Cenobite

Those that are appointed to the temples of the Oni are usually sent with the knowledge that their skills do not benefit a more beneficial structure of society. They bear neither the magical prowess or station of family to participate in the Beasthunting expeditions, and are likely to be unable to hold office or sire a family, and have not been chosen by the stars like those from the Celestial Order.

Thought the Oni themselves are an ancient sect of demon hunters that use their skills to walk between the planes and bring safety to their homeland, their Cenobites are their footsoldiers. When too many demonspawn threaten the walls and temples of Khii, the Cenobites are sent to fight and die in the name of the Khiiar people and the name of Marhan the red. They are told that through the crucible of battle and through the pain and suffering they will reach closer to having meaning in their lives. Fighting and dying for a cause is their worth, and recognition by Marhan is the next step to greatness.

It is most common to see Khiiar elves in the ranks of the Cenobites, as humans pursue the work of the Oni themselves, but humans that have been banned from certain aspects of society for crimes or misdeeds can find their bad luck pulls them into their company.

Though most Cenobites die early in their service to the temples of the Oni, some leave or are exiled from the order, either for bad behavior, cowardice, or other heinous acts. Though not always fervently devoted to Marhan, some continue to search for his blessing through martial combat in the wider world. Mercenary work and adventuring groups are naturally attractive to them, and though less so, military or guard service may give them the rush they need. Fewer survivors still have become blessed by Marhan for their deeds, and leave the order as recruiters, to spread the word of Marhan, or to escape the classist abuse of the order.

No matter the reason, the fervent howling and ravaged bodies of the Cenobite are indicative of their savage fury on the fields of battle, and serve as warning to their foes and messages to their god of war.

Barbarian: Path of the Cenobite
Fidelity Bonus: Khiiar elves receive Inspiration at the start of every session

All-out Attack: Cenobites lose proficiency in Shields, and have the Two Weapon Fighting fighting style.

Flagellate
Starting at 3rd level when you choose this path, you are able to rend flesh with horrific precision. Your slashing weapons ignore resistance to slashing damage.

While you are raging, you can declare after any attack roll (but before damage is rolled) that you wish to Flay your target. Any creature damaged by a Flay with a slashing weapon suffers a single effect from the list below based on the highest roll of your damage dice:


 * 1-3: Deafened
 * 4-6: Poisoned
 * 7-8: Blinded
 * 9-12: Stunned

These effects last until the start of the Cenobite's next turn. You can use this feature a number of times equal to your proficiency bonus, which are replenished on a short rest.

Red Rampage
Beginning at 6th level, while raging Reckless Attack no longer causes attack rolls against you to have advantage.

Incite Violence
Beginning at 10th level, you can use your action to howl to the sky to beg Marhan to breathe rage into all surrounding creatures. If a creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or begin to seethe with rage. Incited characters cannot cast spells other than Spell Attacks, and must attempt to attack any enemy within range. If no enemy is in range, they must move their full distance to attack an enemy within their movement range. If no enemy is within that range, they can dash closer.

On subsequent turns, you can choose to extend the duration of this effect as an action on the Incited creatures until the end of your next turn. If a creature succeeds on its saving throw, they cannot be Incited again for 24 hours.

If an Incited creature attacks you while you are howling, you can use one of the below reactions:


 * Chastise: The incited creature must pass a Wisdom saving throw as above, or lose a random spell slot.
 * Punish: You can make a single melee attack, as if you were under the effects of Rage.
 * Sentence: You immediately cast the Command spell on the attacker, using the save DC above.

Avatar of War
Starting at 14th level, you double your critical hit range (usually to 19), and any time you make a critical hit you can immediately make another attack as a bonus action. Additionally, Inciting Violence while Raging will never end your Rage, and you can choose to impose disadvantage on any saving throws for Incite Violence, Chastise, or Sentence.