Barbarian
Base Class: Barbarian

The Path of the Corrupted calls to barbarians who have embraced the dark taint of an otherworldly influence, a cursed artifact, or the raw power of a forbidden pact. These warriors wield their rage as a conduit for corruptive power, channeling unnatural strength and abilities at the cost of their humanity—or their very souls. Barbarians on this path are fearsome to behold, their forms twisted or marked by their corruption, and their enemies often fall prey to the terrifying might they unleash.

Level 3: Dark Infusion

Your appearance alters subtly, such as veins glowing with dark energy or shadows clinging unnaturally to your form. When you choose this path, your rage becomes infused with corruptive energy. While raging, you deal an extra 1d6 necrotic damage on melee weapon attacks. 

Level 6: Twisted Resillience

Your body adapts to the corruption flowing through you. While raging, you gain resistance to necrotic damage and advantage on saving throws against being charmed or frightened. If you succeed on a saving throw against such an effect, the creature that attempted to affect you takes necrotic damage equal to your Constitution modifier.

Level 10: Malevolent Burst

Your corruption erupts in a devastating burst of energy. As an action, you release a wave of dark power in a 20-foot radius centered on yourself. Each creature of your choice within the radius must make a DC 18 Constitution saving throw. On a failed save, a creature takes 4d8 necrotic damage and is blinded until the end of your next turn. On a success, a creature takes half damage and isn’t blinded.

After using this feature, you can’t use it again until you finish a long rest.

Level 14: Avatar of Corruption

Your corruption manifests in a terrifying form. While raging, you can transform into a monstrous version of yourself as a bonus action. For 1 minute, you gain the following benefits:

  • You grow one size larger for the duration.
  • You gain a 10 foot reach bonus on melee attacks.
  • Creatures hit by your melee attacks must succeed on a Constitution saving throw (DC = 15 plus Constitution modifier) or become paralysed for 1 minute.
  • Your necrotic damage bonus while Raging increases to 2d6.

Once you use this feature, you can’t do so again until you finish a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes