Base Class: Barbarian
Those who follow the path of the Hellrazer relish in flames, finding delight in every burn they inflict. You use your hellish abilities to wreak havoc on the battlefield, scorching any who try to oppose you. Hellrazer Barbarians have been touched by demonic energies, causing their very bodies to become a font of hellfire, allowing them to bring destruction to their foes. Fighting alongside a Hellrazer can be very worrisome, as you can never know if they will care about your well being when it comes to being incinerated.
Hell-Touched
Starting at 3rd level, you learn how to speak Infernal, if you already know this language, then you learn a language of your choice.
Hellish Eruption
Starting at 3rd level you gain resistance to Fire and Cold damage while you are raging. Additionally, when you enter your rage, you and all creatures within 10ft of you must make a Dexterity saving throw (equal to 8 + your proficiency bonus + your Constitution modifier) or take 1d10 fire damage, as you explode into a fiery rage. While raging, the first time you deal damage to a creature, it takes an additional 1d10 Fire damage.
The damage die for this additional fire damage increases to 1d12 at 6th level, 2d6 at 10th level, and 2d8 at 14th level
Scorching Presence
At 6th level, you have advantage on Charisma (Intimidation) checks, if you are already proficient, then you gain expertise. Additionally, when you enter your rage, each creature of your choice within 30ft of you must make a Wisdom saving throw (DC equal to 8 + proficiency bonus + Charisma modifier) or be frightened of you until the end of your next turn. Creatures that take damage from your Hellish Eruption feature have disadvantage on the saving throw.
Hellfire Blast
At 10th level, you’ve learned to expel some of the Hellish energy that is trapped inside you. As an action, while raging, you can release a blast of flames in a 15ft cone in front of you. Creatures within that cone must make a Dexterity saving throw (DC equal to 8 + Proficiency bonus + Constitution modifier). On a failure, each creature takes 4d10 Fire damage and is ignited, on a successful save, each creature takes half as much damage and is ignited.
Ignited creatures take 2d10 Fire damage at the end of their turns, unless they use an action to put out the flames. You can use this feature once per short or long rest.
Infernal Persona
At 14th level, you have learned to fully embrace your Infernal Legacy. When you enter your rage, you can choose to undergo a hellish transformation for 1 minute, granting you the following effects:
- You sprout a pair of flaming wings, granting you a flying speed equal to your walking speed.
- You are immune to Fire and Cold damage.
- Each creature that starts its turn within 10ft of you takes 5 Fire damage
- The Fire damage you deal ignores resistances, and treats immunity as resistance.
You can use this feature once per long rest, and once your rage ends, you suffer 1 point of exhaustion.
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