Path of the Desecrated

Barbarian Primal Path

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Mark of Darkness

Certain features from this Primal Path give you the ability to cast spells. You use your Charisma to set the saving throw DC for a spell you cast from spells and other effects granted to you from this subclass, which is 8 + your proficiency bonus + your Charisma modifier.

When you choose this path at 3rd level, you gain the ability to cast the friends and thaumaturgy cantrips. You can cast and concentrate on these cantrips while you're raging.

Underworld Blessing

Also at 3rd level, you gain one of the following features based on which influence you take from; either Infernal or Abyssal. Your choice grants you features at 6th level, 10th level, and 14th level.

Infernal. You learn to speak, read, and write Infernal. While you're raging, you have resistance to fire and poison damage. Once per turn while raging when you hit with a melee weapon attack, you can empower your strike with hellfire, dealing an additional 1d4 fire damage. This damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Abyssal. You learn to speak, read, and write Abyssal. While you're raging, you have resistance to fire and cold damage. Once per turn while raging when you hit with a melee weapon attack, you can channel the raw stuff of chaos into your strike, dealing an additional 1d4 psychic damage. This damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Aspect of the Sinner

At 6th level, you acquire a fiendish repulsion to the divine. When you aren't incapacitated, you can sense the presence of any of the following within a 10 ft. radius;

Celestial creatures, including ones that are taking on the form of a different creature type

Creatures that have cleric or paladin levels

Blessed or consecrated places or objects, such as those affected by the hallow spell

Additionally, you gain a boon to a cantrip acquired by your Mark of Darkness, which is based on your Underworld Blessing choice at 3rd level.

Infernal. The casting range of your thaumaturgy cantrip increases to 120 ft. When you cast thaumaturgy, you can use one action to cause up to three of its effects at a time, and you can have up to five different effects of thaumaturgy taking place at a time

Abyssal. While you have a creature charmed by your friends cantrip, you can use your bonus action to enhance your control over the charmed creature. The taret must make a Wisdom saving throw. On a failure, the duration of the spell's effects increases to 1 hour. During this time, you can telepathically instruct the creature you’ve charmed to perform a specific action, which it will do to the best of its ability.

You can use your action to blind and deafen yourself in regards to your own senses, gaining the senses of the charmed creature, and taking precise control over the creature’s actions and movement. If the creature takes damage, or if the creature fails to accomplish the task you instructed in time, the spell ends. Once you cast friends this way, you must finish a long rest before you can cast it this way again.

Blackened Will

At 10th level, you learn to channel the arcane to serve your purposes. You gain a magical ability, which is based on your Underworld Blessing choice at 3rd level.

Infernal. You can use your action to pry at the mental defenses of a creature that you can see that has an Intelligence score of 4 or higher. The target must make an Intelligence saving throw. A creature that is perturbed by an effect of your thaumaturgy cantrip makes its saving throw with disadvantage. On a failure, the target has their surface thoughts read by you. You learn of the creature's general emotional state, something that's looming in the creature's mind, something that the creature value's, and something that the creature fears.

A creature that succeeds on its saving throw to resist this effect is immune to this feature for the next 24 hours. Regardless of whether or not the saving throw is successful, the target doesn't know that you attempted to read their mind. You have three uses of this feature, and regain all epxended uses by completing a long rest.

Abyssal. You can use your action to target one creature that you have seen or interacted with in the past 10 minutes that's within 1 mile of you with a subtle enchantment magic. The target must make a Wisdom saving throw, or be affected by this memory changing magic. A creature that you have telepathically instructed by way of your improved friends cantrip automatically fails this saving throw, whereas a creature that can not be charmed is immune to this feature.

You can alter the target's memory by planting, altering, or removing the memory of an event that you have knowledge of. The event must be short, having a duration of no more than 1 round. The creature's mind fills in any gaps in the details of your description of the memory you are changing.

If you're planting or altering a memory, it can not contradict the creature's natural inclinations, alignments, or beliefs. It also can not be of a memory where the target or any of its allies are in combat, taking damage, or being targeted by harmful effects. A memory that is planted or altered which is highly illogical or absurd is dismissed as a figment of the creature's imagination or an intrusive thought. The DM deems whether or not a memory is too nonsensical to affect the target.