Base Class: Barbarian
Some barbarians have been touched by the ever-churning abyss, a never ending landscape of extreme environments. These chosen few are often impulsive, reactionary, and difficult to control. The fiery attitudes and unpredictable nature of these however, makes them especially deadly in combat. The tides of chaos turn battlefields into deadly pitfalls for all that enter.
Demonic Inheritance
Baphomet
You draw your strength from the great Baphomet, the Horned King and Prince of Beasts. While raging, small horns may grow from your forehead, or you may grow thick fur across your body.
Master of Beasts. You can cast animal friendship a number of times equal to your Constitution modifier per long rest. Constitution is your spellcasting ability modifier for this spell.
Charge. If you move at least 20 feet straight toward a target and then hit it with an attack on the same turn, the target takes extra bludgeoning damage equal to your barbarian level. If the target is a creature, it must succeed on a Strength saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be pushed up to 10 feet away and knocked prone.
Orcus
You draw your power from Orcus, the Prince of Undeath and Blood Lord. When you rage, you become gaunt and pale as necrotic energies course through your veins.
Undead Visage. You can change your body to appear undead, causing fear in those that see you. As an action, you can change your appearance to be more like an undead. You gain advantage on Charisma (intimidation) checks for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.
Life Stealing. You have learned to absorb the life force of creatures you strike. Once on your turn when you hit a creature with a melee weapon attack, you can deal extra necrotic damage equal to 1d6 + your barbarian level and regain half the damage dealt as temporary hit points. You can use this feature a number of times equal to your proficiency bonus per long rest. This damage increases to 2d6 + your barbarian level at 10th level.
Zuggtmoy
You draw your power from Zuggtmoy, the Queen of Fungi and Lady of Rot. When you rage, your skin becomes patchy with mold and fungi, bubbling up from within you.
Rotting Aspect. You gain the ability to rapidly decompose organic matter. Choose a dead creature or plant within a 5 foot cube. As an action, you can touch the target and cause it to decompose into a small collection of spores that evaporate shortly after consuming their target.
Aura of Spores. When you rage, you can choose to release an aura of spores around you. Any creature of your choice that starts its turn within 5 feet of you takes 1d6 necrotic damage and must succeed on a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the end of your next turn. This damage increases at 10th (2d6) level.
Baphomet
Master of Beasts. You can cast animal friendship a number of times equal to your Constitution modifier per long rest. Constitution is your spellcasting ability modifier for this spell.
Charge. If you move at least 20 feet straight toward a target and then hit it with an attack on the same turn, the target takes extra bludgeoning damage equal to your barbarian level. If the target is a creature, it must succeed on a Strength saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be pushed up to 10 feet away and knocked prone.
Gain Resistance to Force damage.
Orcus
You draw your power from Orcus, the Prince of Undeath and Blood Lord. When you rage, you become gaunt and pale as necrotic energies course through your veins.
Undead Visage. You can change your body to appear undead, causing fear in those that see you. As an action, you can change your appearance to be more like an undead. You gain advantage on Charisma (intimidation) checks for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.
Life Stealing. You have learned to absorb the life force of creatures you strike. Once on your turn when you hit a creature with a melee weapon attack, you can deal extra necrotic damage equal to 1d6 + your barbarian level and regain half the damage dealt as temporary hit points. You can use this feature a number of times equal to your proficiency bonus per long rest. This damage increases to 2d6 + your barbarian level at 10th level.
Gain Resistance to Necrotic damage.
Zuggtmoy
You draw your power from Zuggtmoy, the Queen of Fungi and Lady of Rot. When you rage, your skin becomes patchy with mold and fungi, bubbling up from within you.
Rotting Aspect. You gain the ability to rapidly decompose organic matter. Choose a dead creature or plant within a 5 foot cube. As an action, you can touch the target and cause it to decompose into a small collection of spores that evaporate shortly after consuming their target.
Aura of Spores. When you rage, you can choose to release an aura of spores around you. Any creature of your choice that starts its turn within 5 feet of you takes 1d6 necrotic damage and must succeed on a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the end of your next turn. This damage increases at 10th (2d6) level.
Gain Resistance to Poison damage.
Abyssal Fervor
Starting at 3rd level, your violent anger comes from your connection to the abyss, allowing you to augment your abilities with dark magic. You learn the thaumaturgy cantrip. Constitution is your spellcasting ability for this spell.
Chaotic Mind
At 6th level, your connection to the abyss causes your mind to become unpredictable, allowing you to circumvent any attempts to sabotage your mind. If you start your turn charmed or frightened, roll a d6. On a 3 - 6, you deal 2d6 psychic damage to the creature that is causing you to be charmed or frightened, and you ignore the the effect until the beginning of your next turn. This damage increases at 10th (3d6) and 14th (4d6) levels.
Demonic Aspect
Starting at 10th level, you gain an ability based on the type of demon you chose at 3rd level.
Corpse Explosion
Starting at 10th level, your spores heavily infect those you strike, causing the creature to become heavily infected. When you reduce a creature to 0 hit points with a melee weapon attack, you can use your reaction to cause the corpse to explode, provided the creature has a physical form. Each creature in a 10 foot radius of the corpse must make a Dexterity saving throw or take 2d6 poison damage and 2d6 necrotic damage, taking half on success.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Headstrong
Starting at 10th level, your resolve is unwavering, and you can charge headlong into any foes grasp. While raging, you can take the dash action as a bonus action, and you have advantage on ability checks and saving throws against any effect that would move you against your will.
Shepherd of Corpses
Starting at 10th level, you learn how to control the bodies of the dead. You can cast animate dead at 3rd level without requiring spell components. Once you cast the spell this way, you can't do so again before completing a long rest.
All corpses you animate with this feature can benefit from your reckless attack feature.
Champion of Chaos
Starting at 14th level, your demonic inheritance becomes complete. While you rage, you are suffused with chaotic energy, causing your actions to seem random to your foes. When a creature hits you with a melee weapon attack, roll a d6. On a 1-2, attempt to trip the enemy and on a 5 - 6, you can make one melee weapon attack against the creature that damaged you.
Gain full Immunity on your respective Demon resistance damage.
Baphomet Immunity
Gain full Immunity to Force damage.
Orcus Immunity
Gain full Immunity to Necrotic damage.
Zuggtmoy Immunity
Gain full Immunity to Poison damage.
Demonic Transformation
At 14th level, when you rage your body changes to the form of a demon Lord. All creatures who can see you within 60 feet of you must make a wisdom saving throw or become afraid of you. You have a demonic aura 10 ft. around yourself that damages all enemies that end their turn who then suffer 2d10 damage of your inner demon. You gain a fly speed equal to your movement speed, resistance to fire damage, and temporary hit points equal to your level plus your strength modifier.
You gain advantage on intelligence and constitution saving throws.
While raging you cannot be charmed and you can enter a rage to transform to break a charm.
Previous Versions
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