Path of Hellfire

Channel Rage into Destructive Flames

Devils have long been known to grant power to mortals as part of a pact or bargain. While this may take the form of unique magic or boons, those who follow the Path of Hellfire are gifted with command over the fires of the Lower Planes, which they channel for short periods to become powerful and furious fighting machines.

While some of these barbarians are enlisted to support the devils’ interests as soldiers or enforcers, some escape their devilish fates, while others still are released after their term of service.

Level 3:

When you enter your rage, you take on minor fiendish aspects. The way these aspects manifest is up to you and can include sprouting horns from your head, changing the color of your skin, growing fangs or a tail, or other small physical changes. Though infused with fiendish power, you aren’t a fiend. While raging, you have resistance to fire damage, and the first creature you hit on each of your turns with a weapon attack takes 1d6 extra fire damage. This damage increases to 2d6 at 10th level.

Level 6: Hell's Vengeance

You can use your hellfire to punish enemies. If an ally you can see within 60 feet of you takes damage while you are raging, you can use your reaction to surround the attacker with hellfire, dealing fire damage equal to your proficiency bonus to it.

Level 10: Hellfire Shield

When you enter your rage, you can surround yourself with flames. This effect works like the Fire Shield spell, except you are surrounded with a warm shield only and it ends when your rage ends. Once used, you can’t use this feature again until you finish a short or long rest.

Level 14: Devilish Essence

While raging, you have advantage on saving throws against spells and other magical effects, and if you take damage from a spell, you can use your reaction to gain temporary hit points equal to your barbarian level.



Comments

Please Login in order to comment!