Base Class: Barbarian
A Harbinger draws their power from the ferocious struggles between devils and demons known as the Blood War. Tapping into the planes of the Abyss and the Nine Hells, you harness the tension and constant ebb and flow of the conflict, using it to fuel your rage, until you yourself become a walking beacon of fiendish power, a constant reminder to the world of the creatures who wish to conquer it. As such, known Harbingers are treated with caution if not outright disdain.
Avatar of Ambition
Beginning at 3rd level, you channel the relentless ambition of fiends when you rage, harnessing their power and turning their fury against them. Your rage damage bonus is doubled against Fiends. In addition, when you enter a rage, you choose to draw it from either the Abyss or the Nine Hells, giving you one of the bonuses described below. At your discretion, you may choose to have your physical appearance change as well. A rage from the Abyss may distort your features or your voice, and drawing from the Nine Hells might wreath you in flames or cause you to sprout horns.
The Abyss. You radiate demonic chaos and confusion. If you use your Reckless Attack feature while raging, you also grant advantage on attack rolls against anyone within 5 feet of you until the start of your next turn.
The Nine Hells. You command the authority of the infernal circles of the hells. Once on your turn, when you hit a creature with a melee weapon attack, you can force them to use their reaction to make one weapon attack against you. This attack is made with disadvantage.
Otherworldly Adaptation
Starting at 6th level, you begin preparing yourself for a foray into the lower planes, increasing your chances of surviving in their hostile environments. You gain one of the following bonuses, chosen when you get this feature. You may change which bonus to get whenever you finish a long rest:
The Abyss. You become inoculated to the strangeness of the Abyss. You have advantage on saving throws against being Frightened. In addition, you can read, write and speak Abyssal.
The Nine Hells. You become hardened against the harsh environment of the Hells. You gain resistance to fire or cold damage (your choice). In addition, you can read, write and speak Infernal.
Anchor of Wrath
Beginning at 10th level, you are so accustomed to manipulating the barriers between planes that you can resist attempts to banish you. While you are raging, you cannot be transported to another plane of existence unless you want to.
Rift Breaker
When you reach 14th level, your rage becomes so powerful that it tears at the fabric of the world. When you enter a rage, you can choose to open a rift to a Blood War battlefield, ushering through Fiends under your command. The rift closes immediately afterwards. The fiends you summon do not have to be of the same type, but must be of the same challenge rating. Depending on their CR, you can summon a number of them as shown in the table below:
|
CR |
# |
Examples |
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1 |
4 |
|
|
2 |
3 |
|
|
3 |
2 |
|
|
4 |
1 |
|
|
5 |
1 |
Roll initiative for the fiends, which have their own turn. When you summon them and on each of your turns thereafter, you can issue a verbal command to them (requiring no action on your part), telling them what they must do on their next turn. If you issue no command, they spend their turn attacking any creatures within reach that have attacked them.
If they begin their turn and you are not raging, you lose control over them. They choose their own course of action and may choose to attack you and your allies instead. They return to their plane of origin after 1d6 rounds if you are not already on that plane.
Once you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
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4/7/2019 1:33:49 PM
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168
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Coming Soon
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