Path of the Abyssal Rage (5e Subclass)

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Path of the Abyssal Rage[edit]

Barbarian Subclass

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.

Demonic Frenzy

Starting when you choose this path at 3rd level, you can go into a demonic frenzy when you rage, changing your physical form into a shadow cloaked completely by flames. For the duration of your rage, when you move within 5 feet of an enemy and any enemy that starts its turn within 5 feet of you takes 1d6 fire damage.

You can choose, in the beginning of your turn, to take damage from demonic frenzy. When your rage ends, you suffer one level of exhaustion.

At 10th level the damage die is increased to 2d6, at 14th level it is increased to 3d6, and at 17th level it is increased to 4d6.

Eyes of the Abyss

At 6th level, your eyes transform, becoming inky black. You can now see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Demonic Wings

At 10th level, you can grow a pair of flaming, demonic wings from your back, gaining a flying speed equal to 30 feet. As a bonus action, you can spend one use of your rage feature to create these wings on your turn. They last for 1 hour, until you dispel them or until you fall unconscious.

While the wings remain active, they shed bright light in a 10 feet radius and dim light for an additional 10 feet.

Wrath of the Demon Lord

At 14th level, when you use the demonic frenzy feature, you become a master in controlling the infernal flames. If you take fire damage from any source, you can use your reaction to give yourself resistance to that damage until the start of your next turn, storing the fire energy and releasing it on your next successful attack. You can use the damage caused by damage frenzy with this feature.

The first time you hit with a melee attack on your next turn, the target takes an extra 1d8 fire damage, and the fire energy is released. At 17th level, the damage is increased to 2d8, and at 20th level, the damage is increased to 3d8.

The fire energy remains stored for one round, being wasted after that.

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