Barbarian
Base Class: Barbarian

Most barbarians unleash their fury through brute force, muscle, and reckless abandon. But a rare few find that their rage reaches further — beyond their flesh, beyond the material plane itself. These warriors walk the Path of the Astral Bringer, their anger so potent it manifests in physical form: a towering, spectral hand that strikes with terrifying force and supernatural precision.

This isn’t divine magic, nor is it arcane. It’s something older — a primal echo of power that responds to the will of the barbarian’s soul. The (Astral?) Devil Bringer is not a separate entity, but an extension of the barbarian's wrath, their instinct given shape. With it, they can grapple dragons, tear through stone, protect allies, or crush enemies with bone-shattering slams.

Those who witness a Devil Bringer in action speak of battlefields shaken by phantom limbs, of warriors lifted and hurled like toys, of a single enraged figure shadowed by a hand the size of a wagon — a hand that does not bleed, does not tire, and never misses its mark.

Source: Ali’s Pasta

*note from the author, this subclass in inspired by Nero from devil may cry 5, that’s why the subclass intro calls it devil bringer instead of Astral Bringer

Devil Grab

Starting when you choose this path at 3rd level, your hand changes into something otherworldly — something demonic. Additionally, you may now summon a huge spectral Devil Bringer Spectral Arm which is twice your size which appears when you enter rage, which will aid in performing a Devil Grab which is an action. The enemy within 15 feet of you, must pass a Dexterity saving throw equal to 8 + your proficiency bonus + your Constitution modifier, or be grabbed and slammed into the floor, suffering 1d20 + your Constitution modifier bludgeoning damage. you may also choose to keep the creature grappled for 3 rounds. This attack may be performed a number of times equal to your Barbarian level per long rest. after performing this attack you may not attack with it again for 3 rounds.

Spectral Grab

Beginning at 6th level, the spectral hand may now stretch up to 60 feet as an action and grab something, pulling you closer to that location. This may be done a number of times equal to your proficiency bonus. This ability also works on enemies — pulling them closer or pulling yourself to them. The save DEX DC is 8 + your proficiency bonus + your Constitution modifier for your enemy.

Spectral Protection

At 10th level, as an action, you gain the ability to protect yourself using your spectral hand. Your hand extends in front of you and your allies, creating a 20-foot-long wall in a chosen location in your sight in 30ft. This version of the hand has hit points equal to three times your Barbarian level. The wall remains until you dismiss it or activate Devil Grab.

Beat 'Em Up

At 14th level, as an action you may summon two additional spectral hands that fight alongside you. This transformation lasts 10 rounds and grants the following benefits:

  • After hitting a creature, the hands will land hits on it too, each dealing damage equal to your base attack divided by 3 (rounded down). This damage is force.
  • When falling, the hands attach to your back to form a wing-like shape. You gain the benefits of the feather fall spell.
  • As an action You may grab two enemies at once and slam them into each other, causing them to suffer 3d10 bludgeoning damage on a failed save, or half as much on a success.(DEX Save, the DC is determined by 8+PROF+CON)
  • it resets on a long rest 

Previous Versions

Name Date Modified Views Adds Version Actions
5/22/2025 6:43:41 PM
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Path Of The Astral Bringer Image

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