Barbarian
Base Class: Barbarian

Whether willingly or not, this Barbarian has the blood of a devil flowing within them giving them fiendish abilities. Their fury brings them closer to the line that is being humanoid and fiend without crossing. They are the embodiment of the Nine Hells and Destruction

Infernal Resistance

Starting when you choose this path at 3rd level, you gain resistance to fire, cold, and Lightning from your Infernal blood that flows through your veins. When you rage you can now cast spells but you cannot concentrate on spells, You also gain the Infernal language

Spellcasting

Cantrips

You learn two cantrips of your choice from the Sorcerer spell list. You learn an additional Sorcerer cantrip of your choice at 10th level.

Spell Slots

The Path of the Devil Spellcasting table shows how many spell slots you have to cast your Sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Sorcerer spells of your choice, two of which you must choose from the abjuration and evocation spells on the Sorcerer spell list.

The Spells Known column of the Path of the Devil Spellcasting table shows when you learn more Sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the Sorcerer spells you know with another spell of your choice from the Sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your Sorcerer spells, since you learn your spells through your infernal blood. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour coating it with your infernal blood, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. It is magical in terms of overcoming resistance

You can use your bonded weapon as your spell focus

Zariel's Flight

Beginning at 6th level, Your Infernal rage deepens. you gain wings while Raging that give you a flying speed equal to your walking speed. If you stop your rage while you are aloft you descend at 60 feet per round.

Improved Infernal Resistance

Starting at 10th level, you constantly emanate a Fiendish aura while you’re Raging. While Raging you can choose to be immune to fire, cold or lightning. Any creature within 5 feet of you that you choose is resistant to the damage type you chose.

 

 

Hellish Regeneration

 At the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you gain hit points equal to 1 + your Constitution modifier

While raging you can also add your Charisma modifier to your weapon damage rolls, minimum of 1

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