While some barbarians look to their tribal spirits, the elements, or the gods, others realize that there is no more genuine embodiment of rage than champions of the Abyss.

Weapons of the Balor

Starting when you choose this path at 3rd level, you summon a whip of fire into an empty hand when you rage. While you hold the whip, you can use it to make a melee weapon attack against a creature within 15 feet of you as a bonus action on each of your turns after this one. On a hit, the target takes fire damage equal to 1d6 + half your barbarian level. You can force a creature you hit with the whip to succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet closer to you.

Damage rolls for the whip do not include your rage damage bonus, and critical hits with the whip do not benefit from Brutal Critical or similar features. If your rage ends or you let go of the whip, it dissipates. Thereafter, while raging, you can use a bonus action to cause the whip to reappear in your hand.

In addition, the bonus to damage rolls granted by your Rage feature becomes lightning.

Abyssal Resistance Starting at 6th level, you acquire some of the natural fortitude required to survive the Abyss. When you finish a long rest, you gain resistance to 1 damage type of your choice from among Cold, Fire, Lightning, or Poison. The resistance lasts until you finish a long rest. Made with GM Binder Image by: Conceptopolis

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