Base Class: Barbarian
Some Barbarians fight for honor, or survival. You fight because it is in your blood, and because you hunger to spill the blood of others. At some point in your life, you were exposed to Fiendish energies, likely near a battle of Demons and Devils, or a Abyssal incursion into the Material Plane. In any event, you were changed, and now all the fury and power of the Blood Wars flow through your veins.
Fiendish Rage
Starting when you choose this path at 3rd level, you choose a Fiendish influence and gain its features. This choice represents which Infernal energy now gives you strength.
Demon. You begin to embody the savage blood-lust of a Demon. Once per turn, when you are raging and you hit a creature with a melee attack, you can immediately make an additional melee attack against another creature within your reach.
Devil. You begin to embody the calculated brutality of a Devil. Once per turn, when you are raging and you hit an enemy creature with a melee attack, an allied creature within 15 feet of you can make a melee attack against the same enemy creature using its reaction, provided that enemy creature is within the allied creature's melee range.
Hellish Aura
At 6th level, you gain a magical benefit based on the Infernal influence of your choice. You can choose the same influence you selected at 3rd level or a different one.
Demon. Your rage is so boundless it cannot be contained within your body. When you are raging, an aura of flames appears around you. Any creature that starts its turn within 10 feet of you or moves there for the first time on their turn take 1d6 fire damage. This damage increases to 2d6 at 14th level.
Devil. Your rage becomes so intense that your enemies become terrified of you. When you are raging, you exude an aura of fear. Any creature that is hostile to you that starts its turn within 10 feet of you or moves there for the first time on their turn must make a Wisdom saving throw. The DC is 8 + your proficiency bonus + your Strength modifier. A creature that fails the saving throw is frightened of you for 1 minute, or until it can no longer see you. A creature can repeat the saving throw at the end of each of its turns, ending the condition on a success. A creature that succeeds the saving throw is immune to this effect while your current rage is active. The range of the aura increases to 20 feet at 14th level.
Death Throes
Beginning at 10th level, you become so attuned to fiendish energies that even your death embodies the infinite rage of the Blood Wars. You gain a magical benefit based on the Infernal influence of your choice. You can choose the same influence you selected previously or a different one.
Demon. Like a true demon, you learn to unleash all of your energy upon death, to punish those who struck you down. When you are reduced to 0 hit points, your body explodes into a ball of fire. All creatures within 20 feet of you must make a Dexterity saving throw. The DC is 8 + your proficiency bonus + your Constitution modifier. On a failed save, a creature takes 1d6 fire damage for every level you have in this class. On a successful one, a creature takes half as much damage. Even though your body becomes ash, it is still a valid target for revivify and raise dead, and is reformed entirely when those spells are cast on you.
Devil. As a devil would, you learn to make your final strike count, to aid your comrades in their battle even in your last seconds. When you are reduced to 0 hit points, you can immediately move up to 15 feet and make a melee attack against a creature within your melee range. If this attack hits, it is a critical hit. Additionally, choose a number of allied creatures equal to or less than your proficiency bonus within 60 feet of you. Those creatures gain temporary hit points equal to your level in this class. After this melee attack, you fall unconscious as usual.
Discorporation
Starting at 14th level, if you are reduced to 0 hit points, you can instead drop to 1 hit point and teleport to an unoccupied space up to 60 feet away and can immediately expend any number of hit dice to regain hit points. Death Throes still occurs before the teleportation. One you use this feature, you cannot use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/4/2021 4:18:12 AM
|
11
|
2
|
--
|
Coming Soon
|
Comments