Path of the Fellrager

Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources however. While some use their inner turmoil to channel their rage, and others channel it from the spirit of nature, others still find their rage tainted by fel energies; energies powered by some dark entity.

The Fellrager is one who channels the power of dark energies to unleash their inner rage, often appearing monstrous as they tear apart their foes. Few have lived through a felragers assault unscarred. The felrager utilizes dark magics which augments their own abilities, though few would call this spell casting.

Fell Source

The Fellrager gets their abilities from a source of dark magic; either a fiendish patron, magical energies from a lich or the dark powers of the Shadowfell.

When you this primal path at 3rd level, when you go into a rage, once per tum you can deal additional necrotic damage equal to your Charisma modifier.

Aura of Dread

Beginning at 6th level, you radiate an aura which causes people around you to feel uneasy. You can exude an aura which extends 10 feet around you. creatures within the aura can suffer one of the following effects that you choose:

  • Disadvantage on Strength and Dexterity checks.
  • Disadvantage on Wisdom and Charisma saving throws.
  • All Charisma checks against them have advantage.

This aura lasts for up to a minute. You cannot use this feature again until you take a short or long rest.

Fell Magic

When you reach 1Oth level, you may channel your inner darkness into a rudimentary form of magic. You learn detect magic, but may only cast it as a ritual.

You also learn darkness, darkvision and protection from good and evil and can cast them once a day.

Dark Exile

At 14th level, you can unleash the true extent of your dark powers upon your enemies. When you are raging, and a creature hits you with a melee attack, you can use your reaction to banish them to another plane of existence.

The creature must make a Charisma saving throw (Save DC= 8 +your proficiency bonus+ your Charisma modifier) or be banished to another plane of existence until the start of your next turn.