Abyssal Skulk. As an action, you magically turn invisible. The invisibility lasts for 1 minute or until you attack, make a damage roll, or force a creature to make a saving throw.
Arrogant Rage. When you enter a rage or as a bonus action while raging, you enhance your rage such that you gain a surge of reckless confidence, allowing you to demoralize any who would dare strike you. While raging this way, whenever a creature makes an attack against you and would have advantage as a result of your Reckless Attack or Reckless Surge features, you can use your reaction to demoralize that creature, forcing it to make a Wisdom saving throw. On a failed save, it loses the advantage your Reckless Attack or Reckless Surge granted it and instead suffers disadvantage on the attack. Creatures immune to being charmed and frightened automatically pass this save. This surge ends if your rage ends, one minute passes, or you enhance your rage with another Demonic Surge.
Burning Whip. As part of an Attack action, you can choose to forgo one of your attacks to summon a burning whip in a free hand that you can use to immediately make a single melee spell attack against a creature within 30 feet of you. On a hit, it deals 3d6 fire damage, and the target must succeed on a Strength saving throw or be pulled up to 25 feet toward you. The whip disappears immediately after you make this attack.
Defile Earth. As part of an Attack action, you can choose to forgo one of your attacks to cause the ground within 10 feet of you to become polluted with demonic ichor. The area is corrupted for the next minute, during which time it is difficult terrain for creatures other than you. As an action, you can cause any number of 5-foot-by-5-foot square areas covered in this ichor to burst with demonic rot, which clears that area of the ichor. Any creature standing in the burst must make a Constitution saving throw, taking 3d10 necrotic damage on a failed save, or half as much on a successful one.
Demonic Appendages. As a bonus action, choose a damage type from piercing, slashing, or bludgeoning damage. You cause your hands to mutate into demonic appendages (such as claws, tentacles, or skewers) for the next hour or until you dismiss this surge as a bonus action. The appendages can be used as weapons while not holding anything and count as simple melee weapons with the Light property that add your Strength modifier to attack and damage rolls when you attack with them. They each deal 1d10 of the chosen damage type on it.
Fiendish Horns. As part of an Attack action, you can choose to forgo one of your attacks to grow large demonic horns and use them to make a single melee spell attack against a target within 5 feet of you. On a hit, it deals 3d8 piercing damage, and if the target is a creature and you moved at least 20 ft. before making the attack, it must make a Strength saving throw. On a failure, the creature is knocked prone, and you may push it up to 10 feet away from you. The horns disappear immediately after making this attack.
Flames of Chaos. As part of an Attack action, you can choose to forgo one of your attacks to hurl a bolt of iridescent fire at a creature within 100 feet of you as a ranged spell attack. On a hit, the target takes 4d6 fire damage and becomes engulfed in chaotic flames until the end of your next turn. If the creature takes damage from one of your Demonic Surges while covered in these flames, the flames disappear, and that surge deals an additional 1d12 damage as it draws energy from the fires.
Foul Smite. When you hit a creature with a melee weapon attack, you may use a bonus action to deal an additional 2d6 poison damage. The target must then succeed on a Constitution saving throw or be poisoned until the end of your next turn.
Fresh Meat. As part of an Attack action, you can choose to forgo one of your attacks to feast on the corpse of one Small or larger creature within 5 feet of you that died within the last minute, causing you to regain a number of hit points equal to 2d6 + your Strength modifier.
Hateful Rage. When you enter a rage, or as a bonus action while raging, you enhance your rage by focusing it into a hatred for another creature you can see within 90 feet of you. For the duration of this effect, you deal an extra 1d6 damage to that creature whenever you hit it with an attack. This surge ends if your rage ends, one minute passes, or you enhance your rage with another Demonic Surge.
Hungering Jaws. As part of an Attack action, you can choose to forgo one of your attacks to attempt to bite a creature within 5 feet of you with razor-sharp jaws as a melee spell attack. On a hit, you deal 2d8 piercing damage, and if the target is a creature, you regain a number of hit points equal to the damage it dealt.
Hypnotic Summons. As part of an Attack action, you can choose to forgo one of your attacks to whisper maddening words to one creature of your choice within 60 feet of you that can hear you, twisting its mind and drawing it toward you. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as close as its speed allows toward you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move toward you. A deafened creature automatically succeeds on the save.
Lightning Blade. As part of an Attack action, you can choose to forgo one of your attacks to create a blade of chaotic lighting in a free hand that you can use to immediately make a single melee spell attack. This attack scores a critical hit on a roll of 18 or higher. On a hit, it deals 2d12 lightning damage. The blade disappears immediately after making this attack.
Nightmare Rage. When you enter a rage or as a bonus action while raging, you can enhance your rage by filling your mind with nightmarish visions that you can inflict upon others. While raging this way, whenever you hit a creature with a melee weapon attack or an attack from one of your Demonic Surges, you may surround the target with nightmarish visions for the next minute or until you surround another creature with visions. If the target willingly moves 5 feet before the visions end, it must make an Intelligence saving throw, taking 2d6 psychic damage on a failure, or half as much on a success, and the visions affecting it end. This effect ends if your rage ends, one minute passes, or you enhance your rage with another Demonic Surge beyond what this ability allows you to maintain.
Savage Rush. As a bonus action, you draw upon an unholy vigor, allowing you to move up to your movement speed horizontally in a straight line. The first creature you run into during this movement must succeed on a Strength saving or be pushed ahead of you for the rest of the movement. If the creature succeeds on the save, or you run into a second creature, your movement stops.