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Path of the Fiend
Whether you made a deal with a fiend or your latent fiendish heritage awoke, fiend barbarians bring the full might of hell to their enemies. Will you fight evils with your power or will you continue to spread evil across the land? The choice and the power is yours.
Fiendish. 3rd level. You can now read, speak, and write in both abyssal and infernal. You also have advantage on intimidation checks against non fiend creatures.
Corrupt Power. 3rd level. The power of the Nine Hells and the Abyss have suffused you with tainted powers. While raging, at the start of your turn you gain one charge of corrupt power. You can also gain a charge of corrupt power by damaging an enemy with your fiend's body ability. Corrupt Power charges can be spent to use one of the following abilities:
- Contract. As a bonus action you can empower an ally within 60 feet. Your ally gains 5 temporary hit points for each corrupt charge spent.
- Hellish Strike. When you hit with a weapon you can chose to deal 1d6 damage plus half your barbarian level per charge of corrupt power spent. You choose whether the damage is fire or poison when you hit.
- Inferno. As an action chose a point within 30 feet. Creatures within 10 feet of the chosen point must make a dexterity saving throw. A target takes a number of d6s equal to the number of charges spent in fire or poison damage, you pick the type upon use. On a success they take half as much damage.
If your ability's effects require a saving throw, the DC equals 8 your proficiency bonus your Constitution modifier.
You can have a maximum of half your barbarian level in corrupt power charges. At 14th level your inferno ignores resistance and treats immunity as resistance. You lose all charges of corrupt power when your rage ends.
Fiend's Body. 6th level. When you take damage from a melee attack while raging, you can deal your constitution modifier in fire damage, as a reaction. Also while you rage you gain resistance to either cold, fire, or poison damage. At 14th level the resistance becomes immunity.
Fiendish Rites. 10th level. Your fiendish power surges through you leaving a visible mark. Choose one of the following options.
- Fiend Heart. As a reaction, when a creature within 30 feet of you drops to 0 hit points you siphon a portion of their power. Choose a creature within 30 feet of you to gain an amount of hit points equal to twice your Constitution modifier. Once you use this ability you can use it again till you finish a short or long rest or spend 3 corrupt power charges.
- Mad Minds. You gain advantage on saves against being charmed or frightened. While you rage you ooze a 5 foot aura of madness. Creatures in the aura cannot be charmed or frightened.
- Twisted Arms. Once per turn when you hit with a weapon you gain a charge of corrupt power.
Dark Word. 14th level. Your fiendish influence has brought you a power even fiends shudder to use. As an action you can spend 4 charges of corrupt power to speak a single word of fathomless evil. All creatures in a 15 foot radius must make a Constitution Save. A target takes 3d10 damage and is stunned until the start of your next turn. On a successful save the target is not stunned. Creatures that drop to 0 hit points can only be revived by a casting of True Resurrection.
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