Barbarian Subclass: Path of the Abyss

You have imbued yourself with the strength of the demonic creatures of the abyss, their unending hunger, their overwhelming ferocity, and now you carry that with you onto the battlefield. Whether you gained this power through your abyssal bloodline, a pact made in your ancestry or a touching an artifact of immense and evil power, it is your choice.
 
Demonic Might. Beginning at 3rd level you know how to channel your demonic power into your strikes. Once per turn, you can deal an extra weapon die of damage if you make your attack Reckless.
 
Strength of the Abyss. You have a connection to creatures who have fought their ways out of the hidden hellish depths, at 3rd level when you start your turn with fewer than your maximum amount of hit points, you gain temporary hit points equal to your level.
 
Horror of the Pit. At 6th level your rage brings forth the terrors of the abyss. When a creature starts its turn within 5 feet of you while you are raging, they must succeed a Charisma saving throw (DC 8 + Your Proficiency bonus + Your Constitution Modifier) or be Frightened until the end of their turn.
 
Fiendish Vitality. Starting at 10th level you gain Immunity to Poison damage and the Poisoned condition.
In addition, while you have temporary hit points creatures who hit you take Poison damage equal to your Rage damage.
 
Rampage. At 14th level you are able to charge blindly across the battlefield. As an action you may charge up to 20 feet in a straight line towards a target creature, knocking past everyone in your path, and making one attack at the target.
Every creature whose space you move through while charging, who is Large sized or smaller, must succeed a Strength save (DC 8 + Your Proficiency bonus + Your Constitution Modifier) or Prone and take damage equal to your Rage damage.
On a success they are not knocked Prone and take half damage.
While charging attacks of opportunity have disadvantage against you.
  
 

 

 

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