Barbarian
Base Class: Barbarian

The Path of the Hellrazer is a barbarian subclass that allows players to fight fire with fire. Hellrazer barbarians believe that the only way to defeat demons and devils is to use their power against them. Hellrazers gain the power of dark and chaotic magics, either by undergoing a ritual or by making a pact with a fiend, only to break that pact shortly after. They develop demonic features such as spikes, horns, or fangs, inciting revulsion and dread in fellow mortals. Though their methods are effective, with many fiends having fallen at their hands, Hellrazers are often looked upon with scorn by the general populace, including other barbarians.

The Hellrazer has the ability to enter a demonic rage, in which they may transform into one of two fiendish forms. Each form provides boons and buffs that make the Hellrazer a formidable combatant on the battlefield. The Hellrazer also has the ability to heal themself during combat by use of the souls of their opponents.

The Hellrazer relies on Dexterity as much as Strength. Forgoing heavy armor, they capitalize on speed, closing the distance quickly to strike enemies with one-handed weapons. However, they must also use their agility defensively to ensure that battles end favorably.

Fiendtongue

Starting at 3rd level when you choose this path, you learn the abyssal and infernal languages.

Metamorphosis

Starting at 3rd level when you choose this path, you can undergo a fiendish metamorphosis when you rage. Until the rage ends, you gain special bonuses pertaining to one of two specific forms.

You choose the form you take each time you rage:

Vengeance:

You become a visage of unbridled strength; your muscles bulge and your body is covered with spiked growths. You gain the following bonuses while in this form:

  • You have advantage on Constitution saving throws and your Strength saving throw and ability modifiers are doubled.
  • Your maximum and current hit points increase by an amount equal to your barbarian level.

Havoc:

You become an agile and swift monstrosity; your body becomes lean and imbued with supernatural speed. You gain the following bonuses while in this form:

  • You have advantage on Dexterity saving throws and skill checks.
  • Your movement speed increases by 5 feet, and you grow fiendish wings, granting you a flying speed equal to your movement speed. You lose these features if you are unconscious, stunned, paralyzed, or if your wings are somehow bound.

Slayer's Fury

Starting at 6th level, you are able to release the dark energies pent up within you in terrifying displays of rage and power. As an action, you may use the following abilities:

 

Blazing Devastation

You unleash the fiery intensity within you. All creatures in a 20-foot cone in front of you must make a Dexterity saving throw DC equal to 8 + your proficiency bonus + your Strength modifier or take 1d6 fire damage. You heal for half of the total damage you deal among enemies. Using this ability will activate a Vengeance rage until the end of your next turn. If you are already raging, the duration of your rage increases by 30 seconds, and you may go one round without attacking an enemy or being attacked before your rage ends.

The fire damage increases to 2d6 at 9th level, 3d6 at 12th level, 4d6 at 15th level, and 5d6 at 18th level.

Burning Gaze

You shoot a beam of fire from your eyes that sears all in a line. All creatures in a 5-foot wide, 60-foot long line from your position must make a Dexterity saving throw DC equal to 8 + your proficiency bonus + your Strength modifier or take 1d8 fire damage. Using this ability will activate a Havoc rage until the end of your next turn. If you are already raging, the duration of your rage increases by 30 seconds, and you may go one round without attacking an enemy or being attacked before your rage ends.

The fire damage increases to 2d8 at 9th level, 3d8 at 12th level, 4d8 at 15th level, and 5d8 at 18th level.

In addition to these abilities, you may choose options at 9th, 12th, 15th, and 18th level. Each ability costs an action. You may use these techniques a number of times equal to 1 + your Constitution modifier. Your uses are recovered after a long rest.

Fiendish Charge

You move in a straight line up to 30 feet towards a free square, phasing through any creatures (but not other obstacles) as you do. While moving, you may make a melee weapon attack with advantage against any creature you move through or 5 feet either side of your path. You may attack as many times as you would be able to using the attack action, and may use your bonus action to attack with two-weapon fighting. You may attack the same creature multiple times or split your attacks against multiple targets.

Helldive

You leap in the air up to your maximum high jump distance and move to a free space within 15 feet. As you land, you unleash a shockwave that pulses with hellfire and shakes the ground beneath you. All creatures standing within 5 feet of the space you land on must make a Constitution saving throw followed by a Dexterity saving throw, both with a DC equal to 8 + your proficiency bonus + your strength modifier. They take 2d6 force damage, or half as much if they succeeded the Constitution saving throw, then 2d6 fire damage, or half as much if they passed the Dexterity saving throw. In addition, if they fail the constitution saving throw, they are knocked prone.

The damage of both the force damage and fire damage increases to 3d6 at 12th level, 4d6 at 15th level, and 5d6 at 18th level.

Immolation Aura

You wreathe yourself in flames that emanate from your body. All creatures that move into or start their turn within 5 feet of you must make a Dexterity saving throw equal to 8 + your proficiency bonus + your Strength modifier. They take 2d6 + half your barbarian level’s fire damage or half on a successful saving throw. The aura lasts for one minute before dissipating.

The damage increases to 3d6 at 12th level, 4d6 at 15th level, and 5d6 at 18th level.

Vengeful Retreat

You vault backward 30 feet. All creatures within 10 feet of where you were must make a Dexterity saving throw equal to 8 + your proficiency bonus + your Dexterity modifier. They take 1d8 + half your barbarian level’s force damage or half on a successful saving throw. Using this ability immediately breaks any grapple that was active on you.

The damage increases to 2d8 at 12th level, 3d8 at 15th level, and 4d8 at 18th level.

Fodder to the Flame

Starting at 10th level, your rage provokes the wrath of fiends from The Lower Planes. When you enter your rage, you must make a DC 14 Charisma saving throw; the DC may be changed at your DM’s discretion. Upon a failure, 1d4 fiends of your DM’s choosing materialize 10 feet away from you. Burning Gaze and Blazing Devastation deal double damage to these fiends. Killing a fiend causes it to erupt in a burst of dark energy, dealing 1d6 + half your barbarian level’s necrotic damage to enemies within 10 feet of it. It leaves behind a fiend soul at the location at which it died that may be consumed by you or your allies by touching it. Upon consumption, it provides temporary hit points and a bonus to melee attack damage both equal to half your barbarian level, lasting for 1 minute. You must be within 5 feet of a demon soul to consume it, and it costs a bonus action.

Soul Shear

Starting at 14th level, whenever you critically hit a creature or reduce it to 0 hit points, you summon a fragment of that creature’s soul in a similar fashion to the soul summoned upon killing a provoked fiend. The soul fragment lingers in the location where it was summoned and may be consumed by you or one of your allies, providing 1d8 + half your barbarian level’s healing. If consumed by a caster, they regain one 3rd level spell slot, two 2nd level spell slots, or three 1st level spell slots. You must be within 5 feet of a soul fragment to consume it, and it costs a bonus action.

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