My Documents
Become a Patron!
Path of the Demon
\pagebreak ### Path of the Demon There is some rage that runs so deep that it's said to draw from the power of the Nine Hells. Where one obtains such anger or disdain is not entirely known. Perhaps the veil between worlds during a traumatic event was thin, maybe demonic entities are drawn to such anger, wanting to feed off of it, or perhaps it's from a demonic lineage long forgotten. However such things come be, it is for certain that the rage they unleash is never forgotten. #### Terrifying Presence Starting when you choose this path at 3rd level, your very presence instills fear in others when you rage. When you rage, a number of creatures equal to your proficiency bonus of your choice within 10 feet of you must make a Wisdom saving throw (8 + your Strength modifier + your proficiency bonus) or become frightened of you. A creature frightened this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The range of this feature increases to 20 feet at 10th level and 30 feet at 14th level. #### Demonic Influence At 7th level, your demonic aura inspires fear in those around you. You gain proficiency in Intimidation if you don’t already have it and your proficiency bonus is doubled for any ability check you make with it. Additionally, you can use your Strength instead of Charisma for rolls you make with Intimidation. #### Hellish Resilience At 10th level, the blood of your enemies sustains you while you’re raging. While raging you gain temporary hit points equal to your Barbarian level + your Constitution modifier when you reduce a creature to 0 hit points. Furthermore, you have advantage on saving throws against being frightened. If you are raging, you are considered immune to the frightened. #### Demonic Ascension Your rage burns with infernal temperament as you manifest the hells themselves. When a creature is frightened by you, and you are raging, they are frightened of you until your rage ends. Additionally, if a creature you try to frighten is immune to the frightened condition, they are stunned until the end of your next turn instead. \columnbreak ### Feats #### Fearmonger You exude an aura of trepidation granting you the following benefits: - The first time each turn that you make a weapon attack against a frightened creature, the attack has advantage. - If you subject a creature to an effect that allows them to make a Wisdom saving throw or be frightened, you can use your reaction to give that creature disadvantage on the saving throw. - When you make a critical hit against a creature that is frightened, the creature must immediately use its reaction, if available, to move as far as its speed allows away from you. #### The Butcher Your reputation on the battlefield proceeds you granting you the following benefits: - Increase your Dexterity, Strength, or Charisma score by 1, to a maximum of 20. - Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Doomsayer The words you use can bring fear to those who hear them granting you the following benefits: - Increase your Charisma score by 1, to a maximum of 20. - You have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks when trying to convince others of their impeding doom. - When you speak with a humanoid for at least 1 minute, you can seed a sense of doom into the their mind. At the end of the conversation, the target must make a Wisdom saving throw (DC equals 8 + your Charisma modifier + your proficiency bonus) or become frightened of something of your choice for 1 hour. If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. Once you use this benefit, you can't do so again until you finish a long rest. \pagebreak
Path of the Demom Barbarian Subclass
##### Artist Credits Cover Art: [Terry Vanatta](https://www.artstation.com/tlvanatta) Rear Cover: [Aaron Sims Creative](https://www.artstation.com/aaronsimscreative)
The Wanderer Subclass for Fighter can be found [here](https://www.gmbinder.com/share/-NQKR17dre7JTBmxn0lh) while my other works can be found on my [GM Binder.](https://www.gmbinder.com/profile/Stormwind)
[WWW.GMBINDER.COM](https://www.gmbinder.com)
\columnbreak