Path of the Hellborn (5e Subclass)

Path of the Hellborn

Hellborn Barbarians relish in flames, finding delight in every burn they inflict, whether it is on themselves or others. You use your hellish abilities to wreak havoc on the battlefield, scorching any who try to oppose you. Hellborn Barabarians have been touched by demonic energies, causing their very bodies to become a font of hellfire, allowing them to bring destruction to their foes, with the small disadvantage of harming themselves. Fighting alongside a Hellborn can be very worrisome, as you can never know if they will care about your well being when it comes to being incinerated.

Appearance

When you choose this path, your character's eyes look as if there is fire inside them, flickering ever so slightly. When you enter rage, these embers burst out from your sockets, only retreating when you stop raging. Also your character slowly gains more and more burns as you keep raging, but any clothes or hair on your body are unaffected.

Hellborn

Starting at 3rd level, you have resistance to all sources of fire damage. Additionally, when you enter your rage, you set yourself on fire for the duration of your rage. While on fire, you take 1d8 fire damage at the start of your turn and deal an additional 1d6 to creatures hit by your melee weapon. The damage creatures take from this increased by 1d8 at 6th, 2d6 at 10th and 2d8 14th level. The damage you take from this is reduced to 1d6 at level 6 and to 1d4 at level 10. The damage you take from this ability does not stop your rage from ending early.

Fire Fiend

At 6th level, creatures damaged by Hellborn must make a dexterity saving throw of 8 + your proficiency bonus + your constitution modifier. On a failure, they are ignited. Ignited creatures take 1d10 fire damage at the start of each of its turns until a creature takes an action to douse the fire. This damage is increased to 2d10 at level 10.

Hellfire Breath

At 10th level, you gain the ability to breathe fire once per short rest. As an action you can breathe fire in a 15ft cone in front of you. Creatures within the cone must make a dexterity saving throw equal to 10 + your proficiency bonus + your constitution modifier. On a fail, they take 4d10 fire damage and are ignited. On a success, take half fire damage. You must be raging to use this ability.

Consume the Flames

At 14th level, once per long rest, you can consume the flames of each creature currently ignited by you within 30ft as an action, restoring 1d8 + your constitution modifier hit points per ignited creature, and the affected creatures are no longer ignited. You must be raging to use this ability.


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