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Primal Path - Path of Betrayal

Since the time of the Reimdag demons some barbarians have begun to dabble in the dark powers they gained. Careful not to replicate the same mistakes as the original, these barbarians tap into dark powers that make them ferocious and unconventional combatants. 

Fiendish Form

 While raging, you gain some of the abilities of the demons of Reimdag.  The saving throw for your abilities is equal to 8 + Constitution Modifier + Proficiency Bonus. While raging you gain one of the following features chosen at 3rd level. 

  • Spined Tail - You may replace attacks with your tail that deals 1d4 + Strength damage and creatures struck must roll a constitution saving throw, or take poison damage equal to twice your Barbarian level and become poisoned for 1 minute. At level 11 your poison causes you to automatically critically strike them on your next successful attack, as long as they remain poisoned. Once you successfully hit a creature that was poisoned, you cannot do so again unless you re-apply the poison.
  • Fiendish Fire - As an action you can make a ranged thrown attack out to 60' that deals 2d6 + Str fire damage. This ability gains an additional 1d6 for each additional use of rage you gain up to 6d6. At 11th level you can substitute weapon attacks for Fiendish Fire.
  • Demonic Visage - As an bonus action can attempt to frightened an opponent within 20'.  The creature rolls a wisdom saving throw, or be frightened of you for 1 minute.  They can repeat the save at the end of their turn.  If a creature succeeds the save, they are immune to Demonic Visage for 24 hours.  At level 11 the visage affects all creatures in a 20' sphere centered on you.

Demonic Resistance

Beginning at 6th level, you gain the resistances of fiends including cold, fire and lightning.

Fiendish Growth

Beginning at 10th level, you gain additional features when you rage.  You gain 1 additional choice from the Fiendish Form feature as well as one of the following.  Additionally attacks gained from your class choices are considered magical.

  • Wings - You gain a fly speed of 40 feet
  • Flame of Betrayal - You conjure flames that wreathe around a melee weapon you are wielding causing them to deal an additional 2d6 fire damage that lasts until your rage ends
  • Barbed Hide - At the start of any turn that you are grappled or grappling a creature, the creature takes 1d10 + your Strength modifier as piercing damage.  Additionally any creature you have grappled is considered restrained.

Demonic Ascension

 Starting at 14th level, you gain another choice from Fiendish Growth. Additionally you may choose one of the following options. 

  • Blinking Stalker - While raging you may use a bonus action to teleport up to your movement to an unoccupied space you can see.
  • Chains of Betrayal - You may substitute one of your attacks to whip a fiendish chain out to 30'. You are considered proficient with the chain and it is considered a melee weapon. It deals 2d6 slashing damage. If this attack hits a creature, you can attempt a grapple that if successful allows you to automatically pull a creature large size or smaller 15' towards you.
  • Voracity - Once per rage as an action, you can gape your mouth open large enough to consume a large or smaller creature that is incapacitated. A creature consumed in this matter immediately drops to 0 HP if it has not already done so. Doing so heals you based on the creatures HD.

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