Base Class: Barbarian
Dark magic or a family curse has bound your soul with a monster. You can tap into their fury as you rage to gain additional benefits.
Inner Influence
3rd level Path of the Monster Within feature
You gain unique abilities depending on the monster you chose. Once you’ve made this decision you cannot change it, and you gain additional benefits of this choice at later levels.
Alien Shadow. You or one of your ancestors have been infected by the alien powers of a Cloaker. While you have a creature grappled they cannot breathe and begin to suffocate. In addition, you gain the Damage Transfer ability while raging: While grappling a creature you take only half damage dealt to you, and the grappled creature takes the other half.
Abyssal Tactician. You or one of your ancestors have been bound to a Marilith. You gain the Reactive feature while raging, allowing you to take a reaction on each turn in combat. You also can Parry as a reaction, adding your proficiency bonus to your AC against one melee attack that would hit you. You must be wielding a weapon to do so.
Cursed Woodsman. You or one of your ancestors were cursed by the dark magic of a Hag Coven. You have an item called a Hag’s Eye. The Hag’s Eye is a real eye coated in varnish and attached to a chain necklace like a pendant. As an action you can see what the eye sees while on the same plane of existence. The eye has AC 10, 1 hit point, and darkvision to a range of 60ft. If they eye is destroyed you take 3d10 psychic damage and are blinded for 2d4 hours. You can spend 4 hours to conduct a ritual using a new eye to create it again, but you cannot do so while you are blinded this way.
Abyssal Tactician
You or one of your ancestors have been bound to a Marilith. You gain the Reactive feature while raging, allowing you to take a reaction on each turn in combat.
You also can Parry as a reaction, adding your proficiency bonus to your AC against one melee attack that would hit you. You must be wielding a weapon to do so.
Alien Shadow
You or one of your ancestors have been infected by the alien powers of a Cloaker. While you have a creature grappled they cannot breathe and begin to suffocate.
In addition, you gain the Damage Transfer ability while raging: While grappling a creature you take only half damage dealt to you, and the grappled creature takes the other half.
Cursed Woodsman
You or one of your ancestors were cursed by the dark magic of a Hag Coven. You have an item called a Hag’s Eye. The Hag’s Eye is a real eye coated in varnish and attached to a chain necklace like a pendant.
As an action you can see what the eye sees while on the same plane of existence. The eye has AC 10, 1 hit point, and darkvision to a range of 60ft.
If they eye is destroyed you take 3d10 psychic damage and are blinded for 2d4 hours. You can spend 4 hours to conduct a ritual using a new eye to create it again, but you cannot do so while you are blinded this way.
Unearthly Advantage.
6th level Path of the Monster Within feature
You gain additional effects from the creature you are bound to.
Alien Phantasm. When you use a bonus action to rage, you create two illusionary duplicates of yourself in your space. If you are in bright light, you only create one. The duplicates move with you and mimic your actions, shifting positions and making it impossible to track which one is really you. When a creature attacks you or targets you with a harmful spell there is a chance they target one of your duplicates instead. Roll randomly to determine which one they target. A creature is unaffected by this ability if they have the ability to sense illusions, such as Truesight or Tremmorsense. The duplicate has your AC and uses your saving throws. If it fails a save against a damaging effect, or it would take damage from an attack, the duplicate vanishes. You cannot have more than 2 duplicates at a time that were created by this effect.
Abyssal Stratagem. As a bonus action, you and all of your gear and anything you are holding can teleport up to 90ft to an unoccupied space you can see. You can do this a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Hex-Cursed Magic. You can cast certain spells at will, requiring no material component, and using one of your weapons as a spellcasting focus. Those spells are detect magic, disguise self, and magic missile, each at 1st level, using you Constitution as your spellcasting ability. (Remember: you cannot cast spells while raging).
Abyssal Stratagem
As a bonus action, you and all of your gear and anything you are holding can teleport up to 90ft to an unoccupied space you can see. You can do this a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Alien Phantasms
When you use a bonus action to rage, you create two illusionary duplicates of yourself in your space. If you are in bright light, you only create one. The duplicates move with you and mimic your actions, shifting positions and making it impossible to track which one is really you.
When a creature attacks you or targets you with a harmful spell there is a chance they target one of your duplicates instead. Roll randomly to determine which one they target. A creature is unaffected by this ability if they have the ability to sense illusions, such as Truesight or Tremmorsense.
The duplicate has your AC and uses your saving throws. If it fails a save against a damaging effect, or it would take damage from an attack, the duplicate vanishes. You cannot have more than 2 duplicates at a time that were created by this effect.
Hex-Cursed Magic
You can cast certain spells at will, requiring no material component, and using one of your weapons as a spellcasting focus. Those spells are detect magic, disguise self, and magic missile, each at 1st level, using you Constitution as your spellcasting ability. (Remember: you cannot cast spells while raging).
Unnatural Movement
10th level Path of the Monster Within feature
The dark and unnatural monster that grants you your power has granted you a new way to get around. You gain the following benefits.
Alien Cloak. It always appears like you are wearing a dark leather cloak. Any cloak you are wearing takes this image. You gain a flying speed equal to your walking speed. In addition, you have advantage on Dexterity (Stealth) checks.
Abyssal Entourage. You can summon a demonic entity to assist you in combat. As an action, you call forth 1 demon with a challenge rating of up to your Barbarian level, or 3 demons of CR up to 1/2 your Barbarian level (your choice). These demons roll initiative independently, and obey your commands in combat (requiring no action on your part). If no direction is given or you are incapacitated, they attack the closest non-demon creature that isn’t you. These demons are banished back to the Abyss when they are killed, or after 1 minute as long as you are conscious. They will cause chaos and destruction of you are unable to send them back due to death or unconsciousness, killing, burning and destroying everything in their path for the next 1d4 hours, whereupon they are banished back to the abyss. Once you use this ability, you cannot summon demons again this way until you finish a long rest.
Hex-Cursed Stride. As a bonus action, you can step into the Etherial Plane until the end of your turn. You must have your Hag’s Eye in your possession to do so. While on this plane you may make your attacks as normal, except they deal necrotic damage instead of any other type and deal an additional 1d10 damage. You have advantage on all attacks made from this plane. While on the Etherial plane this way your movement speed is doubled. You can use this ability a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.
Abyssal Entourage
You can summon a demonic entity to assist you in combat. As an action, you call forth 1 demon with a challenge rating of up to your Barbarian level, or 3 demons of CR up to 1/2 your Barbarian level (your choice).
These demons roll initiative independently, and obey your commands in combat (requiring no action on your part). If no direction is given or you are incapacitated, they attack the closest non-demon creature that isn’t you. These demons are banished back to the Abyss when they are killed, or after 1 minute as long as you are conscious. They will cause chaos and destruction of you are unable to send them back due to death or unconsciousness, killing, burning and destroying everything in their path for the next 1d4 hours, whereupon they are banished back to the abyss.
Once you use this ability, you cannot summon demons again this way until you finish a long rest.
Alien Cloak
It always appears like you are wearing a dark leather cloak. Any cloak you are wearing takes this image. You gain a flying speed equal to your walking speed. In addition, you have advantage on Dexterity (Stealth) checks.
Hex-Cursed Stride
As a bonus action, you can step into the Etherial Plane until the end of your turn. You must have your Hag’s Eye in your possession to do so.
While on this plane you may make your attacks as normal, except they deal necrotic damage instead of any other type and deal an additional 1d10 damage. You have advantage on all attacks made from this plane.
While on the Etherial plane this way your movement speed is doubled.
You can use this ability a number of times equal to your proficiency bonus, regaining expended uses when you finish a long rest.
Unleash the Monster
14th level Path of the Monster Within feature
You gain mighty abilities from your monster within. You have advantage on all saving throws against spells or other magical effects. In addition, you gain the following benefits.
Eldritch Mind. You gain Truesight to a range of 120ft, and can telepathically communicate with creatures within that range.
Abyssal Violence. You can attack three times whenever you take the Attack action on your turn.
Hex-Cursed Power. You can cast additional spells. The additional spells are Bestow Curse, Polymorph, Scrying, and Eyebite. You can cast these each once, regaining the ability to do so at dawn each day. Constitution is your spellcasting ability for these spells.
Abyssal Violence
You can attack three times whenever you take the Attack action on your turn.
Eldritch Mind
You gain Truesight to a range of 120ft, and can telepathically communicate with creatures within that range.
Hex-Cursed Power
You can cast additional spells. The additional spells are Bestow Curse, Polymorph, Scrying, and Eyebite. You can cast these each once, regaining the ability to do so at dawn each day. Constitution is your spellcasting ability for these spells.