Barbarian
Base Class: Barbarian

Barbarians come to the Path of the Demonborn in different ways.  Some are survivors of demon attacks who find their physicality altered by the assault.  Others are cursed by demons with their dying breath.  Still more seek the Path willingly, undergoing foul rites under the tutelage of a demonic master.  Regardless, those who walk this dark road possess the demon’s raw power and undying hunger. 

Child of the Abyss

When you take this path at 3rd level, you gain darkvision with a range of 120 feet.  However, you also become somewhat sensitive to sunlight.  You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

You have resistance to poison damage and advantage on saving throws against being poisoned.

Demonic Fangs

At 3rd level, you gain a fearsome set of fangs while raging.  You can use them to make an unarmed strike once per turn.  If you hit with them, you deal piercing damage equal to 1d10 + your Strength modifier.  A creature with blood in its veins (DM's discretion) also takes additional necrotic damage equal to 1d6 + half your barbarian level (rounded down).  The target's hit point maximum is reduced by an amount equal to the necrotic damage taken until it finishes a long rest.  You gain temporary hit points equal to half the necrotic damage taken. You can use this a number of times equal to your proficiency bonus per long rest.

Abyssal Fortitude

At 6th level, your hit point maximum increases by 1 for each Barbarian level you have, and it increases by 1 for each barbarian level you take.

In addition, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Demonic Regrowth

At 10th level, at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Demonic Frenzy

At 14th level, you can channel your abyssal power into a whirlwind of bloodthirst.  You can go into a demonic frenzy when you rage.  If you do so, you gain the following benefits for one minute.

• You gain the benefits of the Haste spell, and no wave of lethargy washes over you when the effect ends.

• You gain the benefits of the Spider Climb spell.

• You can't be charmed or frightened.  If you are charmed or frightened when you enter your vampiric frenzy, the effect is suspended for the duration of the rage.

• Your rage continues even if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then.

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
9/17/2022 8:43:39 PM
59
13
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes