Base Class: Barbarian
Throughout History there has always been a fiendish influence in the world. Some will sell their soul for power others will do anything to gain a favor. In the tribal cultures around the world, this influence often expresses itself in a different way. A few mighty warriors form pacts to strengthen their battle prowess. Others had a fiendish influence in their ancestry and can channel it during a fight. These Barbarians transform themself during a battle to gain fiendish features to benefit them in different ways.
Hellish Fury
When you enter your Rage you gain fiendish traits. You choose if your fiendish prowess grants you Fire or Cold Resistance during your Rage. Depending of your choice your skin takes on a red or blue tint. In addition your Rage Bonus Damage now does elemental damage equal to your choice. Once your Rage ends all these benefits are gone.
Fiendish Recklessness
At 6th level when you enter your Rage, your fiendish features get more pronounced. You grow small horns on your head and your skin completely takes the color of your choice. When you attack Reckless your first hit makes 1D6 elemental Damage depending on your choice.
Devil's Gift
At 10th Level you gain Darkvision up to 60ft and if you already have it it expands to 120ft. When you enter your Rage you gain Devil Sight and even more fiendish features. Your skin turns leathery and your horns grow larger. You also grow a tail. You can choose it's shape and function. You can either gain an Reaction to defend yourself or a bonus action to attack.
Offensive Tail Strike : Make an Unarmed Strike as a Bonus Action and on a hit you do 1D4+your Strength Modifier Damage.
Defensive Tail Strike : Reaction +2 AC
Wings Of Avernus
At 14th Level once you entered your Rage you grow a large set of leathery wings. You gain a Flying Speed equal to your Movement. In your fully formed fiendish form you gain new options. Once you enter your Rage you have three options.
First you can choose your wings to have hard leather plates. As a reaction you can shield yourself with these, you gain a bonus of +2AC.
The second option is a Charge Attack. If you Charge towards your target from more then 10ft away you can make a Melee Attack. On a hit you add 1D12 extra damage on top of your normal damage.
For the third option you gain the ability to return damage. Once you've been hit with a melee attack you can use your reaction to attack your opponent. Make an Unarmed Strike and on a hit you do 1D4+ your Strength Modifier and in addition 2D6 elemental Damage you chose when you entered your Rage.
You can only choose ONE of these options everytime you enter your Rage.
Previous Versions
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4/13/2022 6:44:42 PM
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4/13/2022 6:50:18 PM
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4/13/2022 6:53:48 PM
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