Base Class: Barbarian
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Abyss either willingly pursue this path through various forbidden and vile rites, pacts with Demon lords or stem from a bloodline tainted by demon blood. Some even seek to use demonic powers to hunt the very demons being the source of this power. Regardless of how they got to where they are, if their desires are vengeance...a lust for chaos and carnage, or just a daily struggle against their inner demon, they are a powerful conduit to the abyss. Feared by many, wanted by others, they are often driven to wander and gladly accepts whatever challenge may further increase their power or give them the sweet taste of defeat.
Demonic Powers
Starting at 3rd level, your fortitude while raging allows you to safely harness the demonic powers of the Abyss. Your access to these powers is represented by a number of Demonic Power points. Your Barbarian level determines the number of points you have, as shown in the Demonic Power Points column of the table.
You can spend these points to fuel various Demonic features. You can safely spend up to half your level worth, rounded up, of points in one use. Trying to channel more power than your fortitude can safely manage to hold, is extremely taxing and requires a Constitution saving throw DC 12+ Points spent, a failed save immediately ends your rage, and gives you a level of exhaustion.You start knowing three such features: Abyssal Strike, Immolation Aura, and Empower Wards. You learn more Demonic powers as you gain levels in this subclass.
When you spend a Demonic Power Point, it is unavailable until you finish a short or long rest, at the end of which you regain Power points equal to your constitution modifier for a short rest.A successful long rest restores all of your Demonic Power Points. You must spend at least 30 minutes of a short rest lying down, recuperating your strained constitution to regain Demonic Power Points.
Some of your Demonic Power features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Demonic power save DC = 8 + your proficiency bonus + your Constitution modifier
Abyssal Strike
Immediately after you take the Attack action on your turn, you can spend a minimum of 1 Demonic Power point to infuse one weapon strike with the crushing cold of the Abyss, adding 1d6 Cold damage. The damage can be increased by 1d6 per extra power point spent
Immolation Aura
As an action you can spend 1 Demonic Power point point to surround yourself in the burning rage of a demon. At the start of each of your turn, each creature within 10 feet of you takes 1d6 fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches you or hits you with a melee attack while within 10 feet of you takes 1d6 fire damage. Damage can be increased by 1d6 for every 2 extra power point spent
Empower Wards
On your turn, as a bonus action you can spend 1 Demonic Power point to empower your magical tattoos to give you damage resistance against cold, lightning, fire and poison damage until the start of your next turn.
Abyssal Symbiotic
At 6th level, your abyssal tattoos grows, and becomes a living being, feeding off of your body, in a symbiotic relationship. Its functions depend on your path towards the powers of the Abyss. This being is mindless, and feeds off of your adrenaline and have an unearthly craving for it.
Mark of Resistance
When raging, this mark bestows upon you demonic resilience, and you grow demonic spikes all over your body, increasing your Armor class by 1
Mark of Servitude
Demonic fury guide your strikes when raging, giving you a +1 bonus to all melee attacks
Demonic Powers
At 10th level you gain access to new Demonic powers, one universal and one depending on what mark you have:
Mark of Resistance
Voidreave: When you hit with a weapon attack, you can spend 1-4 Demonic power points to torment your enemies with abyssal energies, where the amount of power you spent determines the effect;
- Points: You inflict your enemy with a brand of misery, causing the enemy to deal half damage on its next attack
- Points: You inflict your enemy with a brand of agony, enemy must succeed a Wisdom saving throw or loose its next action in confusion
- Points: You inflict your enemy with a brand of chaos, causing the enemy to take an additional 1d0 random elemental damage until the end of your next turn, roll a d10 to determine the damage type from the table below.
- Points: You inflict your enemy with a brand of Chains, causing you to transfer half of all damage (before reductions have been applied) done to you, onto your branded target until the start of your next turn.
Elemental damage table:
- Lightning
- Fire
- Cold
- Acid
- Force
- Psychic
- Poison
- Thunder
- Necrotic
- Radiant
Mark of Servitude
Fracture: When you hit with a weapon attack, you can spend 1-4 Demonic power points to inflict a crushing, debilitating blow to your enemy, where the amount of power you spend determines the effect;
- Points: You maim your enemies arms, enemy have disadvantage on all attack rolls until the end of your next turn
- Points: You deliver a sweeping blow to your enemies legs, enemy must succeed a Reflex save or be knocked Prone
- Points: You deliver a shattering blow to your enemies shield arm or his armor, enemy is unable to defend itself properly, and suffers advantage on all attacks against it
- Points: You deliver a vicious strike at your opponents head, enemy must succeed a constitution saving throw or be Paralyzed for 1d4 rounds
Universal
Demonic gate: As an action, you can spend 1-4 Demonic Power points to teleport 30 feet per point spent, to a point you can see (max 120 feet).
Empowered Symbiote
At 14th level your exploits have garnered more curiosity from your Lord or mysterious benefactor, and this entity now seems to have a more vested and personal interest in your path ahead, be it for chaos and carnage, or for the disruption of another demon's plans. As such the power your symbiotic tattoos are able to channel from the abyss have increased, and bestows new abilities.
Empowered mark of Resistance
Your mark now bestows it's defensive bonus outside of rage, and in addition during rage as a reaction you can try to use the opening in an enemies defenses after an attack misses you, to sap it's strength, by focusing on your tattoo (you need to succeed a Constitution save of DC 10+1 per round beyond the first you have been enraged to successfully command it), it will shoot shadowy tendrils that find the way into openings in your opponents armor and drains of its vitality, restoring 1 Demonic power to you. You may use this ability this way equal to your Constitution modifier on a daily basis. A drained opponent has disadvantage on its next attack against you
Empowered Mark of Servitude
Your mark now bestows it's attack bonus outside of rage, and in addition during rage as a bonus action you may try to consume the fleeing soul of a creature you land a killing blow on, by focusing on your tattoo (you need to succeed a Constitution save of DC 10+1 per round beyond the first you have been enraged to successfully command it) it will try to latch a shadowy tendril on the fleeing soul and drain it of it's essence it. Draining it restores 1 Demonic power. You may use this ability this way equal to your Constitution modifier on a daily basis. Draining a soul will also give your next melee attack advantage on the attack roll.
Abyssal Tattoo
At 3rd level when you choose this path, you acquire a set of abyssal tattoos. Either through the rituals you performed, which included carving abyssal runes onto your body and painting them with demon blood, or they manifested themselves if you descend from a bloodline tainted with demonic blood. Sporting these tattoos when dealing with demons may turn hostile demons to indifferent against you, depending on what origins your markings have.
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