Path of the Infernal

A barbarian on the path of the infernal is a demon of the battlefield, changing shape and spewing elemental energy upon his foes. Unlike a sorcerer, who channels the peculiarities of his blood into outward magic, the Infernal siphons it inward, altering his form to reflect the fiend within.

Path of the Infernal Features

Barbarian Level Feature 3rd Chaotic Manifestation 6th Abominable Spray 10th Diabolical Aura 14th Infernal Metamorphosis

Restriction: Tieflings Only

Only tieflings and other fiend-blooded races can follow the path of the Infernal. The Infernal requires a chaotic and malleable biology. Your DM can lift this restriction to better suit the campaign.

Chaotic Manifestation

Starting at 3rd level, you can alter one of your arms into a living weapon while you rage. While you’re raging, you cannot hold a weapon or shield in one of your hands, but you effectively gain a weapon that deals 1d4 damage (slashing, piercing, or bludgeoning; your choice), and you add +1 to your AC. This weapon has the Light and Finesse properties and gains any magical effects of the weapon or shield that was equipped in that hand before you began raging.

The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, and 1d8 at 10th level.

Abominable Spray

At 6th level, elemental energy roils within your body, begging to be let loose. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder. You passively gain resistance to this damage type, as well as a breath weapon of this damage type while you rage. You can change your elemental choice whenever you gain a level in this class.

Once during your rage, as an action, you may vomit up elemental energy. When you use your breath weapon, each creature in a 15-foot cone or a 5 by 30-foot line (Your choice when the breath weapon is used) must make a saving throw - Dexterity for Acid, Fire, and Lightning; or Constitution for Cold, Poison, or Thunder. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 6d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 7d6 at 11th level, and 8d6 at 16th level.





Diabolical Aura

At 10th level, your fiendish energy becomes more potent, lashing out at nearby enemies at random. The effect is based on the energy type you chose for your Abominable Spray. As part of the bonus action to begin raging, and as a bonus action* on any turn during which you are raging, you may cause all other creatures within 10 feet of you to take 4 damage of the chosen energy type each. The damage increases when you reach certain levels in this class, increasing to 5 at 15th level, and 6 at 20th level.

Infernal Metamorphosis

Starting at 14th level, you gain immunity to your chosen energy type.

Additionally, you can shift into a full fiend while you rage. Both of your arms gain the attributes of Chaotic Manifestation (including the +1 to AC), you deal an additional 1d4 damage of your elemental type on a melee hit, you grow wings which give you a flying speed equal to your current speed, and you may choose to become one size category larger.



