Base Class: Barbarian
Across the lower planes, the eternal conflict between law and chaos rages. Devils against Demons, vying for control of the hells. Sometimes this conflict spills over into material plane and the corrupting influence of the Lower planes infects the souls of mortals. Through primal fury and a pact forged in the heart of battle, those who walk the Path of the Fiend allow the searing essence of the Lower Planes to surge within them, willingly sacrificing a fragment of their own soul to channel the relentless might of fiendish chaos into their mortal forms.
Hellish Momentum
3rd-level Path of the Fiend feature
The corruption of the Abyss overtakes you when you Rage, causing your physical features to become demonic in nature. While Raging, you gain the following additional benefits:
- You can take the Dash action as a bonus action, so long as you use this movement to move toward a hostile creature.
- When you make a Reckless Attack, you gain temporary hit points equal to your Constitution modifier.
Lower Planes' Gifts
3rd-level Path of the Fiend feature
The lower planes have bestowed upon you the following minor boons:
- You gain resistance to fire and poison damage.
- You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- You learn to speak, read, and write Abyssal and Infernal.
Fiendish Opportunist
6th-level Path of the Fiend feature
The chaos of the Abyss infects your Rage. When you hit a creature with a melee weapon attack and you had advantage on that attack, you can make an additional melee weapon attack against the same target as a reaction.
Darkened Presence
10th-level Path of the Fiend feature
You can call upon the endless depths of darkness which permeate the lower planes. When you start a rage, you can choose to emit a 5-foot aura of magical darkness that follows you. Creatures within 5 feet of you can see through the darkness. You can dismiss or reapply this darkness as a free action and bonus action, respectively.
Corrupt Soul
14th-level Path of the Fiend feature
The malice that radiates your rage is infectious, and your infected soul demands company in its bloodlust. As an action, you can force a creature within 30 feet of you to make a Charisma saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature is charmed by you for 1 minute. While charmed in this way, the creature displays obvious fiendish traits such as horns or red skin and obeys your telepathic commands issued as a bonus action on your turn. If you don't issue a command, it attacks the nearest creature. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can't use it again until you finish a long rest.
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