Mortis_Elrod
2017-08-27, 12:19 PM
A concept i always wanted to play but never got the chance was the 'rampaging demon'. I know with alot of fluff and multiclassing i can get something close to this but it makes more sense to be barbarian sub class and it's weird that we don't have one yet. So i give you this. Tell me what you think.
Path of the Savage Fiend
The Savage Fiend is a being of rage unlike any natural creature. Its power stems from both the Nine Hells and the Abyss, changing the once mortal warrior into an unstoppable brute. As the Savage grows in power it transforms into a true incarnation of rage and ferocity, a mix of Pit fiend and Balor. Many things can create such a being. Perhaps it participated in the Bloodwars in a past life and the energies carried over,
or a demon possession gone astray when the host had enough control to bargain with a devil. The most common ways are magical experimentation gone wrong (or right) or having both demonic and diabolic ancestry in ones blood.
Unatural Senses
Your senses have surged with diabolical power, piercing the darkness and giving you an uncanny sense for blood. At 3rd level when you adopt this path, you gain the ability to see in darkness, both magical and non magical, out to 60 feet. If you already have darkvision this range increases to 120 feet. You also have advantage on Wisdom(Perception) checks that rely on smell.
Fiendish Weapons
Your body mutates and grows grotesque limbs. A pair of black horns spring forth from your skull, You mouth grows into a maw with large serrated teeth, your feet turn into cloven hooves, a long and muscular tail sprouts from your backside, or your fingers extend and harden into claws. At 3rd level your unarmed strike uses a d4 for damage and it deals slashing, piercing or bludgeoning damage as appropriate. In addition when you use an unarmed strike to make a melee weapon attack, it receives double your rage bonus to damage, instead of normal.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Hellish Resistance
Absorbed with demonic essence and diabolic energies, your body is accustomed to magic.
At 6th level you have advantage on saving throws against spells and magical effects.
Fearsome Flames
The fires of a balor and the fearsome might of a pit fiend consume you when you battle. Starting at 10th level whenever you begin a rage you can choose any number enemy you see that can also see you within 30 feet to succeed on a Wisdom saving throw (DC= 8 + proficiency bonus + Constitution modifier) or be frightened of you until the beginning of your next turn. In addition, at the start of your turn while raging, any enemy that is within 5 feat of you takes 2d4 + your rage damage bonus in fire damage. If a creature hits you with a melee weapon attack while within 5 feet of you during your rage, that creature takes your rage bonus in fire damage. You also gain fire resistance.
Unholy Transformation
Your transformation completes. You gain the teleportation of demons, black bat-like wings sprout from your back and when you rage neither fire, cold, or storm can stop you. At 14th level you gain a fly speed equal to your walking speed, and when you rage you gain cold and lightning resistance.
Additionally you can cast Misty Step without expending any spell slots or needing components a number of times equal to your constitution modifier and you can cast this spell while raging. You regain the ability to do this when you finish a long rest.
So it hasn't seen much testing. I'm open for name suggestions and any help with balancing and wording. What do you guys think? Does it have the right feel? Is the fire aura too damage?
Path of the Savage Fiend
The Savage Fiend is a being of rage unlike any natural creature. Its power stems from both the Nine Hells and the Abyss, changing the once mortal warrior into an unstoppable brute. As the Savage grows in power it transforms into a true incarnation of rage and ferocity, a mix of Pit fiend and Balor. Many things can create such a being. Perhaps it participated in the Bloodwars in a past life and the energies carried over,
or a demon possession gone astray when the host had enough control to bargain with a devil. The most common ways are magical experimentation gone wrong (or right) or having both demonic and diabolic ancestry in ones blood.
Unatural Senses
Your senses have surged with diabolical power, piercing the darkness and giving you an uncanny sense for blood. At 3rd level when you adopt this path, you gain the ability to see in darkness, both magical and non magical, out to 60 feet. If you already have darkvision this range increases to 120 feet. You also have advantage on Wisdom(Perception) checks that rely on smell.
Fiendish Weapons
Your body mutates and grows grotesque limbs. A pair of black horns spring forth from your skull, You mouth grows into a maw with large serrated teeth, your feet turn into cloven hooves, a long and muscular tail sprouts from your backside, or your fingers extend and harden into claws. At 3rd level your unarmed strike uses a d4 for damage and it deals slashing, piercing or bludgeoning damage as appropriate. In addition when you use an unarmed strike to make a melee weapon attack, it receives double your rage bonus to damage, instead of normal.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Hellish Resistance
Absorbed with demonic essence and diabolic energies, your body is accustomed to magic.
At 6th level you have advantage on saving throws against spells and magical effects.
Fearsome Flames
The fires of a balor and the fearsome might of a pit fiend consume you when you battle. Starting at 10th level whenever you begin a rage you can choose any number enemy you see that can also see you within 30 feet to succeed on a Wisdom saving throw (DC= 8 + proficiency bonus + Constitution modifier) or be frightened of you until the beginning of your next turn. In addition, at the start of your turn while raging, any enemy that is within 5 feat of you takes 2d4 + your rage damage bonus in fire damage. If a creature hits you with a melee weapon attack while within 5 feet of you during your rage, that creature takes your rage bonus in fire damage. You also gain fire resistance.
Unholy Transformation
Your transformation completes. You gain the teleportation of demons, black bat-like wings sprout from your back and when you rage neither fire, cold, or storm can stop you. At 14th level you gain a fly speed equal to your walking speed, and when you rage you gain cold and lightning resistance.
Additionally you can cast Misty Step without expending any spell slots or needing components a number of times equal to your constitution modifier and you can cast this spell while raging. You regain the ability to do this when you finish a long rest.
So it hasn't seen much testing. I'm open for name suggestions and any help with balancing and wording. What do you guys think? Does it have the right feel? Is the fire aura too damage?