Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Infernal learn how to swirl their rage in a mantle of flames. Infernal Barbarians are typically forsaken creatures who trained alone in fiery places, such as hell or even in a volcano.

Fiery Tradition

Starting when you choose this path at 3rd level, you can summon waves of fire and magma against your opponents whenever you are hurt. Once per rage, as a reaction in response to being damaged by a creature within 30ft, you can devastate an enormous wave of fire around yourself, forcing each creature within 30ft to make a Dexterity Saving Throw. A target takes 3d12 fire damage on a failed save, or half as much damage on a successful one. The DC equals to 8 plus your proficiency modifier plus your constitution modifier.

At 12th level, the damage increases to 6d12.

Raised Amidst Fire

Starting when you choose this path at 3rd level, your body grew used to high temperatures. You gain resistance to fire damage.

Flaming Body

Beginning at 6th level, you imbue your body and weapons in flames whenever you rage. Upon entering rage, you become immune to fire damage, and your melee weapon attacks deal an extra 2d6 fire damage on a hit.

Burning Aura

Beginning at 10th level, you can create an aura of fire around yourself whenever you are raging. As a bonus action during your rage, you can create a 10ft-radius aura of fire surrounding yourself that lasts until the beggining of your next turn. Any creature other than you within the aura loses any resistance or immunity to fire damage.

Infernal Rage

Starting at 14th level, your rage becomes even tougher and hotter than before. Whenever you enter a rage, you must roll a d4. You gain a random bonus from the table below accordingly to the number rolled that lasts until the end of your current rage.

d4

Effect

1

Dilated Body. You have advantage on any saving throw.

2

Heat Illusions. Any creature within your Burning Aura has disadvantage on attack rolls and saving throws.

3

Little Bombers. You create 1d4 tiny elementals made of pure fire. These elementals are immune to fire and radiant damage, and have only 1 hit point. Whenever it reaches 0 or fewer hit points, or as an action during your turn, it explodes, dealing 10d6 fire damage to every creature within 10ft.

4

Caster. You gain the ability to cast spells even while raging, but you cannot concentrate on any spell. As an action, you can cast the 3rd level spell Fireball through 5th level without requiring material components. You can also cast the Fire Bolt cantrip as a bonus action if you spent your action on a dash or disengage.

 

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