Path of the Oni
Subclass of: Barbarian
Barbarians who walk the Path of the Oni channel the fearsome might and malevolence of their namesake, creatures steeped in legend for their ferocity and formidable presence. These warriors undergo profound transformations, drawing on the oni's essence to enhance their combat abilities, adopting physical changes such as horns and distinctly colored skin that mark their fearsome pact. With abilities that make them quicker and more resilient, particularly against lightning and thunder, they embody the storm's wrath in battle. Upon entering their rage, they become surrounded by crackling electricity, their strikes imbued with the power to unleash lightning upon their foes. Their roar becomes a weapon in itself, a thunderous declaration that can deafen and damage those unlucky enough to be within earshot. As they grow in power, their presence alone can instill terror akin to that of a true demon, frightening their enemies into submission. At the peak of their mastery, they wield lightning with precise control, stunning their adversaries with the raw energy of their rage. The Path of the Oni barbarians are a testament to the dual nature of power, capable of tremendous destruction but also, potentially, guardianship, depending on the heart that wields such might.Â
Some barbarians aspire to become like the oni, creatures of pure fury, hatred, and physical prowess. Such barbarians might make a deal with an oni to take on some of their power, while others might discover ancient rituals and rites to assume some of the might of the oni. Regardless of their methods of obtaining their powers, these barbarians are terrifying to behold in battle, and are often surrounded by crackling bursts of electricity. These barbarians are usually reckless and savage, some taking after their namesake, drinking profusely, inflicting torment wherever they go, or even devouring humanoid meat (perhaps as part of a deal made to obtain their powers). Other barbarians might use this power for good, despite the negative connotations surrounding their path.
Visage of the Oni
3rd-level Path of the Oni feature
Your body changes, you grow a pair of horns, and your skin turns a deep shade of red or blue. You gain proficiency in the Charisma (Intimidation) skill. If you are proficient in the Intimidation skill you have expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it.
Lightning Quick
3rd-level Path of the Oni feature
You take on a supernatural quickness. While raging, your speed is increased by 10 feet and you gain resistance to lightning and thunder damage
Lightning Strike
3rd-level Path of the Oni feature
Lightning surges around you when you enter your rage. While raging, the first melee weapon attack or unarmed strike you hit with each turn deals additional lightning damage equal to 1d6 + half your barbarian level.
Thunderous Roar
6th-level Path of the Oni feature
Whenever you enter a rage, you let out a thunderous roar. All creatures of your choice within 20 feet of you that can hear you must make a Constitution saving throw. On a failure, a creature takes 4d6 thunder damage and is deafened for the next 1 minute. On a success, a creature takes half damage and is not deafened. A deafened creature can make a new saving throw at the end of each of its turns. The DC for the saving throw equals 8 + your proficiency bonus + you Constitution modifier.
Frightful Presence
10th-level Path of the Oni feature
When you enter your rage you appear as though you have taken on the form of a horrifying demon. When you enter your rage, each creature of your choice within 60 feet of you that can see you must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A frightened creature can make additional saving throws at the end of each of its turns, ending the effect on a success. The saving throw DC equals 8 + your proficiency bonus + your Constitution modifier.
Stunning Strike
14th-level Path of the Oni feature
Your rage is accompanied by horrid bursts of lightning. After a creature takes damage from your Lightning Strike feature you can use a bonus action to stun that creature. The creature must make a Constitution saving throw. On a failure, the creature takes an additional 1d6 + half your barbarian level of lightning damage and is stunned until the end of its next turn. On a success, the creature takes half damage and is not stunned. Once a creature has been stunned by your Lightning Strike, it cannot be stunned by this feature again for the next 1 minute. The saving throw DC equals 8 + your proficiency bonus + your Constitution modifier.