Whether through claws or scales grown to harden and protect your fist, your unarmed strikes deal 1d6 bludgeoning damage. As a free action you may also choose to wreathe you hands in flames causing them to deal an additional 1d6 fire damage. While lit your hands shed bright light in a 10 foot radius and dim light for an additional 10 feet.

Additionally when you choose this path at 3rd level your friend grants further gifts. Firstly you gain darkvision to a distance of 30 feet if you do not already possess it. If you already possess darkvision increase its range by 30 feet. Other gifts are detailed below depending upon your choice of pact.

Most Celestials by nature are good and that is something you should keep in mind when you choose this path. While this may not have a direct affect on your PC's alignment, it most certainly guides the celestial's desires and motivations.

Fiends by nature are evil and that is something you should keep in mind when you choose this path. While this may not have a direct affect on your PC's alignment, it most certainly guides the fiend's desires and motivations.

Much like Tieflings people will notice your Infernal ties and will most likely be suspicious of you. As described in the PHB on page 43. “Shopkeepers may keep a close eye on their goods when you enter their stores. The town watch might follow you around for a while, and demagogues might blame you for strange happenings.”

Because of the pact you made, starting at 3rd level, your body begins to manifest a more otherworldly appearance. Choose or roll at least two items from the “Fiendish Appearance” or “Celestial Appearance” tables below, whichever is appropriate to your patron.

Barbarians that choose this path at enter into a binding pact with either a Celestial or a Fiend as their patron. As part of this pact their patron instills in them a piece of their power, granting them new abilities but also causing physical changes to their bodies. The first of which are thick tattoos that cover their body.

Typical barbarians are happy with the strength they tap into to unleash their fury. Others understand that there are powers above most mortals and seek out power beyond the material realm. Some lucky few manage to win the favor of beings that grant them the power they seek.

Celestial Pact

The Celestial you serve grants you pact weapon infused with radiant energy. This pact weapon takes the form of a warhammer are tied to the energy inside you and as part of your pact may be summoned onto your hands as a action should you become separated from it. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you dismiss the weapon (no action required), or if you die. The warhammer deals 1d8 bludgeoning damage as normal but loses the versatile property. As a free action you may also choose to wreathe you warhammer in flames causing it to deal an additional 1d4 radiant damage. While lit your hands shed bright light in a 10 foot radius and dim light for an additional 10 feet.

You also learn the Sacred Flame cantrip. Charisma is your spellcasting ability for this spell.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack modifier = your proficiency bonus + your Charisma modifier

Additionally you learn to speak, read, and write Celestial.

Otherworldly Power

Demonic Appetite

The fiend you is never satisfied. Beginning at 6th level you can cast Vampiric Touch as a 3rd level spell once with this trait and regain the ability to do so when you finish a Short Rest. You may do so while raging. Charisma is your spellcasting ability for this Spell.

When you reach 10th level you may cast it as a 4th level spell. At Level 14th level you may cast it as a 5th level spell.

Divine Intervention

What god would want his champion to die? Beginning at 6th level you can cast Cure Wounds as a 3rd level spell once with this trait and regain the ability to do so when you finish a Short Rest. You may do so while raging. Charisma is your spellcasting ability for this Spell.

When you reach 10th level you may cast it as a 4th level spell. At 14th level you may cast it as a 5th level spell.

Tokens of Power

At 10th level, as part of the process of attuning to a magical item, you may decide to meld the power of the weapon or armor (not a shield) into your physical form. When you do so, your patron removes the item from the material realm replacing it with a token in the shape of a coin with the item’s shape on it’s face. When you break attunement, the token is once again replaced by the true item.

As long as you are attuned to the item, you enjoy any benefits it may bring as if you were wearing it. If the item is a melee weapon with which you are proficient, you may apply its benefits (including counting as magical in regards to overcoming resistance) to your unarmed attacks for the Fiend pact or to your warhammer for Celestial pact. If the Item is a set of armor with which you are proficient you may apply it to your unarmored defense. For instance, if the token was for a Frost Brand, your attacks would deal an additional 1d6 cold damage (but the base damage of your attack would still be your fists' or warhammer’s, not the sword's). As if you were actually wearing the armor or wielding the weapon, you may not simultaneously use items that would be equipped in the same way. For instance you may not use a token for an elven chain shit at the same time you use a token for armor of acid resistance. You may attune to more than one weapon at a time however it takes a full action to swap between their effects as if you were physically swapping the weapons.

You may choose to use this feature to attune to items which do not require attunement, using an attunement slot as normal and gaining their benefits as outlined above.

Pact Wards

At 14th level you learn to unlock the true power of your patron. As a action while raging you can activate a magical ward. The tattoos you gained when taking this path at 3rd level glow, your eyes to glimmer and two incorporeal wings to sprout from your back. This ward lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet and as a reaction when you take magical damage you gain resistance to that damage type including the triggering damage for the duration and absorb some of the energy for your next melee attack. On you next turn if you hit with a melee attack you may add an additional 1d6 damage of the type you took to trigger the resistance. You may only have one additional resistance at a time but can use your reaction to swap it if you take damage of a different type. You may use this ability once per long rest.