Base Class: Barbarian
For some, primal power flows from nature. A Spirit Animal, a Revered Ancestor, a Place of Power. For others, though, power flows from the blood of their demonic masters. Through worship of the Oni, the Barbarian can acquire their lust for blood, battle and destruction.
Path of Anger's Flame
When you enter a rage, you may choose to walk the Path of Anger's Flame. If you do, while you are raging, you have Resistance to Fire Damage. Additionally, whenever you hit with an attack while Raging, you can deal additional Fire damage equal to your Charisma Modifier. If you do, you suffer the same amount of Fire Damage, as you sacrifice your own blood to fuel your flames.
Once during a Path of Anger's Flame Rage, you may use your Reaction when receiving damage to force the creature that dealt the damage to make a Dexterity saving throw (Difficulty equals 8 + Proficiency + Charisma) That creature takes 2D10 fire damage if they fail (Or half if they succeed) This damage increases by D10 at levels 5, 9, 13 and 17.
Midnight Covenant
When you enter a rage, you may choose to strike a Midnight Covenant. If you do, while you are raging, you have Advantage on saving throws against being Charmed and Frightened. Once each turn when you hit a creature with a melee weapon attack, you may deal an additional D6 Psychic damage to it, and force it to make a Wisdom Saving throw (diffictulty equals 8 + Proficiency + Charisma) or be Frightened of you until the start of your next turn.
Once during a Midnight Covenant Rage, you may use an Action to force all creatures in a 30ft cone in front of you, or 10ft around you (your choice) to make a Wisdom saving throw or become Frightened of you for up to 1 minute (They may repeat this save at the end of each of their turns) Each creature also suffers D6 Psychic Damage (Or half if they succeed). This damage increases by D6 at levels 5, 8, 13 and 17.
Supernatural Scent
You have Advantage on Survival checks to track Aberrations, Celestials, Fey and Fiends. You may also spend 10 minutes concentrating, at the end of which you know if any such creature is within 500ft of you. This only tells you if there are creatures of any of those types present, not their location or number.
Blood Rites
Once per turn, when a creature other than a Construct is reduced to 0 hit points within 30ft of you, choose one of the following effects:
- You gain Temporary Hit Points equal to D12 + Constitution
- You may immediately move up to half your move speed
- You may use a Bonus Action to make one melee weapon attack
Additionally, choose a Blood Rite from the list.
Rite of Crushing Pain
Once on each of your Rages, when you hit a creature with a melee weapon attack, you can use a bonus action to make that creature have Vulnerability to all of the damage of that Attack.
If you use this effect during a Path Of Anger's Flame Rage, all of that damage also ignores the creatures damage Immunities or Absorptions.
Rite of Devouring
Once during each of your Rages, you can use one of the following effects, based on your current "Rage Enhancement"
- Path of Anger's Flame: Devouring Rage- You can use an Action to double your speed, gain +2 AC and Advantage on Dexterity saving throws. You may also, once each turn, Dash, Disengage, or perform one weapon attack without using an Action. This effect lasts until your rage ends. You lose an amount of health each turn equal to your Constitution modifier.
- MIdnight Covenant: Devouring Greed- You can use an Action to make the first attack you hit with each turn deal an additional D8 Necrotic damage and curse your target. That creature must succeed on a Wisdom saving throw, or it substracts D4 to its Attack and saving throws until the beginning of your next turn. While this effect is active on a creature, you gain a D4 bonus to all saving throws and attacks. This effect lasts until your rage ends. You lose an amount of health each turn equal to your Constitution modifier.
Rite of Foul Shadows
Once on each of your Rages, you can use a bonus action to create a Mantle of Shadows that lasts while you Rage, granting Half Cover against ranged attacks and spells while it lasts.
If you use this effect during a Midnight Covenant Rage, your Unarmored Defense becomes 13 + Constitution + Dexterity and you gain a Bonus to all your saving throws equal to your Charisma modifier.
Thoughts of Ruin
You always have Advantage on Intimidation checks, and Disadvantage on Persuasion checks.
Whenever you enter a Rage, and with a Bonus action on subsequent turns while you are raging, up to ten creatures of your choice within 60ft of you gain Disadvantage on their next Saving throw until the start of your next turn.
While you are in a Path of Anger's Flame Rage, whenever a creature fails a Saving throw while within 60ft of you, you may have them take D12 + Charisma Fire damage. A creature can only be affected by this effect once each turn.
While you are in a Midnight Covenant Rage, whenever a creature fails a Saving throw while within 60ft of you, you may have them become Frightened of the creature that forced that save until the beginning of your next turn. If a creature would become afraid of a second creature this way, it stops being Frightened by the first creature.
Measure of Wickedness
Whenever you enter a Path of Anger's Flame Rage, you become an aspect of the Oni of Wild Places for the next hour (even if your rage fades) You gain a Climbing Speed equal to your move speed and you gain the benefits of a Freedom of Movement spell. Also, while your rage lasts, you don't provoke attacks of opportunity.
Whenever you enter a Midnight Covenant Rage, you call upon the pact of darkness. A Demon of CR5 or less is summoned within 60ft of you for an hour (even if your rage fades) and rolls for initiative as normal. The demon follows your verbal commands (No action required) and otherwise defends itself. At the end of each of its turns, it makes a Charisma saving throw with disadvantage. If it succeeds, it escapes your control, but will never attack you. The demon then fades after D6 turns if it's still alive.
Comments