Base Class: Barbarian
Attempting to spread its ruinous influence on the material planes, the Abyss often latches onto the most reckless and chaotic fighters. Barbarians of this path carry the fury of demons, not all becoming corrupted, but all embracing chaos—becoming engines of untamed destruction.
Abyssal Rage
Starting when you choose this path at 3rd level, the chaotic nature of the Abyss courses through you. While you are raging, your weapon strikes can deal an additional 1d6 necrotic damage once per turn and you gain resistance to necrotic damage.
Additionally, you learn to speak, read, and write Abyssal.
Impart Agony
Also starting at 3rd level, when you use the Attack action to strike a creature with a melee weapon while you are raging, you can impart to it the lingering agony of the Abyss. Until the start of your next turn, all attacks made against that creature gain a bonus to the damage roll equal to your Rage Damage bonus.
You can use this feature a number of times equal to half your proficiency bonus (rounded up), restoring all uses on a long rest.
Act of Defiance
Starting at 6th level, your chaotic nature causes the lawful to freeze. As an action, choose one creature that you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw or be stunned until the end of your next turn. The DC equals 8 + your proficiency bonus + your Constitution modifier. If the targeted creature is of a Lawful alignment, it has disadvantage on this saving throw.
You can use this feature a number of times equal to your proficiency bonus, restoring all uses on a long rest.
Savage Step
Beginning at 10th level, the terrain of the chaotic Abyss manifests itself unpredictably beneath your feet. When you enter your rage, you can choose to roll on the Savage Step table to determine an Abyssal effect.
Savage Step
| D4 | EFFECT |
|---|---|
| 1 | Spider Climb. For the remainder of your rage, you gain a climb speed equal to your walking speed and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. |
| 2 | Ravaged Ground. For the remainder of your rage, the ground within 10 feet of you is difficult terrain for your enemies. |
| 3 | Fiendish Leap. Until your rage ends, your long jump is 40 feet and your high jump is 20 feet, if you move at least 10 feet on foot immediately before the jump. When you land from either of these jumps, you take no fall damage. |
| 4 | Grasp of the Depths. For the duration of your rage, you and any allies within 20 feet of you are unable to be knocked prone. |
Demoniac
Starting at 14th level, you are chaos incarnate. When a fey, fiend, or undead makes an attack roll against you, it must first make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Constitution modifier. On a failure, the creature must target a different creature or its attack is wasted. On a success, the creature attacks as normal and is unaffected by this feature until the start of your next turn.
Previous Versions
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6/1/2023 10:56:51 AM
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1/5/2024 8:21:42 AM
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1/5/2024 8:32:43 AM
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14
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1/5/2024 8:37:41 AM
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14
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1.5
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