease, poison damage and the poisoned condition. 

Abyssal Surge

14th-level Path of the Tainted One feature. When you enter a rage you can roll twice on the Fiendish Mutation Table instead of once. 

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