Path of the Hellborn, Variant (5e Subclass)
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Path of the Hellborn
Hellborn barbarians relish in flames, finding delight in every burn they inflict, whether it is on themselves or others. You use your hellish abilities to wreak havoc on the battlefield, scorching any who try to oppose you. Hellborn Barabarians have been touched by demonic energies, causing their very bodies to become a font of hellfire, allowing them to bring destruction to their foes, with the small disadvantage of harming themselves. Fighting alongside a Hellborn can be very worrisome, as you can never know if they will care about your well being when it comes to being incinerated.
Hellborn
Starting at 3rd level, you gain resistance to fire damage. Additionally, when you enter your rage, you set yourself on fire for the duration of your rage. While on fire, you take 1d8 fire damage at the start of your turn and deal an additional 1d8 fire damage to creatures you hit with a melee weapon attack. The fire damage you and your targets take from this ability increases to 1d10 at 6th level, 1d12 at 10th level, and 2d6 at 14th level.
Scorching Invigoration
At 6th level, when you enter rage, you gain immunity to fire damage, +10ft to movement speed, and advantage on your next melee weapon attack.
Hellfire Breath
At 10th level, flames pour from your mouth, engulfing everything that stands in your way. As an action, you can breathe fire in a 15ft cone in front of you. Creatures within the cone must make a dexterity saving throw equal to 10 + your proficiency bonus + your constitution modifier. On a failure, they take 4d10 fire damage and are ignited, or half as much on a success, and they are ignited. Ignited creatures take the fire damage from your Hellborn feature on the start of their turns until they take an action to put it out. Once you use this feature, you cannot do so again until you finish a short or long rest. You must be raging to use this ability.
Eruption
At 14th level, You gain the ability to violently expel the burning anger within you in an explosion of fire as an action. Every creature in a 20-foot-radius sphere centered on you must make a dexterity saving throw equal to 10 + your proficiency bonus + your constitution modifier. On a failure, they take 8d10 fire damage and are ignited, or half as much on a success, and they are not ignited. You must be raging to use this ability. Once you use this feature, your rage immediately ends, and you cannot do so again until you finish a long rest.
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