Path of Abyssal Might (5e Subclass)

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Path of Abyssal Might[edit]

Barbarian Subclass

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The First Follower of the Path,piece by Nai Ga
To the last, I grapple with ye; From Hell's heart, I stab at ye; For hate's sake, I spit my last breath at ye.
—Dozan, A Demon Lord, who started small but has only continued to grow his power.

Those following the Path of Abyssal Might are known for their savagery and their absolute devoutness to Dozan, the Prince of Darkness. With the firm belief that every step they take is following a path they were destined for, nothing short of death will stop these followers from fulfilling their directives.

Armor Training

At 3rd level, gain proficiency in heavy armor. You can rage while wearing heavy armor.

Bonus Language

You can speak read and write Abyssal

Abyssal Rage

When raging, your eyes ignite with Abyssal flames, and tendrils of ancient power ripple off your body. Once in each of your turns you deal an additional 1d4 fire damage with your attacks made with melee weapon and you gain advantage on Charisma (Intimidation) checks.

In addition, when you hit a creature with an attack, you can use your bonus action to make your enemy perceive you as the bigger threat. That enemy has disadvantage on attack rolls made against any creature other than you until the start of your next turn.

Unending Resilience

Starting at 6th level, you gain resistance to fire damage. If you are already resistant to fire, choose one of the following damage resistances instead: cold, lightning or poison. In addition, whenever you enter in rage you gain a number of temporary hit points equal to your level in this class.

The Might of Dozan

At 10th level, your body has hardened and grown accustomed to the abuse it is often subjected to. Whilst raging, you have resistance to all damage types, except Psychic.

During the rage you also gain immunity to the chosen damage resistance granted by your Unending Resilience feature.

The Will of the Abyss

At 14th level, you can use your action to call for infernal assistance. You roll a d100 and create a random demonic intervention.

You can choose to sacrifice a creature before using this feature. If you have killed a creature on your previous turn, you can roll twice and choose the result on the table.

1 - 15 Complete Failure. Your Strength score is reduced by 1d4 points for 7 days. A greater restoration spell can restore the lost points.
16 - 25 Failure. Take 6d10 Psychic damage.
26 - 35 Partial Failure. Take 4d10 Psychic damage.
36 - 45 No Effect
46 - 55 Partial Success. Regain 4d10 hit points.
56 - 65 Success. Regain 6d10 hit points.
66 - 75 Notable Success. You are targeted by a heal spell, and have the effects of a completed long rest.
76 - 85 Infernal Attentiveness. Your Demonic Patron has taken note of your call, sending a minor servant to your aid. summon lesser demons is cast on a place you can see within 60 feet.
86 - 95 Extreme Success. Your Demonic Patron sends his champion to assist your party. summon greater demons is cast on a place you can see within 60 feet.
96 - 100 Overwhelming Satisfaction. Your Demonic Patron himself arrives to aid your party, likely splitting a hole within the very fabric of the plane. You can choose the effect of one spell that is 6th level or lower and has the casting time of 1 action from any spell list as the favor of your patron.
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