Subclass: Infernal Soul Barbarian

Though you have adopted a mortal form, your soul remains infused with powerful infernal energy. When you unleash this infernal energy by raging, it manifests in unpredictable ways that reflect your devilish nature.
== Lingering Magic ==
Being native to the Nine Hells, and born of powerful magic, your body reacts to the presence of magic. Beginning at 3rd level, you can use an action to open your awareness to the presence of magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
== Infernal Surge ==
Beginning at 3rd level, hellish magic erupts from you as you rage. When you enter your rage, roll on the Infernal Surge table to determine the magical effect produced.
If the infernal surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Infernal Surge
d100 	Effect
1-5 	Spectral wings sprout from your back, as your innate magic surges. You gain a limited ability to cast spells while raging. You cannot cast any spell of a level that is higher than your proficiency bonus, or any spell with a casting time other than an action, bonus action, or reaction. You still cannot concentrate on spells, or cast any spell that requires concentration.
6-10 	Necrotic energy bursts from you. Each creature within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
11-15 	You radiate the authority of an archdevil, inspiring your allies. Until your rage ends, you and each creature you choose within 60 feet of you can't be charmed or frightened.
16-20 	You disappear in a cloud of smoke, teleporting up to 30 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.
21-25 	The seductive charm of your infernal heritage dissuades your enemies. When a creature within 60 feet of you makes an attack roll against you, and another creature is within the attack's range, the attacker must make a Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker becomes immune to this effect for 24 hours.
26-30 	An intangible spirit, which looks like an imp, appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
31-35 	You summon hellish shadows, which gather nearby and heed your commands. You create an area of magical darkness, as in the darkness spell, at a point within 120 feet of you. The area of darkness remains until your rage ends, and while it remains, you can move the area of darkness up to 20 feet as a bonus action.
36-40 	Hellish energy enshrouds you. Until your rage ends, you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
41-45 	Your countenance becomes an unsettling mask which reflects your enemies' worst fears. Each creature of your choice within 30 feet of you that can see you must make a Wisdom saving throw. A creature that fails its saving throw becomes frightened of you until the end of its next turn, as the illusion enshrouding you causes you to appear as one of the creature's departed loved ones or bitter enemies.
46-50 	The ground around you temporarily quakes and splits open. Until your rage ends, the ground within 15 feet of you is difficult terrain for creatures that you designate.
51-55 	You gain the valiance of an infernal commander, able to interpose yourself to protect your minions. Until your rage ends, when an ally within 5 feet of you is hit by an attack, you can use your reaction to cause yourself to be hit instead.
56-60 	A fiery infernal glyph appears in the air above you and lashes out at any who harm you. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage.
61-65 	The retribution of the Nine Hells strikes those who would dare attack you. Until your rage ends, in response to taking damage, you can use your reaction to make a weapon attack against a creature within 5 feet of you. If no creature is within reach, you can move up to half your speed toward an enemy you can see, without provoking opportunity attacks.
66-70 	Shadows weave around a weapon of your choice you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
71-75 	The vigor of the Nine Hells flows through you, causing your body to grow and your eyes and veins to glow red-hot. Until your rage ends, you are enlarged as in the enlarge spell.
76-80 	A beam of blinding hellfire lances from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
81-85 	Your allies are overcome by the fanaticism of your most loyal disciples. Choose up to four of your allies within 60 feet of you that can see you. Until the end of your next turn, each of those allies makes attack rolls with advantage and can't be frightened, as smoke pours from them and their eyes glow fiery orange.
86-90 	A shimmering field of infernal energy clings to you. Until your rage ends, you have advantage on saving throws against spells and other magical effects.
91-95 	Your eyes turn jet black and seem to drip darkness, and enemies around you are filled with a deep despair. Until your rage ends, each creature within 15 feet of you makes saving throws with disadvantage.
96-100	You transform into a devil. The type of devil is determined by your level, using the table below. This effect functions identically to the shapechange spell, with the following exceptions: you cannot use your action to change to a new shape, and the change lasts until your rage ends, until your new form drops to zero hit points, or until you choose to revert to your normal form as a bonus action.
Category:Homebrew