Base Class: Barbarian
The Path of the Possessed Soul is an arduous journey, as the barbarian does not often walk this path by choice. In battle, the devil possessing your soul fills you with supernatural might, adding magical fuel to your barbarian rage. Devils are most unwilling to let their vessels die, and will go to any length to prevent it. Outside of battle however, the true consequences of this path make themselves known, as it is often difficult to hide the effects of sharing one's soul with a devil. The symptoms of this malady range anywhere from physical alterations that make the vessel's appearance favor their devil, to the more subtle shift in personality due to constantly being pushed towards evil.
Most barbarian possessions are often due to an instant of mutual need from both devil and host, one often resulting in the death of both if not for the bonding of the two. In such cases, it is unusual for an individual to have more than one devil inhabiting their soul, as devils are already jealous creatures, though exceptions exist.
[This subclass is merely a reskinning of the Path of the Totem Warrior Subclass, flavored towards devils and possession]
Possessed Soul
Yours is a path that is intertwined with the devil that you share you soul with, giving you abilities reminiscent of the denizens of hell. At 3rd level when you adopt this path, you gain the ability to cast the Unseen Servant and Phantom Steed spells, but only as rituals, as described in the Spellcasting section.
Devil Aspect
At 3rd level, when you adopt this path, you choose a devil aspect and gain its feature. You must make or acquire a physical object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of an animal that satisfies your inner devil. You also gain minor physical attributes that are reminiscent of your devil aspect. For example, if you have a Barlgura devil aspect, you might be unusually hairy and thick-skinned, or if your devil is the Spined Devil, your eyes turn bright red or orange.
Barlgura
While raging, you have resistance to all damage except psychic damage. The aspect of the Barlgura makes you tough enough to stand up to any punishment.
Bezekira
While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The aspect of the Bezekira empowers your leaps.
Hell Hound
While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The aspect of the Hell Hound makes you a leader of hunters.
Nightmare
While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The aspect of the Nightmare makes you extraordinarily swift.
Spined Devil
While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The aspect of the Spined Devil makes you into a predator who can weave through the fray with ease.
Aspect of the Damned
At 6th level, as your soul slips further into the grasp of the devil residing within you, you gain a magical benefit based on the Devil Aspect of your choice. You can choose the same devil you selected at 3rd level or a different one.
Barlgura
You gain the might of a Barlgura. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Bezekira
You gain proficiency in two skills:Stealth, and Survival. The Bezekira aspect hones your survival instincts.
Hell Hound
You gain the hunting sensibilities of a Hell Hound. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace).
Nightmare
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). The Nightmare aspect helps you roam far and fast.
Spined Devil
You gain the eyesight of a Spined Devil. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
Twisted Communion
At 10th level, you can cast the Contact Other Plane spell, but only as a ritual. When you do so, a spectral version of one of the devils you chose for Devil Aspect or Aspect of the Damned appears to you to convey the information you seek.
Devilish Attunement
At 14th level, you gain a magical benefit based on a devil aspect of your choice. You can choose the same devil you selected previously or a different one.
Barlgura
While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
Bezekira
While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
Hell Hound
While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Nightmare
While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
Spined Devil
While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
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