Barbarian
Base Class: Barbarian

There are few that know of the horrors of the mulitverse, but those who do and decide to fight them off go down a spiral of either death or insanity. However those who have a mind of steel and fury like no other may become avatars of doom. Being on the path of doom means one must devote themselfs to protecting the unable and everyone around them and slaying all those that try to harm other and kill. They are sigified by the mark of the slayer on the back as the orginial slayer the one who all aspire to be when they walk down this path wielded a twin barreled weapon of justice and valued all life and devoted himself to killing demons and devils alike, and the mark symbolizes the weight that they now carry on their back. Now that the orginal slayer had passed his legacy now rests in the path of doom. 

Body and Mind of Steel

Starting when you choose this path at 3rd level, your mind and body become like steel allowing you to wear heavy armor while raging, your fists can now overcome any magical resistance, you gain proficiency in fire arms, how to craft fire arms and ammunition, and your are immune to being charmed.

Enhanced Fists and Feet

Beginning at 6th level, your rage now allows you to move more quickly, take the strength of you kill, and hit much harder. As a reaction you can dash up to two times inorder to make an attack miss, this does take up the reaction so if you dash out of the way you can only dash once more as a reaction and nothing else. You can dash mid air once to gain more speed but you have to hit the ground in order to do it again. If you would kill a creature in any way you can instead preform a glory kill which will heal you equal to half of the damage you dealt in the regular attack. After preforming two successful glory kills you fully charge your blood punch which can be used as your action. You can either deal 4d6 points of bludgeoning damage to one creature or you can choose to distribute the dice to creatures around you. Blood punch is considered magical in regarding resistances.

Rage to Shake the Hells

At 10th level, you gain access to a new level of rage, one so hot and furious not even Hell can handle it. You can use your bonus action while already in a rage or not to enter this rage. You still have the same benefits as the normal rage however you now gain the following effects, immunity to fire damage, any melee attack now deals an additional 1d10 fire damage and this damage bipasses any resisitances and any creature that would touch you also takes 1d4 points of fire damage, any fire damage you would take also instead heals you for half of the damage you would have taken. This rage lasts for 5 turns and can only be continued by killing a creature or taking a long rest.

Avatar of Rage and Retribution

At 14th level, your rage transends this world and allows you to do more than ever. You now render all you also place a mark of the slayer on creature and depending on their afflication with you will change its effect, allies take no damage but you take their damage instead, hostile creatures now have disadvantange on everything not targeting you. While raging you gain 3 to your ac and your fists now deal an additional d12 points of damage. Now whenever an entity that has the alignment of evil that is within 50 feet of you, if they have committed any acts of murder or any wrongful killing you know that instantly and the creature can make a perception check dc18 in order to see if they notice you. Any abberations, demons, and devils now have to make a wisom saving throw to see if they becomed feared upon your pressence dc 20, if they succeed nothing happens but if they fall they are considered frightened by you and while they are frightened you have advange on attacks against them.

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