Barbarian
Base Class: Barbarian

Oni are a type of demonic creature born from the regrets of resentful spirits. They are large, possess great strength, and carry an ugly yet fearsome appearance. The humanoids intended to be the meals of these creatures may sometimes survive falling prey to their bloodlust, even after being corrupted with their foul blood. These individuals begin to manifest traits commonplace among oni: horns growing out of their heads, an increase in body mass and musculature, aggressive personalities, and even the ability to utilize supernatural magic.

Path of the Oni barbarians learn to harness this corruption as a boon to supplement their combat prowess, hoping not to be driven mad by their demonic tendencies.

Demonic Element

You were corrupted by the blood of a specific type of oni and have attuned to the element it harnessed. Red oni harness the power of fire, blue oni harness cold, yellow oni harness lightning, green oni harness acid, and black oni harness necrotic energy.

When you choose this path at 3rd level, choose between fire, cold, lightning, acid, and necrotic. You have resistance to the selected damage type. Furthermore, this damage type will influence abilities you gain later in this path.

Acid

You have resistance to Acid damage.

Cold

You have resistance to Cold damage.

Fire

You have resistance to Fire damage.

Lightning

You have resistance to Lightning damage.

Necrotic

You have resistance to Necrotic damage.

Demon Arts

Starting at 3rd level, you gain the ability to utilize various supernatural powers. Choose two of the Demon Arts listed below.
You choose an additional Demon Art at 6th and 10th level.

You may use this feature twice and regain all expended uses after a short rest.

Saving Throws. Some of your Demon Arts require your target to make a saving throw to resist the Demon Art's effects. The saving throw DC is calculated as follows:

Demon Art save DC = 8 + your proficiency bonus + your Wisdom modifier

Blood Armor

As an action, you coat your body in corrupted, congealed demon blood. You gain temporary hit points equal to twice your barbarian level for one hour. Anytime a creature deals damage to you while you have these temporary hit points, the congealed blood lashes out at them and they take damage equal to the temporary hit points they depleted.

The damage caused by this ability is of the same type as your Demonic Element.

Demon's Mark

As a bonus action, you mark one creature within 60 feet of you. For 1 minute, you deal an extra 1d6 damage against the target whenever you hit it with a weapon attack. If the target drops to 0 hit points before the duration ends, you may use a bonus action on one of your subsequent turns to move the mark to a new creature.

The extra damage caused by this ability is of the same type as your Demonic Element.

Fiendish Chains

As a bonus action, you cause hellish chains made of barbed, congealed blood to shoot out toward an enemy. You may force a target within 60 feet of you to make a Strength saving throw. On a failed save, the target is physically tethered to you. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Strength saving throw each time it attempts to move away from you; if it succeeds on this saving throw, this ability doesn’t restrict the target’s movement for that turn.

Horrify

As an action, you contort your body, face, and voice into the visage of a hellish monstrosity. You may choose a number of creatures up to a number equal to your Wisdom modifier, those creatures must make a Wisdom saving throw. On a failed save, a creature is frightened of you for 1 minute.

Shadow Step

As a bonus action, you teleport up to 30 feet to an unoccupied space that you can see.

Shapeshift

As an action, your body physically morphs to change your appearance. For 10 minutes, you adopt a physical form that looks like any creature you desire as long as your size remains small or medium. To discern that you are shapeshifted, a creature can use its action to inspect your appearance and must succeed on a Wisdom (Insight) check against your Demon Art save DC.

Vanish

As an action, you become invisible for 1 hour. Anything you are wearing or carrying is invisible as long as it is on your person. The ability ends for you if you attack or cast a spell.

Rapid Regeneration

Starting at 6th level, you can quickly heal when a suitable energy source is near you. You can take 10 minutes to absorb the energies from the corpse of a humanoid creature. This can be done by physically consuming the corpse, or by siphoning its residual spiritual energy, which leaves it shriveled and dry. When you do so, you regain all expended uses of your Demon Arts feature and regain hit points equal to your Constitution modifier + twice your barbarian level.

Explosive Blood

Starting at 10th level, your blood as become so suffused with demonic power that it becomes extremely volatile. Whenever another creature deals damage to you, you may use your reaction to deal damage equal to your Barbarian level to all creatures within 10 feet of you.

This damage is of the same type as your Demonic Element.

Demon's Fury

Starting at 14th level, your mastery over your demonic powers has allowed you to siphon a portion of it into your weapon attacks. You may add your Wisdom modifier to the damage rolls of your melee weapon attacks.

The extra damage caused by this ability is of the same type as your Demonic Element.

Previous Versions

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10/22/2019 4:08:55 PM
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11/1/2021 5:12:31 PM
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