Base Class: Barbarian
Infused with infernal power, by choice or forced upon them, the Hellblazers' may struggle to control their fury but they know how to direct it.
Demonic Essence
3rd-level Path of the Hellblazer
When you enter your rage, you transform, revealing the hellish power within you. Until the rage ends, you manifest natural weapons. They count as a simple, magical melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
Horns. Hellish, fiery horns blossom from your head. They deal 1d8 piercing damage on a hit. If you move half of your movement in a direct line towards an enemy, you can use a bonus action to gore the enemy. The target must make a Strength saving throw (against your Str modifier + Proficiency + 8), on a fail the target is knocked prone.
Talons. Each of your fingers transforms into a brutal talon, which you can use as a weapon if the hand is empty. It deals 1d6 fire damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action, or a one talon attack and one weapon attack
Hellfire & Brimstone
6th-level Path of the Hellblazer feature
Whilst raging, you can use your Reckless Attack to channel the fires of hell behind you. A wall of fire 10ft high and 5ft wide appears along the path of your movement and remains for an amount of turns equal to your proficiency or as long as you choose to maintain that all attacks from enemies against you have advantage.
Darkfire
10th-level Path of the Hellblazer feature
You gain resistance to fire, cold, lightning and poison damage. You can channel your Hellish Essence through your weapon attacks and overcome Fire resistance
Soul of the Abyss
When you enter your rage you gain resistance on all magical spells and saving throws. If you attack an enemy that is maintaining concentrating on a spell, they have disadvantage on their concentration saving throws. If their concentration is broken, you gain temporary hit points equal to the level of the spell plus your proficiency
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