Path of Abyssal Fury

The bloodlust and fury harboured by the demons of the Abyss is unmatched in all the planes. A barbarian who has chosen the Path of Abyssal Fury has chosen to sacrifice their humanity to channel the dark and destructive power that only demons offer. A barbarian belonging to this path may resent or embrace their powers. Many cultists choose to embark upon this dark path of their own volition, while others may have it forced upon them by a curse or diabolical experiment. There are even cases of demons possessing mortal creatures from an early age, lying dormant within their consciousness and urging them to give into anger and grant them control, waiting for that moment when they can begin to sow chaos and discord.

Path of Abyssal Fury Features

### Abyssal Influence

At 3rd level, the influence of your demonic curse begins to manifest. You learn to speak and write Abyssal.

### Demonic Gifts

Starting at 3rd level, you can channel the dark influence of the Abyss to warp your physical form. At 3rd level, you gain two of the demonic gift options below. You gain one additional demonic gift at 6th and 10th level. If a gift’s effect requires a creature to make a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. You can change one demonic gift you posses for another whenever you finish a long rest.

**Demonic Weapons.** You grow fiendish natural weapons. They can be anything from a set of claws or a spiked tail to a tentacle or hooves etc. Regardless of its form, these natural weapons can be used as unarmed strikes. On a hit, the natural weapon deals 1d8 + your Strength modifier damage. You can choose whether it does bludgeoning, piercing or slashing damage, dependent on what form it takes.

Additionally, when you use your Reckless Attack feature, your demonic weapons score a critical hit on a roll of 19 or 20.

**Cloak of Darkness.** You can take the Hide action as a bonus action while in dim light or darkness.

**Fiendish Constitution.** You have resistance to poison damage, and have advantage on saving throws against being poisoned. If you are poisoned when you enter your rage, the effect is suspended for the duration of the rage.

**Fiendish Vision.** You gain a darkvision of 60 ft. If you already have darkvision, its range increases by 30ft.

**Quasit Invisibility.** As a reaction to taking damage, you can instantly turn invisible. You remain invisible until the end of your next turn or until you make an attack. Once you use this feature, you cannot do so until you finish a short rest.

**Savage Leap.** While raging, your maximum long jump distance is 30 feet and your maximum high jump distance is 20 feet when you have a running start.

**Spider Climb.** You can climb difficult surfaces, including on walls and ceilings, without need to make an ability check. You can also cast the web spell once between long rests without expending a spell slot.

**Vrock Wings.** You grow a pair of feathered wings that allow you to glide. You can use your reaction to reduce any fall damage you take to 0.

**Wretched Stink.** While you are raging, when a creature ends its turn within 10 feet of you it must succeed on a Constitution saving throw or take 1d6 poison damage. Once a creature succeeds against this saving throw, it becomes immune to the effects of your Wretched Stink for 1 hour. This damage increases to 1d8 at 5th level, 1d10 at 10th level and 1d12 at 20th level.

### Demonic Resistances

Starting at 6th level, you have resistance to cold, fire and lightning damage while you are raging.

### Resilience of The Abyss

Your body has been subject to the horrible influence of the Abyss for so long it has has adapted to withstand even the most dire conditions of that plane. Starting at 10th level, you suffer no negative effects from having one level of exhaustion (you suffer from subsequent levels of exhaustion as normal). Additionally, your exposure to the horrors of the Abyss gives you advantage on saving throws against being frightened.

### Greater Demonic Gifts

At 14th level, your despicable transformations become more potent. You can choose to change one of your Demonic Gifts whenever you finish a short rest. In addition, you can choose to gain one of the following Greater Demonic Gifts. You can change which Greater Demonic Gift you possess whenever you finish a long rest.

**Balor’s Wings.** You gain a fly speed equal to your walking speed.

**Fire Aura.** While you are raging, when hostile a creature ends its turn within 10 feet of you, it must make a Dexterity saving throw, taking 3d6 fire damage on a failure, or half as much on a success.

**Greater Fiendish Sight**. You gain truesight to 30 feet while raging.

**Toxic Aura.** You can emit poisonous spores or gas from your altered form. As an action, all creatures within 10ft of you must make a Constitution saving throw. On a failure, they take 2d10 poison damage and are poisoned for 1 minute. At the end of each of their turns, they can repeat the saving throw, ending the condition on a success. On a successful save, a creature takes half as much damage and isn’t poisoned.