Barbarian
Base Class: Barbarian

Powered by infernal and Eldritch magics an ancient patron sings to your birth, The opportunity to make the perfect champion has arrived.

Orchalcos, An ancient entity before existence itself has bound itself to you, infernal in nature and Eldritch to others, This entity brings power to oppress its enemies and subdue those who would stand against its mighty fist of order.

You grew up, cursed by this entity, walking a life I it’s servitude. Whatever the future may bring, it will be in the entities benefit.

Cursed Arm of Orichacos

Path of The Cursed Arm 3rd level Feature


Your Devil's Blood and/or power has allowed you to inherently understand the language of fiendish creatures. The barbarian gains proficiency with the Abyssal and Infernal Language. 

One of the barbarian's arms has manifested the aspect of Orichalcos’s power (you may choose what form your arm takes but it must be distinct and noticeable from the rest of your body). This power gives you supernatural strength allowing you to use a heavy weapon that you have proficiency with in one hand. If you decide to use two weapons then the second weapon must have the light property. 

Your supernatural arm has the special property of manifesting a large magically infused arm, crackling with surging power. As long as you are not using any other weapons or shields in your of- hand cursed arm then you may use your bonus action on each of your turns to apply one of the following effects. If any of these abilities target an object without an AC then the object automatically fails the check. Does apply Rage bonus damage to any of these features:

Cursed Blow. Make an unarmed strike to a creature or object within sight of 10 feet of the barbarian dealing 1d10 magical bludgeoning damage on a hit. On a hit the target must make a strength check (athletics) or dexterity check (acrobatics) (the target may choose which one to use) against your own strength (athletics) check and on a fail are knocked 5ft. away and knocked prone. Targets 1 size category smaller or more than your barbarian make this check with disadvantage.

Cursed Grasp. Target one creature or object within sight of 10 feet of the barbarian. That target must make a strength check (athletics) or dexterity check (acrobatics) (the target may choose which one to use) against your own strength (athletics) check. On a failure, they are put under the grappled condition and pulled to an unoccupied space within 5 feet of the barbarian. Targets 1 size category smaller or more than your barbarian make this check and subsequent grapple checks with disadvantage. A target grappled by this effect has disadvantage on their attack rolls.

As a bonus action, if a target is grappled by this effect, the barbarian can throw the target 20 feet away and if the target hits an object or creature (make an attack roll against the creature or object using your strength based melee attack modifier) and on a hit both targets take 2d6 non-magical bludgeoning damage and must succeed on a dexterity saving throw, or they are knocked prone on a failed save. (DC is 8 + proficiency bonus + Strength modifier)

(At the DM discretion, if the grappled target or hit target was magical then the attack becomes magical damage). A thrown grappled target loses the grappled condition.

Sealing Chains of Orichalcos

Path of The Cursed Arm 6th Level Feature


Your cursed blood and/or energy allows your rage to supercharge your natural healing abilities and defense when you are in the throes of combat. While the barbarian is in combat, and forgoes their movement (forced movement not counted), and is raging, the barbarian can heal themselves 1d4 + constitution modifier at the end of each of their turns.

Whenever you restrain, stun, grapple, paralyze or petrify someone, you can mark him with the Seal of Orichalcos. If someone is marked with this mark, it gains a -2 penalty at every saving throw it rolls for the next minute. Also, if an ally hits the target with an attack or a spell attack, they can add half your Constitution Modifier rounded up to the damage which is stockpiled onto the target. If the target manages to free themself of the condition, it receives all the stockpiled damage by Seal of Orichalcos as force damage. You can use this feature a number of times equal to your proficiency bonus per long rest. .

At Higher Levels: Every 4 levels after level 6, increase the penalty by 1.

Orichalcos Great Chains of Dominion

Path of The Cursed Arm 10th Level Feature


Orichalcos power has linked itself into your blood and infernal power have you fully awakened the potential of your Cursed Arm, intertwining it with the burning chains of destiny that now respond to your will with terrifying efficiency. The fusion of your raw strength and its demonic essence grants you the following benefits:

Infernal Reach & Control:

•Your Cursed Grasp and Cursed Blow abilities now have an extended reach of 30 feet, allowing you to strike or grapple targets from afar.

•When grappling or striking a target that is one size larger than you or smaller, you gain advantage on all associated ability checks.

•You can now grapple two medium targets or one large (or bigger) target simultaneously in a single action.

Chains of the Inferno:(Twice per long rest, Bonus Action)

A permanent, red-glowing mark of a broken chain on your shoulder can be imbued with your patron’s power, causing thousands of thin, burning hellish chains to cover your left arm. While active for 1 minute, you gain the following benefits:

•Your arm and chains can extend up to 30 feet, igniting flammable objects on contact.

•Grappled targets take 1d12 fire damage per round, and you apply your Constitution modifier to all rolls related to the chained arm.

•When using Cursed Grasp to throw a grappled creature, you can target objects or creatures within 30 feet, dealing 2d6 bludgeoning damage and potentially knocking them prone (Creature struck must make a DC save of 8 + Your proficiency bonus + constitution modifier) on success they are not knocked prone..

•You treat grappled targets as light weapons, allowing you to use them as improvised weapons to strike others within reach.

•Striking a target with Cursed Blow while in this state forces them to make a contested strength check, on failure they are  knocked 15 feet away, and inanimate objects such as walls take maximum damage from the blow. If a creature would hit a wall, damage dealt to the creature would apply to the wall and as mentioned previously it takes maximum damage.

Chains of Fate Manipulation (Once per short rest, Reaction)

• When a creature attempts a non-attack roll against you (such as a saving throw or skill check), you may invoke the power of your chains to subtract your proficiency bonus from their roll and add it to your roll or save DC on your next roll or grapple check.

Demonic Pursuit

• When targeting an immovable object (such as a wall or statue) or a creature of huge size or larger, you can use Cursed Grasp to pull yourself toward the target up to 30 feet as forced movement, with no cost to your movement speed.

Wrath of Orichalcos

Path of The Cursed Arm 14th Level Feature


Your deep connection with your infernal master Orichalcos has awakened a terrifying force within you, blending raw fury with eldritch power. Through your rage, you channel the oppressive might of Orichalcos, ensuring that no foe, no matter their size or strength, can escape your grasp.

Infernal Dominance (While Raging):

• Your Cursed Blow and Cursed Grasp abilities can now affect creatures of any size without penalty. You no longer suffer disadvantage on checks against larger foes.

•When you trigger your Rage feature, you can harness infernal resilience to grant yourself advantage on the saving throws while raging.

•You may now add your Constitution modifier to your Cursed Blow and Cursed Grasp ability checks and damage.


 

Shackles of Eternal Torment (Once per Long Rest)

Once per long rest, you can invoke the full might of your patron to bind an enemy with the Shackles of Eternity. Choose a target within sight; hellish chains erupt from the ground, coiling around them with unbreakable force, for the next minute:

• The target is rendered unconscious. At the end of their turn, they must make a Charisma saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).

•On a success, the shackles shatter. On a failure, they remain bound and the save DC increases by 2 with each failed attempt.

•This effect cannot be bypassed by legendary resistances, but can be broken by a Wish spell, an 8th-level Counterspell, or a 7th-level Remove Curse.

 

Comments

Posts Quoted:
Reply
Clear All Quotes