Path of Blood-Fury
The touch of a fiend corrupts the material plane, corroding morals and burning away the mental resiliences of its victims. Those who walk the Path of the Abyss are those of which fiends have permeated into their very souls, tying them to the infernal planes through flesh and mind. Their rage is fueled with fiendish energy, tying its creator with various types of fiends.
Consider how your barbarian found themselves connected to the abyssal plane. The Abyssal Origin table offers some examples.
| d4 | Abyssal Origin |
|---|---|
| 1 | You were born with a fiendish connection, a connection much stronger than with other tieflings or fiend-touched creatures. |
| 2 | You share your body with a lingering fiendish spirit, which manifests through your rage. |
| 3 | You have consumed nutrients from the infernal planes, permanently altering your physiology. |
| 4 | You were sacrificed, willingly or unwillingly, to summon a fiend into the material plane. Somehow you survived, connecting you to the fiend that still roams this plane. |
Abyssal Mark
Upon taking this path at 3rd level, you awaken your connection to the pits of hell upon entering a rage. Until your rage ends, you can speak Infernal and gain one of the following benefits. If this benefit provides you a natural weapon, you are proficient in it and you add your Strength modifier to the attack and damage rolls when you attack with it. If one of these benefits require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
- Fiendish Horns. You grow thick, hellish horns from your head. They deal 1d10 slashing or piercing damage (your choice when entering a rage) on a hit. Once on each of your turns, if you spend half of your movement moving straight towards a creature and then hit them with your horns, you can roll the damage dice a second time and add half the roll to the total damage.
- Gaze of the Abyss. Your fiendish gaze enfeebles the guilty. As a bonus action and as part of entering your rage, you force a creature you can see within 30 feet to make a Constitution saving throw. On a failed save, their next attack deals half damage against you or a creature friendly to you.
- Hooves of Fury. Your feet become rock-hard hooves, giving you a climbing speed equal to your walking speed, and dealing 1d8 bludgeoning damage on a hit. Additionally, you can jump vertically or horizontally an amount of feet equal to half your walking speed, with or without a running start. You take no fall damage when jumping in this way.
- Infernal Chain. You manifest a red-hot chain. This one-handed weapon has a reach of 30 feet, and deals 1d8 piercing or fire damage (your choice when entering a rage) on a hit. On a hit, you can pull a creature your size or smaller up to 10 feet closer to you.
Each time you gain a level in this class, you can choose to change the benefit you have from this feature for another benefit provided
Claimed Body
Also at 3rd level, you can’t be possessed while raging, and can spend your reaction to enter a rage when a creature would attempt to possess your body.
Reap the Wrongdoers
At 6th level, you can devour part of a creature's soul to invigorate yourself. When you reduce a creature to 0 hit points, you gain an amount of temporary hit points equal to 1d12 + half your level in this class. You can also use this feature as a reaction when a creature within 30 feet of you would be brought to 0 hit points, but doing so grants you half as much temporary hit points.
Additionally, if you are smaller than Large, you and anything you are wearing become Large when you enter a rage. If you lack the room to become Large, your size doesn't change.
Corrupt the Damned
At 10th level, you can bend your foes spirits so that they serve your purposes for a short time. Upon hitting a creature, choose another you can see within 30 feet of you. Until the end of your next turn, the creature you hit has advantage on attack rolls against your target, is hostile to them, and has disadvantage on attack rolls against any other creatures.
You can use this feature once per rage.
Aspect of Sin
At 14th level, you can additionally manifest one of the following trait while raging.
- Aura of Despair. You emanate an aura of crushing defeat in a 15-foot radius around. Any hostile creature that starts their turn in this area or enters it for the first time must make a Charisma saving throw. On a failed save, they take 3d6 psychic damage and are frightened of you until the end of their next turn, at which point they repeat the save. A creature immune to being frightened instead has advantage against these saves, and any creature who succeeds this save is immune to this feature until you finish a long rest.
- Corrupted Resistances. You have advantage on saving throws against spells and other magical effects, as well as saving throws provoked from fiends and undead.
- Soul Rend. You attempt to tear the souls out of your foes bodies. As an action, you drain the lifeforces in a 20-foot radius around you. Each hostile creature within range must make a Constitution saving throw, taking 6d8 necrotic damage on a failed save, or half as much on a success. If a creature is brought to 0 hit points through this, you gain temporary hit points equal to 1d12 + your level in this class, rather than half your level. You can use this benefit once per rage.
- Sulfurous Wings. Blazing wings erupt from your back. You gain a flying speed equal to your walking speed, as well as resistances to fire and cold damage.
Each time you gain a level in this class, you can choose to change the benefit you have from this feature for another.

