Base Class: Barbarian
Path of the Damned are those too angry to die. A fire that couldn't be stomped out even though they underwent numerous mental and physical torture. They pay witness to the absolute cruelties their world had to offer. They witness their families die brutal deaths, they hear the screams of people set on fire in their sleep, or maybe they were locked up somewhere in a hole under the mercy of their oppressor's boots. Whatever evil it may be, it broke you. You had enough and let fire flow through your veins. You succumbed to insanity and let it take full control. Now, all you see are people who pity you, fear you. Let them pity. Let them be scared. You're on a mission. A monster hellbent on wiping this world free of other monsters.
Hellish Protection
You offer your body in order to protect those who don't deserve to undergo what you have been through. When you active rage, any and all allies within a 15 ft radius around you will have any damage done to them transferred to you. Hellish protection activates automatically and can't stop until rage ends.
Broken Body
At 3rd level, your flesh is failing you but your spirit or restless anger keeps you together. When you rage, you become resistant to all forms of damage and choose what you gained from your torture. However, your reckless anger leaves you more open to attacks dropping your armor class by 1.
Adrenaline Rush
Being at your absolute limit, your body resorts to completely blocking out any pain you feel, but just because you can't feel the pain doesn't mean you're not taking damage. You get to roll 2d8 temporary hit points. Once rage ends, all temporary hit points disappear.
Magic Survivor
After multiple times facing magical torture, you become unfazed and unaffected by it. You can choose one type of magic to be immune to: radiant, fire, frost, poison, shock, disease, psychic, necrotic, acid, or force.
Torn Muscles
You're muscles have become torn and broken from all the physical abuse you suffered in life. They have healed back deformed and practically unable to feel pain allowing you to push beyond your limits. You gain 10+ movement speed and can roll an extra 1d8 hit die for damage.
Painful Flashbacks
At 6th level, flashbacks of your torture come back to you. While it hurts, it fuels your unbridle rage and will to keep fighting.
Healing Mind
As painful flashbacks come back to you, you embrace it, learn from it, and almost accept it. Focus determination allows you to have two feats.
Inner Fire
Your allies give you strength and hope. Every time an ally under Hellish Protection is hit by an enemy, you receive a 1d8 damage die to add to your attack rolls. You can hold on to multiple die to use on different or single attack rolls, but they will disappear when you stop raging. Hellish Protection is also increased to 20ft radius.
Scarred Tissue
The scars on your skin become more revealing. This strikes fear into your enemies and support of the sympathetic giving you advantage in your intimidation and persuasion checks. Your scars also appears to draw in a new familiar that relates to you and wants to help you.
Punishment
At 10th level, you're will becomes as strong as titanium. Sometimes bending the the world around them. You can reflect any spell or attack back at the user. However, the sheer anger to produce such effects will cost rage slots.
Peak Inferno
At 14th level, you look back at your past and you compare it to the present. A long journey that's not yet over. What did you learn? What have you become?
Absolute Fury
You have become a beacon of anger and vengeance. You let hate consume you and the only thing on your mind is to destroy the undeserving. All enemies shall feel your fury. An enemy within Hellish Protection now receives 1d10 force damage at the start of their turns as well as another 1d10 force damage they end their turn under it.
Acceptance
Accepting your past allowed you to mold your blinding rage into a fiery weapon. You can now cast spells and get advantage on saving throws. You no longer need long rests to get rage back, just short rests. If you end rage yourself, you can cast a spell as a bonus action on your next turn.
Companionship
After a long journey, you came to realize that your past has hurt. You're torment was horrible and evil may never stop being evil. However, you have made new friends. Some you have come to call family. In battle, anyone under Hellish Protection shares your fire, receiving advantage to saves, checks, and attacks. On top of that, as a bonus action, you can choose to expand your fire up to 30ft or decrease it to 10ft.
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