Path of the Slayer
Barbarians following the path of the slayer are     DC 13 Wisdom (Medicine) check. The wound also
sworn to the service a demonic entity, which        closes if the target receives magical healing.
grants them great power when they enter a rage.     At 10th level the damage increases to 2d4 and at
Shunned by their clans, they sometimes serve        14th level the damage increases to 3d4.
leaders of demonic cults as ravagers and
enforcers but even these tenures end in             Hardening of the Arteries
destruction.                                        Beginning at 6th level, your blood hardens into a
These barbarians forsake their connection to        thick, black substance. You gain resistance to
nature and the natural world, gaining their         necrotic damage and when you suffer damage
powers in battle from pacts with ancient evils,     while you are raging, you gain temporary hit
they live only to see the world painted in blood.   points equal to your Constitution modifier.
Some among them were born into servitude and
strive to free themselves from their demonic        South of Celestia
masters, but most fail. Their life is tortured, a   Beginning at 10th level, you become a conduit of
black serenade.                                     demonic energy. When you rage you are
                                                    surrounded by a cursed aura of doom. Creatures
Here Comes the Pain                                 that start or end their turn within 5 feet of you
Starting when you choose this path at 3rd level,    must make a Wisdom saving throw, DC equal to
you are filled with demonic power when you          8 + your proficiency bonus + your Wisdom
rage. For the duration of your rage, your           modifier, or be cursed. While cursed, the
creature types becomes a fiend in addition to       creature cannot be healed by normal or magical
your normal creature type and you gain              means and they have disadvantage on attack
vulnerability to radiant damage.                    rolls. A creature breaks the curse of they move
When you deal damage with a melee weapon            more than 5’ away from you.
while you are raging, creatures damaged by
                                                    Raining Blood
your attack suffer a fiendish wound. The
creature must succeed on a Constitution saving      Starting at 14th level, when you hit a creature
throw, DC equal to 8 + your proficiency bonus +     afflicted with a fiendish wound from you Here
your Strength modifier, or take 1d4 slashing        Comes the Pain class feature, blood sprays from
damage at the start of each of its turns due to a   the creature and hits a creature of your choice
fiendish wound. Each time you hit a wounded         within 5 feet, dealing 2d6 necrotic damage.
target with a melee attack, the damage dealt by
the wound increases by 1. Any creature can take
an action to stanch the wound with a successful