Base Class: Barbarian
Brimming with hellfire, a great axe-wielding warrior sprouts wings of flame as they blaze across the battlefield. The blood of their enemies barely has time to coat their blade as it boils from the heat of their rage. Barbarians who follow the Path of the Hells are often the fiercest warriors of the archdevils themselves, proving to be fierce warriors in any plane they may find themselves.
Pact of Hellfire
Starting when you choose this path at 3rd level, hellfire coats your every strike.
While you rage, your weapon attacks deal an additional 1d4 fire damage on a hit.
When you reach 10th level in this class, this damage increases to 2d4, and ignores any resistances.
Tongue Splitter
At 3rd level, devils and their deals cannot fool you.
You have advantage on Insight checks made against devils; as well as any Intelligence, Wisdom, or Charisma saving throws made against them.
Pact of Infernal Resilience
Starting at 6th level, your fiendish attributes grant you fitting defenses.
When you take cold, fire, or poison damage while raging, you can use your reaction to instead take half of that damage.
You can take this reaction a number of times equal to your Constitution modifier, and must finish a long rest to regain all expended uses.
Pact of Hellish Attrition
At 10th level, your offensive measures rival those of the very Hells.
When you score a critical hit against a creature, or reduce it to zero hit points, it and all of its allies within 60 feet of it become frightened of you until the end of your next turn. You have advantage on attack rolls against any creature frightened in this way.
Silvered Will
At 10th level, paltry tricks that beguile mere mortals have no effect on you.
You are immune to being charmed.
Furthermore, when an ally of yours that you can see is charmed, you can allow it to repeat its saving throw against the charm in place of one of your attacks. That ally adds your Constitution modifier to its roll.
Pact of the Archdevil
Beginning at 14th level, your rage takes aspects of the Archdevils themselves.
When you rage, you can choose to gain any number of the following aspects:
- Fiery wings sprout from your back, granting you a flying speed of 60 feet.
- Tendrils of magma lash out from your skin, dealing 1d6 fire damage to any creature within 10 feet of you who hits you with an attack.
- Your weapon is coated in the hottest of hellfire. You roll an additional d4 for your damage from Pact of Hellfire.
- Your skin hardens and chars, granting you immunity to your choice of one of the damage types listed in Pact of Infernal Resistance.
- When you score a critical hit against a creature, that creature spends its next turn obeying your commands, as per the Dominate Person spell.
- Your glance could kill. You can use your reaction against any creature that tries to charm or frighten you or one of your allies, dealing 3d6 fire damage to it.
Each aspect lasts until you finish your rage. You can choose two of these aspects without suffering any consequences. For each additional aspect you take, you suffer a level of exhaustion when you finish your rage.
Previous Versions
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