Barbarian Subclass: Path of the Nine Hells

Devils are not perhaps what you imagine when you think of barbarian might, for as strong as they are they act with cunning and order, not what you associate with reckless ferocity. Those that follow this path have learned how to channel both in a fight, as how restructuring the battle can lead to larger gains than simple attacks.
 
Pact of Destruction. As an action you may force a creature you can see to succeed an Intelligence saving throw (DC 8 + Your Proficiency bonus + Your Constitution Modifier) or be drawn into a devilish pact that lasts for 10 minutes.
You gain the following benefits and drawbacks during its duration:
  •  Any attack roll you make against the chosen target is a critical hit on a roll of 19 or 20 on the d20.
  • When you use Reckless Attack your chosen target does not gain Advantage on attacks against you.
  • Whenever the creature takes damage you take Necrotic damage equal to your Proficiency Bonus. Likewise, the creature takes the same amount of damage in return whenever you take damage. This effect is not triggered by the Necrotic damage caused by the pact.  
 
Once you have used this ability you must complete a short or long rest before being able to call on this power again.
 
Devils Tongue. Also, at 3rd level you gain proficiency in one of the following skills; Deception, Persuasion or Intimidation. You also learn the Infernal language if you did not know it already.
 
Hells Raiser. At 6th level when you reduce a creature to 0 hit points you can summon a column of fire from their body. Every creature within 5 feet of them, excluding you, must succeed a Dexterity saving throw or take 2d10 fire damage, on a success they take half damage.
In addition, your next attack deals an additional 1d10 fire damage, as your weapon captures the remaining flames.
The damage increases by 1d10 at 12th level and again at 16th level.
 
Devils Command.  At 10th level when you hit with attack you can use your bonus action to issue a one word command to a creature within 15 feet of you. The creature must succeed an Intelligence saving throw (DC 8 + Your Proficiency bonus + Your Constitution Modifier) or follow the Command on its next turn. This ability has no effect on Fiends, Undead, creatures that don’t understand your language or are Deafened.
When you issue a Command you must choose one of the following.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no Actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
If the target can’t follow your command, the command ends.
 
Reorder. At 14th level you are able to dictate the flow of the battle or swiftly call a retreat. As an action,  10 creatures of your choice within 20 feet of you, including yourself, are able to teleport up to 40 feet in any direction from where they were; enveloped in a column of fire. They need not all be teleported in the same direction so long as they are within 40 feet of where they started.
Creatures who are within 5 feet of a creature teleporting in this way must succeed a Dexterity saving throw (DC 8 + Your Proficiency bonus + Your Constitution Modifier) or take Fire damage equal to your Hell Raiser ability, half as much on a success.
Once you have used this ability you must complete a short or long rest before using it again.
 
 

Comments

Popular Posts