Path of the Hellish Tribute (5e Subclass)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Lacks a 14th level feature, as well as having too strong tools early on the game without any kind of compensation and having too much damage potential as it is (I don't care if part of it is situational, as it is not a limited resource.)


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Path of the Hellish Tribute[edit]

Barbarian Primal Path As demons rose to the material plane, they soon found groups of wandering tribes or individuals that would worship them like the gods they were. The demons granted "gifts" to certain individuals that would carry out their evil bidding and prove their worth to their demonic lord. As time went on, this soon became a tradition between the leaders of certain tribes and cults to pass this "gift" down to their next-of-kin, as their soul would soon go off into the Abyss and service their demon lord there for eternity.

Frenzy

At 3rd level, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.

Gift of the Demon Lord

Also at 3rd level, when you enter a rage, your physical form changes to appear like a shadow cloaked completely in flames. This is an illusory effect until 14th level. At 6th level, you gain proficiency in the intimidation skill, as well as when you go into a rage and take on your demonic form, you gain advantage on intimidation checks while raging. At 10th level, you may spend one of your rages to grow flaming, demonic wings. If you are not raging, the wings last for 1 hour or until you dispel them or fall unconscious. If you enter a rage, you may call upon this effect once without spending an additional rage use and it lasts until your current rage ends; however, if you dispel your wings or you fall unconscious, you must spend one of your rages to call upon them again during the same rage. These demonic wings allow you to fly up to 30 feet per round instead of walking or running when you go into a rage. While the wings remain active, they shed bright light for 10 feet and dim light for an additional 10 feet, can be closed and opened freely, and will dispel either when your rage ends, if you fall unconscious, or if you command them to dispel. The wings can’t be dispelled by any spell except the wish spell. At 17th level, any enemies who try to attack while you are in a Frenzied Rage you must make a Constitution saving throw (10+Proficiency+Intimidation Bonus). On a fail, the creature is now frightened of you.

Hellfire Aura

At 6th level, when you enter a rage, your demonic form now emanates an aura of fire. When you move within 5 feet of an enemy and any enemy that starts its turn within 5 feet of you takes 1d8 fire damage. At 10th level it is increased to 2d8, at 14th level it is increased to 3d8, and at 17th level it is increased to 4d8.

Wrath of the Balor

At 10th level, when you enter a Frenzied Rage, if you take fire damage while in your demonic form, you can choose to do one of two effects (these do not count as your reaction to choose an effect, however, you may only choose to change the effect on your turn). You may choose how many damage die you use with your Balor’s Uncontrollable Rage ability and you keep the remaining die to use with your Overheat ability. The damage is lost when your rage ends or if you fall unconscious.

  • Overheat: When you are in a Frenzied Rage, every time that you take fire damage, you take half of the fire damage and absorb the rest of that fire damage. With this stored damage, you may add 1 damage die to your Hellfire Aura damage roll. This ability can stack as long as you remain conscious and are in a Frenzied Rage, meaning every time you are hit with fire damage, you add an additional damage die to your Hellfire Aura. The stacks are synergistic with your second ability (again, this does not use your reaction to choose either effect to be active). You should keep track of how many damage die you add to your Hellfire Aura as at higher levels this can soon become overwhelming, as well as so you know how many damage die you may use for your 2nd ability. The additional damage is lost when your rage ends or if you fall unconscious. At 12th level the damage is increased by 2 damage die, at 17th level the damage is increased by 3 damage die and you now have a natural immunity to all fire damage, and at 20th level the damage is increased by 4 damage die.
  • Balor's Uncontrollable Rage: When you are in a Frenzied Rage, every time that you take fire damage, you take half of the fire damage and absorb the rest of that fire damage. With this stored damage, you may choose to have your next attack deal an additional 1d12 fire damage on a hit plus an amount of additional damage die from your Overheat effect (again, this does not use your reaction to choose either effect to be active). You must inform your Dungeon Master of how many damage die you are using on that attack and that you make sure to subtract that from your total additional damage die from your Overheat ability. If the attack misses, then you lose the amount of additional damage die previously indicated before your attack. At 14th level the damage is increased to 2d12, at 17th level the damage is increased to 3d12, and at 20th level the damage is increased to 4d12.

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