Barbarian
Base Class: Barbarian

Barbarians that follow this path are figurative, and sometimes literal, demons on the battlefield. Their rage is fueled by the energy of the lower planes: the Tanar'ri of the Abyss, the Yugoloth of Gehenna, or the Baatezu of the Nine Hells of Baator. They are able to infuse themselves with fiendish abilities while raging.

The more they draw on the evil energies that suffuse the lower planes, the more these warriors come to resemble the denizens that reside in those dark realms. Over time, it becomes harder to resist becoming evil oneself, though it is always possible to remain a good-aligned, responsible user of these powers.

Fiendish Infusion

At 3rd level, when you adopt this path, you choose two features from the Fiendish Infusion list. You gain another feature at 6th, 10th, and 14th level. Each time you gain a level in this class, you may choose one of the features you already had and replace it with a new one.

At your option, you may also gain minor physical attributes that are reminiscent of your infusions. For example, if you have gained the instincts of the Hell Hound, your nose might always be wet to the touch, or the Rampage of the Hyena might make you seem hyperactive, as a mixture of paranoia and lust for blood threatens to drive you.

Dimensional Control

Incorporeal Movement. As you enter your rage, the outline of your form sometimes becomes indistinct and you seem to flicker in place.
While raging, you can move through creatures and objects as if they are difficult terrain. If you end your turn inside an object you take 1d10 force damage.

Dimensional Lock. The fabric of the multiverse seems to thicken and solidify around you as you begin your rage, making the air around you shimmer like heat haze.
While you are raging, creatures other than you and your allies cannot teleport to or from a space within 60 feet of you. Any attempt to do so is wasted.

Immutable Form. Your rage boils away the magic of shapechange spells and abilities.
While raging, you cannot be unwillingly forced to change your shape by any spell, ability or effect.

Fiendish Resistance

While raging, you have resistance to cold, fire, lightning, acid and poison damage and advantage on Saving throws against being Charmed, Frightened and Poisoned.

Hail of Strikes

Prerequisite: 10th level

Your combat ability and strike speed are boosted by your rage.
While raging, whenever you use your Reckless feature and take the Attack action, you can make four attacks instead of two, but you don't gain advantage on those attacks by your Reckless feature. If you use a special attack option such as Grapple or Shove, it uses two of the four attacks, and the last attack can not be a special attack.

Hell Hound's Instincts

Prerequisite: 6th level

Keen Hearing and Smell. While raging, you have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. While raging, you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Long Arms

Prerequisite: 6th level

Fiendish strength fills your arms as you enter your rage, increasing their length dramatically.
While raging, your reach for melee attacks increases by 5 feet.

Magic Resistance

Prerequisite: 6th level

As you enter your rage, your skin becomes a hellish red and takes on a slight sheen.
While raging, you have advantage on saving throws against spells and other magical effects.

Massive Arms

Prerequisite: 10th level

Your arms grow thick with muscles as you enter your rage.
While raging, when you hit with a melee weapon attack using strength, you apply your strength modifier to the damage roll twice.

Merregon Instincts

Your rage enhances your instincts, especially those that call you to defend your allies and prove that you can withstand any attack.

Protector. While you are raging, when an ally within 5 feet of you is hit with an attack, you can use your reaction to take the damage for that attack instead of your ally.

Steadfast. While raging, you can't be frightened while you can see an allied creature within 30 feet of you.

Rampage of the Hyena

A feral thirst for killing seizes you whenever you use your rage, the sound of howling fills your ears when you kill something, demanding that you kill again.
While you are raging, whenever you reduce a creature to 0 hit points with a melee weapon attack on your turn, you can use a bonus action to move up to half your speed and make a single melee attack.

Your rage makes you hyper-aware of all enemies within your reach and your reflexes become flicker quick.
While you are raging, you can take an extra reaction each round, but this reaction can only be used to make an attack of opportunity.

Reckless Speed

Prerequisite: 10th level

While raging and continuously moving, you defy the very force of gravity, letting you run across liquid surfaces and on vertical surfaces with your walking speed, as if they were flat terrain. Stopping your movement on a vertical or liquid surface causes you to drop down.

Yugoloth Escape

The tricksome magic of the Yugoloth fills you as you enter your rage. Strange blue runes begin etching themselves up the sides of your legs, your back and around your eyes.
While raging, you can teleport up to 15 feet to an unoccupied space you can see as a bonus action. The distance increases to 30 ft. when you reach level 10 and becomes equal to your walking speed when you reach level 14.

Yugoloth Senses

Prerequisite: 6th level

While raging, you gain Blindsight to a distance of 15 feet.
While raging, you can see normally in darkness, both magical and nonmagical, to a distance of 30 feet.

Additional Fiendish Infusion

At 6th level, you gain a new feature from the fiendish infusion list.

Additional Fiendish Infusion

At 10th level, you gain a new feature from the fiendish infusion list.

Additional Fiendish Infusion

At 14th level, you gain a new feature from the fiendish infusion list.

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