Base Class: Barbarian
Demonglass holds the essence of a fiend—pure malefic power yearning for release. A painful, and often lethal, ritual can embed a shard of demonglass in a mortal’s body; if the mortal survives, they can draw on the power of the fiend. The warriors of the Carrion Tribes in the Demon Wastes and the champions of Turakbar’s Fist in Droaam are eager to augment their might in this way, but there are others—Znir hwyri, Ghaash’kala—who make this sacrifice in order to fight hellfire with hellfire. No matter their intention, a Barbarian who walks the Path of the Demonshard may struggle to keep the fiendish malice contained.
Level 3: Demontongue
Your demonshard grants you innate understanding of the languages of fiends. You can speak and understand your choice of either Abyssal or Infernal.
Level 3: Fiendish Punishment
The fiendish presence in your demonshard can punish your enemies. While your Rage is active, if you take damage from a creature that you can see within 60 feet of yourself, the creature takes 1d4 Fire or Necrotic damage (your choice). You can use this feature only once per turn. In addition, if an allied creature within 10 feet of you takes damage from a creature that you can see within 60 feet of yourself, you can use your Reaction to cause the damaging creature to take 1d4 Fire or Necrotic damage (your choice). The damage increases when you reach Barbarian levels 6 (1d6), 10 (1d8), 14 (1d10) and 20 (1d12).
Level 6: Just One Master
The fiendish presence in your demonshard has grown, and it reacts badly to competition. While your Rage is active you have Advantage on saving throws against the Charmed and Frightened conditions, and you have Resistance to Psychic damage. Additionally, if you take Psychic damage or if you make a saving throw to avoid or end the Charmed or Frightened conditions, you must use your Reaction, if available, to immediately enter a Rage. If you do, it will grant you resistance to the triggering damage or advantage on the triggering saving throw. Entering a Rage in this way does not expend a use of your Rage.
Level 10: Overflowing Malice
The evil in your demonshard has grown, and its power can escape when you are distracted by pain. When a creature triggers your Fiendish Punishment feature, all other creatures within 10 feet of you take the damage too.
Level 14: Free the Demon
If you start to rage while you are bloodied, you may choose to let the demon within your demonshard take full control of your body. If you do, you gain temporary hit points equal to twice your Barbarian level and become immune to Fire damage, Necrotic damage, the Charmed condition, the Frightened condition and the effects of exhaustion until your rage ends. During this time, during your turns, you will uncontrollably seek out and attack the nearest creature you can see, regardless of if they are friend or foe. Your melee attacks made during this time have advantage against creatures that have damaged you within the last round and deal an additional 1d12 Fire or Necrotic damage (your choice). Your rage ends at the end of your turn if a creature hasn't damaged you since your last turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/16/2025 6:02:35 PM
|
22
|
2
|
1
|
Coming Soon
|
Comments