Barbarian
Base Class: Barbarian

The taint of fiendish corruption spurs your Rage

Restriction: Tieflings Only

Only Tieflings can choose the Path of the Possessed.

Your DM can lift this restriction to better suit the campaign. The restriction reflects the inherent fiendish qualities Tieflings bear, though the argument can be made anyone corrupted by a Fiend could take this Path.

Fiendish Guise

At 3rd level when you follow this Path, your Rage manifests as the visage of a horrific fiend. You learn to speak, read and write in Infernal and Abyssal, if you do not know them already. Additionally, when you Rage you emit an aura of fear that frightens creatures you choose that come within 10 feet of you, DC = 8 + Strength modifier + proficiency modifier. Creatures that successfully save against this aura become immune to it for 24 hours.

If you are a Tiefling, while Raging you can still cast and concentrate on if need be, any of your spells granted by your Infernal Legacy and the aura's radius is increased by 5 feet.

Volatile Ichor

At 3rd level when you follow this Path, your blood literally boils. You become resistant to Fire damage if you are not already. Additionally, whenever you receive piercing or slashing damage from a melee attack within 5 feet of you while Raging, your attacker takes fire damage equal to the amount of damage your Rage let you resist.

Soul Scarring

At 6th level your attacks curse your victim's soul. Whenever you hit a creature other than an undead or construct with a Strength-based attack, your target becomes cursed with a festering wound. A creature cursed in this way must make a Constitution saving throw, DC = 8 + your Strength modifier + your proficiency modifier, at the start of each of their turns or take 1d8 necrotic damage. Each subsequent time you hit a creature cursed in this way with a Strength-based attack, the damage dealt by the wound increases by 1d8. Any creature can take an Action to stanch the wound with a successful Medicine check, meaning the creature needn't make the save at the start of their turn anymore but the stacked damage remains. The curse ends entirely if the target receives magical healing or a spell such as remove curse or greater restoration is cast on them.

Calescent Fury

At 10th level the heat of your boiling blood intensifies. While Raging your metal weapons begin to glow red due to their proximity to you, all your melee attacks deal additional fire damage equal to your Constitution modifier. Additionally whenever a creature takes damage from your Volatile Ichor feature, the fire damage dealt ignores resistances and creatures immune to fire take damage as if they resist it.

If you are a Tiefling the fire damage dealt by your melee weapons also ignores resistances, but not immunities.

Diabolic Rage

At 14th level as a Bonus Action while you're Raging you assume the form of a demonic creature cloaked in fire for 1 minute. In this form your skin becomes charred and black, your eyes and mouth glow like fire light, you sprout a pair of bat-like wings and any weapons you hold become lava cracked. While transformed you gain the following benefits:

  • You gain a 30 foot flying speed.
  • You become Immune to fire damage and resist cold if you don't already.
  • You can see through magical darkness if you don't already.
  • The fire damage dealt by your melee weapons from Calescent Fury is doubled.
  • Your Rage Damage Bonus increases by 2 
  • You are always considered Raging, regardless of whether or not you attack or receive damage.
  • You become wreathed in flames that act as a damaging aura, you also emit 15 feet of bright light and 15 more feet of dim light. This aura deals Rage Damage Bonus + Constitution modifier + Charisma modifier irresistible fire damage to any creature that ends its turn within 5 feet of you.
  • If you begin your turn with less than three-fourths of your maximum hit points, you must succeed on a DC12 Charisma saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can make the save again to avoid using your Extra Attack feature for this frenzied attack (failure means you must use it on the nearest creature as stated) but needn't use the Bonus Action Attacks granted by your Infernal Anatomy feature. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.

To end the transformation early you must fall unconscious or spend your Action making a DC12 Charisma saving throw, failure means you spend your Bonus Action attacking the nearest creature with your Infernal Anatomy. Whenever the transformation ends you gain 2 Points of Exhaustion, Tieflings only gain 1. Once you use this feature you cannot use it again until you finish a long rest.

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