Barbarian
Base Class: Barbarian

Path of the Abyss Warrior is a Barbarian who has gone to hell and back and little further

Abyssal Stare

Starting when you choose this path at 3rd level, When you enter rage you set off a frightening presence.
You gain the ability to frighten enemies

You can either frigtenten a certain enemy you can see or a group around you.

You can targets enemies that are within 30 feet of you that you can see (DC equal to 6 + proficiency bonus + half your barbarian level rounded down)

or

You can target 1 enemy that you I can see but higher dc (DC equal to 8 + proficiency bonus + half your barbarian level rounded down)

Demon fighting style

20 feet extra movement
Two weapon fighting style
Jump 20 feet in air as spectral wings start to form Lv 15 the wings become real and can form and dismiss at will
After you reduce an enemy to 0hp you gain advantage and your next attack
When you use Two weapon fighting style the extra attack feature works with your bonus action attack

Hurl through Hell

Starting at 10th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 6d10 psychic damage as it reels from its horrific experience. You can use this feature once a long rest

Demonic Akin

When you enter rage you now roll a d4 and gain a particular demons abilities

1 - Balor ire Aura. At the start of each of your turns, each creature within 5 feet of you takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the you or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

2 - Titivilus Regeneration. You now regain 10 hit points at the start of your turn. If you takes cold or radiant damage, this trait doesn’t function at the start of the next turn. You can only die if you starts your turn with 0 hit points and doesn’t regenerate.

3 - Goristro (You grow horns) Action - Charge. If you move at least 15 feet straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra (5d10) piercing damage. If the target is a creature, it must succeed on a DC (8 + prof + Strength) saving throw or be pushed up to 20 feet away and knocked prone.

4 - Demogoron Bonus Action - Gaze. You turn your magical gaze toward one creature he can see within 120 feet of you. The target must succeed on a DC (8 + prof + Wisdom) saving throw or suffer one of the following effects (choose one or roll a d6): 1–2: Beguiling Gaze. The target is stunned until the start of Demogorgon’s next turn or until Demogorgon is no longer within line of sight. 3–4: Confusing Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon’s next turn. Demogorgon doesn’t need to concentrate on the spell. 5–6: Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon’s next turn. Demogorgon chooses how the charmed target uses its action, reaction, and movement.

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