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Path of Fiendish Rage

The Path of Fiendish Rage is one of spilling blood and reveling in this act. Your burning rage causes destruction and suffering, and is only satisfied when it does so. You may or may not be evil, but when you rage, you are overwhelmed with fury and you lose yourself in it, causing you to wreak havoc without exception. You may be aware of the origins of your path, which might be related to certain gifts given to you or your tribe by fiendish entities. You may also not be aware of it, which would mean that you have no idea that an infernal master has marked you for its plans.

Fiendish Rage

Starting when you choose this path at 3rd level, your rage becomes much more sinister and destructive. At the sight of a successful attack that occurred within 60 feet of you and that is made either to you or your allies or by you or your allies, you must succeed on a DC 10 Wisdom saving throw or you enter a rage.

While raging, your attacks can become exceedingly gruesome. On a hit with a weapon attack, you can choose to roll one additional weapon damage die. For example, if you are using a great axe, you deal 2d12 slashing damage; or if you are using a greatsword, you deal 4d6 slashing damage.

You can use this feature after you make your attack roll but before the GM tells you the result. You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses after you finish a long rest.

Additionally, if you score a critical hit against a creature within 30 feet of you, this sight of agony agitates you and you can use your reaction to make an additional attack. You have advantage on this additional attack.

Fiendish Traits

At 6th level, your unholy rage starts to show in your appearance and you develop some traits. Choose one of the following benefits:

  • Spikes of Gore. While raging, spikes come out of your body, ready to pierce your foes. When a creature tries to hit you with an unarmed strike, it takes piercing damage equal to your proficiency bonus + its Strength or Dexterity modifier (whichever is applied to its attack). If a creature grapples you, it takes piercing damage equal to 2 + your proficiency bonus at the start of each one of your turns for the duration that you remain grappled. If you grapple a creature, it takes the same damage at the start of each one of its turns for the duration that it remains grappled. Additionally, if you are grappling a creature, you can choose to make a melee weapon attack against that creature with the spikes on your body that deals piercing damage equal to 4d4 + your Strength modifier. You have advantage on this attack roll.
  • Fiendish Charge. While moving towards a creature to attack it, your speed increases by 10 feet. You must declare that you are going to make the attack and must make your attack when you reach your target. You cannot use this feature if you cannot reach your target with your increased speed.
  • Foul Blood. Whenever you take damage from a critical hit or at least 15 piercing or slashing damage from a creature within 5 feet of you, you can use your reaction to spray your blood on that creature. It must then make a Dexterity saving throw (DC equals to 8 + your proficiency bonus + your Dexterity modifier). The target takes 2d12 acid damage on a failed save, or half as much damage on a successful one.

Foul Presence

Starting at 10th level, you emanate a foul aura around you. While raging, creatures that start their turn within 5 feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or have disadvantage on their attack rolls against you.

Additionally, whenever a creature within 15 feet of you is hit by a weapon or spell attack, you can affect the creature with your foul presence. As a reaction, you can decrease its hit point maximum in an amount equal to the damage instead of dealing the attack’s original damage. This reduction lasts until the target finishes a long rest. Once you use this feature for a number of times equal to your Constitution modifier, you need to finish a long rest to use it again.

Rampage

Starting at 14th level, your rage demands constant destruction. While raging, you can choose to go on a rampage. While on a rampage, you add to your bloodshed and gain charges of bloodshed. When you successfully hit with a weapon attack, you gain 1 charge of bloodshed. You can keep gaining charges on each successful hit as long as you rage to a maximum of charges equal to your Strength modifier (minimum 1).

You can choose to unleash these charges of bloodshed at any time while you are still raging, dealing 1d6 extra damage of the weapon’s damage type for each charge on a successful weapon attack you make. You can state that you will use this feature after you make your attack roll but before the GM tells you the result. When you do so, the number of charges resets to zero. An attack that unleashes these charges does not cause you to gain a charge of bloodshed. On the other hand, you find it quite challenging to keep from spilling blood, which is not always a good thing. At the start of each one of your turns in this state, you must succeed on a DC 13 Wisdom saving throw or attack the nearest creature whether it is friend or foe. You use your movement to get close to that creature if you must do so in order to attack it.

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