SIGNING IN

Points de Vie

Dés de Vie 1d12 par niveau

Maîtrises

STR , CON

Barbarian

Niveau Bonus de Maîtrise Capacités Rages Rage Damage
1 + 2 Rage Unarmored Defense 2 +2
2 + 2 Rage Unarmored Defense 2 +2
3 + 2 Rage Unarmored Defense 3 +2
4 + 2 Rage Unarmored Defense 3 +2
5 + 3 Rage Unarmored Defense 3 +2
6 + 3 Rage Unarmored Defense 4 +2
7 + 3 Rage Unarmored Defense 4 +2
8 + 3 Rage Unarmored Defense 4 +2
9 + 4 Rage Unarmored Defense 4 +3
10 + 4 Rage Unarmored Defense 4 +3
11 + 4 Rage Unarmored Defense 4 +3
12 + 4 Rage Unarmored Defense 5 +3
13 + 5 Rage Unarmored Defense 5 +3
14 + 5 Rage Unarmored Defense 5 +3
15 + 5 Rage Unarmored Defense 5 +3
16 + 5 Rage Unarmored Defense 5 +4
17 + 6 Rage Unarmored Defense 6 +4
18 + 6 Rage Unarmored Defense 6 +4
19 + 6 Rage Unarmored Defense 6 +4
20 + 6 Rage Unarmored Defense Unlimited +4

Capacités de Classe

Niveau 1

Rage
Unarmored Defense

Niveau 10

Path feature

Niveau 11

Relentless Rage

Niveau 12

Ability Score Improvement

Niveau 13

Brutal Critical (2 dice)

Niveau 14

Path feature

Niveau 15

Persistent Rage

Niveau 16

Ability Score Improvement

Niveau 17

Brutal Critical (3 dice)

Niveau 18

Indomitable Might

Niveau 19

Ability Score Improvement

Niveau 2

Danger Sense
Reckless Attack

Niveau 20

Primal Champion

Niveau 3

Primal Path
Primal Knowledge

Niveau 4

Ability Score Improvement

Niveau 5

Extra Attack
Fast Movement

Niveau 6

Path Feature

Niveau 7

Feral Instinct
Instinctive Pounce

Niveau 8

Ability Score Improvement

Niveau 9

Brutal Critical (1 die)

Maîtrises

Armor

light

medium

shield

Weapons

simple

martial

Skills

Équipement de Départ

(a) two handaxes or (b) any simple weapon
Alternativement, vous pouvez commencer avec: 2d4 × 10|2d4 × 10|Starting Gold

Capacités de Classe

Rage (Level 1)

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.

  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Unarmored Defense (Level 1)

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense (Level 2)

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack (Level 2)

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Primal Path (Level 3)

At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Primal Knowledge (Level 3)

3rd-level barbarian optional feature

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack (Level 5)

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement (Level 5)

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Path Feature (Level 6)

At 6th level, you gain a feature from your Primal Path.

Feral Instinct (Level 7)

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Instinctive Pounce (Level 7)

7th-level barbarian optional feature

As part of the bonus action you take to enter your rage, you can move up to half your speed.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Brutal Critical (1 die) (Level 9)

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Path feature (Level 10)

At 10th level, you gain a feature from your Primal Path.

Relentless Rage (Level 11)

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Brutal Critical (2 dice) (Level 13)

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

This increases to three additional dice at 17th level.

Path feature (Level 14)

At 14th level, you gain a feature from your Primal Path.

Persistent Rage (Level 15)

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Brutal Critical (3 dice) (Level 17)

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Indomitable Might (Level 18)

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Primal Champion (Level 20)

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Multiclassage

Prérequis de Multiclassage

{"str":13}

Maîtrises Acquises

Armor shield
Weapons simple , martial

Sous-classes

Capacités de Sous-classe

Alternate Battlerager

Alternate Battlerager (Level 3)

The Path of the Battlerager was originally published in the Sword Coast Adventurer's Guide, and is widely accepted as an underwhelming subclass for the Barbarian. The Alternate Battlerager presented here is an attempt to bring this Primal Path up to par with the other official barbarian subclasses.

Savage Smith

You are a student of both forge and fury, and have gained the skills necessary to maintain your unique Spiked Armor. You gain proficiency with smith's tools, and have advantage on any smith's tools checks you make related to armor.

Spiked Armor

You have learned to modify your armor so you can use it as a weapon. Over the course of an hour, which can be during a short or long rest, you can use smith's tools to affix spikes to a set of armor, turning it into Spiked Armor. Spiked Armor has the following properties, but only when worn by you:

  • It counts as a martial melee weapon with a reach of 5 feet, and on hit, a Spiked Armor attack deals piercing damage equal to 1d4 + your Strength modifier.

  • While you are Raging, you can use a bonus action on your turn to make a single Spiked Armor attack.

  • When you successfully initiate a grapple, the grappled creature also takes 1d4 piercing damage.

At certain levels, the of your Spiked Armor increases: at 5th level (1d6), 11th level (1d8), and 17th level (1d12).

Optional Rule: Dwarves Only

In some settings, only dwarves can train to become Battleragers - known as Kuldjarghs in Dwarvish. The GM can elect to use this restriction depending on the setting and cultures present in the game world.

Reckless Abandon (Level 6)

The thrill and danger of battle ignite your fighting spirit. Once per turn when you make a Reckless Attack while Raging, you gain temporary hit points equal to your Constitution modifier (minimum of 1). If any of these temporary hit points remain when your Rage ends, the immediately dissipate.

In addition, you can turn magical armor into Spiked Armor.

Battlerager Charge (Level 10)

Your battle fury compels you to throw yourself into danger. You can take the Dash action as a bonus action while Raging.

Spiked Retribution (Level 14)

When a creature hits you with a melee attack while you are Raging and wearing your Spiked Armor, it takes piercing damage equal to your Strength modifier.

If you are conscious, you can use your reaction to replace this damage with the damage from a Spiked Armor attack.

Alternate Berserker

Alternate Berserker (Level 3)

The savage warriors known as berserkers live for the chaos of battle. For these Barbarians, their Rage is a manifestation of their lust for violence and destruction. Often found on the front lines of battle, berserkers only feel fully alive when they are risking life and limb to test their might against their foes.

Frenzied Rage

Your fury surpases that of even other Barbarians. When you Rage, you can enter a Frenzied Rage. For the duration of a Frenzied Rage you can make a melee weapon attack as a bonus action on each turn, including the bonus action you used to enter your Frenzied Rage.

You can use this feature once with no negative effects, but for each additional time you do so before you finish a long rest, you suffer 1 level of exhaustion at the end of that Rage.

Mindless Rage (Level 6)

You give yourself over completely to your Rage. While Raging, you immune to the charmed and frightened conditions. If you are charmed or frightened when you enter a Rage, the effect is suspended for the duration of that Rage.

Moreover, while you are in a Frenzied Rage, you can ignore the effects of any levels of exhaustion you currently have.

Menacing Presence (Level 10)

Your menacing presence strikes fear into the hearts of your foes. As a bonus action, you can and force a creature within 30 feet that can see or hear you to make a Wisdom saving throw (DC equals 8 + your proficency bonus + your Strength modifier). On a failed save, the creature is frightened of you for one minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.

If a creature succeeds on its saving throw against this feature, it is immune to this effect for the next 24 hours.

You can use this feature a number of times equal to you Constitution modifier (minimum of once), and you regain all of your expended uses each time you finish a long rest.

Primal Restoration (Level 10)

You can draw on the spark of fury within you to restore your stamina. Each time you finish a short rest, you can choose to reduce your current level of exhaustion by 1.

Once you use this feature to reduce your exhaustion level you must finish a long rest before you can do so again.

Furious Retaliation (Level 14)

Your fury knows no bounds. When you take damage from a creature you can see, you can use your reaction to make a single melee or thrown weapon attack against that creature. You can make this reaction attack as a Reckless Attack.

Dragon

Path of the Dragon (Level 3)

Barbarians are well known for tapping into primal powers, but only a few can tap into one of the most ancient and primeval of them all; the power of dragons.

Most notably, the types of dragons that cause such unyielding rage are the black, blue, green, red and white chromatic variants. Not all those with these ancestries are tended towards such violent and destructive outbursts, but all those that follow this path are indeed from these ancestries. Their chromatic heritage simply manifests itself far stronger than it does for others, which some scholars believe is connected to the fact that these five types of dragons make up the five heads of Tiamat. While chromatic dragons are not as renowned for walking among the mortal masses as their metallic cousins are, there have been those who started bloodlines that stretch back millennia. No matter how diluted this bloodline becomes, it can always manifest itself in any of its descendants, and when properly harnessed can become a force of reckoning. Due to their more volatile chromatic blood, those following this path tend toward chaos, as they contain potent destructive power that paces at the edges of the cage, just waiting to be unleashed. This however is not the norm, as there are those who have learned to control their impulses.

The zekyl, an elven subrace who were created through unions between drow and shadow dragons, are all able to tap into this primal path due to the chaotic influences of the Shadowfell. Their normally calm and calculated demeanor hides the dragon that lurks beneath, waiting to strike.

Draconic Form

At 3rd level, whenever you enter a rage, you can choose to give in to your draconic fury and manifest aspects of a draconic being; growing natural weapons as claws erupt from your fingertips, fangs sprout from your maw, and you gain a vicious lashing tail (or an existing tail changes and becomes stronger).

If you do, your draconic pride compels you to stow and doff any weapons and shields you are wielding. You can do this as part of the same bonus action you use to enter your rage, and you must do so in order to gain the benefits of your draconic fury. You cannot wield any weapons or shields until you stop raging, and you gain the Natural Weapons and Fury Points features until your rage ends:

Natural WeaponDamageProperties

Claws

1d6 slashing

-

Tail

1d8 bludgeoning

Reach

Bite

1d8 piercing

-

Fury Points

When you enter a rage, if you gave in to your draconic fury, you can gain fury points to enhance your natural weapons. You can gain fury points in the following ways:

  • When you score a critical hit, you gain 1 fury point.

  • If you deal damage to a creature, and it is reduced to 0 hit points before your next turn, you gain 1 fury point.

  • At the start of your turn, if you took damage since the beginning of your previous turn, you gain 1 fury point.

You can gain a maximum amount of fury points equal to your proficiency bonus, and you lose any remaining fury points when your rage ends. You can use your fury points to enhance your natural weapons in the following ways:

Bite

Once per turn when you hit a creature with your bite, you can spend 2 fury points to regain an amount of hit points equal to twice your Constitution modifier (min. of 2), provided you have less than half your maximum hit points.

Claws

When you take the Attack action on your turn and make an attack with your claws, provided both your hands are free, you can make one additional attack using your claws as part of the same action. While you possess at least 2 fury points, attack rolls you make with your claws will score a critical hit on a roll of 19 or 20.

Tail

Your tail always counts as an equipped weapon, and can be used to make opportunity attacks. Once per turn when you hit a creature with your tail, you can spend 1 fury point to make a contested Strength (Athletics) check against them and knock them prone if you win, but you can only use this on creatures up to one size larger than you.

Dragon color

Starting at 3rd level, you choose a Dragon Color. The damage type associated with each Dragon Color is used by features of this path. Additionally, you can now speak, read and write Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Dragon ColorDamage Type

Black

Acid

Blue

Lightning

Green

Poison

Red

Fire

White

Cold

Draconic Ascension (Level 6)

At 6th level, your Draconic Form grants you additional draconic aspects. When you enter a rage, if you gave in to your draconic fury, you gain a number of fury points equal to half your proficiency bonus (rounded down), and you gain the following benefits while raging:

Wings

You gain dragon wings which last until your rage ends. Your wings allow you to glide, but aren't strong enough to grant you flight yet. When falling you can use your reaction to slow your descent, as if under the effects of a feather fall spell. In addition, for each foot that you fall, you can move one foot horizontally in any direction. While aloft, you count as taking damage for the purpose of maintaining your rage. Your clothes and armor magically change to accommodate these new wings. Starting at 14th level, your Draconic Form's wings are now strong enough to give you flight. While not wearing heavy armor, you gain a flying speed equal to your walking speed.

Resistance

You gain resistance against the damage type of your chosen color on the Dragon Color table while raging. If you already have resistance to this damage type, then all damage you deal ignores resistance to the damage type associated with your chosen Dragon Color.

Vicious weapons

You count as being affected by the magic fang cantrip (page 144) until your rage ends.

Unleashed Fury (Level 10)

Starting at 10th level, the marks of your draconic heritage no longer entirely fade when you are not raging. You gain scales which permanently grant you your Draconic Form's Resistance benefit.

Additionally, if you gave in to your draconic fury when you entered your rage, you can use a bonus action while raging to spend a number of fury points and breathe out a powerful blast of elemental energy. Creatures within a 15-foot cone must make a Dexterity saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage for each fury point you expended on a failed save, and half as much damage on a successful one. The damage type is the same as the damage type of your chosen Dragon Color.

Similar to the racial breath weapons of half dragons and dragonborn, using this feature counts as attacking a hostile creature for the purpose of maintaining your rage.

Savage Dragon (Level 14)

Starting at 14th level, you rip and tear your opponents apart, violently and without mercy. Once on each of your turns, when one of your melee attacks reduces an object or creature's hit points to a number less than your Strength score, you instantly reduce it to 0 hit points. Additionally, you suffer none of the drawbacks of old age, you can't be aged magically, and your lifespan extends by 1000 years.

Note

This feature relies on knowledge regarding a monster's remaining hit points. Your DM may want to avoid sharing this information at the table, so if you are worried about this feature getting overlooked in combat, we suggest checking in with them at the start of the session to make sure that they are aware of it.

Optional Rule: Martial Multiclassing

At your DM's discretion, if you have the Extra Attack feature and would gain Extra Attack from another class, you can instead choose to gain an additional fighting style that you don't already know from one of those classes. Extra Attack from different classes cannot stack. If none of your classes have access to a fighting style, you can choose one from the fighter class.

Dreadnought

Path of the Dreadnought (Level 3)

The unstoppable soldiers of wartorn battlegrounds, it is the duty of the Dreadnought to break enemy lines and raze entire cities. Each dreadnought wears a magitech helmet, a Berserker Helm, which, once donned, he never removes. Each is specially engineered for him, enchanted to make him fearless and to grant complete control over his terrible rage. The helmet is the locus of his emotion, or lack thereof.

To a Dreadnought, reality is simple: there are friends and enemies, good and evil, law and chaos. The rule above all: never remove your helm.

Berserker Helm

Beginning when you select this path at 3rd level, you are fitted with a helmet which regulates your emotion and focuses your anger. Assisted by your helmet, you can summon up rage at will, and end it just as swiftly. You are unable to rage if your helmet is removed. Instead of raging normally, you can rage for a number of rounds equal to your Constitution modifier + your proficiency bonus. These rounds need not be consecutive. You can begin and end your rage as a bonus action. Your rage only ends early only if you fall unconscious or if you choose to end it. After raging for this number of rounds, you must complete a short or long rest before raging again.

At 20th level, you can rage for any number of rounds.

Fearless (Level 6)

At 6th level, you are immune to being charmed or frightened.

Unstoppable Charge (Level 10)

Beginning at 10th level, when you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you have advantage on this attack roll.

Focused Rage (Level 14)

At 14th level, you can focus your rage into an unstoppable fury against 1 target. When you enter a rage, you can select 1 creature that you can see within 60 feet against whom your attacks deal twice the normal amount of rage damage.

Fear Rager

Path of the Fear Rager (Level 3)

Taking advantage of one's weakness is a crucial tactic in combat. These barbarians learn how to instill fear in their enemies and exploit their opponents' hesitation when facing a raging menace. The disregard and disdain these barbarians feel for those who fear them gives them an extra surge of power as if they would feed on the fear they create. Many of the Vordani war tribes use this tactic to overcome their foes.

Demoralizing Blow

Starting at 3rd level, you can break the ferocity of those whom you attack. As a bonus action, you can choose a creature that you have dealt damage to with a melee weapon during your turn. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equals 8 + your Proficiency Bonus + your Charisma modifier) or have disadvantage on its melee attack rolls against you until the end of your next turn.

Terrifying Onslaught (Level 6)

Starting at 6th level, you can instill fear in the hearts of those you attack. As a bonus action, you can choose a creature that you have dealt damage to with a melee weapon during your turn. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equals 8 + your Proficiency Bonus + your Charisma modifier) or become frightened until the end of your next turn.

Culling the Weak (Level 10)

Starting at 10th level, you can take advantage of those who fear you. You gain advantage on melee attack rolls against frightened creatures and your melee weapon attacks score a critical hit against them on a roll of 19 or 20.

Intimidating Slaughter (Level 14)

Starting at 14th level, the fear in the eyes of your enemies intensifies your combat prowess. As a bonus action, you can make a melee weapon attack against a frightened creature and your melee weapon attacks score a critical hit against them on a roll of 18, 19 or 20. On a critical hit, all hostile creatures within 30 feet who saw your critical hit must succeed on a Wisdom saving throw (DC equals 8 + your Proficiency Bonus + your Charisma modifier) or become frightened until the end of your next turn.

Foxfire's Path of the Berserker

Foxfire's Path of the Berserker (Level 3)

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

Starting when you take this path at 3rd level, you can choose to go into a frenzy when you rage. If you do so, as part of the bonus action you take to enter your rage and on each of your turns for the duration of your rage you can make a single melee weapon attack as a bonus action.

When your rage ends, you suffer one level of exhaustion. All levels of exhaustion you gain from this feature are removed when you finish a short or long rest.

Mindless Rage (Level 6)

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect ends.

Intimidating Presence (Level 10)

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the 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 be frightened of you for 1 minute. This effect ends if the creature starts its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation (Level 14)

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Frenzied Mutant

Path of the Frenzied Mutant (Level 3)

Some tribes of savage barbarians keep some of their offspring in an almost feral state, training them to harness their rage in combat. When these children are initiated to the wrath of otherworldly entities the tribes venerate, they are infused with aberrant flesh that quickly spreads in their bodies like a parasite. These barbaric warriors learn a primitive way to graft their bodies to enhance themselves further with mutations that allow them to grow in power.

Grafted Appendages

Starting at 3rd level, you learn how to graft aberrant appendages into your body and use them to soak up damage from attacks. You gain 10 temporary hit points and +1 bonus to AC while you have these hit points. You regain these temporary hit points after a long rest.

Bone Claw

Starting at 3rd level, sharp, curved bone appendages grow out of both of your forearms that you can use to make attacks. The bone claws have a reach of 5 feet, can be used as part of an unarmed attack, and deal 1d8 + Strength modifier slashing damage on a hit.

Telepathic Terror (Level 6)

Starting at 6th level, you can telepathically project your rage into the mind of your enemies, causing them spasms that shake their will. As a bonus action, you can expend one use of your Rage feature to assault the mind of a target creature. The target creature must succeed on a Wisdom saving throw (DC equals 8 + your Proficiency Bonus + your Constitution modifier) or become charmed. A creature charmed this way has disadvantage on attack rolls, ability checks, and saving throws for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

Aberrant Anatomy (Level 10)

Starting at 10th level, your bodily mutations become so severe and bizarre that your physiology is no longer similar to that of your original race. You become immune to critical hits and diseases. Extra eyes give you advantage on Wisdom (Perception) skill checks that rely on sight, and you gain darkvision to a range of 120 feet. You are also considered an aberration type creature for the purposes of determining effects but you otherwise retain your original creature type.

Agile Tentacles (Level 14)

Starting at 14th level, you sprout appendages in the form of two fully functional alien tentacles that spread disease. You gain additional tentacle limbs that you can use to manipulate objects within a reach of 5 feet. You are considered to be proficient with these tentacles when making unarmed attacks with them. You can attack with both tentacles as a bonus action. Each hit with a tentacle causes 1d6 points of bludgeoning damage + your Strength modifier. A creature hit by a tentacle must make a Constitution saving throw (DC equals 8 + your Proficiency Bonus + your Constitution modifier) or become diseased. A creature diseased this way gains disadvantage on its attack rolls and ability checks for 1 minute.

Furious Maw

Path of the Furious Maw (Level 3)

At 3rd level, a barbarian gains the Primal Path feature. The following option is available to a barbarian, in addition to those offered in the Player's Handbook and Xanthar's Guide to Everything.

Furious Maw Features

Some creatures are so fierce, that they inspire cultures to emulate them in their own way of life. These tribes teach that skill in the hunt and abject ferocity are in themselves a means to an end. When a barbarian that follows this path rages, they becomes a ruthless terror in combat.

Barbarians who draw on the primal savagery of this path are terrifying to behold in combat. Typically adorned with trophies of previous kills, they wade into they fray and wreak havoc on their opponents. While in the depths of their rages,they are even known to toy with the last of their quarry before delivering the final blow.

Furious Maw Features
Barbarian LevelFeature

3rd

Merciless Onslaught, Cunning Hunter

6th

Awareness

10th

No Escape

14th

Vicious Strikes

Merciless Onslaught

Starting at 3rd level when you choose this path, you channel the ferocity of your tribe's ways into your rage. While raging,when you reduce a creature to 0 hit points or score a critical hit with a melee attack on your turn, as a bonus action, you can move up to half your speed and make one melee attack.

Cunning Hunter

Starting at 3rd level when you choose this path, you channel the ferocity of your tribe's ways into your rage. While raging,when you reduce a creature to 0 hit points or score a critical hit with a melee attack on your turn, as a bonus action, you can move up to half your speed and make one melee attack.

Fang Dragon

The "Legacy of Dragon" document does not give a clear distinction between "Fang" and "Gray" to enrich the distinction for Dragonborn and Half-Dragons with heritage "Fang" it will be used the source "Fang Dragons by KajaGrae" very good stuff.

No Escape (Level 10)

Beginning at 10th level, your zeal for the hunt and combat have grown so intertwined, that you now sometimes seek to prolong them both.

Once per rage, you can attempt to hobble one of your opponents. When you land a melee weapon attack, your target must succeed on a Strength saving throw equal to 8 +your proficiency bonus + your Strength modifier, or be knocked prone. In addition, its movement speed is halved until it receives magical healing, or finishes a long rest.

Vicious Strikes (Level 14)

At 14th level, the viciousness of your rage has reached its pinnacle. While raging, your weapon attacks score a critical hit on a roll of 19 or 20. If your attacks already score a critical hit on a roll of 19 or 20 from another source, you instead score a critical hit on a roll of 18-20.

Herculean Path

Herculean Path (Level 3)

Some individuals are born with seemingly impossible strength, exhibiting rippling muscles even before they learn to speak or walk. Such men and women quickly learn that every good thing in this world may be obtained through the exercise of overwhelming might. Others may scorn them and call them "barbaric,"but what are words but useless noise to be choked out of the speaker's windpipe? As one such individual, you know that strength is what determines one's worth in the world: strength to crush your enemies—and to impress your allies. You savor the opportunity to show off your great strength, whether it be in battle or in friendly competition. Your incredible strength allows you to accomplish Herculean feats that will leave your foes wailing in anguish.

Precocious Wrestler

Starting at 3rd level, you have learned to take advantage of your innate strength to wrestle foes into submission. You are proficient in the Athletics skill, and you are capable of grappling and shoving creatures that are up to two sizes larger than you. On your turn, you may use a bonus action to attempt to grapple a creature. While you are grappling a creature with one hand, you may use your free hand to attack that creature with two-handed weapons as if you were using both hands.

Mighty Marksman (Level 6)

Starting at 6th level, you leverage your immense strength when using ranged weapons. You can use heavy weapons without incurring disadvantage due to your size. Additionally, you may choose to use your Strength modifier for attack and damage rolls with longbows. When you make ranged attacks with longbows or thrown weapons while raging, you may add your rage damage bonus to the damage rolls.

Thunderous Shot

When you make a ranged attack, you may choose to add the effect of thunderwave to the projectile, centered on the location that the projectile hits. The DC for this effect is 8 + your proficiency bonus + your Strength modifier. Once you have used this feature, you may not use it again until you complete a short or long rest.

Herculean Rage (Level 10)

Starting at 10th level, your rages take on legendary qualities and grow more powerful the longer they endure. At the beginning of each of your turns, if you are already raging, your rage damage bonus increases by +1, up to a maximum of your Strength modifier. Additionally, while raging, you are immune to poison damage and you cannot be frightened.

Earthshaker (Level 14)

Starting at 14th level, your colossal strength causes the ground itself to tremble and quake. On your turn, you can use your action to strike the ground and create the effects of an earthquake with a 40 ft. radius, centered on your location. This area becomes difficult terrain.

Each creature on the ground in the affected area that is concentrating must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature's concentration is broken. At the end of your turn, each creature on the ground in the area must make a Dexterity saving throw with the same DC as the previous one. On a failed save, the creature is knocked prone. You have advantage on this saving throw.

At the beginning of each of your subsequent turns, you may use your bonus action to stomp the ground and continue the effects of the earthquake until the beginning of your next turn, for a maximum duration of 1 minute. Once you have used this feature, you may not use it again until you complete a long rest.

Herculean Path

Herculean Path (Level 3)

Some individuals are born with seemingly impossible strength, exhibiting rippling muscles even before they learn to speak or walk. Such men and women quickly learn that every good thing in this world may be obtained through the exercise of overwhelming might. Others may scorn them and call them "barbaric," but what are words but useless noise to be choked out of the speaker's windpipe? As one such individual, you know that strength is what determines one's worth in the world: strength to crush your enemies—and to impress your allies. You savor the opportunity to show off your great strength, whether it be in battle or in friendly competition. Your incredible strength allows you to accomplish Herculean feats that will leave your foes wailing in anguish.

Precocious Wrestler

Starting at 3rd level, you have learned to take advantage of your innate strength to wrestle foes into submission. You are proficient in the Athletics skill, and you are capable of grappling and shoving creatures that are up to two sizes larger than you. On your turn, you may use a bonus action to attempt to grapple a creature. While you are grappling a creature with one hand, you may use your free hand to attack that creature with two-handed weapons as if you were using both hands.

Mighty Marksman (Level 6)

Starting at 6th level, you leverage your immense strength when using ranged weapons. You can use heavy weapons without incurring disadvantage due to your size. Additionally, you may choose to use your Strength modifier for attack and damage rolls with longbows. When you make ranged attacks with longbows or thrown weapons while raging, you may add your rage damage bonus to the damage rolls.

  • Thunderous Shot

Herculean Rage (Level 10)

Starting at 10th level, your rages take on legendary qualities and grow more powerful the longer they endure. At the beginning of each of your turns, if you are already raging, your rage damage bonus increases by +1, up to a maximum of your Strength modifier. Additionally, while raging, you are immune to poison damage and you cannot be frightened.

Earthshaker (Level 14)

Starting at 14th level, your colossal strength causes the ground itself to tremble and quake. On your turn, you can use your action to strike the ground and create the effects of an earthquake with a 40 ft. radius, centered on your location. This area becomes difficult terrain.

Each creature on the ground in the affected area that is concentrating must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature's concentration is broken. At the end of your turn, each creature on the ground in the area must make a Dexterity saving throw with the same DC as the previous one. On a failed save, the creature is knocked prone. You have advantage on this saving throw.

At the beginning of each of your subsequent turns, you may use your bonus action to stomp the ground and continue the effects of the earthquake until the beginning of your next turn, for a maximum duration of 1 minute. Once you have used this feature, you may not use it again until you complete a long rest.

Mountain Man

Path of Mountain Man (Level 3)

You are a frontierman, hardened by your choice to live far beyond the outskirts of civilization in the rough wilderness. Though you rarely enjoy human contact, you are a skilled hunter and survivalist, and prefer to work and live alone.

Bonus Proficiencies

When you select this path at 3rd level, you become proficient in the hunting rifle.

Liquid Courage

At 3rd level, as a bonus action while raging, you can take a swig of moonshine to bolster your courage and toughness. Until the beginning of your next turn, you have advantage on Charisma, Intelligence, and Wisdom saving throws, and gain a number of temporary hit points equal to your level. After using this ability, you cannot do so again until after ending your rage.

Able Hunter (Level 6)

At 6th level, you are adept at navigating the wilderness. You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks made to climb, jump, swim, or otherwise navigate natural terrain.

Fearsome Yell (Level 10)

By 10th level, you can sound a blood-curling roar to terrify your foes. You begin a Fearsome Yell as a bonus action and can continue to yell as a bonus action on your turn, up to a duration of 1 minute. While doing a Fearsome Yell, each creature adjacent to you must make a Wisdom saving throw (DC equal to 8 + your bonus to Intimidation). On a failed save, the creature has disadvantage on attack rolls against you until the end of its turn. On a success, the effect ends for that creature and it is unaffected by this ability for 24 hours. At the end of each of its turns, affected creatures can make another Wisdom saving throw to end this effect. After beginning a yell, you cannot do so again until you finish a short or long rest.

You have advantage on Intimidation checks while you are making a yell.

Indomitable Toughness (Level 14)

At 14th level, you can shrug off punishment like a true son of the mountain. As an action while you are raging, you become immune to nonmagical bludgeoning, piercing, and slashing damage, and gain resistance to all other damage until the beginning of your next turn. After using this ability, you cannot do so again until you complete a short or long rest.

Path of Blood

Path of Blood (Level 3)

The Path of Blood is a path taken by only the most ruthless and battle-hungry barbarians. They do not care when they shed their own blood - in fact, they use that energy to empower their rage even farther, using their suffering to inflict wounds upon their foes through magical bonds of blood.

While at first glance the Path of Blood appears to be powered by the same forces as the Path of the Berserker, the Path of Blood is far more magical in nature. Bloodragers use their blood in a form of hemomancy - a magic that utilizes blood sacrifices.

Bloodrage

(3rd-level Path of Blood feature)

Starting when you select this path at 3rd level, you can choose to ignite your blood with magical power during you rage. At the end of each of your turns while raging, you can choose to take 1d4 + half your barbarian level necrotic damage to release a burst of necrotic energy. Each creature of your choice within 10 feet of you takes necrotic damage equal to the necrotic damage you took. The necrotic damage you take ignores resistance or immunity.

Scent of Death (Level 6)

(6th-level Path of Blood feature)

At 6th level, you gain the ability to smell the scent of the injured from up to a mile away, and accurately pinpoint the scent's direction. Once you get within 1000 feet of the source, you can make a DC 15 Wisdom (Perception) check to determine its exact identity. On a success, you know the exact identity of the creature if you have encountered it before; otherwise you only determine its type and the severity of its injury. Either way on a success, you know the exact distance and direction to the injured creature. On a failed check, you know that you failed the check and can't make another one for 1 hour.

Sanguine Visions (Level 10)

(10th-level Path of Blood feature)

Starting at 10th level, touching spilled blood allows you to see the circumstances under which the blood was spilled. As an action, you can touch at least a drop of blood that has been spilled within the last 48 hours. For the next 12 seconds, you become blind and deaf to your own senses as your mind experiences the minute that led to that blood being spilled, from the point of view of the one whose blood was spilled.

Path of Destruction (Level 14)

(14th-level Path of Blood feature)

Beginning at 14th level, whenever a creature within 10 feet of you is reduced to 0 hit points while you're raging, you can use your reaction to move up to half your speed without provoking opportunity attacks, and make a single melee weapon attack.

As part of the same reaction, you may also spend a hit die to heal yourself. If you choose to do so, roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Path of Blood

Path of Blood (Level 3)

The Path of Blood teaches a barbarian to harness the innate power of blood, the essential conduit of life-force in mortal creatures. Such barbarians use their own blood, as well as the blood of their foes, to channel incredible destructive power. Deities and societies who partake in blood sacrifices often attract these barbarians.

Bloodwork

Starting when you choose this path at 3rd level, your firsthand experience with the workings of blood and flesh allow you to assess a creature's vitality in an instant. You gain proficiency in the Medicine skill.

In addition, you can use a bonus action on each of your turns to choose a creature you can see and make a DC 10 Wisdom (Medicine) check. On a success, you learn that creature's current and maximum hit points.

Carnage

Also at 3rd level, when you use your Reckless Attack feature while raging, you can choose to bleed yourself to enhance your attacks. You lose hit points equal to your Constitution modifier (minimum 1), and each weapon attack you make on this turn deals extra damage equal to 1 + your Constitution modifier.

Scarification (Level 6)

At 6th level, the rituals of bleeding have toughened your body. When you roll a Hit Die to regain hit points, you use the highest number possible for the die.

Additionally, your hit point maximum can't be reduced.

Bloodseeker (Level 10)

At 10th level, you gain a keen sense for the presence of fresh blood, and the ability to seek out its source. You have advantage on Wisdom (Perception) checks and Wisdom (Survival) checks to detect or track creatures that do not have all of their hit points.

In addition, you can pursue wounded enemies with fluid grace. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Intrinsic Power (Level 14)

Starting at 14th level, you can absorb the power contained in the blood of your fallen foes. As an action, you can absorb the latent mystical power within the blood of a creature within 5 feet who has died within the last 10 minutes. You gain a different benefit based on the creature type of the corpse:

Aberration or Fey

You have advantage on saving throws to avoid being charmed, frightened, or stunned. You gain resistance to psychic damage.

Beast or Monstrosity

Your base walking speed increases by 15 feet, and you have climbing and swimming speeds equal to your walking speed. You have advantage on Constitution saving throws.

Celestial or Fiend

You gain resistance to fire, poison, radiant, and necrotic damage.

Dragon

You can cast the speak with animals and dragon's breath spells at will, as if you had used a 5th level spell slot. You can cast and concentrate on these spells even while raging.

Giant or Humanoid

Your Carnage feature deals twice as much damage.

This benefit lasts for 24 hours or until you use this feature again. This feature doesn't work on corpses that lack blood, including those of constructs, elementals, oozes, plants, and undead.

Path of Booming Magnificence

Path of Booming Magnificence (Level 3)

Barbarians who walk the Path of Booming Magnificence strive to be as lions among their people: symbols of vitality, majesty, and courage. They serve at the vanguard, leading their allies at each charge and drawing their opponents' attention away from more vulnerable members of their group. As they grow more experienced, members of this path often take on roles as leaders or in other integral positions.

Roar of Defiance

Beginning at 3rd level, you can announce your presence by unleashing a thunderous roar as part of the bonus action you take to enter your Rage. Until the beginning of your next turn, each creature of your choice within 30 feet of you that can hear you has disadvantage on any attack roll that doesn't target you.

Until the Rage ends, if a creature within 5 feet of you that heard your Roar of Defiance deals damage to you, you can use your reaction to bellow at them. Your attacker must succeed on a Constitution saving throw or take 1d6 thunder damage. The DC is equal to 8 + your proficiency bonus + your Charisma modifier. The damage you deal with this feature increases to 2d6 at 10th level. Once a creature takes damage from this feature, you can't use this feature on that creature again.

Running Leap

At 3rd level, while you are raging, you can leap further. When you make a standing long jump, you can leap a number of feet equal to your Strength score. With a 10-foot running start, you can long jump a number of feet equal to twice your Strength score

Lion's Glory (Level 6)

Starting at 6th level, when you enter your Rage, you can choose a number of allies that can see you equal to your Charisma modifier (minimum 1). Until the rage ends, when a chosen ally makes a melee weapon attack, the ally gains a bonus to the damage roll equal to the Rage Damage bonus you gain, as shown in the Rage Damage column of the Barbarian table. Once used, you can't use this feature again until you finish a long rest.

Resonant Bellow (Level 10)

At 10th level, your roars can pierce the fog of fear. As a bonus action, you can unleash a mighty roar, ending the frightened condition on yourself and each creature of your choice within 60 feet of you and who can hear you. Each creature that ceases to be frightened gains 1d12 + your Charisma modifier (minimum +1) temporary hit points for 1 hour. Once used, you can't use this feature again until you finish a short or long rest.

Victorious Roar (Level 14)

At 14th level, you exult in your victories. When you hit with at least two attacks on the same turn, you can use a bonus action to unleash a victorious roar. One creature you can see within 30 feet of you must make a Wisdom saving throw with a DC equal to:

Victorious Roar save DC

On a failure, the creature takes psychic damage equal to your barbarian level and is frightened until the end of its next turn. On a success, it takes half the damage and isn't frightened.

Path of Crystalline Fury

Path of Crystalline Fury (Level 3)

While nonmagical, chardalyn—the crystalline substance created by the artifact Crenshinibon— easily accepts magic. By infusing their bodies with chardalyn, these barbarians gain the ability to harness and use the energy of spells used against them.

Chardalyn Infusion

At 3rd level, you infuse your body with jagged shards of chardalyn. These shards of chardalyn augment your unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normally for an unarmed strike. While raging, you can use a bonus action to make one unarmed attack against a target within 5 feet of you.

Chardalyn Regeneration (Level 6)

At 6th level, the chardalyn enables you to absorb the magical energy of spells. If you succeed on a saving throw against a spell cast upon you while you're raging, you can use your reaction to regain a number of hit points equal to the spell's level times your proficiency modifier once the spell's effects have been applied. You can use this ability only once per rage.

Further, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Chardalyn Absorption (Level 10)

At 10th level, you can absorb spells cast upon you and unleash them upon your foes. While raging, if you succeed on a saving throw against a spell that targets only you, you can absorb the spell as a reaction. The spell has no effect, other than to be absorbed. Before your rage ends, you can cast the absorbed spell using the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. You can absorb a spell in this way once perrage, and the absorbed spell is lost if not cast before the end of the rage.

Chardalyn Perfection (Level 14)

Upon reaching 14th level, you have mastered your bond with the chardalyn. You can use the Spell Absorption class feature twice per rage.

Also, the damage die for your unarmed strike increases to 1d10.

Path of Fowlish Fury

Path of Fowlish Fury (Level 3)

Barbarians who follow the Path of Fowlish Fury are fearsome fighters that draw their strength from the chaotic energy of the goose, and are known for their wild, erratic combat style and unwavering aggression, often terrifying and disorienting their opponents with vicious strikes, honks and hissing. These barbarians possess a strong sense of loyalty and protectiveness towards their allies, much like the way geese defend their young.

Honking Rage

When you enter a rage you can emit a loud battle honk, audible out to a range of 60 feet, which staggers your opponents and grants you and your allies an edge in combat. Creatures of your choice that can see you and hear the honk must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the end of your next turn. Additionally, if you use your Honking Rage during the first round of combat, friendly creatures of your choice that can hear your honk gain a bonus to their attack rolls equal to your rage damage modifier, which lasts until the end of your next turn. You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.

Fowl-Step (Level 6)

Your movements become more erratic and unpredictable, making it harder for enemies to land attacks on you. When you choose to attack recklessly, enemies don't get advantage on the first attack roll made against you each turn.

Honking Retribution (Level 6)

When a creature would hit you with a melee attack, you can use your reaction to emit a furious honk, adding your rage damage modifier to your AC against the incoming attack, potentially causing it to miss. You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.

Feathered Frenzy (Level 10)

You can enter a feathered frenzy when you rage. If you do so, for the duration of your rage, you sprout a set of flightless goose wings and become covered in a feathery plumage, taking on an intimidating, avian appearance. Your movement speed increases by 20 feet, and you gain a +2 bonus to AC. Additionally, when a creature you can see attacks a friendly creature within 10 feet of you, you can use your reaction and buffet your wings in their direction to impose disadvantage on the roll.

Flock Defense (Level 14)

You can call upon the power of the flock to protect your allies in battle. When you enter a rage, you can choose a number of friendly creatures you can see within 30 feet of you equal to your Constitution modifier and have them join your flock. For the duration of your rage, members of your flock have resistance to nonmagical bludgeoning, piercing and slashing damage, and when a flock member within 10 feet of you misses with a weapon attack, you can use your reaction to emit an encouraging honk, allowing that member to make one additional weapon attack against the same target.

Path of Heavy Metal

Path of Heavy Metal (Level 3)

The barbarians of the Path of Heavy Metal do not do things by halves. They fight the strongest foes, swing the biggest axes, and play the loudest music. For this reason, any battle they get involved in tends to be noisy, violent, and short.

Armored only in face paint and studded belts, these fearless hellions are known for screaming their enemies into submission and trashing taverns, though they can also be thoughtful and erudite when not tapping into their primal fury. Away from the battlefield, the "thunderheads" form a tight fraternity, bonded together by absolute commitment to their path and the shared recognition that the life of an adventurer—with its grueling travel, explosive violence, and unfamiliar lodgings—is essentially a never-ending tour.

Bonus Proficiencies

When you choose this path at 3rd level, you gain proficiency with three musical instruments of your choice.

Heavy Metal Axe

At 3rd level, your dabbling with craftsmen and bards has taught you how to build the sickest instruments possible. You can spend 8 hours of work converting a two-handed weapon into an instrument with which you are proficient. Only you can play an instrument weapon you have created, which retains all its combat capabilities. You can maintain a total number of instrument weapons equal to your proficiency bonus.

Solo Shredding

Also at 3rd level, you play your instrument weapon even in combat, rocking out as you crack skulls. When you enter a rage, you begin ferociously playing a solo on your instrument weapon. After you deal damage to a hostile creature during your rage with your instrument weapon, you increase your Rage bonus damage by 1. You can increase your Rage damage bonus up to a maximum of twice your proficiency bonus. This increase lasts until you are incapacitated, you are no longer holding your instrument weapon, you miss an attack, or your rage ends.

Killer Vocals (Level 6)

By 6th level, as a bonus action, you can release a thunderous battle cry, blood-curdling screech, or growl. Each Large or smaller creature you choose within 5 feet of you is pushed 5 feet away from you and is deafened until the end of your next turn.

Up To Eleven (Level 10)

Starting at 10th level, you put total commitment into your music. Whenever you make a Charisma check or any check that involves playing your instrument weapon, you can treat a d20 roll of 10 or lower as an 11.

Smash Hit (Level 14)

By 14th level, you've learned that the best way to end a fight (and a performance) is to smash one of your instrument weapons entirely. When you hit a creature with your instrument weapon while you are raging, you can smash the weapon on the target, dealing an extra 4d12 damage. A nonmagical instrument weapon is completely destroyed, whereas a magical instrument weapon loses its musical components and becomes a normal weapon.

Once you use this ability, you can't use it again until you finish a short or long rest.

Path of Hellfire

Path of Hellfire (Level 3)

Devils have long been known to grant power to mortals as part of a pact or bargain. While this may take the form of unique magic or boons, those who follow the Path of Hellfire are gifted with command over the fires of the Lower Planes, which they channel for short periods to become powerful and furious fighting machines.

While some of these barbarians are enlisted to support the devils' interests as soldiers or enforcers, some escape their devilish fates, while others still are released after their term of service.

Hellish Aspect

Beginning at 3rd level, when you enter your Rage, you take on minor fiendish aspects. The way these aspects manifest is up to you and can include sprouting horns from your head, changing the color of your skin, growing fangs or a tail, or other small physical changes. Though infused with fiendish power, you aren't a fiend. While raging, you have resistance to fire damage, and the first creature you hit on each of your turns with a weapon attack takes 1d6 extra fire damage. This damage increases to 2d6 at 10th level.

Hell's Vengeance (Level 6)

At 6th level, you can use your hellfire to punish enemies. If an ally you can see within 60 feet of you takes damage while you are raging, you can use your reaction to surround the attacker with hellfire, dealing fire damage equal to your proficiency bonus to it.

Hellfire Shield (Level 10)

Starting at 10th level, when you enter your Rage, you can surround yourself with flames. This effect works like the fire shield spell, except you are surrounded with a warm shield only and it ends when your rage ends. Once used, you can't use this feature again until you finish a short or long rest.

Devilish Essence (Level 14)

At 14th level, while raging, you have advantage on saving throws against spells and other magical effects, and if you take damage from a spell, you can use your reaction to gain temporary hit points to your barbarian level.

Path of Infiltration

Path of Infiltration (Level 3)

To barbarians who follow the Path of Infiltration, rage does not mean battle cries and violent screams. Instead, it means deafening silence and uncertain shadows. Drawing upon magic from the Shadowfell, these infiltrators breathe in sound and light and hold it within, suppressing it as they lay waste to enemies, doors, and any other barriers between them and their goal.

In the world of Ravnica, House Dimir makes ample use of these barbarians. In the Forgotten Realms, the Zhentarim includes such ranks. Thieves' guilds, cults, or noble houses might also recruit these silent terrors as thieves or assassins.

These powers are usually gained from dark rituals or curses. In either case, obtaining and using these powers is often painful, causing these barbarians to become partshadow and suffer—and make others suffer—in silence. At your option, you can pick from or roll on the Infiltration Barbarian Quirks table to create a quirk for your character.

Infiltration Barbarian Quirks
1d6Quirk

1

Your eyes are pitch black.

2

You get headaches from bright light and loud noises.

3

You often wake up screaming, but make no noise when you do.

4

Your blood is black and quickly evaporates into shadowy mist.

5

You have a habit of unintentionally sneaking up on people.

6

You rarely talk, preferring to write or gesture instead.

Breaking and Entering

You become adept at finding a way past nearly any obstacle:

  • You deal double damage to objects.

  • You can use a bonus action on each of your turns to make a single weapon attack against an object that isn't being worn or carried.

  • While you are raging, your rage doesn't end early as long as you end your turn in dim light or darkness.

Silent Rage

Whenever you enter a rage, you can inhale light and sound to create a magical aura of silence and shadow. The aura extends 10 feet from you in every direction, but not through total cover. Your aura lasts until you dismiss it as a bonus action or your rage ends.

Your aura acts as the areas of both a silence spell and of a pass without trace spell. You can still use your Danger Sense even while you are deafened by your aura.

If you are targeted by a dispel magic spell, your aura counts as a spell with a level equal to half your barbarian level.

Improved Infiltration (Level 6)

Whenever you hit an object with an attack, the hit is a critical hit.

In addition, dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Traceless Intruder (Level 10)

While you're raging, you are under the effects of a nondetection spell, and whenever you would trigger an abjuration spell, such as by walking through the area of an alarm or glyph of warding, you can make a Constitution saving throw (DC 10 + the spell's level). On a successful save, the spell isn't triggered.

Additionally, while you benefit from your Danger Sense, the damage you take from traps is halved. This includes magical traps, such as the glyph of warding or symbol spells.

Stride of Shadows (Level 14)

As an action on your turn, you can take on an incorporeal, shadowy form. Until the end of the turn, you can move through creatures and objects as if they were difficult terrain. If you occupy the same spot as a solid object or creature when the turn ends, you are immediately shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet you are moved. If you take this action while raging, your rage doesn't end early at the end of the turn.

Path of Instinct

Path of Instinct (Level 3)

While many barbarians lose control when they rage, flying into wild tantrums, some operate in a state of cold absolute focus, becoming creatures of pure instinct and finely honed reflexes. Entering a void-like state of mind, they act almost without conscious thought, accomplishing superhuman feats and shrugging off hits.

Though utter calm might seem less frightening than the frothing rage of their counterparts, true terror sets in once their foes witness the destruction such perfect focus can bring.

Focused Rage

Starting when you choose this path at 3rd level, your rage becomes a state of pure focus. You can perform impossible feats in this state of extreme focus by spending Focus Dice. When you enter a Rage, you gain a number of d8 focus dice equal to your proficiency bonus. Any unspent dice are lost when your rage ends. You can expend these dice on the following abilities:

  • Perfect Dodge. When you make a Dexterity saving throw or Dexterity ability check, you can expend one focus die, expending it and adding it to the roll. You can do this after rolling the d20, but before the outcome is determined.

  • Perfect Intuition. When you make a Wisdom saving throw or ability check, you can expend one focus die to add it to the roll. When you do this with the Search action, you can take the Search action as a bonus action instead of an action.

  • Perfect Parry. When another creature damages you with a weapon attack, you can use your reaction and expend one focus die to reduce this damage by the number you roll on your focus die + your Strength or Dexterity modifier (your choice).

  • Perfect Strike. When you make a weapon attack roll against a creature, you can expend one focus die to add it to the roll. You can use this ability after making the attack roll, but before any effects of the attack are applied.

  • Perfect Focus If your Rage would end for any reason other than being knocked unconscious, you can expend one focus die to prevent it from ending until the start of your next turn.

Instinctive Insight

Additionally at 3rd level, your natural intuition and ability to read creature behavior grants you proficiency in the Insight skill. If you are already proficient in Insight, you gain expertise in it, allowing you to add twice your proficiency bonus to Insight checks.


Path of Instinct Quirks

The following are some optional quirks for a player of this Path to choose from—these can be either preexisting, signaling their fated path toward this Path, or appear after you commit yourself to this Path.

d6Quirk

1

You never remember what happens during your rages, you just come to, covered in blood.

2

You rarely pay attention to hazards around you; it's not like they're dangerous or anything.

3

Occasionally you enter your focus state while doing mundane tasks.

4

Not once have you ever listened to instructions before trying something yourself.

5

As you always say, "It's all in the reflexes".

6

Jump first, figure out the landing later.

Blind Fighting (Level 6)

At 6th level, your senses are so sharp that you gain an instinctive blindsight of 10 feet while raging. The range of this blindsight increases by 10 feet at 10th level (to 20 feet), and again at 14th level (to 30 feet).

Evasion (Level 10)

Beginning at 10th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Instinctive Strike (Level 14)

Starting at 14th level, when a creature ends their turn within range of your blindsight while you are raging, you can expend one focus die as a reaction to move toward that creature (up to your movement speed). If you can reach the creature after your movement, you can make one weapon attack against them as part of this reaction. This movement does not trigger opportunity attacks.

Path of MAGE

Path of MAGE (Level 3)

Times have changed. Magic no longer belong to frail old robes. You as a barbarian can un-tap the true magic within your own body, muscles! Each flex generate enough heat and energy to burn the air around you. A swing of your fist can scorch your foes. Each leap can send you flying.

Spelcasting

When you reach 3rd level, you become a Spelcaster capable of controlling "magic". You don't need to refer to chapter 10 or 11 for general rule of spellcasting.

Spelcasting Ability

Strength is your spelcasting ability for your MAGE features. You use your Strength modifier when setting the saving throw DC for a MAGE feature.

Spel Save
Prepared Spell Routine
d4Routine

1

Bench the party

2

Swim up a waterfall

3

Crush boulders

4

100 push-ups, sit-ups, squats and a 10km run

Rage to MAGE

Starting at level 3, when you go into a rage, you go into a MAGE as well. You gain the following benefits while MAGEing:

  • Burning Abs

    You gain resistance to fire damage.

  • "Burning Hands"

    Your fists light on fire. Once per turn, when you hit a creature with an unarmed attack, you deal 1d12 + your Strength modifier fire damage.

  • "Fly"

    As an action you can leap your walking speed in both height and distance, provoking opportunity attacks as you leave your spot. Choose an unoccupied space within your walking speed to land. When you land you force all creatures within 5 feet of you to make a Dexterity saving throw. On a fail they take bludgeoning damage equal to your Strength modifier, half as much on a success.

"Fireball" (Level 6)

At level 6, your "Fly" ability increase in strength, just as you do. When you land using the "Fly" ability, you deal 2d12 + your Strength modifier fire damage in a 10 feet radius instead.

Sure you are burnt as well but what's important is that you taunt those wizards who don't dare cast fireball centered on self.

"Counterspel" (Level 10)

Starting at level 10, you recognize when a puny spell-caster is casting a spell. You can use your reaction to make a melee or ranged attack if they are within 60 feet of you. You can use any weapon for this attack against that creature, even if it lacks the thrown property. If you have a free hand you can pick up an throwable object as part of this reaction.

On a hit they take damage equal to your Strength modifier, if the spell level is equal or lower than the damage they took, they must make a concentration saving throw as if they are concentrating on a spell. On a failure, the spell fails and has no effect.

"Wish" (Level 14)

At level 14, 3 whole levels before spell-casters, you gain access to "Wish". However, magic is a pickle creature, it limits what you can wish for. You can use it in the following ways:

  • "Meteor Warm"

    You can take the "Fly" action without MAGEing. When you do so you can leap 10 times the normal height, and twice the normal distance. The area of effect and number of damage dice is tripled, to 6d12+ strength modifier and 30 feet.

  • "True Polydwarf"

    As an action, you can make a grapple check on a creature no more than 2 sizes larger than you. On a success, you can crush its physical form into a painful posture and reduce it by 1 size. The creature is restrained and prone on the ground. The creature can use its action to break out of the grapple, on a success all effects ends. If you grapple this creature for 1 hour without it breaking out, its size is permanently reduce by 1 size.

  • "Power Sword Kill"

    As an action you can take your normal attack action against a single creature. Add up all damage from your attacks before the creature takes that damage, if that number is equal to or greater than its current hit points, the creature dies regardless if it has resistances, immunities, or temporary hit points.

Once you used "Wish" you must take a long rest before using it again.

Work with your DM to make more "spells". Spells with permanent effects like "True Polydwarf" is up to the DM to include or rework.

Path of MAGE!

Path of MAGE! (Level 3)

Times have changed. Magic no longer belong to frail old robes. You as a barbarian can untap the true magic within your own body, muscles! Each flex generate enough heat and energy to burn the air around you. A swing of your fist can scorch your foes. Each leap can send you flying.

Spelcasting

When you reach 3rd level, you become a Spelcaster capable of controlling "magic". You don't need to refer to chapter 10 or 11 for general rule of spellcasting.

Spelcasting Ability

Strength is your spelcasting ability for your MAGE! features. You use your Strength modifier when setting the saving throw DC for a MAGE! feature.

Spell
Prepared Spell Routine
d4Routine

1

Bench The Party

2

Swim up a waterfall

3

Crush boulders

4

100 push-ups, sit-ups and a 10km run

Rage to MAGE!

Starting at level 3, when you go into a rage, you go into a MAGE as well. You gain the following benefits while MAGEing:

  • Burning Abs

    You gain resistance to fire damage.

  • "Burning Hands"

    Your fists light on fire. Once per turn, when you hit a creature with an unarmed attack, you deal 1d12 + your Strength modifier fire damage.

  • "Fly"

    As an action you can leap your walking speed in both height and distance, provoking opportunity attacks as you leave your spot. Choose an unoccupied space within your walking speed to land. When you land you force all creatures within 5 feet of you to make a Dexterity saving throw. On a fail they take bludgeoning damage equal to your Strength modifier, half as much on a success.

"Fireball" (Level 6)

At level 6, your "Fly" ability increase in strength, just as you do. When you land using the "Fly" ability, you deal 2d12 + your Strength modifier fire damage in a 10 feet radius instead.

Sure you are burnt as well but what's important is that you taunt those wizards who don't dare cast fireball centered on self.

"Counterspel" (Level 10)

Starting at level 10, you recognize when a puny spellcaster is casting a spell. You can use your reaction to make a melee or ranged attack if they are within 60 feet of you. You can use any weapon for this attack against that creature, even if it lacks the thrown property. If you have a free hand you can pick up an throwable object as part of this reaction.

On a hit they take damage equal to your Strength modifier, if the spell level is equal or lower than the damage they took, they must make a concentration saving throw as if they are concentrating on a spell. On a failure, the spell fails and has no effect.

"Wish" (Level 14)

At level 14, 3 whole levels before spellcasters, you gain access to "Wish". However, magic is a pickle creature, it limits what you can wish for. You can use it in the following ways:

  • "Meteor Swarm"

    You can take the "Fly" action without MAGEing. When you do so you can leap 10 times the normal height, and twice the normal distance. The area of effect and number of damage dice is tripled, to 6d12 + strength modifier and 30 feet.

  • "True Polydwarf"

    As an action, you can make a grapple check on a creature no more than 2 sizes larger than you. On a success, you can crush its physical form into a painful posture and reduce it by 1 size. The creature is restrained and prone on the ground. The creature can use its action to break out of the grapple, on a success all effects ends. If you grapple this creature for 1 hour without it breaking out, its size is permanently reduce by 1 size.

  • "Power Sword Kill"

    As an action you can take your normal attack action against a single creature. Add up all damage from your attacks before the creature takes that damage, if that number is equal to or greater than its current hit points, the creature dies regardless if it has resistances, immunities, or temporary hit points.

Once you used "Wish" you must take a long rest before using it again.

Work with your DM to make more "spells". Spells with permanent effects like "True Polydwarf" is up to the DM to include or rework.

Path of Mistwood

Path of Mistwood (Level 3)

The first barbarians that traveled the path of mistwood were elves who expanded upon their natural gifts to become masters of the forests. Over time, members of other races who saw the need to protect and cherish the green places of the world joined and learned from them. Often these warriors haunt the woods alone, only seen when called to action by something that would despoil their home.

Bonus Proficiency

At 3rd level, you gain proficiency in the Stealth skill. If you are already proficient in Stealth, you gain proficiency in another barbarian class skill of your choice.

Mistwood Defender

Starting at 3rd level, you can use the Reckless Attack feature on ranged weapon attacks with thrown weapons, and, while you aren't within melee range of a hostile creature that isn't incapacitated, you can draw and throw a thrown weapon as a bonus action.

In addition, when you make a ranged weapon attack with a thrown weapon using Strength while raging, you can add your Rage Damage bonus to the damage you deal with the thrown weapon.

From the Mist (Level 6)

Beginning at 6th level, mist and fog don't hinder your vision. In addition, you can cast the misty step spell, and you can make one attack with a thrown weapon as part of the same bonus action immediately before or immediately after you cast the spell. You can cast this spell while raging. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Mist Dance (Level 10)

Starting at 10th level, when you use the Attack action while raging, you can make one attack against each creature within 5 feet of you in place of one of your attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

War Band's Passage (Level 14)

Starting at 14th level, when you use your From the Mist feature to cast misty step, you can bring up to two willing creatures within 5 feet of you along with you, as long as each creature isn't carrying more than its carrying capacity. Attacks against you and any creatures you bring with you have disadvantage until the start of your next turn.

Path of Mutation

Path of Mutation (Level 3)

For most Barbarians, their rage manifests as a mystically empowered state of mind, but Barbarians of this path manifest their rage in a more profound and physical manner. Barbarians of the Path of Mutation embody their rage through terrifying mutation, transforming into hulking brutes.

The origin of their power varies, be it ancient blood awakening, consumption of an alchemical substance, blessing of astral entities, or a past exposure to specific kinds of radiant damage. Regardless, the effects all embody a physical manifestation of a Barbarian's rage, granting them increased power, size, and durability. The form these manifestations take varies for each barbarian; some grow into towering monstrous humanoids, some take on draconic aspects, some channel their powers to become giant apes or other beasts, while others simply turn large and green.

Transforming Rage

Starting at 3rd level, you gain the ability to mutate your body, taking a physical manifestation of your inner rage. You gain the following benefits when you enter a Rage:

  • Size. You can grow to Large size. While Large, you deal double damage to objects and structures.

  • Durability. You gain temporary hit points equal to your Barbarian level.

  • Damage. Your rage bonus damage grows from +2 to +2d4. When your rage damage would normally increase by 1, it instead increases by 1d4.

Collateral Damage

At 3rd level, you gain proficiency in improvised weapons. improvised weapons that do not otherwise use the stats of a weapon deal 1d8 bludgeoning damage (instead of 1d4 damage) as long as they weigh more than 20 pounds.

Additionally, you can make Strength ability checks against objects that would normally take an action as an object interaction (such as attempting to break down a door, smash a table, or break free of restraints).


Path of Mutation Quirks

The following are some optional quirks for a player of this Path to choose from—these can be either preexisting, signaling their fated path toward this Path, or appear after you commit yourself to this Path.

d6Quirk

1

Drink the potion first, identify its effects later.

2

You keep your emotions under careful control, lest you turn into a monster.

3

Your mutated form has its own personality.

4

You count yourself lucky that somehow your pants have never torn off when you mutate.

5

You must drink a homemade tincture to start your transformation each time.

6

Some of your mutated features take a long time to fade.

Adaptive Rage (Level 6)

Starting at 6th level, when you enter a rage, you can control your mutation to a small extent, granting you adaptive advantages against your enemies. When you enter a Rage, you gain two of the following benefits (each option can only be selected once):

  • Adaptive Resistance. You gain resistance to one damage type of your choice.

  • Adaptive Resilience. You gain proficiency in one saving throw of your choice.

  • Adaptive Movement. You gain a swimming or climbing speed equal to your walking speed.

  • Regeneration. You regenerate hit points equal to half your Constitution modifier (rounded down) at the start of your turns while raging.

Building Frustration (Level 10)

Starting at 10th level, if you miss an attack roll or fail a Strength saving throw or ability check while raging, you can add your Strength modifier to your next attempt to accomplish the same thing during that rage (attack the same creature, break the same object, save against the same spell). Failing a saving throw persists your rage until the end of your next turn if it would normally end.

Hulking Smash (Level 14)

At 14th level, you gain the ability to exert the full force of your rage, unleashing a devastating attack. As an action while you are raging, you can attempt to make a single, massive, weapon attack, dealing normal weapon damage + 6d6 bonus damage of the same damage type and knocking the target Prone on hit. All other creatures besides yourself within 5 feet of where you hit the target take 1d6 + your Strength damage bludgeoning damage from the shock wave of the impact.

If this attack is made using a creature you are grappling with as a weapon (using an improvised weapon attack), the grappled creature takes the same 6d6 bonus damage as the target on hit, or half as much on a miss.

Path of Nightmares

Path of Nightmares (Level 3)

Barbarians of the Path of Nightmares believe that battles are fought by both flesh and mind, preying upon their enemies fears to gain the upper hand. Using a mixture of might and magic, these terrifying warriors embody their own worst nightmares to render their foes speechless and move unseen throughout the world.

Fearmonger

Starting when you choose this path at 3rd level, you harness your own fears to empower your abilities. Your rage manifests visually as a small, nightmarish illusion from your body. The appearance may be a random phenomenon or something you choose, or it may even be based on your personal nightmares that come to the surface when you rage. Choose a nightmarish appearance or roll on the table below.

1d8Illusion

1

Smoke and embers billow from you where your hair would normally be.

2

Your eyes burn like coals, and the flesh around them appears charred and ashen.

3

Your face blurs when you move, leaving a haze of afterimages behind it.

4

When you speak or shout, cloying whispers edge into the minds of enemy creatures that can hear you.

5

Your shadow moves on its own and pools around you as a dark specter.

6

Your teeth grow unnaturally long and pointed.

7

Inky, leathery imp wings unfurl from your back and loom behind you.

8

Your tongue grows long and forked, and your eyes turn yellow with slitted pupils.

Saving Throws

Some of your features for this path use a special save DC, called your Nightmare save DC. The saving throw DC is calculated as follows:

Nightmare

Terrifying Fury

At 3rd level, your rage subtly draws out the fears of your enemies. While you are raging, the first creature you hit on each of your turns with a weapon attack takes extra psychic damage equal to half your barbarian level, rounded up.

You also gain proficiency in either the Intimidation or Stealth skill (your choice).

Apparition

Also at 3rd level, you can use a bonus action to teleport to an unoccupied space that you can see within 20 feet of you thats also within 5 feet of another creature. If there are multiple creatures within 5 feet of that space, choose one. When you teleport in this way, that creature must make a Wisdom saving throw against your Nightmare save DC, provided that it can see you; the creature has disadvantage on the save if it did not see you before you teleported. On a failed save, the creature becomes frightened of you until the start of your next turn. A creature frightened in this way can not make opportunity attacks against you, and you have advantage on attack rolls against it.

You can use this feature a number of times equal to half your level in this class, rounded up, and regain all expended uses when you finish a long rest. You can also use this feature as part of the same bonus action to enter a rage. If your speed is 0, you can not teleport using this feature.

Alternatively, once you reach 10th level in this class, you can use an action to expend two uses of this feature to cast the invisibility spell, targeting only yourself, without expending a spell slot or material components. If you hit a creature while you are invisible in this way, that target must make a Wisdom saving throw with disadvantage against your Nightmare save DC. On a failed save, it suffers the effects of your Apparition.

Waking Nightmare (Level 6)

Beginning at 6th level, you have resistance to psychic damage, and you can not be frightened while raging. If you are frightened when you enter your rage, the effect is suspended for the duration of the rage.

In addition, you do not need to sleep, and magic can not put you to sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as cleaning your equipment, reading, or keeping watch.

Dreamseeker (Level 10)

Starting at 10th level, you can cast the dream spell, without expending a spell slot or material components. When you do, the saving throw DC for the spell is equal to your Nightmare save DC. For the duration of the spell, you can change the target of the spell up to five times, visiting the dreams of each creature separately. The spell otherwise ends early once the messenger becomes monstrous, as normal. Once the messenger becomes monstrous to a creature, that creature can not be targeted by this spell again until 2 days have passed.

Once you have used this feature, you can not do so again until you finish a long rest.

Improved Apparition (Level 14)

By 14th level, your mastery over terror is unmatched. You can use an action to expend three uses of your Apparition feature to cast the fear spell, without expending a spell slot or material components, using your Nightmare save DC for the spell save DC. Further, when you cast invisibility on yourself, you can move through a space as narrow as 1 inch wide without squeezing. Your rage also does not stop you from casting or concentrating on the fear or invisibility spells when you expend uses of your Apparition feature to do so, nor can your rage end early as a result of not attacking a creature on the turn when you cast a spell in this way.

In addition, when you use your Apparition to teleport, the distance you can teleport increases to 30 feet.

Path of Polarity

Path of Polarity (Level 3)

Barbarians that walk the Path of Polarity instinctively channel the invisible raging forces deep within the molten core of every habitable planet: a powerful phenomenon that is capable of both drawing objects together and pulling them apart, known only as 'magnetism'.

Charged Blows

3rd-level Path of Polarity feature

While you are raging, if you hit a creature that isn't already affected by this feature, you can Charge it with a magnetic resonance that lasts until the end of your rage. A creature can be Charged in one of two ways, causing the following effects on it:

  • Attraction

    You can add a d4 to any attack rolls made against the target creature. Additionally, the creature loses hit ponts equal to your Strength modifier and is pulled up to 10 feet towards you when this Charge ends.

  • Repulsion

    The creature must subtract a d4 from all of its attack rolls. Additionally, the creature loses hit points equal to your Strength modifier and is pushed up to 10 feet away from you when this Charge ends.

As a bonus action, you can end any Charge you have inflicted on any number of creatures that you can see.

You can maintain this effect on a number of creatures up to your proficiency bonus and cannot Charge further creatures past this limit.

Polarised Fury (Level 6)

6th-level Path of Polarity feature

You cause a magnetic aura to emanate from yourself or an ally that you can see while you rage. The aura extends 15 feet outwards in every direction, increasing to 30 feet once you reach 10th level in this class.

When a Charged creature enters this aura for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • Attraction

    The target is pulled next to the creature the aura surrounds and becomes unable to leave the creature's reach until the start of its next turn.

  • Repulsion

    The target is pushed away from the aura's center in a direction of your choice until it is no longer within the aura. It also becomes unable to enter the aura until the start of its next turn.

Unerring Lodestone (Level 10)

10th-level Path of Polarity feature

Your connection to the push and pull of the world enhances your senses, granting you these benefits:

  • You always know which way is north.

  • You can sense the location and shape of all metal objects within 60 feet of you.

  • You can see all Charged creatures within 60 feet of you regardless of their visibility.

These benefits can also be granted to any creatures of your choice within your magnetic aura.

Storm of Steel (Level 14)

14th-level Path of Polarity feature

You become capable of charging your very surroundings with the fury of magnetism, causing any objects most attuned to this force to move with a similar zeal.

When you enter your rage, you can cause metallic objects within your magnetic aura to come to life and move on command, using the same rules and restrictions as the animate objects spell, with the following differences:

  • Objects act on the turn of the creature surrounded by your magnetic aura without using your bonus action.

  • Objects that leave your magnetic aura automatically become inanimate again.

  • Any damage inflicted by these objects is magical.

Once you use this feature, you can't use it again until you finish a short or long rest.

Path of Shamanic Wrath

Primal Lash (Level 6)

At 6th level, you gain a special attack option you can use once on each of your turns. When you take the Attack action, you can cause a mass of crushing vines to magically extend from your arms in place of one of your attacks. The vines lash out at a target you choose within 30 feet of you.

This special attack is a melee weapon attack with which you are proficient. On a hit, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, and it must succeed on a Strength saving throw against your spell save DC or be pulled to an unoccupied space within 5 feet of you; a Huge or larger creature has advantage on this saving throw. If you are raging when you make this special attack, you can add your Rage Damage bonus to your spell save DC for the Strength saving throw. A friendly creature can choose to be hit by this attack. If it does so, it takes no damage from the vines and automatically fails its saving throw against the effect.

Force of Nature (Level 10)

When you reach 10th level, you learn to harness the brutal power of untamed wilds. Whenever you score a critical hit with your Primal Lash or a spell attack, or whenever a creature rolls a 1 on its saving throw against a spell you cast that deals damage, that target takes extra damage equal to your proficiency bonus. If you're raging, the target instead takes extra damage equal to twice your proficiency bonus.

Wrath Casting (Level 14)

By the time you reach 14th level, your druidic magic has become perfectly in tune with your primal fury. You gain the following benefits:

  • Immediately after you enter a rage for the first time in a combat, you can cast one of your druid spells as part of the same bonus action; the spell must have a casting time of 1 action or 1 bonus action. When you cast a spell in this way, you gain temporary hit points equal to your barbarian level plus twice the spell's level.

  • While you are raging, your Rage Damage bonus is doubled when calculating the damage for your Primal Lash or a spell you cast.

  • When you use your Primal Lash while raging, you can cause the vines to lash out at a target up to 60 feet away from you, instead of 30.

Path of Stone

Path of Stone (Level 3)

Barbarians that tread the Path of Stone contain the fury of a tectonic force: slow to stir, but impossible to stop once begun. Stones crack beneath their feet, as they step with the weight of mountains, and their strikes carry the crushing might of an earthquake. These barbarians may draw their power from a primordial and earthen bond, or simply feel the deep, buried rage of the world itself. With every swing these warriors make, they remind their foes that nothing stands forever against the movements of the earth.

Armor of Earth

Starting when you choose this path at 3rd level, your skin becomes hard as stone. You gain a +1 bonus to AC while not wearing any armor. When you reach 14th level in this class, this bonus increases to +2.

Blunt Force

Also at 3rd level, whenever you use your Reckless Attack while raging and hit with a melee attack using a weapon or an unarmed strike for the first time on that turn, you deal an extra 1d6 bludgeoning damage to the target. This damage increases when you reach certain levels in this class: 6th level (1d8), 10th level (1d10), and 14th level (1d12). This bludgeoning damage is doubled if the target is a structure.

Step of Stone (Level 6)

By 6th level, difficult terrain composed of earth or stone doesn't cost you extra movement. While you're raging, you also gain tremorsense out to a range of 15 feet.

Geomancy (Level 10)

By 10th level, you can call upon the earth to heed your command in the following two ways:

Move Earth

You can use an action to cast the move earth spell; your speed is reduced to 0 for the spell's duration, and when the spell ends, any unfinished changes to the earth revert to normal. Once you cast the spell in this way, you can't do so again until you finish a long rest.

Wall of Stone

As a bonus action on each of your turns, you can magically create a rectangular wall of rock that's perpendicular to the ground. The wall originates from the ground at your feet in a line; it can be no larger than 10 feet long, 10 feet tall, and 6 inches thick. The wall has 20 hit points, AC 10, and is immune to poison and psychic damage. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (it chooses which side). A wall remains until the end of your next turn, until it's reduced to 0 hit points, or until you create another one.

Tremor Strike (Level 14)

Starting at 14th level, whenever you take the Attack action while raging, you can forgo one of your attacks to strike the ground at your feet to emit a powerful tremor. Each other creature on the ground within 10 feet of you must make a Strength saving throw (save DC equals 8 + your Strength modifier + your proficiency bonus). A creature that fails the save is knocked prone and takes bludgeoning damage equal to 1d12 + your Strength modifier + your Rage Damage bonus.

Path of the Abomination

Path of the Abomination (Level 3)

There are whispers of barbarian tribes that possess otherworldly abilities, able to take on grotesque forms that defy the laws of the natural world. Some say these barbarians happened upon a long forgotten elder being, or they are the remains of a once knowledgeable cult driven mad by the things they discovered. Others say they are not native to the material plane at all but instead travelled here from the Far Realm millenia ago.

Regardless of their origin, these vile warriors often perform ancient and evil magic rituals of mutilation to transform their flesh. These actions warp both their bodies and minds in horrific ways that augment their already profound combat abilities.

Eldritch Transformation

You begin to perform vile rituals to improve your capabilities and strike terror into the hearts of your foes. These manifest as horrific physical transformations during the height of your fury. When you rage, choose a transformation from one of the options detailed below. Your choice lasts for the duration of the rage.

If your transformation's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

  • Bloated Form

    While raging, your body swells to an unnatural bloated state. You increase in size by one category—from Medium to Large, for example, your carrying capacity is doubled, and you have advantage on saving throws that would move you or knock you prone.

  • Corrupted Flesh

    While raging, your skin hardens in a scaly or scab-like manner, granting you a +1 bonus to your AC. As a reaction, when you fail a Constitution or Dexterity saving throw you can shed the skin to reroll, using the new result. If you do so, the bonus to your AC ends.

  • Reprehensible Stench

    While raging, you emit a foul-scented cloud of decaying matter, potentially sickening those in an area around you. When a creature within 5 feet of you hits you with a weapon attack, it takes 1d4 poison damage. The damage die increases when you reach certain levels in this class, increasing to 1d6 at 10th level, 1d8 at 15th level, and 1d10 at 20th level.

Aberrant Form (Level 6)

Your dedication to the maddening forces of ancient evils has granted you a permanent benefit. Choose one of the following options.

  • Unsightly Visage

    Your appearance takes on a permanent repulsive form—perhaps additional eyes on your neck or tiny tentacles across your face. You gain advantage on Charisma (Intimidation) checks but disadvantage on Charisma (Persuasion) checks against creatures that can see you.

  • Gruesome Appendage

    A partially-functional extra arm or tentacle grows from your torso. The appendage cannot wield weapons or a shield, but can manipulate simple objects. While the appendage is not carrying anything, you can use a bonus action to take the Use an Object action.

  • Slithering Skin

    Your body begins to produce an oily and repulsive slime. You have advantage on saving throws to avoid being grappled or restrained as well as advantage on ability checks made to escape a grapple.

Monstrous Manifestations (Level 10)

Your body has been so heavily warped by eldritch forces that you have become hardened to that which would hinder lesser beings. You are immune to poison.

Twisted Metamorphosis (Level 14)

You have mastered ancient techniques and dark rituals to be able to truly become an unrecognisable shadow of your former self. As part of a long rest, you can spend 1 hour performing a ritual to transform yourself in one of the ways detailed below. The metamorphosis lasts until you use this feature again or until you finish a long rest.

  • Unstoppable Bulk

    Your body becomes a mass of writhing flesh. While raging, you can use a bonus action to take the Dash action. If you end the dash next to a creature, it must succeed on a Strength saving throw or be pushed 15 feet away from you and take bludgeoning damage equal to 1d12 + your Strength modifier.

  • Vile Presence

    Your appearance becomes the stuff of nightmares, preventing enemies from escaping through sheer terror. While you're raging, you can use a reaction after hitting a creature to force it to make a Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage and falls prone. On a successful save, the creature is immune to this effect for 24 hours. A creature is also immune to this effect if it can't see or hear you or if it can't be frightened.

  • Tentacled Fury

    You can transform your arms into powerful eldritch tentacles. While you are raging, you can use a bonus action to increase your reach with melee weapon attacks by 15 feet until the end of your turn. If you hit a target while using this feature, you can choose to drag the creature towards you. The target must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier, or be pulled up to 10 feet in a straight line toward you.

Path of the Accursed

Path of the Accursed (Level 3)

There is a place beyond time, filled with malignant intelligence and ruinous intent. This is the Accursed Archive–the singular repository of all knowledge known to mortal men, populated with the darkest of secrets and the foulest of heresies. You managed to find a tome of these blighted mysteries and stepped through the door to nowhere that led to the Archive at some point in your past, yet your mind cracked under the weight of the knowledge contained within and the horrible vistas of forgotten power that stood just within your feeble mortal grasp. Now you have finally realized that the true source of your furious rage is both defiance and acceptance of the madness that lies within the Accursed Archive.

The Lurking Fear

At 3rd level, you have yet to come to terms with what you have witnessed within the Archive, and in your bouts of rage you ramble about these twisted things even as your tongue fights to stop. You gain resistance to all damage inflicted by frightened creatures while you are raging.

Whenever you are raging, each creature that starts its turn within 10 feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. Once a creature fails this saving throw, it can't be frightened by this feature again for one minute.

Additionally, you can use your Charisma modifier in place of your Intelligence modifier when making skill checks and saving throws.

From Beyond (Level 6)

Starting at 6th level, your words seem to cut at the minds of those who listen even more horribly than before. You can cast dark secret once, and you recover this use whenever you enter a rage. Charisma is your spellcasting ability for this spell.

The Thing on the Doorstep (Level 10)

At 10th level, your hallucinations slowly enter reality, as the dark tendrils of the Silent One move at the corners of your vision. Whenever you enter a rage, you can choose to unleash the horrors that dwell within your mind upon the world. Choose a number of creatures within 30 feet of you equal to or less than your Charisma modifier. Each one is pulled to an open space within 5 feet of you, or the nearest available space, by massive tendrils that spawn from the air around you. Until the end of your turn, when the tendrils disappear, you cannot suffer disadvantage from any source on any check made to grapple one of these creatures.

What the Moon Brings (Level 14)

At 14th level, you finally accept the things you learned within the Archive and realize that the ruinous secrets it unleashes upon the world are merely the statements of a truth that mankind has long dreaded to learn. The Silent Ones are not villains, but are guardians, destined to safeguard the universe from those who would exploit the foul heresies of the Accursed Archive, and so you begin your preparations to join their ranks.

Whenever you reduce a creature to 0 hit points, you can choose to allow a Silent One to lash out from within your skin, ensnaring another unwary soul and twisting their flesh from its good purpose. Choose a creature within 30 feet of you. The target must make a Strength (Athletics) or Dexterity (Acrobatics) check contested by your own Strength (Athletics) check. If the target fails, the tendril snares them and drags them into the closest open space near you, and the creature gains one level of exhaustion. A creature cannot be affected by this feature more than once per turn.

Path of the Addict

Path of the Addict (Level 3)

The rage of desperation is powerful. Poor life choices or miserable circumstances often push unwilling barbarians down the Path of the Addict, who suffer in their struggle to break free of their reliance on potent chemical substances.

Many of these barbarians use the chemical rush that accompanies ingestion to fuel their rages. Their drugs of choice further enhance their prowess, from powerful hallucinogens that give new insight into reality, opiates that inure them to deadly wounds, or frenzied bursts of impossible energy.

Chemical Fury (Level 3)

When you choose this path at 3rd level, the rush of chemical euphoria you experience while raging grants you additional benefits based on your drug of choice until your rage ends. When you finish a long rest, you can choose any two drugs from the list below. When you rage, you gain the benefits of one of your choices.

Alcohol

The liquid courage coursing through your veins makes you succeed through dumb luck. You can't be frightened, and once per rage when you roll a die with advantage or disadvantage, you can choose to roll a third die after seeing the results and choose any of the three results.

Cannabis

The overbearing serenity that seeps into your brain is contagious. After you regain hit points, you can cause yourself and another creature within 10 feet of you to regain hit points equal to half the number you regained. You can't do so again until the start of your next turn.

Crystal

The reckless mania that overstimulates your body makes you dangerous and unpredictable. You gain two reactions on your turn, rather than one, and when you take damage, you can use a reaction to make a weapon attack against the attacker.

Frenzy Ash

The clarity and hyperactive focus that overstimulates your senses increase your speed by 10 feet and grants you a second bonus action on each of your turns. You can use these bonus actions to take the Dash or Disengage actions in addition to any other use for your bonus actions.

Mushrooms

Your altered perception of reality creates mystifying illusions in a 10-foot sphere around you. When a creature enters the area for the first time on a turn or starts its turn there, you can use your reaction to force it to move up to half its speed in a direction of your choice without provoking opportunity attacks, expending movement as normal.

Snakebite

The numbing chemicals in your blood make you inured to pain. You can use a bonus action to expend a number of hit dice up to your rage bonus damage and restore hit points as you would during a short rest. If you are damaged by a critical hit, you can use your reaction to turn it into a normal hit.

Highs and Lows (Level 6)

Starting at 6th level, you draw comfort from the rush you feel when a foreign substance enters your body. When you drink a potion, you regain hit points equal to your Constitution score.

You also gain proficiency in your choice of alchemist's supplies or poisoner's kits.

Consuming Cravings (Level 10)

At 10th level, your desperation for a fix bends reality. If a creature within 15 feet of you would take acid or poison damage or suffer the effects of a poison, you can choose to suffer those effects instead. If an area of effect, such as the cloudkill or stinking cloud spells, would affect multiple creatures in this radius, you can protect each one with the same reaction. You suffer the effect, such as Constitution saving throws against taking damage, once for every creature you protect.

You can also learn the detect poison and disease spell, which you can cast as a ritual. Constitution is your spellcasting ability for this spell.

Polydrug Abuse (Level 14)

Also at 14th level, you gain the benefits of both choices you select with your Chemical Fury feature when you rage.

Path of the Alchemical Brute

Path of the Alchemical Brute (Level 3)

You have been unflinchingly exposed to the brutal violence people are capable of. Underneath the thin veneer of civility, rage and fury lurks within everyone, no matter how mild mannered they appear under normal circumstances. Given the right conditions, everyone is capable of becoming a monster. Including you.

You move in polite society as well as anyone else, and are possessed of a level of intellect unusual to other barbarians. Through careful study and alchemical experimentation, you have learned to tap into the primal beast inside you, and manifest it in physical ways.

Genius Bruisers

Many alchemical formulae and path features described here make extensive use of Intelligence, an ability score not usually considered very important barbarians. If you plan to take this subclass at 3rd level, consider putting your highest ability score in Strength, followed by Intelligence as your second highest ability score.

Bonus Proficiencies

When you choose this archetype, it represents the culmination of your research into alchemically altering your biology and psychology.

You gain proficiency with alchemist's supplies, the Medicine skill, and Intelligence saving throws. If you are already proficient in alchemist's supplies or the Medicine skill, you add double your proficiency bonus to ability checks you make that use them.

Alchemical Preparation

You have refined your experiments and discovered alchemical formulae that, when administered, can alter your body and mind whenever you enter a rage. You know 3 alchemical formulae from the Alchemical Formulae list below.

You prepare doses of these formulae when you finish a long rest, provided you have a set of Alchemist's supplies available to you. You prepare one dose of each formula, which are unstable and lose their potency 24 hours after you prepare them. The physical nature of how you administer your formulae is up to you (such as vials of liquid you drink, a mist you inhale, an injection, etc.)

Whenever you enter a rage, you may expend a dose of one of your prepared alchemical formulae, granting you its effects for the duration of that rage. Your prepared alchemical formulae have no effect if used by creatures other than you, or if you attempt to administer them when not entering a rage, as they are tailored to your own unique body chemistry and psychology.

Some formulae require creatures to make saving throws to resist their effects. The DC to resist a formula's effect is equal to 8 + your proficiency bonus + your Intelligence modifier.

Augmented Fortitude

Your biological experiments upon yourself have had a lasting effect on your body, even when not raging. You may use your Intelligence modifier in place of your Constitution modifier when calculating your AC using your barbarian Unarmored Defense feature, to determine how many hit points you restore when you roll a Hit Die, and for calculating your maximum hit points. You may recalculate your hit point maximum retroactively when you gain this feature.

Alchemical Admixture (Level 6)

You discover 3 more alchemical formulae, for a total of 6, and you can prepare two doses of each formulae you know when you finish a long rest. Additionally, when you enter a rage, you can consume up to two doses of different prepared alchemical formulae at once.

Hulking (Level 10)

You may add your Intelligence modifier as a bonus to Constitution saving throws. Additionally, when you enter a rage, you can increase your size by one (Small to Medium, Medium to Large, etc). Mundane clothing or armor you are wearing is ruined in the transformation, unless specially made to accommodate your expanding bulk. Such clothing costs twice as much as normal. Magical equipment you wear resizes to your new form, but does not change in statistics.

When your rage ends, you and any magical equipment you wear revert to normal size.

Monster (Level 14)

You discover additional alchemical formulae equal to your Intelligence modifier (minimum 1), for a total of 6 + your Intelligence modifier. Additionally, whenever you enter a rage, you can gain the effects of up to three alchemical formulae you have prepared.

Path of the Ancestral Guardian

Path of the Ancestral Guardian (Level 3)

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.

Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

Spirit Shield (Level 6)

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Consult the Spirits (Level 10)

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

Vengeful Ancestors (Level 14)

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.

Path of the Battlerager

Path of the Battlerager (Level 3)

Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

Restriction—Dwarves Only

Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.

Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.

Battlerager Armor

When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.

While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

Reckless Abandon (Level 6)

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

Battlerager Charge (Level 10)

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

Spiked Retribution (Level 14)

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.

Path of the Beast

Path of the Beast (Level 3)

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

Origin of the Beast
d4Origin

1

One of your parents is a lycanthrope, and you've inherited some of their curse.

2

You are descended from an archdruid and inherited the ability to partially change shape.

3

A fey spirit gifted you with the ability to adopt different bestial aspects.

4

An ancient animal spirit dwells within you, allowing you to walk this path.

Form of the Beast

3rd-level Path of the Beast feature

When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon's form each time you rage:

  • Bite
  • Claws
  • Tail

Bestial Soul (Level 6)

6th-level Path of the Beast feature

The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.

  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.

Infectious Fury (Level 10)

10th-level Path of the Beast feature

When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.

  • The target takes 2d12 psychic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Call the Hunt (Level 14)

14th-level Path of the Beast feature

The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).

You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Path of the Berserker

Path of the Berserker (Level 3)

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Mindless Rage (Level 6)

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence (Level 10)

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the 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 be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation (Level 14)

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Path of the Bladestorm

Path of the Bladestorm (Level 3)

Barbarians are notorious for being engines of destruction on the battlefield, and for none is this more an apt description than those that have chosen the Path of the Bladestorm. They are Barbarians whose rage is such a transcendent force that their very weapons are restless embodiments of their destructive wrath.

When a Path of the Bladestorm Barbarian walks onto a battlefield, those unprepared to withstand the rain of sharp steel ought to run away and hide until the storm passes. The ones who stay will have to face the winds of destruction and will soon be drenched by flying droplets of blood as the barbarian at the center of the maelstrom smashes, hacks and slashes at the strength of primal winds

Woe to the foe who would stand before the storm.

Walking Armory

Starting when you choose this path at 3rd level, all melee weapons with the light property also gain the thrown (20/60) property for you if they don't already have a thrown property with greater range.

Additionally, when you make an attack to throw a weapon, you can draw a weapon, either drawing a weapon before throwing it, or drawing a new weapon immediately after throwing the weapon if you have another weapon available.

Furious Haul

At 3rd level, you can add your Rage bonus damage to damage rolls made with thrown weapons, as well as use your Reckless Attack feature when you make a ranged weapon attack with a light melee weapon. Additionally, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls.

Whirling Death (Level 6)

Starting at 6th level, when you throw a weapon while raging it becomes animated with your fury. A whirling weapon stays spinning where it was thrown until the end of your next turn, and automatically attacks the first hostile creature that ends its turn within 5 feet of it using the attack and damage modifiers used to throw it. A creature can only take damage from this feature once per turn (meaning can be attacked a second time if the first attack misses, but not if it hits).

Additionally, you can use your reaction to make an attack of opportunity with any weapon animated by this feature if a target moves out of its reach.

Endless Blades (Level 6)

At 6th level, while raging, your rage suffuses any weapon within 20 feet of you that is not being worn or carried. As a bonus action, you can call one or more such weapons to your open hands.

Additionally, any blade you throw counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Winds of Rage (Level 10)

Beginning at 10th level, the winds around you are tied to your anger. You learn the manipulate wind spell. While you are raging, you can cast manipulate wind as a bonus action, and the range you can pick up weapons with Endless Blades increases to 60 feet.

Bladestorm (Level 14)

Starting at 14th level, as an action when you are raging, you can start a Bladestorm. You can fling two light melee weapons you are carrying and whip any weapons already animated by Whirling Death into it. All creatures of your choice within 20 feet of you must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Strength modifier. On failure, they take 3d6 + your Strength modifier + your Rage bonus damage. The damage is increased by 1d6 for each Whirling Death weapon included (up to a maximum of +3d6). On success, a creature takes half as much damage.

On subsequent turns while raging, you can use your action to keep the Bladestorm going, forcing all creatures within 20 feet of you to make the save again. You can keep a Bladestorm going for a number of turns equal to your Strength modifier. You can use this feature once per rage. When a bladestorm ends, all included weapons fall to the ground around you.

Path of the Bladestorm

Path of the Bladestorm (Level 3)

Barbarians are notorious for being engines of destruction on the battlefield, and for none is this more an apt description than those that have chosen the Path of the Bladestorm. They are barbarians whose rage is such a transcendent force that their very weapons are restless embodiments of their destructive wrath. When a Path of the Bladestorm Barbarian walks unto a battlefield, those unprepared to withstand the rain of sharp steel ought to run away and hide until the storm passes. The ones who stay will have to face the winds of destruction and will soon be drenched by flying droplets of blood as the barbarian at the center of the maelstrom smashes, hacks and slashes at the strength of primal winds. Woe to the foe who would stand before the storm.

Walking Armory

3rd-level Path of the Bladestorm feature

Starting when you choose this path at 3rd level, all melee weapons with the light property also gain the thrown (20/60) property for you. Additionally, when you make an attack to throw a weapon, you can draw a weapon, either drawing a weapon before throwing it, or drawing a new weapon immediately after throwing the weapon if you have another weapon available.

Furious Hurl

3rd-level Path of the Bladestorm feature

Additionally at 3rd level, you can add your Rage bonus damage with thrown weapons, as well as use your Reckless Attack feature when you make a ranged weapon attack with a light melee weapon. Additionally, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Whirling Death (Level 6)

6th-level Path of the Bladestorm feature

Starting at 6th level, when you throw a weapon while raging it becomes animated with your fury. A whirling weapon stays spinning where it was thrown until the end of your next turn, and automatically attacks the first hostile creature that ends its turn within 5 feet of it. A creature can only take damage from this feature once per turn. You can use your reaction to make an attack of opportunity with any weapon animated by this feature if a target moves out of its reach.

Endless Blades (Level 6)

6th-level Path of the Bladestorm feature

Additionally at 6th level, while raging your rage suffuses any weapon within 20 feet of you that is not being worn or carried. As a bonus action, you can call one or more such weapons to your open hands. Any blade you throw counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Winds of Rage (Level 10)

10th-level Path of the Bladestorm feature

Beginning at 10th level, the winds around you are tied to your anger. You learn the spell gust. While you are raging, you can cast gust as a bonus action, and the range you can pick up weapons with Endless Blades increases to 60 feet.

Bladestorm (Level 14)

14th-level Path of the Bladestorm feature

Starting at 14th level, as an action when you are raging, you can start a Bladestorm. You can fling out up two light melee weapons you are carrying and whip any weapons animated by Whirling Death into it. All creatures of your choosing within 20 feet of you must make a Dexterity saving throw with a DC of 8 + your proficiency modifier + your strength modifier. On failure, they take 1d6 damage for each blade that is part of the bladestorm (up to 4d6) + your Strength modifier + your rage bonus damage.

On subsequent turns while raging, you can use your action to keep the Bladestorm going, forcing all creatures within 20 feet to make the save again. You can keep a Bladestorm going for a number of turns equal to your Strength modifier. You can use this feature once per rage. When a bladestorm ends, all included weapons fall to the ground around you.

Path of the Blazing Sun

Path of the Blazing Sun (Level 3)

There are many cultures, particularly in the harsh outlands that many barbarians call home, that revere the power of the sun. Barbarians who follow the Path of the Blazing Sun take this reverence a step further, and learn to how to transform and harness this power. These barbarians transform their rage into a dazzling display of magic, where powerful flames leap from their weapons and their movement becomes impossible to track as they disappear in a flash of light only to reappear moments later, ready to strike down their foes with radiant energy.

Barbarians who draw on the power of the sun are versatile fighters, capable of clearing groups of enemies with ease. In a display of their reverence, these barbarians typically adorn themselves with tattoos and markings that represent the sun, and often adorn their clothing with these symbols as well.

Sunlit Fury

Starting when you choose this path at 3rd level, the burning rage in your heart manifests as white-hot fire and dazzling radiance. While you rage, you can enhance the first attack you make each turn with either fire or radiance. The weapon's damage type for the attack becomes fire or radiant, respectively, and it gains a secondary effect, outlined below:

Fire

Upon hitting your primary target, you can choose up to two secondary targets that are also within your weapon's reach. If the attack roll you made against the primary target would also hit a secondary target, the arcing flames cause that target to take fire damage. This fire damage equals 1d6 + half your Barbarian level if you chose a single secondary target, or 1d4 + a third of your Barbarian level if you chose two secondary targets.

Radiance

Your reach for this attack is increased by 15 feet. Immediately after you declare your attack's target, you teleport to an unoccupied space within 5 feet of the target in a flash of light, and complete the attack. If there is no space available within 5 feet of the target, you remain at your original location and the attack fails. In order to select this option, your speed can't be 0.

Aspect of the Sun (Level 6)

Beginning at 6th level, the warm touch of the sun can invigorate you. When you take a short rest and spend the entire rest in sunlight, you regain an additional 1d6 hit points if you spent at least one hit die during the rest, and you regain 1 additional hit point for every hit die you spend. Also, you are provided with enough nourishment to sustain yourself for one day.

Also, you gain both the control flames cantrip and the light cantrip if you don't already have them. Your spellcasting ability for these spells is Constitution.

Radiant Steed (Level 10)

At 10th level, you learn to form the radiance and fire of your soul into a separate entity—a mighty steed. You can cast the phantom steed spell at-will, without expending a spell slot. For you, this spell summons a semi-transparent steed made from light and fire. The steed sheds bright light in a 10-foot radius, and dim light 10 feet beyond that.

Blazing Retribution (Level 14)

At 14th level, when a creature within your weapon's reach hits you with an attack while you're raging, you can use your reaction to cause magical energy to streak towards your attacker. Choose fire or radiance. The creature must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier. It then suffers one of the following effects:

Fire

The creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

Radiance

On a failed save, the creature is blinded until the start of its next turn.

Path of the Blighted

Path of the Blighted (Level 3)

The Path of the Blighted is a path of unholy origin, traced back to the same origin of the Blights: the Gulthias Tree. By gaining power from this evil source, you can channel your rage to shift your physical form, becoming a monstrous abomination of vines and branches. While transformed, you engulf and constrict your enemies as you tear them apart.

Blighted Transformation

Starting when you choose this path at 3rd level, you become a blighted monster when you rage. For the duration of your rage, when you hit a creature with a weapon attack on your turn, you can use a bonus action to attempt to grapple the target with blighted vines that sprout out of your body. This grapple does not require a free hand, but otherwise follows all of the rules for grappling. You can have 1 creature grappled with this feature at a time.

If you already have a creature grappled with this feature, this bonus action instead constricts the target, causing them to take bludgeoning damage equal to half your barbarian level, rounded up.

False Appearance (Level 6)

Beginning at 6th level, your body is now able to become temporarily plantlike to hide from foes. As an action, you can camouflage yourself against the surface of a plant, such as the bark of a tree, a large bush, or an area of thick vines. When you do so, you make a Dexterity (Stealth) check with advantage, remaining camouflaged until you move or take an action.

Unnatural Growth (Level 10)

At 10th level, you can cast the plant growth spell once with this feature, and you regain the ability to cast it this way once you finish a long rest.

Reactive Tendrils (Level 14)

Starting at 14th level, whenever you take damage from a creature within 5 feet of you while you're raging, you can use your reaction to release grasping vines at the attacker, attempting to grapple the target. This grapple does not require a free hand, and you can have 1 creature grappled with this feature at a time.

If you use your Blighted Transformation feature to constrict a creature you're grappling, you deal damage to both the creature you're grappling with Blighted Transformation as well as the creature you're grappling with Reactive Tendrils.

Path of the Blood Seeker

Path of the Blood Seeker (Level 3)

While any barbarian is a fearsome sight on the battlefield, few manage to inspire as much terror as those that follow the Path of the Blood Seeker. Mindless engines of destruction, these barbarians revel in the spilling of blood, uncaring whether it is an enemy's or their own.

Many believe that the blood seekers may have been one of the first barbarian paths bestowed upon the sentient races; their thirst for violence tapping into a primal hunting urge from our earliest roots. Barbarians that fuel their rage with blood lust become relentless, animalistic warriors in the way they tear their foes to shreds and then bask in the carnage they have created. Some even go so far as slicing their own flesh to quench their thirst; it is not uncommon to find them covered in intricate scar patterns of their own making or covered in paint made from their own blood.

Blood Rage

Starting when you choose this path at 3rd level, you are able to enter a blood rage, becoming stronger as your foes grow weaker. While raging, your Rage Damage bonus is doubled when you hit a creature that has less than half its maximum hit points.

Bloodletter

Also at 3rd level, your experience in bloodletting allows you to draw more blood from the creatures you kill. Whenever you successfully harvest a creature's blood, the amount that you receive is doubled.

Crimson Spray (Level 6)

Starting at 6th level, the sheer ferocity you display in battle imbues your own blood with the power to revitalise your allies. While raging, whenever you take slashing, piercing, or bludgeoning damage, all allies within 5 feet of you gain temporary hit points equal to your Constitution modifier (minimum of 0). This range increases to 10 feet when you reach 14th level in this class.

Hunter of the Weakened (Level 10)

At 10th level, your senses become attuned to finding dying creatures. You may use your bonus action to become instantly aware of the distance and direction of all creatures within 60 feet of you that currently have less than half their maximum hit points.

You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses after finishing a long rest.

Blood Frenzy (Level 14)

When you reach 14th level, your lust for blood becomes so visceral that even the slightest hint of it is able to spur you into frenzied action. While raging, you may use your bonus action to move up to your speed in a straight line towards a creature that does not have all of their hit points. If you make a melee weapon attack against that creature directly after that movement, that attack has advantage.

Path of the Bloodrager

Path of the Bloodrager (Level 3)

Barbarians who dedicate themselves to the Path of the Bloodrager have offered their lifeblood up to an otherworldly being, who in return allows the adventurer to draw upon their magic and chaos to fuel their rage.

Because a patron's power is usually concentrated in a specific type of magic, but not all patrons can grant barbaric boons to those that serve them. The patron of a Bloodrager is often a being of intense chaos, wildness, or anger, so as to pass those attributes onto the barbarian. A Bloodrager can strike a bargain with the following otherworldly beings.

The Ancient Wyrm

Few beings are more primal than a dragon, and a great wyrm's fire burns in your heart, fueling your rage and magic alike.

The Archfey

A Feylord—a master of mischief—has chosen to grant you the secrets of their madness and trickery, reinforcing your wild impulses.

The Fathomless

An entity from the depths of the sea has beckoned to you. You constantly feel the deep waters calling to you, as well as a hatred for many surface denizens.

The Fiend

A corrupted being of the lower planes has promised you power and might beyond imagination. You have agreed, becoming a tool of pure carnage.

The Great Old One

The incomprehensibility of a mysterious entity has altered your mind, allowing your mindless rage to come all the easier.

The Undying

A being of undeath has made you the target of its possession. You are mostly in control of your actions, but your control wanes under the influence of your rage.

Spellcasting

Starting when you choose this tradition at 3rd level, the magic of your blood is unleashed, and you begin to channel it.

Cantrips

You learn two cantrips of your cohice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots

The Path of the Bloodrager Spellcasting table shows how many spell slots you have to cast your warlock spells of 1st through 4th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you reach 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell chaos bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st-Level and Higher

You know two 1st-level warlock spells of your choice. You may also choose from your patron's pact spell list.

The Spells Known column of the Path of the Bloodrager Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 14th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list or your patron's pact spell list. The new spell must be of a level which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, since the power of your magic comes from your will being unleashed on the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell
Spell

Intimidating Guise

Also at 3rd level, your imposing presence gives you an edge in battle. While you aren't wearing any armor, your Armor Class is equal to 10 + your Constitution modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Blood Pact

At 3rd level, you can feel the power of your patroow through your veins more intensely while you rage. When you rage, you gain one of the following benefits, depending on your chosen patron.

The Ancient Wyrm

When you enter a rage, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain resistance to the chosen damage type for the duration of your rage, and you rage damage becomes the chosen damage type.

The Archfey

When you deal damage to a creature, it glows with a faint, ethereal light until you hit another creature or until the end of your next turn. For the duration, the creature can't become invisible, and any creature can use its bonus action to gain a bonus to its next attack roll against the target equal to your Charisma modifier (minimum +1).

The Fathomless

When a creature you can see within 15 feet of you takes damage, you can use your reaction to summon a spectral tentacle to protect them from harm. In doing so, you reduce the damage the creature takes by an amount equal to your rage damage bonus.

The Fiend

When you use your Reckless Attack feature, your melee attacks deal additional fire damage equal to your Charisma modifier (minimum +1).

The Great Old One

When you score a critical hit against a creature, it becomes frightened of you until the end of your next turn.

The Undying

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.

Bloodrage (Level 6)

At 6th level, you learn to utilize your budding magic and combine it with your unbridled fury. You gain the following benefits:

  • You may cast a spell while raging, though you still cannot concentrate on a spell while doing so.

  • Casting a damaging spell counts as an attack for the purpose of maintaining your Rage.

  • You can add your Rage Damage bonus to one damage roll of a spell you cast on your turn.

Arcane Attunement (Level 10)

By 10th level, your familiarity with magic has grown, developing beyond an instinctual reflex. You learn two ritual spells of your choice from the sorcerer, warlock, or wizard spell list (the two spells needn't be from the same list). The spell must be 1st or 2nd level, and you can only cast these spells as rituals.

Additionally, while you rage, your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Unleashed Potential (Level 14)

At 14th level, your patron grants you the boon of casting an additional spell from the Unleashed Potential Spells table below. You can cast this spell once without expending a spell slot or material components, and you can't cast it again until you finish a long rest. If this spell requires concentration, you may concentrate on it while you rage.

Unleashed Potential Spells
PatronSpell

The Ancient Wyrm

fly

The Archfey

spirit guardians

The Fathomless

tidal wave

The Fiend

fireball

The Great Old One

hunger of Hadar

The Undying

vampiric touch

Path of the Bloodrager

Path of the Bloodrager (Level 3)

Some barbarians are compelled by their innate bloodlust to follow The Path of the Bloodrager. Bloodragers are perilous front line combatants that can devastate foes with a power linked to bloodshed. These barbarians, like berserkers, revel in violence and take little account for their well-being in battle. Wherever they can be found, Bloodragers fight until they can stand no longer.

Bloodrage

Starting at 3rd level, when you begin raging you gain 3 Bloodrage dice, which are d12s. At 6th, 10th, and 14th level you gain another Bloodrage die when you begin raging.

Additionally, whenever you reduce a small or larger creature to 0 hit points with a melee attack while you are raging you can use your reaction to bathe yourself in the blood of your foe, gaining 1 Bloodrage die.

Whenever you deal damage with a melee weapon attack you can spend 1 Bloodrage die or expend 1 hit die to increase the damage of the attack by the number rolled and also gain a number of temporary hit points equal to the number rolled. You can only increase your damage in this way once each round.

The temporary hit points and any remaining Bloodrage dice disappear when you stop raging.

Crippling Blow (Level 6)

At 6th level, whenever you spend a Bloodrage die or hit die to increase an attack's damage, you can channel your fury into a crippling blow. The target must succeed on a Constitution saving throw (DC equals 8 + your Proficiency bonus + your Strength modifier) or have its movement speed reduced by half until it succeeds on the saving throw. The creature can repeat this saving throw at the start of each of its turns.

Blood Hunt (Level 10)

At 10th level you gain the ability to smell blood in the air like a wild beast. You may use your action to learn the direction of any beast or humanoid below half of its maximum HP within five miles. You have advantage on Survival checks made to track creatures whose direction you know. You can track a scent for one hour, or until a wind of a moderate speed disperses the trail.

In addition, while raging, as a bonus action you can move up to your speed toward an enemy of your choice that you can see, or a creature whose direction you know from using this feature. You must end this movement closer to the creature than you started.

Lord of Blood (Level 14)

When you reach 14th level, your rage can push you beyond the limits of your mortal body.

Whenever you increase your damage with a Bloodrage die, you can choose to spend an additional Bloodrage die or expend a hit die in addition to a Bloodrage die.

If you spend 2 dice in this manner and use your Crippling Blow feature you can choose to forego gaining temporary hit points from 1 or 2 dice. If you forego the hit points from 2 dice and the creature fails its saving throw, its movement speed is instead reduced to 0 feet.

Path of the Bloodrager

Path of the Bloodrager (Level 3)

The link between barbarians and magic has always been tenuous, the act of putting oneself onto an unfettered rage clashing with the strict discipline needed to cast even the simplest of magics. There is one rare exception to this rule: when the blood of a sorcerer is introduced to a barbaric society, this can manifest in the form of a warrior who can use their magical powers to fuel their rage and beyond. These gifted few are called the Bloodragers.

Spellcasting

At 3rd level, the magic of your bloodline is unleashed, or at the very least you begin to gain control over it. See chapter 10 for general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Bloodrager Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation and transmutation spells on the sorcerer spell list.

The Spells Known column of the Bloodrager Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to direct your fury into magical energy. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell
Spell

Bloodrage

Also at 3rd level, you gain the ability to not only access your bloodline, but also instinctually cast your spells without needing to focus all your attention onto them. You may cast spells gained from this Path while raging, but still are unable to hold concentration on them, and any spells gained from other classes or features cannot be cast during the rage.

Casting a spell that targets an opponent during a rage will allow you to maintain your rage, and you add your rage damage bonus to any spell damage rolls.

In addition, pick a bloodline from the list below. This will determine the specifics of what features your bloodrager will get as they advance in level.

Bloodrager Bloodline
BloodlineInstintctual MageGreater BloodrageUntapped Stores

Aberrant Mind

Deception

Enemies Abound

Subtle Spell

Clockwork Soul

Arcana

Protection from Energy

Unerring Spell

Divine Soul

Religion

Crusader's Mantle*

Careful Spell

Draconic

Intimidation

Dragon's Breath (3rd level)

Heightened Spell

Giant Soul

Animal Handling

Elemental Weapon

Elemental Spell

Phoenix

Medicine

Fireball

Careful Spell

Pyromancer

Performance

Melf's Minute Meteors

Empowered Spell

Sea

Athletics

Tidal Wave

Distant Spell

Shadow

Stealth

Vampiric Touch

Subtle Spell

Stone

Survival

Erupting Earth

Quickened Spell

Storm

Nature

Thunder Step

Heightened Spell

Wild

Persuasion

Blink

Empowered Spell

Instinctual Mage (Level 6)

At 6th level, you are fully acquainted with your magical abilities, both in and out of battle. You no longer need material components to cast spells unless they have a specified gold cost.

You also gain proficiency in one skill depending on your chosen bloodline, or double the proficiency bonus if you're already proficient in that skill.

Greater Bloodrage (Level 10)

At 10th level, you gain a spell from the Bloodline Spells list below depending on your chosen bloodline and add it to your known spells. When you enter a rage, you may use your action to cast this spell immediately without using a spell slot. If the spell requires concentration, you can concentrate on it while raging.

After you use this ability, you can't use it again until completing a long rest.

Untapped Stores (Level 14)

At 14th level, you are so in tune with the magic in your blood that you can alter the spells you cast with Metamagic, in a similar manner to a sorcerer. You gain one Metamagic option depending on your bloodline, and you also gain access to the Font of Magic feature.

You have 5 sorcery points you can use to fuel metamagic alterations to your spells. You regain all sorcery points on a long rest.

Path of the Brute

Path of the Brute (Level 3)

While most barbarians hail from the wild places of the world, you first discovered your rage in the underbelly of civilization. Your abilities stem from a combination of pure grit and street smarts. Prize fighters, gladiators, guild enforcers; brutes like you have existed since the earliest mortal settlements, and despite differences in social standing, creed, and culture, those who follow the Path of the Brute share one thing in common, they prefer to settle things with their fists.

Unarmed & Dangerous

The time you have spent in the underbelly of civilization has honed your body itself into a deadly weapon. When you adopt this Primal Path at 3rd level, your unarmed strikes deal 1d4 bludgeoning damage on hit. If you have two free hands when making an unarmed strike, this 1d4 becomes a d6.

In addition, while you are raging, your unarmed strikes gain the following additional properties:

  • Once per turn, when you take the Attack action and make an unarmed strike attack, you can make one additional unarmed strike as part of the same Attack action.

  • When you hit a creature with an unarmed strike, you can attempt to grapple the target as part of that same attack, so long you have a free hand to grapple the target with.

The Wrong Crowd

You are most at home when drinking, gambling, or engaging in other types of tasteless hedonism. Beginning at 3rd level, if you spend at least one night carousing in a settlement of any size, you have advantage on any ability checks you make to gather information on that settlement, its culture, any active factions, or important figures within the settlement.

Concussive Blow (Level 6)

Starting at 6th level, the power of your strikes sends your foes reeling. When you hit a creature with an unarmed strike, you can force it to make a Constitution saving throw. DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, it is stunned until the start of your next turn.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Rage-Fueled Strikes (Level 6)

Upon reaching 6th level, the rage within you has become so intense that while you are raging, your unarmed strikes count as magical for the sake of overcoming resistance and immunity to non-magical attacks and damage.

Iron Grip (Level 10)

Once you have a hold of something it is nearly impossible for it to escape. At 10th level, you gain the following benefits:

  • You can grapple creatures of any size. If you grapple a creature that is more than one size larger than you, it can move as normal, but you move with it so long as there is an unoccupied space adjacent to the creature.

  • When you drag a grappled creature that is one size larger then you, or smaller, you movement speed isn't reduced.

  • While raging, the damage of your unarmed strikes becomes 1d6, or 1d8 if you have two free hands.

  • You gain a climbing speed equal to your walking speed.

Brutish Determination (Level 14)

Your grit and rage allow you to shrug off assaults that would devastate others. Starting at 14th level, when you are forced to make a saving throw, you roll a 1d6 and it to your roll. This bonus applies to death saving throws. If you roll above a 20 on a death saving throw with this feature, you immediately regain consciousness and can stand up with 1 hit point.

Path of the Brute

Path of the Brute (Level 3)

While most barbarians hail from the wild places of the world, brutes discovered their Rage in the underbelly of civilization. Their abilities stem from a combination of street smarts and pure grit. All those who follow this Path share one thing in common, they prefer to solve their problems with their fists.

The Wrong Crowd

You have a way of connecting with the less savory members of society. Once you spend a night carousing in a settlement, you have advantage on ability checks to gather information on the settlement, its culture, factions, and powerful figures.

Unarmed & Dangerous

You have honed your body into a deadly weapon. When you hit a creature with an unarmed strike, you deal bludgeoning damage equal to 1d4 + your Strength modifier instead of the normal damage of an unarmed strike. If you have two free hands, the d4 damage die becomes a d6.

You also gain the benefits below while you are Raging:

  • When you take the Attack action on your turn and make only unarmed strike attacks, you can make an additional unarmed strike as part of that same Attack action.

  • Once per turn, when you hit with an unarmed strike, you can attempt to grapple the target as part of that same attack so long you have a free hand to grapple the target.

Concussive Blows (Level 6)

Your powerful strikes send your foes reeling. While Raging, your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical damage.

In addition, when you hit a creature with an unarmed strike, you can force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, it is stunned until the start of your next turn.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Iron Grip (Level 10)

Once you have a hold of something it is nearly impossible for it to escape your grasp. You gain the following benefits:

  • The size of creatures that you can grapple increases by one size. When you grapple a creature more than one size larger than you, it can move as normal, but you move with it so long as there is an unoccupied space adjacent to it.

  • While you are dragging a grappled creature that is one size larger than you or smaller, your speed isn't reduced.

  • While Raging, the damage die for your unarmed strikes becomes 1d6, or 1d8 if you have two free hands.

  • You gain a climbing speed equal to your walking speed.

Brutish Determination (Level 14)

You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d4 and add it to your roll.

Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.

Finally, while Raging the damage die for your unarmed strikes becomes 1d8, or 1d10 if you have two free hands.

Path of the Cannibal

Path of the Cannibal (Level 3)

A barbarian that follows the Path of the Cannibal is truly a monster to behold. Only man-eaters, as they are called, hunt men for sport, and do it with such grisly intent. They believe that when they consume their foes' flesh, they destroy that creature's eternal soul and absorb part of its essence into their own. Of course, such beliefs are barbaric, by even the standards of most primitive cultures, but the ferocity of a man-eater is, regardless, known the world-over.

Consume Flesh

Starting at 3rd level, whenever you reduce a creature to 0 hit points while raging, you regain hit points equal to twice your barbarian level. In addition, until the beginning of your next turn, you have advantage on ability checks and saving throws.

Manhunter (Level 6)

At 6th level, you can add twice your proficiency bonus to any ability check you make when hunting or tracking humanoid creatures. You can track humanoids while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Grim Visage (Level 10)

By 10th level, most people consider you more of a monster than a man. While you're raging, you can attempt to intimidate one creature within 5 feet of you as a bonus action. It must succeed a Wisdom saving throw (DC equal to 8 + your Charisma (Intimidation) modifier), or be frightened of you until the end of your next turn.

Once a creature makes a saving throw against this ability, you can't use it again on that creature for 24 hours.

Consume Soul (Level 14)

At 14th level, whenever you reduce a creature to 0 hit points while raging, you can use your bonus action to devour its essence. Doing so cures you of any disease or curse afflicting you, removes all levels of exhaustion you may have, and also ends any of the following conditions affecting you: blinded, charmed, deafened, and poisoned.

Additionally, for the next minute, you have advantage on saving throws.

The creature you target with this ability can be restored to life only by means of a true resurrection or a wish spell.

Path of the Carrion Raven

Path of the Carrion Raven (Level 3)

Barbarians who walk the Path of the Carrion Raven wield the warrior spirit of a blood-soaked raven blessed with the gift of speech. This carrion bird aided Kentigern on his quest to slay Gormadraug so that the raven might feast on the heart of the Prismatic Wyrm. This path is popular among wanderers of the inhospitable wastes of Valika—yet most remain mistrusted outsiders, even among the hardened Valikan clans. They don't mind.

Barbarians who embody the Saga of the Carrion Raven prefer the company of beasts. This close proximity to animals grants them deeper insights into the raven's search for power and survival at any cost. To them, it's a high compliment. To other Valikans, it marks them as outsiders to be feared and kept away at spearpoint.

Martial Maneuvers

You have trained in the manner of heroes from the old sagas, and now you can perform certain martial maneuvers. A maneuver requires you to spend maneuver points to use it.

You know three maneuvers of your choice from the list below. You learn an additional maneuver at 6th, 10th, and 14th level. Each time you learn a maneuver, you can also replace one maneuver you know with a different one you can learn.

Maneuver Points

Channeling the heroes from the old sagas is no easy task, and your pool of maneuver points represents the limit of your abilities to do so. Your barbarian class level determines the number of maneuver points you have, as shown in the Maneuver Points column in the Path of the Carrion Raven table below. You regain all spent maneuver points at the end of a long rest.

Using Maneuvers

You can use one maneuver during each turn. Some maneuvers require concentration, as if concentrating on a spell, or certain conditions to use. Some maneuvers will require your target to make a saving throw to resist the maneuver's effects.

Martial Maneuver

Carrion Raven Maneuvers

The Saga of the Carrion Raven speaks of a talking raven with the power to transform into any animal he had eaten to wield their powers. His tale intersects with Kentigern and his companions on their journey to slay the Great Prismatic Wyrm Gormadraug, where the raven appeared, offering to help in exchange for the chance to eat the Prismatic Wyrm's heart. As the story goes, the raven taught the heroes how to fight with the ferocity of the north's fiercest predators and fly with the speed of their fastest birds.

Warriors who practice the Saga of the Carrion Raven trust in their instincts, and embody the cunning, resilience, and power of the natural world. Masters of this saga learn to knit their flesh, take flight, and even adopt the shape of the beasts they've so long emulated.

These maneuvers can be used by anyone who studies the Carrion Raven saga.

Apex Dominance

You can use an action and spend 5 maneuver points to attempt to sunder your enemy with excessive force. When you do, a creature within your reach must succeed on a Strength saving throw. If the creature is currently grappled by you, it has disadvantage on this saving throw.

On a failed saving throw, the creature takes 6d10 force damage. On a successful save, the target takes half as much damage. If damage from this maneuver reduces a creature to 0 hit points, it immediately dies as you rip it apart.

Axolotl's Regeneration

You can use a bonus action and spend 2 or 6 maneuver points to regenerate your body. When you do, you regain 1d12 + your Constitution modifier hit points. If you spent 6 points, you also regrow a lost limb or organ of your choice.

Bestial Transformation

You can use an action and spend 8 maneuver points to cast polymorph targeting only yourself without providing material components. However, you can only transform into a beast with a CR of half your level or lower, and you retain your Intelligence, Wisdom, and Charisma scores. Constitution is your spellcasting ability when you cast the spell in this way.

Call of the Beast Lord

You can use an action and spend 5 maneuver points to howl, calling a bestial spirit to your aid. When you do, choose any beast with a CR equal to or less than your level to appear in an unoccupied space of your choice within 60 feet.

A beast conjured in this way disappears when it is reduced to 0 hit points, after 10 minutes, or when you lose concentration on this maneuver (as if you were concentrating on a spell). The summoned creature is friendly to you and your companions. The creature shares your initiative but takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures by taking the Dodge action.

Carrion Feast

You can use an action and spend 4 maneuver points to feast on an enemy's waning life. When you use this maneuver, make a melee weapon attack. On a hit, the attack deals an additional 5d6 necrotic damage and you gain temporary hit points equal to the necrotic damage dealt.

Falcon's Glide

When you fall, you can use your reaction and spend 1 maneuver point to slow your fall to 60 feet per round for 1 minute. If you land before this time elapses, you take no falling damage.

In addition, as a bonus action on each of your turns for the duration of this maneuver, you can spend 1 additional maneuver point to gain a fly speed of 30 feet until the end of the turn.

Feral Fighting

You can use a bonus action and spend 1 maneuver point to fight with beastlike fury. When you do, make a single unarmed strike against a creature. On a hit, you can roll 1d8 in place of the normal damage of your unarmed strike.

Hibernating Bear Recuperation

You can spend an action and 5 maneuver points to put yourself into a deep and restful sleep for the next 10 minutes. During this time you have resistance to all damage except psychic and, when you take damage, you can choose to remain asleep or wake up. If you sleep for the entire 10 minutes, you gain the benefits of having completed a short rest, immediately end any poison affecting you, and lose one level of exhaustion.

At the end of this sleep, you can spend and roll any number of Hit Die, adding your Constitution modifier to each Hit Die rolled, gaining temporary hit points equal to the total.

Pack Leader

When an enemy creature within 5 feet of you is attacked, you can use your reaction and spend 1 maneuver point to make a melee attack at the same enemy creature. When you do, the triggering attack has advantage.

Predator's Howl

You can use a bonus action and spend 2 maneuver points to emit a terrifying howl. Two creatures of your choice within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature is frightened until the start of your next turn. Each time the frightened creature takes damage from weapon attacks, they take an additional 1d6 psychic damage.

Shape of the Behemoth

As an action you can spend 3 maneuver points to embody the power of nature's largest beasts for 1 minute. When you do, your size increases by one category to a maximum size of Large. In addition, for the duration your reach increases by 5 feet, your weapon attacks deal an additional 1d6 damage, and you gain 1d6 temporary hit points at the start of each of your turns. This maneuver ends early if you lose concentration (as if you were concentrating on a spell).

Slippery Otter

You can use a bonus action and spend 1 maneuver point to embody the grace and endurance of an otter in water. For the next hour, you have a swimming speed of 30 feet and can hold your breath for a number of minutes equal to twice your Constitution ability score. While in the water, you can take the Dash action as a bonus action.

Snout of the Bloodhound

You take a minute and spend a maneuver point to attune your senses to your surroundings, enhancing your senses of smell, sight, and hearing for the next hour. During this time, you gain the following benefits:

You have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track You add your proficiency bonus to initiative checks You do not have disadvantage on attack rolls against invisible creatures Stoic Oxen Spirit (2 points) When you become charmed or frightened, you can use your reaction and spend 2 maneuver points to immediately end the triggering charmed or frightened condition. In addition, you have advantage on attack rolls against the creature who attempted to charm or frighten you until the end of your next turn.

Trampling Bull

You can use a bonus action and spend 3 maneuver points to channel the charging bull, moving up to your speed. While moving this way, you can move through the space of creatures of your size or smaller, but you must end your movement in an unoccupied space.

Each creature whose space you moved through must succeed on a Strength saving throw or be knocked prone and take bludgeoning damage equal to 1d8 + your Strength modifier.

Tusks of the Rampaging Mammoth

You can use an action and spend 3 maneuver points to strike an enemy with the overwhelming force of a rampaging mammoth. When you do, make a melee weapon attack against a creature within 5 feet. On a hit, you deal 3d12 damage in addition to your attack's normal damage. If the creature is Huge or smaller, you push the creature 15 feet.

Woolly Beast's Hide

When you are hit by an attack, you can use your reaction and spend 2 or more maneuver points to use the resilient parts of your body to shield your vulnerabilities from harmful damage. When you use this maneuver, roll 1d6 for every 2 points you spend to use this maneuver and reduce the damage from an attack by the result. After taking any remaining damage, you also gain temporary hit points equal to the result of the roll.

Feral Celerity

Your rage grants you animalistic speed of action. As part of the bonus action to enter a rage, you can make one weapon attack. Additionally, you gain the ability to concentrate on maneuvers, even while you are raging. You still cannot concentrate on spells while raging.

Raven's Spirit (Level 6)

You gain proficiency in the Animal Handling skill. If you are already proficient in it, you gain proficiency in your choice of one the following skills instead: Athletics, Nature, or Survival.

In addition, you can cast speak with animals as a ritual.

Ferocious Rage (Level 10)

When you enter your rage, creatures of your choice within 10 feet that can see you must succeed on a Wisdom saving throw against your Martial Maneuvers save DC. On a failed saving throw, the creature is frightened of you until the end of its next turn.

Violent Hunger (Level 14)

When you deal damage to a creature with a weapon attack and roll the maximum result of one of the damage dice, you can spend 1 maneuver point to roll another die of the same type and add its result to the damage dealt by the attack. You can do this once per attack.

Path of the Cavelord

Path of the Cavelord (Level 3)

Even occasional greatness will destroy a man.

— Jarlaxle

Cavelords are often drawn to the darker places of the world, making caverns, tunnels, and lairs their home. They choose to wander the deep places of the world, facing the terrifying foes others only hear about in legend and rumor. Many cavelords are masters of the Underdark, constantly moving through these underground tunnels in search of the foul creatures that live there. These Barbarians revel in the thrill that comes from hunting such dangerous and despicable foes, and though not many know they exist, their efforts often serve to protect those who live above from ever having to face the terrors that they fight on a daily basis.

Warrior in Darkness

3rd-level Path of the Cavelord feature

You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. While raging, you also gain blindsight out to a range of 30 feet.

In addition, you gain a +5 to your Passive Perception and you can't be surprised while you are conscious.

Stone's Throw (Level 6)

6th-level Path of the Cavelord feature

When you make an attack using a stone as an improvised weapon, you treat the stone as a simple melee weapon with the thrown property. The stone has a normal range of 30 feet and a long range of 60 feet. On a hit, the stone deals bludgeoning damage equal to 1d12 + your Strength modifier. While raging, you can also add your proficiency bonus to the damage dealt.

The number of damage dice used with this weapon increases: at 11th level (2d12) and 17th level (3d12).

Strike from the Darkness (Level 10)

10th-level Path of the Cavelord feature

When you roll initiative while in darkness or heavy obscurement, you can add your Constitution modifier to the result of the roll.

Additionally, once on your first turn in combat, if you hit a creature that has not taken a turn yet, you deal damage to the creature as though it had taken a critical hit. If the hit was a critical hit, double the total amount of damage dealt from the attack.

Stone-Hardened Skin (Level 14)

14th-level Path of the Cavelord feature

While you are raging, you can use your reaction to gain immunity to bludgeoning, piercing, or slashing damage (your choice) until the end of that turn.

Once you use this feature, you can't use it again until you finish a short rest or long rest, unless you use your bonus action to expend one of your uses of Rage to regain the use of this feature.

Path of the Celestial Avatar

Path of the Celestial Avatar (Level 3)

Some barbarians revere the celestial spirits that roam the lands and skies, and seek them out to be their guides and personal connection to the divine. A few barbarian clans have pre-established connections to celestial spirits, and for those clans taking this path is merely proving yourself worthy of that creature's power. For many barbarians, however, taking this path requires them to search far and wide for a celestial creature willing to let them become an avatar.

Most any celestial creature is capable of granting a barbarian this path. The most common among these are unicorns, couatls, and low-ranking angels, who accept righteous barbarians as their avatars—extensions of their power that help them carry out their divine will. For some barbarians that take this path, their rage becomes reminiscent of divine possession—in rage, their personality can take on some of the attributes of their celestial guide's personality.

Avatar of Might

When you adopt this path at 3rd level, you gain a celestial guide that you will serve as its avatar. In return for your service, the guide bestows upon you the ability to channel divine magic through your rage. You gain access to the following spells: compelled duel, divine favor, and heroism. Wisdom is your spellcasting ability for all the spells granted by this feature.

As part of the bonus action used to start your rage, you can cast one of the spells you gained with this feature without expending a spell slot or using material components. The spell is cast at 1st level, doesn't require concentration if it normally does, and lasts for the duration of rage rather than the spell's normal duration.

At 10th level, you cast all the spells you gain with this feature at 2nd level, and you gain access to the following additional spells: silence, spiritual weapon, and warding bond.

At 14th level, you cast all the spells you gain with this feature at 3rd level, and you gain access to the following additional spells: beacon of hope, crusader's mantle, and elemental weapon.

After your spellcasting improves at 10th and 14th levels, if you would cast a spell with this feature that doesn't benefit from being cast at a higher level, you gain 5 temporary hit points for each slot level above the spell's base level. These temporary hit points last for the duration of your rage.

Celestial Blessing (Level 6)

At 6th level, you gain resistance to radiant and necrotic damage.

Additionally, once per rage you can use your bonus action to become momentarily incorporeal, as your body and all of your equipment appears to transform into brilliant starlight. For the next 10 feet of movement you make on your turn, you can move through other creatures and objects as if they weren't there, and your movement doesn't provoke opportunity attacks. If this movement ends and you're still inside an object or creature, you are transported to the nearest unoccupied space outside of it, and take 2d6 force damage.

Divine Guidance (Level 10)

At 10th level, you can cast the divination spell, but only as a ritual. The entity you are put in contact with for this spell is the celestial guide you chose when you selected this subclass.

Avatar of Light (Level 14)

Starting at 14th level, you can cause your rage to give off divine light. For the duration of your rage, bright light extends 15 feet from you in every direction, and dim light extends 15 feet beyond that. Creatures of your choice within the bright light gain resistance to radiant damage, necrotic damage, and one other damage type of your choice that isn't bludgeoning, piercing, or slashing damage. You choose the damage type whenever you activate your rage.

Path of the Champion

Path of the Champion (Level 3)

At the front of every great fighting force stands a Champion. These elite warriors are true masters of battle that stand as paragons of honorable combat and fair play. Often, they seek out the most powerful of their foes and look to swiftly end conflicts with honorable duels or athletic competitions.

Fighting Style

Your enhance your Rage with martial technique. You learn a Fighting Style from the list below. You can't learn a Fighting Style more than once, even if you gain this feature again.

Whenever you gain a level in this class, you can switch your Fighting Style for another option from the list below.

Dual Wielding

When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Improvised Fighting

You gain proficiency with improvised weapons. Once per turn, when you hit with a non-magical improvised weapon attack, you can roll the damage die twice and take the higher roll. When you do so, the improvised weapon is destroyed and cannot be used for further attacks.

Strongbow

You can use your Strength score, in place of your Dexterity, for attack and damage rolls with longbows and shortbows.

Martial Training

Your great strength makes your attacks especially deadly. While you are Raging, your melee and thrown weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

At 14th level, all of your melee and thrown weapon attacks score a critical hit on a roll of 18 through 20 on the d20.

Mighty Blow (Level 6)

You can use your Rage to fuel a single mighty blow. When you hit a creature with an attack while you are Raging, you can instantly end your Rage to turn the attack into a critical hit.

Once you use this feature you must finish a short or long rest before you can use your Rage to fuel a blow like this again.

Remarkable Athlete (Level 6)

You can regularly perform feats of athleticism that would be impossible for most mortals. Whenever you make a Strength or Constitution check, or calculate the distance you can jump, you add your Rage Damage bonus to your result.

Invigorating Critical (Level 10)

The chaos and adrenaline of battle fuel your fighting spirit. Whenever you score a critical hit with a weapon attack, you instantly regain hit points hit points equal to your Rage Damage bonus + your Constitution modifier (minimum of 1).

Survivor (Level 14)

You are a near-perfect specimen of physical vigor. You gain temporary hit points equal to your Constitution modifier (minimum of 1 temporary hit point) at the start of each of your turns so long as you are not incapacitated.

Path of the Clenched Fist

Path of the Clenched Fist (Level 3)

Those that follow the Path of the Closed Fist have chosen to bring about their will with their own two hands. They are the ultimate masters of close quarters combat, armed or unarmed. They impose their will upon the battlefield, grabbing their foes and placing them where they wish. Many that follow this path believe that you only have a right to what you can keep from your enemies. A foe that can not escape their grip to fight weaker targets does not deserve to do so. In overcoming an obstacle these barbarians prove to themselves they are just and right.

Martial Arts Die

At 3rd level you can roll a d4 in place of your unarmed strike or natural weapon damage. When you make an attack with an unarmed strike or natural weapon you can make another attack with an unarmed strike or natural weapon as a bonus action. Your Martial Arts Die increases as you level. See the "Martial Arts" column in Table: Path of the Clenched Fist.

Athletic Expert (Level 6)

Starting at 6th level, when you make a Strength (Athletics) check you can add double your proficiency bonus. This bonus does not apply if you already add double your proficiency bonus from another feature.

The Irresistible Fist (Level 6)

Starting at 6th level, your unarmed strikes and natural weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Living Flail (Level 10)

At 10th level, you swing around your grappled targets and smash them against walls, the ground, and other foes. When you have grappled a creature you may swing them like a flail. You may use any creatures you have grappled as a one-handed melee bludgeoning weapon that you are proficient in as long as you maintain the grapple. The weapon uses your Martial Arts die for damage rolls. When you hit with this weapon the grappled creature also takes damage as if the attack hit them as well. Use the same damage roll when calculating this damage.

Reversal (Level 14)

At 14th level, when a creature within 5 feet of you attacks you and misses you can use your reaction to attempt to grapple or shove that creature. When a creature attempts to grapple you and you win the contest you can use your reaction to cause that creature to become grappled by you. When a creature attempts to shove you and you win the contest you may use your reaction to shove that creature.

Path of The Colossus

Path of the Colossus (Level 3)

The colossus, sometimes known as a war-hulk, is a barbarian of the front lines, hefting massive weapons and sweeping away smaller combatants in their fury. To a war-hulk, strength is the only attribute that matters. Cunning is for the weak; faith is for the weak; speed is for the weak. Victory is for the strong alone, and rage is the purest path to strength. This path is a favorite of goliaths and giants, who step easily into crushing smaller opponents.

Larger Than Life

Starting when you choose this path at 3rd level, you become a titan in your anger. When you begin a rage, your size doubles in all dimensions and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. This size increase doesn't stack with similar size increases, such as from the enlarge/reduce spell. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. Your weapons also grow to match your new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage.

While raging, you can use your action to make a massive swing against all creatures in a 15-foot line within your reach. Roll a separate attack roll for each target in the line.

Imposing Presence (Level 6)

At 6th level, your immense stature can block line of sight. Ranged effects drawing line of sight through your position treat targets behind you as if they have three-quarters cover. When you are raging, this becomes total cover.

Boulder Throw (Level 10)

At 10th level, you can throw massive boulders or other suitably large objects as weapons. Such weapons are considered two-handed, heavy, thrown weapons with a range of 30/60 feet. You have proficiency in such weapons. On a hit, a boulder deals 2d8 bludgeoning damage. You can only throw one boulder per turn.

Colossal Strength (Level 14)

At 14th level, your Strength score increases by 2 and your maximum for this score becomes 22. At 20th level, your Strength maximum becomes 26, rather than 24.

When you make a melee weapon attack while raging, the attack has reach if it did not have it before.

Path of the Comet

Path of the Comet (Level 3)

Blasting across the battlefield in a shell of fire and ice, barbarians who follow the path of the comet are blessed with tremendous speed and power. As with the celestial voyagers that pass overhead, so too do these warriors put on brilliant displays, engraved in the hearts and minds of those that witness them.

Coldfire Slam

Starting when you choose this path at 3rd level, you channel the power of comets when you slam into enemies. While you are raging, you can surround yourself with a layer of either fire or ice. When you shove a creature, it takes damage equal to your Strength modifier plus your rage bonus damage if you win the contested ability check. The damage is cold or fire; you choose the type of damage when you begin your rage.

Comet Dash

At 3rd level, the cosmic powers you emulate allow you to barrel through your opponents. When you move straight towards a creature and then make a melee weapon attack or shove, the creature takes an additional 1d6 damage for each 10 feet you move straight toward it before the attack or shove, up to a maximum of 3d6. This maximum increases to 4d6 at 6th level, 5d6 at 10th level, and 6d6 at 14th level. The damage is the same type as your Coldfire Slam.

Shoot Across the Sky (Level 6)

At 6th level, your speed empowers your ability to leap. While you are raging, your jump distance is tripled, and you do not take fall damage from a height of less than 100 feet.

Coldfire Aura (Level 10)

At 10th level, the comet that surrounds you expands. At the start of your turn while you are raging, each creature within 5 feet of you takes 1d6 damage. The damage is the same type as your Coldfire Slam.

Cosmic Charge (Level 14)

At 14th level, your charge is nigh unstoppable. When you take the Dash action, you can move through the spaces of Large or smaller creatures. Each creature you move through must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, they are knocked prone.

Path of the Comet

Path of the Comet (Level 3)

Blasting across the battlefield in a shell of fire and ice, barbarians who follow the path of the comet are blessed with tremendous speed and power. As with the celestial voyagers that pass overhead, so too do these warriors put on brilliant displays, engraved in the hearts and minds of those that witness them.

Coldfire Slam

Starting when you choose this path at 3rd level, you channel the power of comets when you slam into enemies. While you are raging, you can surround yourself with a layer of either fire or ice. When you shove a creature, it takes damage equal to your Strength modifier plus your rage bonus damage if you win the contested ability check. The damage is cold or fire; you choose the type of damage when you begin your rage.

Comet Dash

At 3rd level, the cosmic powers you emulate allow you to barrel through your opponents. When you move straight towards a creature and then make a melee weapon attack or shove, the creature takes an additional 1d6 damage for each 10 feet you move straight toward it before the attack or shove, up to a maximum of 3d6. This maximum increases to 4d6 at 6th level, 5d6 at 10th level, and 6d6 at 14th level. The damage is the same type as your Coldfire Slam.

Shoot Across the Sky (Level 6)

At 6th level, your speed empowers your ability to leap. While you are raging, your jump distance is tripled, and you do not take fall damage from a height of less than 100 feet.

Coldfire Aura (Level 10)

At 10th level, the comet that surrounds you expands. At the start of your turn while you are raging, each creature within 5 feet of you takes 1d6 damage. The damage is the same type as your Coldfire Slam.

Cosmic Charge (Level 14)

At 14th level, your charge is nigh unstoppable. When you take the Dash action, you can move through the spaces of Large or smaller creatures. Each creature you move through must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, they are knocked prone.

Path of the Cosmic Juggernaut

Path of the Cosmic Juggernaut (Level 3)

Within the depths of the Astral Plane are the githyanki, psions who manifest their intellect and force of will to shape reality around them. Barbarians who follow the Path of the Cosmic Juggernaut manifest similar power. When they enter a rage, they enter an intensely focused state, channeling psychic energy and draw upon the Astral Plane to bend time and space itself.

The power of a Cosmic Juggernaut can physically manifest itself in different ways. At your option, you can pick from or roll on the Cosmic Juggernaut Barbarian Quirks table to create a quirk for your character.

Cosmic Juggernaut Barbarian Quirks
d6Quirk

1

Your hair and clothing flow upwards or sideways instead of down.

2

You move unnaturally fast or slow when performing menial tasks.

3

Tiny objects near you sometimes start to float a few inches into the air.

4

You like to snack on small rocks and minerals.

5

You frequently find metallic objects loosely stuck to your body.

6

Your legs' motions don't always line up with how far you move.

Psionic Rage

Because your rage is fueled by psionics, think of different ways your barbarian features might manifest. For example, the damage resistance you gain from your rage might be because you transmute your body into iron while raging. Danger Sense and Feral Instincts could be the result of seeing shadows of events just before they occur, and Fast Movement might represent you bending space to shorten the distance between you and your destination.

Psionic Shunt

You can bend space and move matter to manipulate your surroundings. As a bonus action, you can move a Large or smaller creature or object that isn't being worn or carried. The target must be within 30 feet of you and you can move it up to 10 feet in any horizontal direction. If the target is a creature, it must succeed on a Strength saving throw to avoid being moved (DC 8 + your proficiency bonus + your Constitution modifier). When you reach 10th level, the distance increases to 20 feet.

If the target strikes something during this movement, the target and what it strikes each take 1d6 bludgeoning damage. If the target strikes a creature, the creature can make a Dexterity saving throw against the same DC to avoid this damage. When you reach 10th level, the damage increases to 2d6.

Transmute Terrain (Level 6)

You can transmute the terrain around you as you move to ease your passage. Moving through difficult terrain costs you no extra movement.

Moreover, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. While raging, you can remain standing on the surface or liquid, rather than falling at the end of your move.

Matter Over Mind (Level 10)

Your strength of body grants you strength of mind. Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to make a Constitution saving throw against the effect instead.

Gravity Smash (Level 14)

You can use your action to strike the ground, distorting time and space around you. Each creature within 10 feet of you must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be lifted 5 feet upwards and become stunned and suspended in the air until the end of your next turn. You can use this feature only once per rage, and your rage doesn't end early if you end a turn during which you use this feature.

Path of the Courageous Heart

Path of the Courageous Heart (Level 3)

For some adventurers, their internal reservoir of fearlessness and gallantry might border closer to foolhardiness. An intrepid do-gooder might take the first step down this path by complete accident, meddling in affairs they ought not and finding themselves unable to turn back. Their impromptu effectiveness in battle isn't due to anger but rather matching pluck, tenacity, or stubbornness to shrug off the worst the enemy has to offer.

These brawlers might not be as graceful as trained fighters, but they're guardians of the weak, and what they lack in polish they make up for in valor.

Matter at Hand

When you choose this path at 3rd level, you gain proficiency with improvised weapons and unarmed strikes. The damage for these attacks is 1d4 + your Strength modifier. If your improvised weapon is similar in shape and function to a simple weapon, you can use that weapon's statistics instead.

Favor the Bold

At 3rd level, when the adrenaline kicks in, primal instinct propels certain heroes to awe-inspiring feats, seeming to add just a smidge of luck at the right moment.

While raging, whenever you make a saving throw, or an attack roll with an unarmed strike or improvised weapon, you can roll a d4 and add the number rolled to the total.

Hearty Blow (Level 6)

At 6th level, when you hit with an unarmed or improvised weapon attack while raging, roll 1d4 and add its total to the attack's damage. This feature increases in potency as you gain barbarian levels to 2d4 at 10th, and 3d4 at 14th level.

Stroke of Inspiration (Level 10)

At 10th level, you seem to stumble upon the right clue, connection, or words, even when you have no idea what is going on. When you fail a Charisma, Intelligence, or Wisdom-based ability check, you expend a use of your rage to reroll the check with advantage.

Tenacious Heart (Level 14)

At 14th level, whenever you make a Constitution saving throw to remain conscious because of your Relentless Rage feature, you can use one of the following Tenacious Heart options of your choice. You can use only one Tenacious Heart option per round and must decide before you make the roll.

Inspiring

Your inspiring last stand fills your allies with renewed vigor. Allies within 30 feet of you that can see or hear you gain 10 temporary hit points.

Persistent

You won't quit without a fight. The DC of your Relentless Rage feature is reduced by 5 until the end of your turn.

Rallying

Your heroic refusal to die fills your allies with confidence. All allies within 30 feet of you that can see or hear you gain advantage on the next attack roll they make within the next 1 minute.

Path of the Curse

Path of the Curse (Level 3)

Barbarians that walk the Path of the Curse harbor a malicious presence within their body, which fuels their rage. When these barbarians enter a state of fury, this curse takes control, and at this point nothing will stop them from annihilating everything around them. Some of these barbarians accept this curse as a gift, and others fight with their curse—forcing it to work in their favor.

You can choose the origin of your curse yourself or determine it by rolling on the following table.

d4Your Curse

A magical hex was placed on you, which takes the form of runic marks across your body. You draw from its arcane power when you rage.

A demon is trapped within your soul, which is unleashed when you rage.

An aberrant parasite has infected your body, which you allow to take over fully when you rage.

A lycanthropic curse is buried deep within you, which awakens when you rage.

Colossal Might

Starting at 3rd level, a visceral power awakens within you, allowing raw might to drive your strikes. You gain proficiency in all improvised weapons, and while you aren't wielding a shield, you can roll a d10 in place of the normal damage for your unarmed strikes and improvised weapons, provided you make the attack roll using Strength and the attack is not made as a part of a bonus action.

Unleashed Fury

At 3rd level, the curse that lies within you begins to fuel your fury. When you rage, you can choose to unleash the power of your curse, going berserk for the duration of your rage.

While berserk, you must use your action each round to attack the creature closest to you, and when you do, you must use your Reckless Attack. If you have multiple possible targets, you attack one at random. If you can make extra attacks as a part of the attack action, you use those extra attacks. Also, you cannot use your movement to move further away from the creature closest to you, and you cannot use your bonus action to end your rage. When there are no hostile creatures within 60 feet of you that you can see or hear, this berserk state and your rage automatically ends.

While in this berserk state, you draw power from your curse, fueling your strikes. The first time you hit an attack each turn, you can impose an effect on the target based on the type of weapon used, as detailed below. If one of the following effects requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Melee Weapon. The target bleeds profusely from the attack. It must make a Constitution saving throw or take necrotic damage equal to 1d6 + your barbarian level.

Unarmed Strike. You can immediately attempt to grapple or shove the target as a part of the attack, provided they are not too large for you to do so. If your check succeeds, you also deal 1d6 bludgeoning damage to the target.

Improvised or Ranged Weapon. The target is terrorized by the attack. It must make a Wisdom saving throw or be frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ungodly Physique (Level 6)

At 6th level, your physical prowess is unmatched. Your jump height and distance is doubled, you deal double damage to objects and structures, and you count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, as well the creatures you can grapple or shove.

Brutal Strikes (Level 6)

Also starting at 6th level, your unarmed strikes and attacks with improvised weapons count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.

Strength Over All (Level 10)

At 10th level, you can use your might in almost every situation. When you make an ability check or saving throw using an ability score other than Intelligence or Wisdom, you can add your Strength modifier to the result. You must choose to do so before the roll.

You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Bloodlust (Level 14)

Starting at 14th level, you know if the hit points of a creature you can see is less than your Strength Score. When such a creature's hit points fall below this threshold or you start your turn and can see such a creature, you can use your reaction to move up to half your speed and make a single melee attack with an unarmed strike or improvised weapon against them, provided your speed would allow you to do so. If the attack hits, the creature instantly drops to 0 hit points.

Path of the Cyborg

Path of the Cyborg (Level 3)

Some may find the limitations of the flesh suffocating, and wish to augment their physical might by tempering their bodies with metals to become more than a mere mortal. These are ones who walk the Path of the Cyborg, forgoing their original limbs for the power of cold iron and steel.

There are many ways a Barbarian can augment themselves, be it through a (possibly) experienced doctor/technician, via magical means, or by doing it by hand. Cyborgs cannot hide their body modifications, and may naturally intimidate others.

Overdrive

Starting at 3rd level, you forgo your ability to rage for overloading your technological enhancements with power. You gain the Overdrive ability - which functions like rage except:

  • Number of rages is replaced by Overdrive charges, each turn of being in Overdrive costs one charge at the beginning of your turn. It costs one charge to enter Overdrive.

  • # of charges = rages + intelligence modifier (if positive).

  • Your rage no longer ends if you have not attacked or taken damage, however it will end if a spell such as dispel magic or an E.M.P/technology disabling attack is used on you.

Cybernetic Enhancements

You get 2 enhancemnets, I'll add more flavor text later

Brain SSD

Grain proficiency in Intelligence saving throws, or another saving throw if you are already proficent.

Enhanced Eyes

You gain darkvision of 60ft; As an action, you may use your eyes to see magic (as if using truesight), infrared and heat, or X-Ray through solid objects up to 1 foot wide.

High-Pressure Grip

You gain a +2 bonus on rolls to grapple.

While Overdriving: The grappled creature takes 1d6 force damage at the start of its turn.

Magnetic Palms

You can attract small magnetic objects to your hands.

While Overdriving: You can attract up to medium sized magnetic objects into your hands.

Reinforced Chestplate

You gain a +1 bonus to AC.

While Overdriving: Advantage versus being knocked prone or forcefully moved.

Steel Arms

Your unarmed attacks deal 1d6 damage. You can lift up to 100lbs more than you could before, and have advantage on strength checks related to lifting or moving heavy objects

While Overdriving: You can use the Attack action to throw a same-sized or smaller foe up to 15 feet away from you, dealing 2d6 force damage.

Overclock

You may continue Overdriving when you have 0 Overdrive charges remaining.

While Overclocking: You take 1d6 damage at the start of your turn and you can no longer be healed.

Weapon Assimilation

You replace one of your limbs with a one-handed weapon that you are proficient in. You always have access to this weapon and do not need to equip it. When you take the Attack action with this weapon, add 1d4 to your attack roll. You may swap this weapon with another one every level up

While Overdriving: You may make an Attack using this weapon as a bonus action, provided you have not used this weapon as an attack.

Version 2.0 (Level 6)

Starting at 6th level, you gain access to more cybernetic upgrades.

You gain up to 2 additional cybernetic enhancements from this list or the previous list.

Discharged Fingers

You gain access to the shocking grasp cantrip, which can be used while Overdriving.

While Overdriving: You gain access to lightning lure and thunderclap, which can only be used during Overdrive.

Spell

Spell

Overdrive Battery

You gain +3 maximum Overdrive charges and you recover 3 charges after a short rest.

Version 3.0 (Level 10)

Starting at 10th level, you gain access to more... extreme cybernetic upgrades.

You gain up to 2 additional cybernetic enhancements from this list or any previous list.

Advanced Exoskeleton

You gain proficiency in Heavy Armor and can benefit from Fast Movement while wearing it. You can also remove/don armor as an action.

Magnetism

[requires Magnetic Palms] You can split off the metal portions of your body from each other using magnetism. You can move any portion of your body (such as a hand) up to 10 feet away from your body.

Nanomachines

As a reaction before you get attacked, you can expend one Overdrive charge to gain a +5 AC to all attacks (including the triggering attack) until the start of your next turn. You also instantly begin Overdriving if you are not already.

Singularity (Level 14)

Starting at 14th level, you become the ultimate combination of technology and flesh.

You gain 1 cybernetic enhancement from this list or any previous list and 1 additional enhancement from a previous list.

Plastic Surgery

You gain +1 to your Charisma score (can't go above 20) and gain proficiency in Charisma saving throws and one of the following skills: Deception, Intimidation, Performance, Persuasion.

30k Amp Hotwire

[requires Discharged Fingers] You gain access to the lightning bolt and thunder step spells at 3rd level at the cost of 2 Overdrive charges.

While Overdriving: You may cast these spells and can upcast to 4th level at the cost of 3 Overdrive charges.

Supercomputer Brain

You gain +4 to your Intelligence score, your maximum for this score is now 24.

Path of the Deep

Path of the Deep (Level 3)

Encounters with the great and terrible things that dwell deep beneath the waves often irreparably shatter the minds of the weak willed. However, some who live through these traumatic experiences with eldritch horrors awaken an otherworldly rage that is rarely experienced on the material plane.

Those who walk the Path of the Deep are mortals who have survived an experience with the unexplained depths and gained extraordinary, and often unsettling, eldritch abilities.

Gift of the Depths

You have been irreparably changed by your exposure to the deep. At 3rd level, you gain a swimming speed equal to your movement speed and you can breathe both air and water.

Otherworldly Grasp

Your eldritch power manifests when you rage. Starting at 3rd level, when you enter your rage you manifest one additional appendage, the appearance of which reflects the nature of the creature which infused you with otherworldly power. This appendage lasts for the duration of your rage.

As a bonus action, your appendage can force creature you can see within 15 feet to make a Strength saving throw. DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, it is pulled up to 10 feet in a straight line towards you. Creatures that are more than one size larger than you have advantage on this saving throw.

Reality Warp (Level 6)

Your mind-altering experiences allow you to identify, and slip through, cracks in reality. Beginning at 6th level, you can use an action to magically teleport, along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Immediately before or after teleporting, you can make one attack as part of ht same action. When you use this feature to teleport you do not provoke opportunity attacks.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you complete a long rest.

Eldritch Tendrils (Level 10)

The strange eldritch power inside you allows your body to mutate further. Starting at 10th level, when you enter your rage, you manifest two additional appendages which last until the end of your rage. As a bonus action, you can cause your appendages to use your Otherworldly Grasp feature, or attempt to grapple a creature you can see within 15 feet. Your appendages can use the same, or different, features.

The Horrors Below (Level 14)

Starting at 14th level, when you use Reality Warp, you can choose to reveal a brief glimpse of the horrors beyond reality when you reappear. When you reappear, all creatures within 10 feet of you must make a Wisdom saving throw. DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, creatures take 3d6 psychic damage and are frightened of you until the beginning of your next turn.

Path of the Deep

Path of the Deep (Level 3)

Encounters with the great and terrible things that dwell deep beneath the waves often irreparably shatter the minds of the weak willed. However, some who live through these traumatic experiences with eldritch horrors awaken an otherworldly Rage that is rarely experienced on the material plane.

Gift of the Depths

You have been irreparably changed by your exposure to the unknowable horrors of the deep. You gain a swimming speed equal to your walking speed, you can breathe both air and water, and you gain resistance to cold damage.

Otherworldly Grasp

Your eldritch influence manifests itself when you Rage. Whenever you Rage, you manifest one additional appendage, the appearance of which reflects the nature of the eldritch creature that infused you with strange power. Your eldritch appendage lasts for the duration of your Rage.

As a bonus action on your turn, you can cause this appendage to lash out, forcing one target you can see within 15 feet to make a Strength saving throw (Save DC = 8 + your proficiency bonus + your Constitution modifier). On a failure, it is pulled up to 15 feet toward you in a line.

If your target is one size larger than you or larger, it has advantage on its Strength saving throw to resist this feature.

Reality Warp (Level 6)

Your mind-altering experiences allow you to identify, and slip through, the cracks in reality. As an action, you can teleport along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet. This does not provoke opportunity attacks. Immediately before or after you do so, you can make one attack as part of the same action.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all of your expended uses when you finish a long rest.

Eldritch Tendrils (Level 10)

The otherworldly eldritch influence within your body truly reveals itself in your fury. When you Rage, you can manifest up to two eldritch appendages which last until the end of your Rage.

As a bonus action, you can cause both appendages to use Otherworldly Grasp, or try to grapple a creature you can see within 15 feet. Each appendage can target the same, or different, creatures. If they target the same creature, it the target disadvantage on its saving throw (Otherworldly Grasp) or ability check (grapple). Each appendage can use the same, or a different feature as part of the same bonus action.

The Horrors Below (Level 14)

When you travel through the cracks in reality, you can reveal the eldritch horrors beyond this world. When you use Reality Warp, you can force creatures within 10 feet of the point you appear to make a Wisdom saving throw (Save DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, creatures take 2d8 psychic damage and are frightened of you until the start of your next turn. On a successful save, they take half as much psychic damage and aren't frightened.

Creatures that are immune to the frightened condition are immune to the effects of this feature, including any damage.

Path of the Depths

Path of the Depths (Level 3)

Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.

Gift of the Drowned Ones

At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater.

Dredge Line (Level 3)

Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history.

As a bonus action, you can use this appendage to strike at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.

Ghostwater Dive (Level 6)

Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks.

Manifestations of the Deep (Level 10)

At 10th level, you can manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list.

Eyes of the Deep

You gain the ability to use echolocation. When you do so, you cast the true seeing spell, without using a spell slot or material components. After you cast a spell in this way, you can't use this feature again until you finish a short or long rest.

Arms of the Deep

While raging, you now manifest two magical appendages, which may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice. When you use your dredge line ability, you can attempt a grapple with each of your appendages.

Heart of the Deep

Now on your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again.

Soul of the Deep

You are now immune to all effects that would cause you to be charmed or frightened.

Armor of the Deep

Your skin hardens increasing your Armor Class by 1.

Depth Charge (Level 14)

At 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force. When you appear all creatures within 10 feet of you must make a Strength saving throw. On a failed save a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.

Path of the Depths

Path of the Depths (Level 3)

Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.

Gift of the Drowned Ones

At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed, gain the ability to breathe underwater and resistance to cold damage.

Dredge Line (Level 3)

Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history.

As a bonus action, you can use this appendage to strike at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.

Ghostwater Dive (Level 6)

Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks. You can use this ability a number of times equal to your Constitution modifier until you take a short or long rest.

Manifestations of the Deep (Level 10)

At 10th level, you can manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list:

Eyes of the Deep

You gain the ability to use echolocation. When you do so, you cast the True Seeing spell, without using a spell slot or material components. After you cast a spell in this way, you can't use this feature again until you finish a short or long rest.

Arms of the Deep

While raging, you now manifest two magical appendages, which may be tentacles, anchors, animated rigging, or another grasping arm of your choice. When you use your dredge line ability you can target two different creatures at the same time and they are grappled until the start of your next turn on a failed save.

Heart of the Deep

Now on your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again.

Soul of the Deep

You are now immune to all effects that would cause you to be charmed or frightened.

Armor of the Deep

Your skin hardens increasing your Armor Class by 1.

Depth Charge (Level 14)

At 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force. When you appear all creatures within 10 feet of you must make a Strength saving throw. On a failed save a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.

Path of the Die-Hard

Path of the Die-Hard (Level 3)

For some people, siegeball is just a game. For others, it is a way of life. For a select few, however, it is more than that: for the die-hards, siegeball is a religion. Every team's fanbase has a small hard core of super fanatics―people so utterly devoted to their team that they might fly into berserker rages after seeing them lose.

For a die-hard fan, the world is just one massive siegeball arena, which means that they are always ready for explosive, violent action, particularly against die-hard supporters of rival teams!

Master Improviser

Starting at 3rd level, you are an expert in ripping up the scenery and turning it into weaponry. You have proficiency with all improvised weapons. When you wield an improvised weapon, its damage die is 1d8 if wielded in one hand, 1d10 if wielded in two hands, and 1d6 if thrown as a projectile.

Furthermore, you can employ found objects as improvised shields, which function exactly like normal shields for you.

Flare

Also at 3rd level, you make sure to always carry a number of signal flares on your person. These can be thrown up to 60 feet away as an action, causing a 20-foot radius sphere around the point of impact to fill with smoke, which spreads around corners. The area is heavily obscured for 1 minute, or until the smoke is dispersed by a moderate (at least 10 miles per hour) wind.

You can carry a number of flares equal to your Constitution modifier, and restock your expended flares when you complete a long rest.

Pick a Fight (Level 6)

At 6th level, when you enter a rage, you can pick a fight with one creature you can see within 60 feet of you. For the duration of the rage, that creature has disadvantage on attack rolls against any target other than you.

Casual Attire (Level 10)

At 10th level, as long as you are not wearing armor, you have advantage on any checks made to disguise yourself as a member of a hostile group.

Knee-Capper (Level 10)

Also at 10th level, as a bonus action when you hit a Medium or smaller creature while raging, you can strike its knees, halving its speed until the beginning of your next turn. Creatures that do not have knees or similar joints (or have more than two legs) are unaffected by this ability.

This attack does not add your Rage bonus damage to this attack.

Mob Mentality (Level 14)

By 14th level, it only takes you and a few other ultra-fans to start a riot. While raging, friendly creatures you choose within 5 feet of you can add your Rage bonus damage to their melee weapon attacks.

Path of the Disciplined

Path of the Disciplined (Level 3)

From time to time, there is born a child into which a seemingly unquellable temper takes residence. An existence occupied by strife and conflict lies before them, and if lacking a proper outlet for this anger, perhaps even a life of ruin.

It is the wise, or perhaps lucky individual born into such circumstance who takes a firm grasp upon their existential frustration and wrestles it into submission.

Contrasting greatly with the prototypical brutish ways of those who carry with them the moniker of Barbarian, an individual who chooses to follow the Path of the Disciplined is onw who seeks to control and refine the ferocity that lies within. To take this journey is to learn to subdue one's impluse to lash out in rage, and instead hone that anger into a more perfect, calculated fury.

Empowered Discipline

Starting when you choose this path at 3rd level, you learn to restrain yourself in order to cultivate your rage into something far more powerful.

Each time one of the following occurs while you are not Raging, you gain 1 Discipline Charge, up to a maximum of 2:

  • Once per round, when you make an attack against a hostile creature.

  • Once per round, when you take damage inflicted by a hostile creature.

Your current Discipline Charges decrease by 1 at the end of each of your turns that you have not gained a Discipline Charge or been in a Rage.

You gain additional bonuses at the beginning of your Rage that last throughout its duration based on the number of Discipline Charges you have when entering a Rage.

Discipline Charge Rage Bonuses
ChargesAdditional Rage Bonuses

1

1d6+2 Temporary Hit Points, +1 Rage Damage

2

2d6+4 Temporary Hit Points, +1 Rage Damage, +1 to Melee Attack Rolls

3

3d6+6 Temporary Hit Points, +2 Rage Damage, +1 melee attack rolls, +1 Unarmored Defense AC

4

4d6+8 Temporary Hit Points, +2 Rage Damage, +2 melee attack rolls, +1 Unarmored Defense AC, +1 Brutal Critical Die

5

5d6+10 Temporary Hit Points, +3 Rage Damage, +2 melee attack rolls, +2 Unarmored Defense AC, +1 Brutal Critical Die

These temporary Hit Points only apply once per Rage.

The maximum number of Discipline Charges you can acquire increases to 3 at level 6, to 4 at level 10, and to 5 at level 14.

Honed Restraint

Beginning at 3rd level, immediately after ending your Rage prematurely as a bonus action, you can choose to expend 1 Discipline Charge in order to attempt to recover the spent use of your Rage.

Make a DC 8 (+2 for each round that your current Rage has lasted) Wisdom saving throw. On a successful save, you regain the expended use of Rage as well as hit points equal to your current Rage Damage Bonus. On a failed save, your Rage ends prematurely as normal.

Channeled Fervor (Level 6)

Beginning at 6th level, your tempered will grants you the ability to channel your emotions into a limited set of preternatural abilities.

You gain the ability to cast the Calm Emotions spell at 2nd level, the Cause Fear spell at 2nd level, or the Blur spell at 2nd level. You can use this feature to cast twice from this list of spells per long rest. Wisdom is your spellcasting ability for these spells.

Forces of Provocation (Level 10)

Beginning at 10th level, you are able to gain additional Discipline Charges provoked by the various hardships you encounter in conflict.

You gain 1 Discipline Charge each time one of the following occurs while you are not Raging:

  • Once per round, when yourself or an allied creature that you can see within 60 feet is damaged by a critical hit from a hostile creature.

  • Once per round, when an allied creature that you can see within 60 feet is reduced to 0 hit points by a hostile creature.

  • Once per round, when you fail a saving throw triggered by a hostile creature.

Spotless Mind (Level 10)

Beginning at 10th level, when you enter a Rage and have at least 3 Discipline Charges, you can attempt to maintain concentration on a spell you are casting.

You must make a Wisdom ability check, the DC of which is equal to 10 + the level of the spell on which you are currently concentrating.

On a successful check, you maintain concentrationon the spell as you enter your Rage. On a failed check, you may either choose to expend a number of Discipline Charges equal to the spell's level in order to maintain concentration, or instead lose concentration of the spell upon entering your Rage.

You do not gain Additional Rage Bonuses of any Discipline Counters expended by this effect as you enter a Rage.

Ever Resolute (Level 14)

Beginning at 14th level, you gain proficiency in Wisdom saving throws.

Additionally, if you fail a saving throw while raging, you can expend 3 Discipline Charges and end your Rage immediately in order to instead succeed against that saving throw.

Path of the Doomed Slayer

Path of the Doomed Slayer (Level 3)

The Path of the Doomed Slayer is ultimately one of self-destruction, trod by Barbarians with an insatiable battle lust, those who have nothing left to lose, or even as an impossible redemption for an exile.

These warriors are fuelled by a perpetual torment and typically eschew weapons, fighting bare handed with bloody efficiency as they tear their way through their enemies.

Brutal Strikes

Beginning at 3rd level, while raging your unarmed strikes count as simple melee weapons for you and you can roll a d4 in place of the normal damage of your unarmed strike. If you aren't wielding any weapons or a shield when you make the attack roll, the d4 becomes a d6. When you use the Attack action with an unarmed strike while raging, you can make one unarmed strike as a bonus action.

Additionally as part of the bonus action you take to enter your rage, you can make one unarmed strike.

At 6th level, the damage die for this feature increases to a d6, or a d8 when you aren't wielding any weapons or a shield and you make the attack roll.

Bloody Vitality (Level 6)

At 6th level whenever you reduce a creature to 0 hit points with an unarmed strike while raging you gain temporary hit points equal to the damage dealt by the unarmed strike.

Additionally while raging, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Brutal Strikes Improvement (Level 6)

At 6th level, the damage die for this feature increases to a d6, or a d8 when you aren't wielding any weapons or a shield and you make the attack roll.

Seek and Destroy (Level 10)

Starting at 10th level, while raging you can use your bonus action to move up to half your speed towards a hostile creature and make an unarmed strike against it (if it is in your reach).

Additionally when a creature hits you with a ranged attack, you can use your reaction to move up to half your speed towards the creature and make an unarmed strike against it (if it is in your reach).

Movement from this feature doesn't provoke opportunity attacks.

Rip and Tear (Level 14)

At 14th level you're able to destroy lesser foes with little effort and bestow terrible injuries onto others.

Once per turn, when you hit a creature with an unarmed strike while raging you can use a bonus action to force the creature to make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier.

On a failed save, the creature dies instantly in a burst of gore if its current hit points are less than your Strength score; otherwise you can choose one of the following effects, provided the target has an applicable location on its body (DM's discretion):

  • Break Back.

    The creature falls prone, is unable to stand up, and it can't use reactions. On its turn, it can use either an action (except Multiattack) or a bonus action, not both. A creature is immune to this effect if it is more than two sizes larger than you.

  • Disembowel Guts.

    The creature's current and maximum hit points are reduced by an amount equal to your Strength score at the start of each of its turns; if its hit point maximum drops to 0, it dies.

  • Gouge Eye.

    The creature has disadvantage on any ability checks, such as Wisdom (Perception) checks, that rely on sight and on ranged attack rolls.

  • Rip Arm.

    The creature drops what it is holding with the targeted arm, it can no longer hold anything with two hands, and it can hold only a single object at a time. It also has disadvantage on melee attack rolls.

  • Snap Wing.

    The creature's flying speed is halved, and it falls 60 feet if it ends its turn in the air and nothing else is holding it aloft.

  • Split Skull.

    The creature has disadvantage on any ability checks or saving throws made with Intelligence, Wisdom and Charisma.

  • Tear Leg.

    The creature's speed on foot is halved, and it falls prone after using the Dash action. It also has disadvantage on Dexterity checks made to balance and Dexterity saving throws.

At the end of each of the creature's turns, it can make another Constitution saving throw. If it succeeds, the effect ends.

Path of the Dragon

Path of the Dragon (Level 3)

Barbarians tap into primal powers, and a Barbarian of this path taps into one of the most ancient and primeval of them all: the power of dragons.

Some say this path was born during the rage of dragons by mortals tapping into the primal rage as it washed across the world, others say that only those with latent dragon blood coursing through them can walk this path. What all can agree on is the result is a being to be feared.

As with most Barbarian, ones following this path tend toward chaos, as they contain potent destructive power that paces at the edges of the cage, just waiting to be unleashed. Some, particularly those rare individuals that channel metallic colors, may be exceptions to this tendency.

Draconic Wrath

When you choose this path at 3rd level, when you enter a Rage, you can choose to make your rage bonus damage deal elemental damage matching your draconic type (shown on the table below)

Additionally, when you enter a Rage you can take on aspects of a draconic entity, growing savage natural weapons as claws grow from your hands, fangs sprout from your maw, and vicious lashing tail grows from your back. Your claws deal 1d4 slashing damage. Your fangs deal 1d8 piercing damage, and your lashing tail deals 1d6 bludgeoning damage and has the reach property.

Whenever you attack with one of these natural weapons using the Attack action on your turn, if you are not carrying any weapon or shield, you can make a single unarmed strike with your claws as a bonus action.

When you gain this feature, you pick a color, and gain resistance corresponding to the element type of that color on the following Path of the Dragon Elements table below while raging.

Path of the Dragon Elements
Dragon ColorElemental Type

Black

Acid

Blue

Lightning

Green

Poison

Red

Fire

White

Cold


Path of the Dragon Quirks

The following are some optional quirks for a player of this Path to choose from—these can be either preexisting, signaling their fated path toward this Path, or appear after you commit yourself to this Path.

d6Quirk

1

You keep your treasure in your bedroll.

2

You have dragon-like horns that never go away after your first rage.

3

You occasionally refer to mortals as morsels.

4

You prefer your food having been treated by your element of choice.

5

Your burps can be a little bit... elemental.

6

You occasionally feel the need to practice your roaring.

Unleashed Savagery (Level 6)

Starting at 6th level, once during a Rage, as an attack as part of the Attack action, you can unleash your rage into pure energy, exhaling a blast of elemental power. Creatures within 15 foot cone must make a Dexterity saving throw. The DC of this saving throw is 8 + your proficiency modifier + your Strength modifier. A creature takes 6d6 damage of the Elemental Type of your Dragon Color on a failed save.

The damage and range of this breath weapon increases at 10th level (to 8d6 in a 30 foot cone), at 14th level (10d6 in a 45 foot cone), and at 18th level (12d6 in a 60 foot cone).

Primal Weapons (Level 6)

Additionally at 6th level, the natural weapons you gain while raging now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Dragonhide (Level 10)

Starting at 10th level, the marks of your Draconic path now remain outside of your rage, manifesting as heavy scales that grant you resistance to bludgeoning, piercing, and slashing damage from nonmagical sources even when you are not raging.

Additionally, you gain resistance to your dragon color's elemental type even when you are not raging.

Tyrant of the Skies (Level 14)

By 14th level, when you enter a Rage, you can sprout massive dragon wings from your back. If you are not wearing heavy armor, you gain a flying speed equal to your movement speed

If you choose to manifest natural weapons and wings when you enter Rage, you can choose to entirely take on a draconic form while raging, becoming Large sized. When you take on a full draconic form, you choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it.

Path of the Dragon

Path of the Dragon (Level 3)

Few creatures embody the power and majesty of dragons. By walking the path of the dragon, you don't solely aspire to emulate these creatures—you seek to become one. The barbarians who follow this path often do so after surviving a dragon encounter or are raised in a culture that worships them. Dragons tend to have a mixed view of the barbarians who choose this path. Some dragons, in particular the metallic dragons, view such a transformation as a flattering act of admiration. Others may recognize or even fully embrace them as useful to their own ambitions. Still others view this path as embarrassing at best and insulting at worst, for what puny, two-legged creature can ever hope to come close to the natural ferocity of a dragon? When choosing this path, consider what experiences drove you to such a course. These experiences will help inform how you deal with the judgment of dragons you encounter in the world.

Totem Dragon

Starting when you choose this path at 3rd level, you choose which type of dragon you seek to emulate. You can speak and read Draconic, and you are resistant to the damage type of your chosen dragon.

DragonDamage Type

Black or Copper

Acid

Blue or Bronze

Lightning

Brass, Gold, or Red

Fire

Green

Poison

Silver or White

Cold

Wyrm Teeth

At 3rd level, your jaws extend and become dragon-like when you enter your Rage. While raging, you can use a bonus action to make a melee attack with your bite against one creature you can see within 5 feet of you. You are proficient with the bite. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier + damage of the type associated with your totem dragon equal to your proficiency bonus.

Legendary Might (Level 6)

Starting at 6th level, if you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can't use it again until you finish a long rest. When you reach 14th level in this class, you can use this feature twice between long rests.

Aspect of the Dragon (Level 10)

At 10th level, you take on additional draconic features while raging. When you enter your Rage, choose one of the following aspects to manifest.

Dragon Heart

You gain temporary hit points to 1d12 + your barbarian level. Once you manifest this aspect, you must finish a short or long rest before you can manifest it again.

Dragon Hide

Scales sprout across your skin. Your Armor Class increases by 2.

Dragon Sight

Your senses become those of a dragon. You have blindsight out to a range of 60 feet.

Dragon Wings

You sprout a pair of wings that resemble those of your totem dragon. While the wings are present, you have a flying speed of 30 feet. You can't manifest your wings while wearing armor unless it is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Wyrm Lungs (Level 14)

At 14th level, while raging, you can use an action to make a breath weapon attack. You exhale your breath in a 60-foot cone. Each creature in the area must make a Dexterity saving throw:

Breath save DC

taking 12d8 damage of the type associated with your totem dragon on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a long rest.

Path of the Dragon

Path of the Dragon (Level 3)

Barbarians are well known for tapping into primal powers, but only a few can tap into one of the most ancient and primeval of them all: The power of dragons.

Most notably, the type of dragon that causes such unyielding rage is that of the chromatic variant. Not all those with chromatic blood in their veins are tended towards such violent and destructive outbursts, but all those that follow this path do indeed share that ancestry: Their chromatic heritage simply manifests itself far stronger than it does for others.

While chromatic dragons are not as renowned for walking among the mortal masses as their metallic cousins are, there have been those that started bloodlines that stretch back millennia. No matter how diluted this bloodline becomes, it can always manifest itself in any of its descendants. And when properly harnessed can become a force of reckoning. Due to their more volatile chromatic blood, those following this path tend toward Chaos, as they contain potent destructive power that paces at the edges of the cage, just waiting to be unleashed. This however is not the norm, as there are those that have learned to control their impulses.

The zekyl, an elven subrace that was created through unions between drow and shadow dragons, are all able to tap into this primal path due to the chaotic influences of the shadowfell. Their normal calm and calculated demeanor hides the violent dragon that lurks beneath wating to strike.

Draconic Form

At 3rd level, whenever you enter a rage, if you are not wearing heavy armor, you can choose to give in to your draconic fury and manifest aspects of a draconic being; growing natural weapons as claws erupt from your fingertips, fangs sprout from your maw, and you gain a vicious lashing tail (or an existing one becomes stronger).

If you do, your draconic pride compels you to stow or doff any weapons or shields you are wielding. You can do this as part of the same bonus action you use to enter your rage, and must do so in order to gain the benefits of your draconic fury. You cannot wield any weapons or shield until you stop raging, and you gain the features listed below until your rage ends:

Natural Weapons

You gain the following natural weapons, but you can only use one at a time as part of the Attack action:

Optional Caption
Natural WeaponDamageProperties

Claws

1d6 slashing

-

Tail

1d12 bludgeoning

Reach

Bite

1d10 piercing

-

Fury Points

When you enter a rage, if you gave in to your draconic fury, you can gain fury points to enhance your natural weapons. You can gain fury points in the following ways:

  • When you score a critical hit, you gain 1 fury point.

  • If you deal damage to a creature and it is reduced to 0 hit points before your next turn, you gain 1 fury point.

  • At the start of your turn, if you took damage since the beginning of your previous turn, you gain 1 fury point.

You can gain a maximum amount of fury points equal to your proficiency bonus, and you lose any remaining fury points when your rage ends. You can use your fury points to enhance your natural weapons in the following ways:

Bite

When you hit a creature with your bite, you can spend 2 fury points once per turn to regain an amount of hit points equal to twice your Constitution modifier (minimum of 2).

Claws

When you take the Attack action on your turn and make an attack with your claws, provided both your hands are free, you can make one additional attack using your claws as part of the same action. While you possess at least 2 fury points, attack rolls you make with your claws will score a critical hit on a roll of 19 or 20.

Tail

Your tail always counts as an equipped weapon, and can be used to make opportunity attacks. Once per turn when you hit a creature with your tail, you can spend 1 fury point to make a contested Strength (Athletics) check against them and knock them prone if you win.

Dragon Color

Starting at 3rd level, you choose a Dragon Color. The damage type associated with each Dragon Color is used by features of this path. Additionally, you can now speak, read and write Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Dragon Color
Dragon ColorDamage Type

Black

Acid

Blue

Lightning

Green

Poison

Red

Fire

White

Cold

Draconic Ascension (Level 6)

At 6th level, your Draconic Form grants you additional draconic aspects. When you enter a rage, if you gave in to your draconic fury, you gain a number of fury points equal to half your proficiency bonus (rounded down), and you gain the following benefits while raging:

Wings

You gain dragon wings which last until your rage ends. Your wings allow you to glide, but aren't strong enough to grant you flight yet. When falling you can use your reaction to slow your descent, as if under the effects of a feather fall spell. In addition, for each foot that you fall, you can move one foot horizontally in any direction. While aloft, you count as taking damage for the purpose of maintaining your rage. Your clothes and armor magically change to accommodate these new wings. By 14th level, your Draconic Form's wings are now strong enough to give you flight. While not wearing heavy armor, you gain a flying speed equal to your walking speed.

Resistance

You gain resistance against the damage type of your chosen color on the Dragon Color table while raging. If you already have permanent resistance against this damage type, then all damage you deal ignores resistance against your Dragon Color's damage type instead.

Vicious Weapons

Your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Unleashed Fury (Level 10)

Starting at 10th level, the marks of your draconic heritage no longer entirely fade when you are not raging. You gain scales which permanently grants you your Draconic Form's Resistance benefit.

Additionally, if you gave in to your draconic fury when you entered your rage, you can use a bonus action while raging to spend a number of fury points and breathe out a powerful blast of elemental energy. Creatures within a 15-foot cone must make a Dexterity saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage for each fury point you expended on a failed save, and half as much damage on a successful one. The damage type is the same as the damage type of your chosen Dragon Color.

Similar to the racial breath weapons of half dragons and dragonborn, using this feature counts as attacking a hostile creature for the purpose of maintaining your rage.

Draconic Savagery (Level 14)

Starting at 14th level, you rip and tear your opponents apart, violently and without mercy. Once on each of your turns, when one of your melee attacks reduces an object or creature's hit points to a number less than your Strength score, you can instantly reduce it to 0 hit points. Additionally, you suffer none of the drawbacks of old age, you can't be aged magically, and your lifespan extends by 1000 years.

NOTE: This feature relies on knowledge regarding a monster's remaining hit points. Your DM may want to avoid sharing this information at the table, so if you are worried about this ability getting overlooked in combat, we suggest checking in with them at the start of the session to make sure they are aware of it.

Path of the Dragon

Path of the Dragon (Level 3)

A dragons rage is not to be trifled with, those who follow the dragons path will gain strength beyond even their own comprehention.

Dragon Type

You must choose the draconic lineage you wish to follow

Red

You gain the strength of the red dragon, you are resistant to fire damage.

Blue

You gain the strength of the blue dragon, you are resistant to lighting damage.

Green

You gain the strength of the green dragon, you are resistant to poison damage.

Black

You gain the strength of the black dragon, you are resistant to acid damage.

White

You gain the strength of the white dragon, you are resistant to cold damage.

Gold

You gain the strength of the gold dragon, you are resistant to fire damage.

Silver

You gain the strength of the Silver dragon, you are resistant to cold damage.

Brass

You gain the strength of the Brass dragon, you are resistant to fire damage.

Copper

You gain the strength of the copper dragon, you are resistant to acid damage.

Bronze

You gain the strength of the bronze dragon, you are resistant to lighting damage.

Draconic Augmentation

  • You take on the physical qualities of a dragon while you rage.

  • You grow a tail if you dont have one and enhanced Jaw.

  • You may make a Bite attack that deals d8+str Piercing and d4 elemental damage as an action.

  • You may make a sweeping attack with your tail that deals d6+str blugeoning damage as a bonus action.

Draconic Attunment (Level 6)

Your Tail attack now deals 2d6+Str Blugeoning damage, and your bite now deals 2d8+str piercing and 2d4 elemental damage.

Intimitading Presence (Level 10)

Starting at 10th level, When you rage you may choose up to 5 creatures within 30 ft of you, Each of them must succeed a DC 8 + Proficiency + Cha Wisdom saving throw or be frightened for 1 min.

At the end of each of its turns the creature can make another Wisdom Save to end the effect.

Draconic Mastery (Level 14)

Your tail attack now deals 4d6+str Blugeoning damage and your bite now deals 2d10+str Piercing and 2d8 elemental damage.

Once per long rest you may use a breath attack that deals elemental damage, creatures in the range must succeed a breath DC save or take damage, or half as much on a successful one.

Red

At 14th level your breath attack is a 30ft cone that deals 18d6 fire damage, any creature hit must make a save DC 8 + Proficiency + dex, if they suceed, they take half damage.

Blue

At 14th level your breath attack is a 60ft line that deals 12d10 lightning damage, any creature hit must make a save DC 8 + Proficiency + dex, if they suceed, they take half damage.

Green

At 14th level your breath attack is a 30ft cone that deals 16d6 poison damage, any creature hit must make a save DC 8 + Proficiency + con, if they suceed, they take half damage.

Black

At 14th level your breath attack is a 60ft line that deals 12d8 acid damage, any creature hit must make a save DC 8 + Proficiency + dex, if they suceed, they take half damage.

White

At 14th level your breath attack is a 30ft cone that deals 13d8 cold damage, any creature hit must make a save DC 8 + Proficiency + con, if they suceed, they take half damage.

Gold

At 14th level your breath attack is a 30ft cone that deals 18d6 fire damage, any creature hit must make a save DC 8 + Proficiency +dex, if they suceed, they take half damage.

Silver

At 14th level your breath attack is a 30ft cone that deals 13d8 cold damage, any creature hit must make a save DC 8 + Proficiency + con, if they suceed, they take half damage.

Brass

At 14th level your breath attack is a 30ft cone that deals 18d6 fire damage, any creature hit must make a save DC 8 + Proficiency + dex, if they suceed, they take half damage.

Copper

At 14th level your breath attack is a 60ft line that deals 12d8 acid damage, any creature hit must make a save DC 8 + Proficiency + dex, if they suceed, they take half damage.

Bronze

At 14th level your breath attack is a 60ft line that deals 12d10 lightning damage, any creature hit must make a save DC 8 + Proficiency + dex, if they suceed, they take half damage.

Path of the Dragonheart

Path of the Dragonheart (Level 3)

Tales whispered around campfires speak of fearsome warriors with the strength of dragons burning in their veins. There are few who walk the Path of the Dragonheart, for it is one of unparalleled presence on the battlefield. A unique bond forged with dragonkind fuels each dragonheart's rage, endowing these warriors with increased stamina and fortitude, as well as the ability to channel destructive energy through their weapons. The most stalwart dragonhearts even learn to share aspects of their bond with others.

The exact nature of these barbarians is shrouded in mystery. Some sources say that these men and women gain their abilities by slaying a dragon and eating its heart. Others claim that a dragon can share its strength with a worthy soul through a deep, spiritual bond. Still, more argue that the heart of a dragon literally beats in the chest of the warrior who follows this path.

At your option, you can pick from or roll on the Becoming a Dragonheart table to determine the nature of your character's bond.

Becoming a Dragonheart
d6Quirk

1

I was fatally wounded, but for some reason, a dragon took mercy on me and saved my life.

2

The rite to become a dragonheart has been passed down in my tribe for centuries.

3

Knowing the power it would bring, I killed a helpless dragon and took its heart.

4

I saved a dragon's eggs and it blessed me for my deeds.

5

Seeking to have a greater influence in the world, a dragon chose me as its proxy.

6

I made a deal with a dragon, promising to fulfill a special task in exchange for its power.

Describing your Barbarian Features

Because your rage is fueled by your dragon heart, consider ways to describe the use of your barbarian features. Perhaps when you rage, your dragon heart pumps the blood and strength of dragons through your veins, granting you the supernatural might of your fury.

Moreover, your Unarmored Defense feature might manifest as draconic scales that spread across your body, and your Danger Sense and Feral Instinct features could represent gaining the heightened awareness of a dragon. At higher levels, your Brutal Critical could evoke the savagery of a dragon mauling its prey with tooth and claw.

Dragon Bond

Choose the type of dragon that granted you the power of a dragonheart, from the options in the Bonded Dragon Type table.

Whenever you take damage of the type associated with your bonded dragon, that damage is reduced by your Constitution modifier (minimum of 1). Additionally, you gain the ability to speak, read, and write Draconic.

Bonded Dragon Type
Bonded DragonDamage Type

Black or copper

Acid

Blue or Bronze

Lightning

Brass, Gold, or Red

Fire

Green

Poison

Shadow

Necrotic

Silver or White

Cold

Dragon Rage

Your bond grants you supernatural vitality. Whenever you enter a rage, you gain temporary hit points equal to your Constitution modifier (minimum of 1) that last until your rage ends.

Furthermore, whenever you make a melee weapon attack while raging, you can channel your bond's power through your weapon. All damage dealt by the attack becomes damage of the type associated with your Dragon Bond. If the attack hits, each enemy within 5 feet of the target, other than the target, takes 1d4 damage of that same type.

When you reach 10th level in this class, the number of temporary hit points increases to twice your Constitution modifier (minimum of 2), and the damage to nearby enemies increases to 2d4.

Soul Bond (Level 6)

You learn a ritual that allows you to share part of your dragon bond with another creature. You perform the ritual over the course of 1 hour, which can be done during a short rest. The creature must be within your reach throughout the ritual, at the conclusion of which you touch the creature and forge the bond. This bond lasts until you end it with an action, or until you use this feature to create a bond with a different creature.

While bonded to a creature and on the same plane of existence as it, you and the creature can telepathically communicate simple ideas and emotions with each other, and you always know the creature's direction and distance from you.

Moreover, whenever you gain temporary hit points from your Dragon Rage, you can grant the bonded creature the same number of temporary hit points, which last until your rage ends.

Finally, while you're raging, your rage doesn't end early if the bonded creature has attacked a hostile creature since your last turn or taken damage since then.

Heart of Courage (Level 10)

You assume some of the epic presence of dragonkind. You and any creature bound to you through your Soul Bond can't be frightened while you're raging. If you or the creature are frightened when you enter your rage, the fear is suspended for the duration of the rage.

Legendary Resistance (Level 14)

You claim a piece of the legendary resilience for which dragons are known. If you fail a saving throw, you can choose to succeed instead.

Once you use this feature, you must finish a long rest before you can use it again.

Path of the Dreadnought

Path of the Dreadnought (Level 3)

You are a merciless, destructive and unstoppable force. When it comes to fighting, you are at the forefront. A dreadnought generally approach combat in the most direct way possible, rarely carrying only one gun and leaving a path of devastation behind. In the midst of battle, you are capable to take a great deal of punishment while dealing out far more to any who dares to go against you.

Juggernaut

Starting when you select this path at 3rd level, when you are targeted by an attack or a spell while you're raging, you can use your reaction to gain a bonus to your Armor Class equal to your rage damage until the beginning of your next turn.

Additionally, you gain advantage in saving throws against being knocked prone or moved against your will.

Draw Fire (Level 6)

At 6th level, you can use your reaction to distract opponents and convince them that you are the most dangerous target in the area. Choose one creature that you can see within 15 feet of you which is attacking one friendly creature. If the creature can see or hear you, it must succeed on a Charisma saving throw (DC equals to 8 + your proficiency bonus + your Charisma modifier) or attack you instead.

Body Guard (Level 10)

At 10th level, while you're raging, any creature within 5 feet of you that's hostile to you have disadvantage on attack rolls against targets other than you or another character with this feature. A creature is immune to this effect if it can't see or hear you or if it can't be frightened.

Devastating Rage (Level 14)

At 14th level, when you have half or less hit points while raging, you can add your Rage Damage bonus to attack rolls.

Path of the Dreadnought

Variant Resistances (Level 1)

Raging barbarians might find that their resistance to bludgeoning, piercing, and slashing damage while raging doesn't count for much when many of the basic weapons deal energy damage. Optionally, the GM can rule that barbarians instead have resistance to force, necrotic, and radiant damage while raging.

Path of the Dreadnought (Level 3)

The unstoppable soldiers of wartorn battlegrounds, it is the duty of the dreadnought to break enemy lines and raze entire cities. Each dreadnought wears an advanced helmet, a Berserker Helm, which, once donned, is never removed. Each helm is specially engineered to make the dreadnought fearless and to grant them complete control over their terrible rage. The helmet is the locus of their emotion, or lack thereof.

To a dreadnought, reality is simple: there are friends and foes, good and evil, law and chaos. The rule above all: never remove your helm.

Berserker Helm

Beginning when you select this path at 3rd level, you are fitted with a helmet which regulates your emotion and focuses your anger. Assisted by your helmet, you can summon up rage at will, and end it just as swiftly. You are unable to rage if your helmet is removed. Instead of raging normally, you can rage for a number of rounds equal to your half your barbarian level (rounded down) + double your Constitution modifier. These rounds need not be consecutive. You can begin and end your rage as a bonus action. Your rage only ends early only if you fall unconscious or if you choose to end it on your turn. After raging for this number of rounds, you must finish a short or long rest before raging again.

At 20th level, you can rage for any number of rounds.

Fearless (Level 6)

At 6th level, you have advantage on saving throws against being charmed or frightened. If you make this saving throw while you are raging, you can reroll one of the d20s once.

Unstoppable Charge (Level 10)

Beginning at 10th level, when you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

Focused Rage (Level 14)

At 14th level, you can focus your rage into an unstoppable fury against a single target. When you enter a rage, you can choose 1 creature that you can see within 60 feet. Your attacks deal twice the normal amount of rage damage to this target.

Path of the Drowned

Path of the Drowned (Level 3)

The Path of the Drowned is walked by those who fall into the dark depths of the sea and survive - cast ashore by shipwrecks, attacked by sea monsters, or tossed overboard during terrible storms. Most of these barbarians did not choose this fate. Instead, their all-consuming rage is the legacy of a prolonged brush with death. Some belong to tribes who venerate the power of the sea and willingly give themselves to the waves for a chance at such strength.

Falling somewhere between the living and the dead, barbarians who walk this path remember the rattling of chains and crashing waves when they rage. Their spectral powers control the battlefield around them as they drag their enemies into the cold and crushing depths to suffer their own grim fate.

Flooded Lungs

At 3rd level, you take on certain characteristics that walk the brink of life and death. You gain the following benefits:

  • You gain a swimming speed of 30 feet.

  • You are immune the effects of being underwater at a depth greater than 100 feet.

  • You no longer need to breathe.

  • You appear dead to spells and magical effects used to determine your status, and are indistinguishable from a corpse while you remain motionless.

Spectral Chains

Also at 3rd level, your memories of the crushing depths cause you to manifest spectral chains that wrap around you or hang off your person. The chains are visible to only you when you are not raging and cannot travel more than 10 feet away from you.

The chains can be used to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The chains cannot perform any task that requires careful handling, attack, activate magic items, or carry more than 10 pounds.

When your Spectral Chains require a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.

Oppressive Haul

When you choose this path at 3rd level, you learn to fully embrace your spectral powers by summoning a ghostly anchor that connects to your chains.

When you enter a rage, you can hurl the anchor at a creature within 30 feet of you. The creature must succeed on a Strength saving throw or be pulled up to 15 feet in a straight line towards you by your Spectral Chains. While you're raging, you can use a bonus action on your turn to toss the anchor again, targeting the same creature or a different one.

Heave-To (Level 6)

Beginning at 6th level, you can cause your Spectral Chains to bind and harm your foes. When a creature fails its save against your chains, its speed is halved until the start of your next turn. In addition, the creature takes 1d6 cold damage.

When you reach certain levels in this class, the damage dealt by your chains increases: 2d6 at 10th level and 3d6 at 14th level.

Dead Men Talking (Level 10)

At 10th level, your connection to the dead is strong enough to contact them directly. When you do so, you cast the speak with dead spell without using a spell slot or material components. Rather than speaking with the corpse's mouth, you see a spectral image of the creature as it was in life hovering above the body.

After you cast the spell in this way, you can't use this feature again until you finish a short or long rest.

Batten Down the Hatches (Level 14)

Starting at 14th level, you can call upon the drowned to restrain the living with your chains. When you take damage from a creature that is within 5 feet of you, you can use your reaction to wrap that creature in Spectral Chains. The creature must succeed on a Dexterity saving throw or be restrained until the end of your next turn.

Path of the Drowned

Path of the Drowned (Level 3)

The Path of the Drowned is walked by those who fall into the dark depths of the sea and survive - cast ashore by shipwrecks, attacked by sea monsters, or tossed overboard during terrible storms. Most of these barbarians did not choose this fate. Instead, their all-consuming rage is the legacy of a prolonged brush with death. Some belong to tribes who venerate the power of the sea and willingly give themselves to the waves for a chance at such strength.

Falling somewhere between the living and the dead, barbarians who walk this path remember the rattling of chains and crashing waves when they rage. Their spectral powers control the battlefield around them as they drag their enemies into the cold and crushing depths to suffer their own grim fate.

Flooded Lungs

At 3rd level, you take on certain characteristics that walk the brink of life and death. You gain the following benefits:

  • You gain a swimming speed of 30 feet.

  • You are immune the effects of being underwater at a depth greater than 100 feet.

  • You no longer need to breathe.

  • You appear dead to spells and magical effects used to determine your status, and are indistinguishable from a corpse while you remain motionless.

Spectral Chains

Also at 3rd level, your memories of the crushing depths cause you to manifest spectral chains that wrap around you or hang off your person. The chains are visible to only you when you are not raging and cannot travel more than 10 feet away from you.

The chains can be used to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The chains cannot perform any task that requires careful handling, attack, activate magic items, or carry more than 10 pounds.

When your Spectral Chains require a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.

Oppressive Haul

When you choose this path at 3rd level, you learn to fully embrace your spectral powers by summoning a ghostly anchor that connects to your chains.

When you enter a rage, you can hurl the anchor at a creature within 30 feet of you. The creature must succeed on a Strength saving throw or be pulled up to 15 feet in a straight line towards you by your Spectral Chains. While you're raging, you can use a bonus action on your turn to toss the anchor again, targeting the same creature or a different one.

Heave-To (Level 6)

Beginning at 6th level, you can cause your Spectral Chains to bind and harm your foes. When a creature fails its save against your chains, its speed is halved until the start of your next turn. In addition, the creature takes 1d6 cold damage.

When you reach certain levels in this class, the damage dealt by your chains increases: 2d6 at 10th level and 3d6 at 14th level.

Dead Men Talking (Level 10)

At 10th level, your connection to the dead is strong enough to contact them directly. When you do so, you cast the speak with dead spell without using a spell slot or material components. Rather than speaking with the corpse's mouth, you see a spectral image of the creature as it was in life hovering above the body.

After you cast the spell in this way, you can't use this feature again until you finish a short or long rest.

Batten Down the Hatches (Level 14)

Starting at 14th level, you can call upon the drowned to restrain the living with your chains. When you take damage from a creature that is within 5 feet of you, you can use your reaction to wrap that creature in Spectral Chains. The creature must succeed on a Dexterity saving throw or be restrained until the end of your next turn.

Path of the Earthbreaker

Path of the Earthbreaker (Level 3)

In a time long past, the power to command gravity was stolen and disseminated throughout the destitute underbelly of Luyarnha, much like the mythical theft of fire from the heavens. Within the ranks of the Forsaken, many have embraced the spatial magic as a tool of mass destruction, unleashing it upon beasts and mortals with a ruthlessness particular to those who have nothing to lose. Among them, the Earthbreakers stand imperious; barbarians with a natural affinity for the void, capable of leveling buildings in their rage, these living titans are coveted prizes. Many factions seek to bend their wills for their own ends, and if such control proves impossible, death is an all too frequent outcome.

Whether from innate talent, intense training, or cursed rituals, all Earthbreakers share the same path of destruction, crushing their foes and grinding them to dust. Earthbreakers thrive in the middle of the battlefield, where they break their enemies, drag their face on the pavement, and leave behind naught but a mess of blood and brain. It is pointless to hide from them, for they are capable of shattering the very foundations of the world to unearth their quarry. The power to reshape the world—to bend and break it at a whim—is one many desire, yet few master it like Earthbreakers do.

Overwhelming Power

Starting at 3rd level, you have learned to channel destructive energy through your fists and other body parts. When you hit with an unarmed strike, you can deal bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. This die increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. When you make an unarmed strike against a creature on your turn, you can use a bonus action to make another unarmed strike against the same creature.

Your sheer power puts a massive strain on most weapons, shattering them. When you hit with a melee attack with a nonmagical weapon, the weapon breaks in your hand and can't be used to make attacks until it is repaired. In addition, the range of thrown weapons is doubled for you. If you hit with a ranged attack with a thrown weapon, you can use the damage die above in place of the weapon's usual damage dice.

Gravitational Rage

At 3rd level, once per turn, when you deal damage to a creature with an unarmed strike, you can choose one of the following effects. These effects use your Earthbreaker save DC.

Earthbreaker

  • Burying Hands

    The target must succeed on a Strength saving throw or have its speed reduced to 0 until the start of your next turn, as you partially bury it in the ground. If the target fails the saving throw by 5 or more, it is also knocked prone. If the target isn't on the ground when it fails this save, it immediately falls instead, even if it can hover.

  • Bulldozing Punch

    You push the target 10 feet away from you or upward. If pushed into an obstacle or another creature, the target takes bludgeoning damage equal to your Strength modifier (minimum of 1). Creatures with a Strength score equal to or greater than yours can make a Strength saving throw to resist this effect, avoiding it on a success. If you push the target upward, it can make a DC 10 Dexterity saving throw, avoiding any fall damage on a success.

Ruination (Level 6)

Starting at 6th level, the strength you wield is capable of toppling the arcane rules of the world. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity.

In addition, when you hit a physical barrier created by a spell with an unarmed strike, such as the effect of a wall of force or forcecage spell, or any other wall spell (such as wall of fire, gravity wall, or prismatic wall), you can make a Strength check (DC = 10 + the spell's level), rupturing the arcane and dispelling the spell on a success.

Imperious Gravity (Level 6)

Also at 6th level, you increase your mastery over gravity. On each of your turns while raging, you can use a bonus action to create one of the following effects, using your Earthbreaker save DC. The range of these abilities, and the distance they move creatures, doubles at 14th level.

  • Attractive Field

    You unleash a gravitational wave. Each creature in a 15-foot cone originating from you must succeed on a Strength saving throw or be pulled up to 10 feet towards you.

  • Repulsive Field

    You condense a bubble of gravity around yourself. The next time a creature would hit you with a melee attack, the bubble bursts in a roaring explosion. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed up to 10 feet away from you. If this pushes the attacker beyond its reach of you, the attack misses you. If the bubble doesn't burst by the start of your next turn, it harmlessly dissipates.

  • Stomp

    You stomp the ground, causing a destructive quake in a 10-foot-long, 5-foot-wide line on the ground originating from you. Each creature in the area must succeed on a Dexterity saving throw or take 1d4 bludgeoning damage and have disadvantage on its next Strength saving throw before the start of your next turn as it is thrown off balance. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Unyielding (Level 10)

Beginning at 10th level, your unarmed strikes deal double damage to structures and you can ignore difficult terrain.

In addition, your crushing power seeps into all the aspects of your life. You can add your Constitution modifier to any Strength checks and Intimidation checks you make.

World Breaker (Level 14)

Once you reach 14th level, your blows can level the world. Once on each of your turns while you are raging, when you make a melee attack, you can fracture the world. On a hit, the target takes an extra 3d12 bludgeoning damage and is pushed up to 30 feet away from you. In addition, hit or miss, the area in a 90-foot cone in front of you breaks, as per the earthquake spell (save DC equals your Earthbreaker save DC), although the spell only lasts until the start of your next turn, doesn't require concentration, and can create only 1d4 fissures in the area.

You can use this feature a number of times equal to your Strength modifier, and you regain all expended uses when you finish a short or long rest.

Path of the Exiled

Path of the Exiled (Level 3)

He who controls his path controls the Underdark.

— Jarlaxle

In the darkest depths of the Underdark reside fierce men and women who've savagely survived and claimed rule over the unrivaled dangers of this harsh underground caverns. Either there by choice, accident, or by the unfortunate event of being captured by mind flayer or drow slavers, to this reclusive monster-slaying machines, it is kill or be killed.

Hard to Kill

3rd-level Path of the Exiled feature

You gain advantage on death saving throws.

In addition, when you take damage from a melee or ranged weapon attack, you can use your reaction to reduce the damage you take from that attack by 1d12 + your barbarian level.

You can reduce the damage you take in this way a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Psychic Resilience (Level 6)

6th-level Path of the Exiled feature

You gain resistance against psychic damage and can add your Constitution modifier to saving throws that target your Intelligence, Wisdom, or Charisma.

In addition, your ability scores can't be reduced by any means short of a wish spell.

Taunt of Defiance (Level 10)

10th-level Path of the Exiled feature

You can use a bonus action to taunt a creature within 30 feet of you that can hear and understand you. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be compelled to spend its next turn attacking only you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Break the Shackles (Level 14)

14th-level Path of the Exiled feature

You gain advantage on Intelligence, Wisdom, and Charisma saving throws, and if you succeed on a saving throw against being charmed, frightened, incapacitated, paralyzed, or stunned, you can deal 5d10 psychic damage to the creature that forced the saving throw.

In addition, if an ally within 30 feet of you fails their saving throw against the same magical effect you succeeded on, you can use your reaction to expend one use of your Rage to turn that ally's failure into a success.

Path of the Experiment

Path of the Experiment (Level 3)

Augment the Body with Volatile Serums

Barbarians following the Path of the Experiment supplement their rage with alchemical cocktails that surge in their bodies through syringes and tubes of copper, steel, and glass. These formulas enhance their ability to channel primal might, or perhaps—because of their rage—they are the only people who can survive the chemicals flooding their veins. A Barbarian may have created the implants and serums through their own experimentation, or they could have been subjected to the insidious work of others. Whatever the origin, it could have been well-intentioned and made to enhance or preserve the Barbarian's life, or it might have been an unhinged alchemical exploration.

The Experimental Implants table offers examples of different forms your implants can take.

Experimental Implants
1d6Implant

1

Alchemical Injector. Glass reservoir cylinders set in brass and iron frames hold multicolored, bubbling, or luminous alchemical fluids.

2

Alien Grafts. Portions of your body have been replaced with parts of a dragon, a werewolf, or an Aberration's rubbery tentacles. When you Rage, the grafts overtake more of your body.

3

Construct Prosthesis. You have prosthetic limbs, eyes, or other replacements made of metal, stone, or wood. When you Rage, the parts flare.

4

Crystal Formations. Crystals grow from your body across your shoulders and down your limbs. When you Rage, the crystals glow, chime, or ring.

5

Fungal Inoculation. Mushrooms and other fungal growths overtake parts of your body, and vein-like mycelium run along your skin from them. When you Rage, the veins pulse and writhe.

6

Sparktech Augmentation. Copper, silver, and brass coils in your back and arms run wires along your skin to plugs. When you Rage, lightning crackles across the metal.

Alchemical Experiments

You gain a set of Alchemist's Supplies, and you have proficiency with it. Additionally, you can use Alchemist's Supplies instead of an Herbalism Kit to craft Potion of Healing (*).

Volatile Serum

You have an implanted series of syringes and reservoirs that hold alchemical serums and deploy them into your body. When you enter your Rage, choose one of your serums to inject and gain its benefits.

The chosen serum lasts for the duration of your Rage, or until you choose a new serum as a bonus action. You have the following serum options.

Ferocity

This serum throws you into an energized frenzy. You ignore difficult terrain, and when you hit with a Melee weapon or unarmed strike, you can make another attack with it against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

Monstrosity

The serum expands your body to monstrous proportions and can change your appearance in cosmetic ways, such as by altering facial features, skin tone, and hair length or color. Your reach increases by 5 feet, and once per turn when you miss with an attack roll that relies on Strength, you can add your rage damage bonus to the total, potentially causing the attack to hit. If you are smaller than Large, you become Large, along with anything you are wearing or carrying. If there isn't enough room to accommodate the size change, your size doesn't change.

Reconstruction

The serum dulls pain and forces wounds to rapidly knit. Upon activation and at the start of each of your turns, you can expend and roll a Hit Die. You regain a number of hit points equal to the number rolled plus your Constitution modifier (minimum of 1 hit point). You gain any excess beyond your hit point maximum as temporary hit points. If you take acid or fire damage, this serum doesn't function at the start of your next turn.

Augmentation Compounds (Level 6)

Through continued experimentation or your natural adaptation to your implants, you can now activate one of the compound options below, in addition to a serum, when you enter your Rage or change your chosen serum. The chosen compound lasts for the duration of your Rage, or until you choose a new compound.

Stimulated Senses

You gain blindsight out to a range of 30 feet. If you already have blindsight, its range increases by 30 feet.

Maddening Fumes

Your skin emits aggression-spiking fumes out to 30 feet. While in that area, an enemy's speed is halved, and if it starts its turn there, it must succeed on a Wisdom saving throw (DC 8 plus your Constitution modifier and proficiency bonus) or have disadvantage on attack rolls against targets other than you until the start of its next turn.

Corrosive Expulsion

When you take the Attack action on your turn, you can replace one of your attacks with a spray of caustic chemicals from your implants in a 15-foot cone, or a 30-foot line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and proficiency bonus). Roll a number of d8s equal to your rage damage bonus. On a failed save, a target takes acid damage equal to the total rolled, or half as much damage on a successful one.

Reactive Catalyst (Level 10)

Your implants are now sensitive to your response to danger and flood you with stimulating chemicals. When you take damage, or when you are blinded, deafened, poisoned, or stunned, you can use your reaction to enter your rage before the damage or conditions are applied. When you enter your rage, you end any of those conditions on yourself, including any triggering conditions.

Additionally, while your rage is active, you have advantage on Constitution saving throws.

Biochemical Admixture (Level 14)

Your body focuses and combines the strength of your serums. When you activate an option of your Volatile Serum, you activate two options instead of one. Additionally, when a creature within 5 feet of you damages you with a melee attack while your rage is active, the creature takes 1d12 acid damage. A creature can take this damage only once per turn.

Path of the Extreme Explorer

Path of the Extreme Explorer (Level 3)

Some explorers search for mystical secrets, delving into the crumbling ruins of Xen'drik or climbing to the highest towers of Sharn. Some explorers venture into the frigid depths of the Frostfell or face the sandstorms of the Blade Desert in search of forgotten civilizations and ancient treasure. Whether driven by a thirst for gold, knowledge, or a love of a good challenge, the extreme explorer is an archetypal action hero, ready to face any challenge that Eberron can offer.

Rather than being driven by rage, an extreme explorer is guided by remarkable luck and fueled by pure adrenaline. Every extreme explorer is a unique individual, and background helps to define their story. The adventurous Morgrave scholar could be a sage, who's equally comfortable in a library or a jungle. A bold crypt raider might take the criminal background, reflecting a knack for dealing with traps and useful contacts when it comes to fencing recovered artifacts. An urchin born in Sharn has no interest in gold or glory, but has never met a tower that couldn't be climbed. Most of all, an extreme explorer is an adventurer, ever ready for the next challenge.

Adrenaline Rush

Starting when you choose this path at 3rd level, a rush of adrenaline by the thrill of inherent danger fuels your rage. While raging, you can push your body and mind, each time sacrificing your own vitality to rise to the occasion.

Whenever you make an ability check, attack roll, or saving throw while raging, you can spend one of your Hit Dice to push your normal limits. Roll the Hit Die, and add the number rolled to the total. You can choose to do so after you roll your d20, but before the DM tells you whether you succeed or fail.

Immediately after, you take damage equal to the number rolled minus your proficiency bonus, and you can't reduce this damage by any other means

Cunning Artisan

Also at 3rd level, as part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Adaptive Elements (Level 6)

Starting at 6th level, as part of a short rest, you can spend 10 minutes insulating you or your equipment against the elements. You must have access to cloth, furs, paper, plants, and other naturally occurring materials to create your insulation.

Once you are insulated in this way, you gain resistance to cold or fire damage, and the choice you make allows you to tolerate temperatures as low as −50, or as high as 150, degrees Fahrenheit without any additional protection. You choose when you complete the short rest.

Extreme Rush (Level 6)

At 6th level, you can focus your adrenaline to greater effect. You gain the following benefits

Instinctual Focus

When you use your Adrenaline Rush feature to make an Intelligence, Wisdom, or Charisma ability check, you can add half your proficiency bonus, rounded down, to the ability check if it doesn't already include your proficiency bonus.

Overwhelming Dominance

When you use your Adrenaline Rush feature to succeed a saving throw against a creature you can see within range, you can immediately use your reaction to make a melee or thrown weapon attack against that creature. If you hit, you add the number rolled to the weapon's damage.

Unbridled Aggression

When you use your Adrenaline Rush feature to hit with a melee or thrown weapon attack that targets only one creature that you can see, you can use the weapon to deal extra damage to the target equal to the number you roll on the Hit Die

Elevated Exploration (Level 10)

At 10th level, your enthusiasm for reaching untrod ground emboldens your ability to traverse gaps and untoward obstacles with uncanny ease.

Climbing and swimming no longer costs you extra movement, and your speed increases by 10 feet while you are not wearing heavy armor.

At 14th level, while you have both hands open, you gain the ability to move along vertical surfaces on your turn without falling during the move.

Conditioned Endurance (Level 14)

At 14th level, when you roll a Hit Die to fuel one of your Extreme Explorer features, and the number is less than your proficiency bonus, you don't expend the Hit Die after you add the number to your roll.

Path of the Favored

Path of the Favored (Level 3)

For most Barbarians, their Rage is drawn from their lust for battle or a desire for revenge, but for others, their Rage is a gift. Warriors who walk the Path of the Favored receive their Rage from an outside source. Some are blessed by Fate to be mighty warriors, others are the scions of gods or archfey, and others are the descendants of legendary adventurers. These warriors use this favor to find success where all others fail.

Favored Presence

There is something about your physicality that causes others view you more favorably. When you meet a creature for the first time, its starting attitude is one level higher than normal. For example, a hostile creature would view you indifferently, or a creature that would view you indifferently may consider you friendly. This feature doesn't effect those you travel with.

Fate-Touched

An outside force has blessed you find success where others would fail. You gain a number of d6 Fate Dice equal to 1 + your Constitution modifier (minimum of 1). Whenever you miss with an attack roll, or you fail an ability check or saving throw you can expend one of these Fate Dice and add it to your roll, possibly turning a failure or miss into a success.

You regain all of your expended Fate Dice when you finish a long rest. Moreover, if you score a critical hit or roll a 20 on a d20 for a saving throw, you regain one expended Fate Die.

Glorious Cause (Level 6)

Your near-supernatural ability to succeed motivates all who follow you into battle. When you Rage, you can expend a Fate Die. You, and a number of creatures of your choice within 30 feet, up to your Constitution modifier (minimum of 1), gain temporary hit points equal to 1 + your Fate Die roll.

Tireless Hero (Level 10)

When you enter a Rage or roll initiative and have no Fate Dice remaining, you regain one of your expended Fate Dice.

Wondrous Success (Level 10)

You have learned to channel the supernatural power that guides your favored path through life. When you make an ability check, attack roll, or saving throw, you can choose to use your Barbarian level in place of the d20 roll. You can use this feature after you roll, but before you know if your ability check, attack roll, or saving throw succeeds or fails.

Once you use this feature, you must finish a short or long rest before you can use it again.

Strength Overwhelming (Level 14)

You have become more than mortal, and can perform feats of supernatural strength that rival heroes of legend. As an action you can expend one use of Rage to attempt a feat of godlike strength. For this action, the amount of weight you can move is equal to 50 times your Strength score.

Moreover, when you use this feature, you can expend Hit Dice to increase your strength even further. You can expend a total number of your Hit Dice, up to your Strength modifier, multiplying the amount of weight you can move as part of this action by 10 for each Hit Die you expend.

For each size category you are above Medium, the amount of weight you can move as part of this feature doubles again.

For example, a Medium sized Barbarian with 20 Strength could expend one Hit Die when they this feature, multiplying their 20 Strength by 60 (50 + 10), to lift up to 1,200 pounds. If they were Large, they would double this to 2,400 pounds.

Path of the Feral Heart

Path of the Feral Heart (Level 3)

A wild animal lies deep within your soul, but long practice and meditation allow you to harness its power and control the beast, not the other way around. This path is most commonly followed by shifters honing their natural abilities, but its adherents are also found among the tribes of the Demon Wastes and among lycanthropes, their bodies twisted by unnatural powers. Rarely, one born in a Lamannian manifest zone might find this path, and rumor tells of a rare breed of symbiont in the dwarven Realm Below that can transform its host, granting increased physical power in exchange for a terrifying appearance. Rarest of all are the kalashtar and Inspired who take up this path; projecting an image of their tsoreva spirit, the damage their mindblades deal is very real.

Embrace the Beast

When you choose this path at 3rd level, you can take on monstrous physical traits, rendering you unrecognizable to common folk. While you rage, you grow vicious claws, which are natural weapons that you can use to make unarmed strikes. On a hit, they deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, at the start of each of your turns while raging, you gain a number of temporary hit points equal to your Constitution modifier.

Bloody Roar

At 3rd level, your satisfaction at ending an foe strikes fear into the hearts of others. If your unarmed strike reduces a creature to 0 hit points or scores a critical hit, you can use a bonus action to unleash a terrifying roar. Every creature of your choice within 30 feet of you that can hear or see you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature is frightened of you until the end of your next turn.

Animistic Claws (Level 6)

Beginning at 6th level, your natural weapons are empowered by the beast within. While you are raging, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Keen Senses (Level 6)

Starting at 6th level, your senses sharpen even when not raging. You gain advantage on all Wisdom (Perception) checks that rely on sight, smell, or hearing.

Brutal Charge (Level 10)

At 10th level, your fury and the beast within meld into one, and you can lash out at your foes as you charge. While raging, you can use an action to move up to your speed without provoking opportunity attacks, then make one melee attack. As you move, you can make one claw attack against each creature you pass. You can use this ability only once per rage.

Avatar of the Beast (Level 14)

Starting at 14th level, you tap into a beastly power that transforms you. As a bonus action, you can enter a rage and gain the following additional benefits until your rage ends:

  • Your Strength score becomes 24. When you reach 20th level, your Strength score becomes 30.

  • Your size increases to Large.

  • Your reach with your claws increases to 10 feet.

  • At the start of each turn, you receive temporary hit points equal to half of your barbarian level + your Constitution modifier.

  • Using Reckless Attack does not grant other creatures advantage on their attacks against you.

Once you use this feature, you can't use it again until you finish a long rest.

Path of The Fin

Path of The Fin (Level 3)

Tribal communities exist all across the realms, in all manner of locales and climes. While their customs often change, one steadfast certainty seen time and time again is the reverence for particular animals local to that tribe. These are often wildly varied; northern tribes may revere the Wolf or the Bear, those of the deserts follow the Hawk or the Jackal, and those of the jungle may aspire to the Ape or the Tiger. It is in this tradition that the Path of the Fin, island warriors capturing the bloodthirsty essence of the great Shark, arose.

Aquatic

Starting when you choose this path at 3rd level, you are permanently adapted to life underwater. You can breathe water as well as air and have a swim speed equal to your walking speed. Additionally, if you are swimming, your rage can't end early, unless you choose to end it.

Feeding Frenzy

Unlike their land-locked brothers, fin barbarians undergo drastic physical transformations when they enter a rage. At 3rd level, while raging, you sprout rows of razor-sharp shark teeth and gain a melee bite attack. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d8 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.

Starting at 6th level, your bite is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you hit a creature within 5 feet of you with a melee attack, you can use a bonus action to make a bite attack against that creature. This attack has advantage if the creature has half its hit points or fewer. You can use this feature a number of times equal to your Constitution modifier (a minimum of once) and regain all expended uses when you finish a long rest.

Blood Sense (Level 6)

A fully grown shark can smell a single drop of blood in the water almost a mile away. At 6th level, you gain an amazing sense of smell. You have advantage on all Intelligence (Investigation) and Wisdom (Perception) checks dealing with smell, and you can automatically track a single living creature whose scent you are familiar with as long as the trail is less than a week old. By spending a minute concentrating, you can detect the scents of all living creatures in a 100-foot radius, or up to a mile in the water.

Mako (Level 10)

Starting at 10th level, your bite attack damage increases to 1d10. Additionally, once per turn when you hit a creature with your bite attack, it must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone or grappled by you (your choice). The target has disadvantage on this save if you are swimming.

Tsunami (Level 14)

By 14th level, as a bonus action, you can conjure a magical wave of salt water that rises at your feet and glides beneath you. The wave is up to 15 feet wide and 15 feet tall, and moves with you as you swim. If a creature is caught up in the wave, it is forced to swim and hold its breath until it leaves the wave's area or the wave moves away from it. The wave extinguishes unprotected flames in its area. The wave lasts for 1 minute, after which it spreads across the ground in all directions and quickly evaporates.

Once you use this ability, you can't use it again until you finish a short or long rest.

Path of the Fractured

Path of the Fractured (Level 3)

Barbarians are defined by their rage, channeling emotion to unleash brief but potent destruction on their enemies. A rare few study esoteric psychological techniques that split their rage off from the rest of their psyche, dividing their identity into two parts: ego and id. When their ego is in control, the Fractured—as these barbarians are known—are capable of a degree of self-control and cunning few other barbarians are. When they allow their id to take control, their countenance turns monstrous and their bodies swell with the power of rage made physically manifest.

Face of Rage

Starting at 3rd level, when you enter your rage, your features distort and your body swells such that your appearance completely changes. Creatures who don't witness your transformation and have not witnessed it in the past do not recognize you. In addition, while raging, you gain the following benefits if you aren't wearing heavy armor:

  • You can roll a 1d8 in place of the normal damage of your unarmed strike, and your anarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • When you use the Attack action with an unarmed strike and are not wielding a shield, you can make one unarmed strike as a bonus action.

  • You count as one size larger when determining who you can target and who can target you with grappling, and your reach with unarmed attacks increases to 10 feet.

Mask of Civility

Also at 3rd level, you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Medicine, Nature, Persuasion, or Religion. In addition, you gain proficiency with one artisan's tool kit of your choice or learn to read, speak, and write one language of your choice.

Brains and Brawn (Level 6)

At 6th level, while you are not raging, you have resistance to psychic damage. While you are raging, you have resistance to all damage except psychic damage.

Cunning and Brutal (Level 10)

At 10th level, while you are not raging, you can take a bonus action on each of your turns to take the Disengage or Help action. While you are raging, your unarmed strikes score a critical hit on a roll of 19 or 20.

Better Half (Level 14)

At 14th level, when you take damage that would reduce you to 0 hit points, you can use your reaction to drop to 1 hit point instead and gain temporary hit points equal to half your maximum hit points. In addition, if you were raging your rage ends, and if you weren't raging, you enter a rage (even if you have no remaining uses of your rage). You lose all remaining temporary hit points after 1 minute.

Once you use this feature, you can't use it again until you finish a long rest.

Path of the Furious Maw

Path of the Furious Maw (Level 3)

At 3rd level, a barbarian gains the Primal Path feature. The following option is available to a barbarian, in addition to those offered in the Player's Handbook and Xanthar's Guide to Everything.

Path of the Furious Maw Features

Some creatures are so fierce, that they inspire cultures to emulate them in their own way of life. These tribes teach that skill in the hunt and abject ferocity are in themselves a means to an end. When a barbarian that follows this path rages, they becomes a ruthless terror in combat.

Barbarians who draw on the primal savagery of this path are terrifying to behold in combat. Typically adorned with trophies of previous kills, they wade into they fray and wreak havoc on their opponents. While in the depths of their rages,they are even known to toy with the last of their quarry before delivering the final blow.

Path of the Furious Maw Features
Barbarian LevelFeature

3rd

Merciless Onslaught, Cunning Hunter

6th

Awareness

10th

No Escape

14th

Vicious Strikes

Merciless Onslaught

Starting at 3rd level when you choose this path, you channel the ferocity of your tribe's ways into your rage. While raging,when you reduce a creature to 0 hit points or score a critical hit with a melee attack on your turn, as a bonus action, you can move up to half your speed and make one melee attack.

Cunning Hunter

Starting at 3rd level when you choose this path, you channel the ferocity of your tribe's ways into your rage. While raging,when you reduce a creature to 0 hit points or score a critical hit with a melee attack on your turn, as a bonus action, you can move up to half your speed and make one melee attack.

IMPORTANT NOTE

This work has been improved and integrated into the "Legacy of Dragons" collection it is advisable to look at that collection instead of this one.

No Escape (Level 10)

Beginning at 10th level, your zeal for the hunt and combat have grown so intertwined, that you now sometimes seek to prolong them both.

Once per rage, you can attempt to hobble one of your opponents. When you land a melee weapon attack, your target must succeed on a Strength saving throw equal to 8 +your proficiency bonus + your Strength modifier, or be knocked prone. In addition, its movement speed is halved until it receives magical healing, or finishes a long rest.

Vicious Strikes (Level 14)

At 14th level, the viciousness of your rage has reached its pinnacle. While raging, your weapon attacks score a critical hit on a roll of 19 or 20. If your attacks already score a critical hit on a roll of 19 or 20 from another source, you instead score a critical hit on a roll of 18-20.

Path of the Giant

Path of the Giant (Level 3)

Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.

Giant Power

3rd-Level Path of the Giant Feature

When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either druidcraft or thaumaturgy. Wisdom is your spellcasting ability for this spell.

Giant's Havoc

3rd-Level Path of the Giant Feature

Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:

  • Crushing Throw
  • Giant Stature

Elemental Cleaver (Level 6)

6th-Level Path of the Giant Feature

Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.

When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon's damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to another one from the damage type options above.

Mighty Impel (Level 10)

10th-Level Path of the Giant Feature

Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.

If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

Demiurgic Colossus (Level 14)

14th-Level Path of the Giant Feature

The primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller.

In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.

Path of the Glacier

Path of the Glacier (Level 3)

Born from the frigid and daunting Everglacier, barbarians who follow Path of the Glacier have learned to harbor the resolute stillness, patience, and unwavering determination and destruction of the icy landscape. These warriors transform their bodies into powerful moving bunkers that are as difficult to take down as they are to escape from.

Barbarians that follow this path are often trained hunters who enjoy the patient stalking of prey. They thrive on the peril they impose on their fleeing targets, and take special pride in their slow-and-steady approach.

Permafrost

Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you're not wearing any armor, you gain a +1 bonus to your AC.

In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage, you can choose to maintain it instead. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Frostbite

Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you're raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.

When a creature takes cold damage in this way, its speed is reduced by 10 feet until the start of your next turn.

Cold Fortress (Level 6)

By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour.

You can use a bonus action on your following turns while you're raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.

Deep Sleep (Level 10)

At 10th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you're cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.

You awake from this rest after 6 hours, when you take damage, or when a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.

Avalanche Stomp (Level 14)

At 14th level, you become as mighty as an unstoppable glacier. As an action, you can stomp the ground to send out a magical tremor. All creatures of your choice within 15 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes bludgeoning damage equal to 3d6 + your Strength modifier and is knocked prone. If you use this feature while you're raging, you maintain your rage until the end of your next turn.

Path of the Green

Path of the Green (Level 3)

Barbarians who follow the Path of the Green often live in quiet, self-contained tribes along coasts, forests, mountains, and beyond, finding better company amongst the quiet and beauty of nature's flora and fauna than with most "civilized" populations. When such pristine domains are threatened, the ire of such barbarians is roused, and they bring with them unbridled fury and wrath of nature's scorn. They speak—and fight—for the animals and the trees that cannot do so for themselves.

Personal Totems
1d6Totem

1

A piece of a geode that seems to give off a faint light, sparkling even when there is no light to reflect.

2

A tooth you pulled from an animal that was having dental trouble, who seemed grateful afterward.

3

An egg with an interesting red-scaled shell that has never hatched, but when held up to bright light feels warm and as if something is moving within.

4

A small cricket you keep in a tiny box that you consider to be a good luck charm.

5

A beautiful orchid that, though plucked, never seems to wilt.

6

A single caltrop made from large, intertwined that has only seemed to have gotten harded and sharper with time.

Superstitions
1d6Inspiration

1

It's wrong to step on a bug; they have families too.

2

You always tell the truth to animals—except bees. It's okay to lie to bees.

3

Eating anything that had a face runs the risk of being haunted by that creature's spirit.

4

If you begin your day thanking the trees for the air in your lungs and thanking the plants and animals for being your meals, the earthmother will bless you.

5

When you get lost in the forest, the winds will guide you wrong if you mar the trees.

6

Never trust someone that can't garden. If they can't nuture such a simple life, they'll have little regard for yours.

Vine Lash

Starting when you choose this path at 3rd level, your fury can summon a spectral, thorned vine that strikes at your foes. While you are raging, you can use your bonus action to cause a 10-foot-long vine to spring from the ground at a point within 60 feet of you that you can see. The vine lasts for 1 minute, or until you end this effect on your turn (no action required).

When you create this vine, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes piercing damage equal to 1d6 + your Rage damage bonus. As a bonus action on your turn, you can move the vine up to 20 feet and repeat the attack against a creature within 10 feet of it.

You can use this feature only once per rage.

Wild Child (Level 6)

At 6th level, you can feel the vibrant life of the flora and fauna around you. You have the ability to communicate with beasts and plants as if you shared a language, though it takes you four times longer to convey information to a beast or plant than it does to speak with another creature.

Additionally, while you are raging, you have advantage agaiinst spells and other magical effects that would reduce your speed or cause you to become paralyzed or restrained.

Nature's Sentinel (Level 10)

Starting at 10th level, you have attuned yourself closely with nature and are able to defend against its elements. You become immune to poison and disease.

Additionally, when you enter a rage, choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration of your rage, you have resistance to the chosen damage type, and your Vine Lash feature deals an additional 1d6 damage of the chosen type.

Call of the Earth (Level 14)

By 14th level, natural life all around you shares in your fury. You gain the ability to cast the wrath of nature spell without expending a spell slot or requiring concentration. If you are not in an area with natural trees, rocks, or grass, then you can conjure magical grass to spring forth in the spell's area.

For the duration of this spell, the size of the vine created by your Vine Lash feature increases to 30 feet, and when a creature you can see within 30 feet of the vine takes damage, you can use your reaction to reduce the damage the creature takes by an amount equal to 1d10 + your rage damage bonus.

Once you use this feature, you can't use it again until you take a long rest.

Path of the Gunrager

Path of the Gunrager (Level 3)

Although some barbarians are baffled by the technology of firearms, others see these new weapons as tools to enhance their abilities to a new level. Specialists with big two-handed guns, these barbarians are called gunragers, and for good reason. They charge through the battlefield with abandon, unleashing lead on all who stand in their way and sowing fear in their wake.

Proficiency

Starting when you choose this primal path at 3rd level, you gain proficiency with advanced firearms.

Gunsmith

Upon choosing this primal path at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.

Gunner's Rage

Starting when you choose this path at 3rd level, you can channel your anger to deadly effect when fighting with a two-handed firearm by entering a gunner's rage. If you do so, for the duration of your rage you can use the butt of your firearm make a single melee weapon attack as a bonus action on each of your turns after this one. A successful attack with the butt of a two-handed firearm deals 1d8 bludgeoning damage plus your Strength modifier. Additionally, you don't make attack rolls at disadvantage when discharging your firearm at point-blank range (5 feet or less).

Stalwart Defense (Level 6)

Beginning at 6th level, you may use your reaction to turn a critical hit against you into a normal hit while raging. You may use this feature once, and regain expended uses after a short rest. At Level 10, you gain a second use of Stalwart Defense, and at Level 14 you gain a third use.

Startling Kill (Level 10)

At 10th level, you are adept at using your firearm to instill fear in others. Whenever you reduce a creature to 0 hit points, you may attempt a Charisma (Intimidate) check with advantage as a free action.

Steelskinned (Level 14)

Gunragers are notoriously hard to take down. Starting at 14th level, you may use your reaction to add your Constitution modifier (minimum +1) as a bonus to your AC until the end of your next turn. You may use this ability twice, and regain all expended uses when you finish a long rest.

Domino Shot (Level 14)

Starting at 14th level, you may use your attack action to attempt a domino shot. You discharge your firearm, using only a single bullet, but you may make attack rolls against every creature in range in a 60 ft. line. Disadvantage from your weapon's range categories do not apply to this ability, but the maximum range of your weapon still applies. Make attack rolls in order, from the nearest to the furthest target. Should any attack roll miss, the progress of your domino shot is halted. You may use this ability twice. You regain expended uses of it when you finish a long rest.

Path of the Haka

Path of the Haka (Level 3)

The tribal island nations of the world share a legend in their folklore, often presented as a parable or an inspirational tale. The tales tell of a bold tribal chief and warrior, Aata the Fierce, a giant of a man who led his tribe through decades of famine, drought, disaster, and war. For nearly a hundred years, Aata was known as the greatest chief in all the island nations, and his tribe was more powerful and prosperous than any other.

Some versions say Aata disgraced himself on the battlefield, running from combat as a coward, though others say that he brokered a deal with a demon, in a bid to achieve immortality. In either case, near the end of his reign, the warrior-markings of his tribe (his Ta Moko) suddenly and without cause faded from his face. He was cast out of his tribe as a cursed creature and banished from his island home. For years after, he wandered the world without purpose, fighting not for glory, but for survival. In the depths of his despair and self-loathing, he threw himself into danger, suffering mortal wounds time and again, but always survived, and even grew stronger.

From this dark, sullen place, Aata found new meaning: if he could not die, then he would spend eternity bringing glory to his people and reclaiming his warrior spirit. He cast off the name Aata, and took up the name Haka, in honor of his tribe's most sacred rituals. His Ta Moko flared to life, deeper and more vibrant than before.

It is in honor of the great, immortal leader of the island tribes that their greatest warriors take up this Path, learning to channel their warrior spirit just as their ancestor of old.

Ta Moko

Starting at 3rd level, you are granted a set of elaborate facial tattoos which allow you to channel your inner power. You gain a ki pool and a number of ki points equal to half your barbarian level, rounded down.

Additionally, as a reaction when you are hit by an attack, you can spend a ki point to add your Wisdom modifier to your AC, potentially causing the attack to miss. You regain all spent ki points when you finish a short or long rest.

Crush

While you are unarmed and not wearing medium or heavy armor, you gain the following benefits:

  • While raging, when you make an unarmed strike, you can take a -5 to your attack roll to deal an additional 10 damage.

  • Starting at 6th level, your unarmed strikes count as magical for purposes of overcoming damage resistance and immunity.

  • Your unarmed strikes deal 1d4 bludgeoning damage. While you are raging, your unarmed strikes deal increased damage as shown on the table below:

Barbarian LevelUnarmed Damage

3rd

1d6

6th

1d8

10th

1d10

14th

1d12

Haka (Level 6)

Starting at 6th level, you gain the ability to channel your ki through elaborate ritual posture, dance, and shouting. As an action on your turn, you can spend one or more ki points to use one of the following abilities:

Haka of Battle

Make a single unarmed strike against a creature within your reach. If it hits, the attack deals an extra die of damage. For every additional ki point you spend on this ability, add an additional die of damage.

Haka of Restoration

You regain 1d12 hit points. For every additional point of ki you spend on this ability, you regain additional hit points equal to your Wisdom modifier (minimum 1).

Haka of Shielding

You gain resistance to all damage types until the start of your next turn. For each additional ki point you spend on this ability, the next time you take damage you reduce the damage you take by an amount equal to your Wisdom modifier (minimum 1).

Savage Mana (Level 10)

At 10th level, whenever you reduce a hostile creature to 0 hit points, you gain 1 ki point. Additionally, your connection to your warrior spirit inhibits your aging: you suffer none of the frailty of old age, you can't be aged magically, and you can no longer die of old age.

Punish the Weak (Level 14)

Starting at 14th level, whenever you hit a hostile creature with a melee attack, if it has less than half its health remaining it takes additional damage equal to your Wisdom modifier.

Path of the Haze Rager

Path of the Haze Rager (Level 3)

The first warriors who ventured into Drakkenheim were doomed. Few returned from these early expeditions, and those few who survived were forever changed by the experience. A rare few wrestle the madness of the Haze through a supernatural rage which allows them to channel the eldritch energies of delerium. These Haze Ragers thrive on the contaminated power of delerium, transforming madness and fear into a weapon. Their practice has given them unnatural tolerance for contamination, and some have told legends of these barbarians surviving even the most horrific mutations.

Contaminated Fury

Starting when you choose this path at 3rd level, you can channel contaminated fury into your weapon strikes. Once per turn while you are raging, you can deal an extra 1d8 necrotic damage to a target you hit with one of your weapon attacks unarmed strikes. This extra damage increases at 2d8 when you reach 10th level, and to 3d8 when you reach 14th level.

In addition, you can draw contamination into yourself to empower your melee weapon attacks further. When you hit a creature with a melee weapon attack, you can choose to give yourself one or more levels of contamination to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for each level of contamination you choose to gain.

Inured to Corruption

If a spell, such as purge contamination, has the sole effect of removing Contamination Levels from you, the caster doesn't need material components to cast the spell on you. In addition, if the spell would normally cause you to gain exhaustion, you don't gain exhaustion from the spell.

Octarine Blood (Level 6)

You gain resistance to necrotic, poison, psychic, and radiant damage, and your hit point maximum can't be reduced.

Already a Monster (Level 6)

While you are raging, you ignore the Symptoms of any Contamination Levels you have gained, except for a Monstrous Transformation.

Whenever you would suffer a Mutation from contamination, you can roll twice and choose which Mutation you gain.

Consume Corruption (Level 10)

You gain the ability to cast the purge contamination spell. You can do so a number of times per day equal to your proficiency bonus. You do not need material components when casting the spell in this way. You can't use this ability on yourself.

Voices In Your Head (Level 10)

Once per day you can cast the contact other plane spell. If you fail the Intelligence saving throw, you can choose to gain one Contamination Level instead of being driven mad.

One with the Mists (Level 14)

You can cast gaseous form on yourself. You can do so a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest.

Breath of the Haze (Level 14)

When you enter your rage, you surround the area around yourself with a manifestation of the Haze filled with maddening whispers. Mists swirl about you in a 15-foot-radius sphere centered on you, which moves with you. The area within the mists is lightly obscured. Creatures who begin their turn in the mists must make an Intelligence saving throw. The save DC equals 8 + your proficiency bonus + your Constitution modifier. A creature who fails this saving throw takes 3d8 psychic damage and has its speed halved. Additionally, they cannot take reactions until the start of their next turn. When you manifest the mists, you can designate any number of creatures you can see to be unaffected.

Path of the Herald

Path of the Herald (Level 3)

In northern lands, the savage warriors charge into battle behind chanting warrior-poets. These wise men and women collect the histories, traditions, and accumulated knowledge of the people to preserve and pass on. Barbarians who follow the Path of the Herald lead their people into battle, chanting the tribe's sagas and spurring them on to new victories while honoring the glory of the past.

Oral Tradition

When you adopt this path at 3rd level, you gain proficiency in History and Performance. If you already have proficiency in one of these skills, your proficiency bonus is doubled for ability checks you make using that skill.

Battle Fervor

Starting when you choose this path at 3rd level, when you enter a Rage, you can expend one additional daily use of rage to allow a number of willing creatures equal to half your proficiency bonus (minimum of 1) within 30 feet of you to enter a rage as well. A target must be able to see and hear you to enter this rage. Each target gains the benefits and restrictions of the barbarian Rage class feature. In addition, the rage ends early on a target if it can no longer see or hear you.

Lorekeeper (Level 6)

As a historian, you know how much impact the past has on the present. At 6th level, you can enter a trance and explore your people's sagas to cast the augury, comprehend languages, or identify spell, but only as a ritual. After you cast a spell in this way, you can't use this feature again until you finish a short or long rest.

Bolstering Chant (Level 10)

At 10th level, when you end your Rage as a bonus action, you regain a number of hit points equal to your barbarian level × 3. Alternatively, if you end your rage and other creatures are also raging due to your Battle Fervor feature, you and each creature affected by your Battle Fervor regains a number of hit points equal to your barbarian level + your Charisma modifier.

Thunderous Oratory (Level 14)

At 14th level, while you are raging, your attacks deal an extra 2d6 thunder damage. If a creature is raging due to your Battle Fervor feature, its weapon attacks deal an extra 1d6 thunder damage. In addition, when you or a creature affected by your Battle Fervor scores a critical hit with a melee weapon attack, the target must succeed on a Strength saving throw:

Thunderous Oratory save DC

or be pushed up to 10 feet away and knocked prone in addition to any extra damage from the critical hit.

Path of the Hero

Path of the Hero (Level 3)

The Path of the Hero is a journey into legend, as the barbarian seeks fame and glory through feats of great daring and herculean strength. Your deeds and very reputation stir courage in the hearts of your companions and those you champion.

Heroic Presence

Starting when you choose this path at 3rd level, your formidable presence emboldens your allies. When you enter your rage, choose up to six friendly creatures within 30 feet of you (including yourself) to gain temporary hit points equal to your proficiency bonus + your Strength modifier.

Additionally, you may add your Strength modifier instead of your Charisma modifier to Intimidation, Performance, and Persuasion checks.

Undaunted Resolve (Level 6)

Beginning at 6th level, your might becomes unmatched. You have resistance to all damage while you have temporary hit points gained from your Path of the Hero features.

Bolstering Tale (Level 10)

By 10th level you have accomplished many great victories and feats of strength. You can spend 10 minutes telling a tale of your prowess. When you do so, choose up to twelve friendly creatures (including yourself) who can hear and understand you. Each creature becomes immune to being frightened for one hour. You can't use this feature again until you finish a long rest.

Avatar of Strength (Level 14)

At 14th level you become a paragon of mortal strength. When you would gain temporary hit points from your Path of the Hero features, the temporary hit points are doubled.

While creatures have temporary hit points gained from your Path of the Hero features, they have advantage on attack rolls against any hostile creature within 5 feet of you.

Path of the Honey Badger

Path of the Honey Badger (Level 3)

The power of rage is not limited to creatures of large or imposing stature. Among those that are raised in barbaric cultures and environments, the small that survive are truly the toughest of all. In order to compensate for their shortcomings, they must learn to cast aside all fear and turn the tables on anyone or anything that would consider them easy prey.

Restriction—Small Races Only

Only small characters can follow the Path of the Honey Badger. Your DM can lift this restriction to better suit the campaign or your character. Perhaps you've had a significant growth spurt since your upbringing, or maybe you were raised among the exceptionally large.

Ankle Biter

When you choose this path at 3rd level, the benefits of your brutal upbrining begin to show. You've learned how to best use your size and speed to your advantage. You can move through the spaces of hostile creatures of any size.

While you're raging, you can deal an extra 1d4 damage when you hit a creature with a melee weapon attack if you were in the same space as it at any point during your turn. You can't deal this extra damage to the same creature more than once per round. The damage of this feature increases when you reach certain levels in this class, increasing to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Fearless Mount (Level 6)

Starting at 6th level, you never let your foes escape once in your reach. When you hit a creature with a melee weapon attack on your turn, you can use a bonus action to attempt to grapple the target.

When you attempt to grapple a creature larger than you, you may attempt a Fearless Mount instead, following the rules for climbing onto a bigger monster from page 271 of the Dungeon Master's Guide, with the following exceptions:

  • Your hands that are holding weapons are considered free for the purpose of ability checks made to initiate and maintain the Fearless Mount.

  • When the creature you are mounting moves on its turn, you can use your reaction to halve its speed until the start of your next turn.

  • When a creature other than the one you are mounting attacks you, you can use your reaction to utilize the creature you are climbing as half cover for that attack, and the attack follows the rules for hitting cover on page 272 of the Dungeon Master's Guide.

Vicious Attack (Level 10)

At 10th level, your ability to get up close and personal allows you to identify your enemies weak points, and to strike them without mercy. When you use your Reckless Attack feature, you can forgo its benefit of gaining advantage on your attacks. If you do, your melee weapon attack rolls using Strength score a critical hit on a roll of 19 or 20 until your next turn.

The Harder They Fall (Level 14)

Beginning at 14th level, no difference in size stops you from felling your enemies. When you deal bonus damage to a creature with your Ankle Biter feature, you may attempt to shove it prone. A shove made in this way requires no action and has no size restrictions.

Path of the Horned King

Path of the Horned King (Level 3)

Since ancient days, men have gathered to honor the gods of the hunt—but every so often, one of these cults is truly devoted to Baphomet, the Horned King, the father of minotaurs. Those that knowingly and willingly beseech the demon prince's favor are endowed with ebon horns and a violent temper, making them little more than beasts hiding beneath a man's flesh.

Ebon Horns

Starting at 3rd level, when you choose this primal path, you undergo an abominable transformation as part of the ritual of the Horned King. From your skull grows a pair of black horns, allowing you to use them as unarmed strikes and melee weapon attacks. When you hit a target with your horns, you deal piercing damage equal to 1d10 + your Strength modifier. When you reach 10th level in this class, this damage die increases to 1d12.

If you already have horns as part of your race, you can choose whether to use the statistics of your race's horns or the horns provided by this subclass.

Run of the Bull

Bloodlust seizes you. You can take the Dash action as a bonus action while raging.

Additionally, whenever you move at least 20 feet in a straight line toward a target and hit it with your horns on the same turn, the target takes additional damage equal to your Strength modifier.

The Horned King's Favor (Level 6)

Starting at 6th level, attacks made with your horns count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.

Beast of the Labyrinth (Level 6)

Those that devote themselves to the Horned King or give into his rituals become beasts among men—and no true predator ever gets lost. Starting at 6th level, you can perfectly recall any path you have traveled.

Additionally, you can psychically track prey. As an action, you can designate one creature you can see as your prey. For the next 10 minutes, you can use another action to learn the current distance and direction to the target if it is on the same plane of existence (but not necessarily the shortest or safest route). You must concentrate to maintain this connection, as if concentrating on a spell. You can only have one designated prey creature at a time.

Strength in Bloodlust (Level 10)

At 10th level, your descent into bloodlust quickens, lending you strength. When you hit a creature with your horns while you're raging, you can deal extra damage equal to your proficiency bonus.

Baleful Bull Rush (Level 14)

When you charge forward, it is with the malice of the Horned King himself, allowing you to slip through planes of existence in a burst of speed.

At 14th level, when you take the Dash action while raging and can see your prey (as per the Beast of the Labyrinth feature), you enter the Border Ethereal until you've reached your target, stopped moving toward your target, or have used all of your movement speed.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray. You can't see anything more than 60 feet into that plane, and you can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

If you emerge from the Ethereal Plane within 10 feet of your quarry after using this feature, your attacks against the creature on this turn deal an additional 1d12 damage.

Path of the Immortal Titan

Path of the Immortal Titan (Level 3)

Barbarians who follow the Path of the Immortal Titan are known as immortals. Immortals are renowned for both strength and tenacity. These massive barbarians are resillient combatants who can move swiftly in heavy armor and grow to achieve incredible feats of titanic strength.

Immortal Resilience

Starting at 3rd level, you gain proficiency in heavy armor. You can use your Rage feature and gain the benefits of Fast Movement while wearing heavy armor.

In addition, at the start of each of your turns while you are raging, you gain a number of temporary hit points equal to half your barbarian level + your Constitution modifier if you have at least 1 hit point. The hit points disappear when you stop raging.

Titanic Growth (Level 6)

Starting at 6th level, while you are raging you may use your bonus action to grow, gaining the 'enlarge' effect of the enlarge/reduce spell (no concentration) until the end of your next turn. You can use this ability a number of times equal to your Proficiency Bonus and you regain all expended uses when you finish a short or long rest.

In addition, the extra 1d4 weapon damage from the 'enlarge' effect becomes 1d6 at 10th level and 1d8 at 14th level.

Mighty Leap (Level 10)

Starting at 10th level, you may use your bonus action to jump a number of feet horizontally equal to or less than half your walking speed with Fast Movement. If you are enlarged by your Titanic Growth when you jump in this way, each creature within 5 feet of the spaces you land must succeed on a Strength saving throw (DC equals 8 + your Proficiency bonus + your Strength modifier) or be knocked prone.

Jumping in this manner does not expend any feet of movement.

Unyielding Force (Level 14)

Starting at 14th level, whenever you hit a huge or smaller creature with a melee attack while you are raging, you can use your reaction to force the target to succeed on a Strength saving throw (DC equals 8 + your Proficiency bonus + your Strength modifier) or be knocked up to 15 feet away from you in a straight line. While you are enlarged by your Titanic Growth, you can knock a target up to 25 feet away from you. If the target hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage for each 5 feet of movement remaining.

Path of the Infernal

Path of the Infernal (Level 3)

You have found the conduit for your rage in something scarier than anything you'd find on the Material Plane. Your inner fury burns from the hells themselves, manifesting itself as a series of fiendish transformations and flames whenever you enter a rage. The origin of this power may have been a near-death experience that showed you the Lower Planes, or perhaps it came from a soul-binding contract with a powerful devil. Some tieflings may find that this strength has resided within themselves all along as part of their infernal heritage. Regardless of your reason for having these abilities, one thing is certain: hell hath no fury quite like you.

Hellfire Claw

Starting when you choose this path at 3rd level, one of your hands transforms into a large, fiery claw whenever you enter your rage. The claw remains for the duration of your rage. If you're wielding a weapon with the clawed hand, its flames harmlessly spread to the weapon it's holding and wreath it in magical flames. The first target you hit with this fiery weapon on each of your turns takes an extra 1d6 fire damage.

If you don't deal this fire damage with a weapon attack on your turn, you can use a bonus action to make an unarmed strike with the claw, provided it's empty. On a hit, the target takes the normal damage from your unarmed strike, which can be either bludgeoning or slashing damage (your choice), plus an extra 1d6 fire damage.

The claw's fire damage increases when you reach certain levels in this class, increasing to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

Hellborn

At 3rd level, you learn to speak, read, and write either Abyssal or Infernal (your choice). In addition, you can add your Strength modifier to any Charisma (Intimidation) or Charisma (Persuasion) check you make when interacting with fiends.

When you reach 10th level in this class, you can add your Strength modifier to any Charisma (Intimidation) check you make when interacting with any creature, instead of only fiends.

Infernal Warrior (Level 6)

By 6th level, the infernal fire within you burns hot even while you're not raging. You gain resistance to fire damage.

In addition, when you use the Attack action to grapple a creature while you're raging, the target takes your Hellfire Claw's fire damage if your grapple check succeeds, and again at the end of each of that creature's turns while it remains grappled.

Planar Conspirator (Level 10)

At 10th level, you can make minor deals with an interested archfiend or similar power to peer into the minds of other creatures and exploit their fears. You can use an action to spend 2 Hit Dice, without regaining any hit points, to cast the detect thoughts spell. The DC for this spell is equal to 8 + your proficiency bonus + your Constitution modifier.

Incinerating Wrath (Level 14)

Starting at 14th level, when you take damage from a creature that you can see within 60 feet of you while you're raging, you can use your reaction to release a punishing flame from your claw toward them, duplicating the effect of the hellish rebuke spell (3rd-level version, DC 8 + your proficiency bonus + your Constitution modifier). You can use this ability twice per rage.

Path of the Infernal Berserker

Path of the Infernal Berserker (Level 3)

This subclass taps into the raw, chaotic power of Hell itself. As an Infernal Berserker, the barbarian gains the ability to channel infernal energy, manifesting as flames that surround them during combat. They become resistant to fire damage, can ignite their weapons with hellish flames, and unleash devastating fiery strikes upon their foes.

Flames of Fury

At 3rd level, you tap into the raw, chaotic power of Hell, manifesting as flames that surround you during combat. While raging, you gain resistance to fire damage. Additionally, when you hit a creature with a melee weapon attack while raging, you can choose to ignite your weapon with hellish flames. The target takes an additional 1d6 fire damage.

Infernal Resilience (Level 6)

At 6th level, your connection to Hell grants you enhanced resilience. While you are raging, you gain temporary hit points equal to your Constitution modifier at the start of each of your turns. These temporary hit points can stack up to a total equal to your Barbarian level. Additionally, you gain advantage on saving throws against spells and effects that deal fire damage.

Infernal Onslaught (Level 10)

At 10th level, your connection to Hell grants you the ability to unleash a devastating infernal onslaught. While you are raging, as a bonus action, you can choose to make an additional melee weapon attack. This attack deals an additional 2d8 fire damage on a hit, and the target must make a Strength saving throw against your barbarian spell save DC or be knocked prone. You can use this feature a number of times equal to your Strength modifier per rage.

Inferno's Embrace (Level 14)

At 14th level, your connection to Hell becomes even stronger, granting you incredible resilience against fire. While you are raging, you gain immunity to fire damage. Additionally, when you ignite your weapon with hellish flames, the additional fire damage is doubled (2d6). Furthermore, as a bonus action, you can choose to surround yourself with an aura of infernal flames. This aura extends 10 feet from you in every direction and sheds bright light for 10 feet and dim light for an additional 10 feet. Creatures that start their turn within this aura or enter it for the first time on a turn take fire damage equal to your barbarian level.

Path of the Inferno

Path of the Inferno (Level 3)

Across the lower planes, the eternal conflict between law and chaos rages. Devils against Demons, vying for control of the hells. Sometimes this conflict spills over into material plane and the corrupting influence of the Abyss infects the hearts of mortals. Sometimes cultists and worshipers of Arch-demons seek the affliction of this overwhelming power.

No matter their origin, those who survive the corruption rise as soldiers of the Abyss, knows as Inferno Warriors.

Abyssal Hide

Beginning at 3rd level, the chaotic corruption of the Abyss overtakes you when you rage, causing your physical features to resemble that of lesser demons. When you enter your rage, you gain the following benefits until the end of that rage:

  • As a bonus action, you can move up to your full movement speed toward a hostile creature that you can see.

  • When you make a Reckless Attack, you gain temporary hit points equal to your Constitution modifier (minimum of 1).

Hellish Presence

When you adopt this Primal Path, the corruption of the Abyss empowers your force of personality. At 3rd level, you gain proficiency in the Intimidation skill. Whenever you make a Charisma (Intimidation) check, you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).

In addition, you learn to speak, read, and write Abyssal, the blasphemous language of Demons and the Abyss.

Demons & Extraplanar Influence

Though the Path of the Inferno is themed around the demonic influence the Abyss, it can easily be reflavored to fit a number of other ideas. Perhaps your barbarian is a thrall of a powerful vampire lord, or a favored consort of a Drow priestess.

Unbridled Fury (Level 6)

Beginning at 6th level, the fury of the Abyss enhances your rage. When you are hit by a melee attack, you can make one melee weapon attack against the attacker. You can choose to make this reaction attack a Reckless Attack.

Corrupt Resilience (Level 10)

The chaotic energy of the Abyss that courses through you has made you more resilient in body and mind. Upon reaching 10th level, you gain resistance to fire and poison damage.

Also, as a reaction when you are forced to make a saving throw to resist being charmed or frightened, you can add your Constitution modifier (minimum of +1) to your roll.

Chaos Overwhelming (Level 14)

You have learned to draw out the full power of the Abyssal influence that permeates your body. Starting at 14th level, when you enter a rage, you can expend one additional use of your rage to gain one of the abilities detailed below for the duration of that rage. As a bonus action while raging, you can expend another use of your rage to switch the active ability.

  • Accursed Speed

    Your limbs grow unnaturally muscular and lengthen. Your movement speed increases by 10 feet, and you can take the Dash action as a bonus action.

  • Defiled Hide

    Your skin becomes blighted and covered in hair, boils, or oily scales. You are immune to bludgeoning, piercing, and slashing damage from non-magical weapons. Attacks from silvered weapons ignore this immunity.

  • Vile Flight

    You sprout leathery demonic wings from your back which burst through any clothing you are wearing. You gain a flying speed equal to your movement speed.

Path of the Inferno

Path of the Inferno (Level 3)

Born from within the chambers of a volcano, barbarians who follow the Path of the Inferno have learned to harbour the unpredictable and forceful nature of the flame. These warriors transform their bodies into a raging and unstoppable inferno, leaving naught but destruction in their wake.

Barbarians who follow this path are often warriors who prefer to start the fight and let the fight be emotion driven. Once they have set a course, only the strongest foes can stop them.

Firesoul

Starting when you choose this path at 3rd level, your skin becomes hot to the touch. You gain resistance to fire damage and don't suffer consequences from extreme heat.

In addition to that, while you are raging, anyone who hits you with a melee attack and is within 5ft of you, takes fire damage equal to your Barbarian level.

Flamelash

Also at 3rd level, you can unleash the hottest flames with your attacks. The first target you hit while using a Reckless Attack, while your Rage is active, takes extra fire damage. To determine the extra damage, roll a number of d6s, equal to your Rage damage bonus, and add them together.

Unstoppable Flame (Level 6)

At 6th level, the first time you are reduced to 0 Hit Points, for each active Rage, you can use your Reaction to make one final Attack Action before falling unconscious. This action can be used to make at most 2 attacks. (If you have Relentless Rage, you can only use this Reaction after failing the Relentless Rage saving Throw.)

In addition to that, you are immune to the Charmed and Frightened conditions while raging.

Fire Presence (Level 10)

At 10th level, you always radiate a fiery presence while raging. While your Rage is active you can use replace your Flamelash effect to instead burn all creatures within 10ft of you. Each creature of your choice within range must succeed a Dexterity saving throw (DC 8 + Constitution modifier + Proficiency Bonus) or take fire. To determine the fire damage, roll a number of d6s equal to your Rage damage bonus, and add them together. A creature takes half damage on a successful save.

Inferno (Level 14)

At 14th level, you can release all that built up heat within yourself. As an Action, while raging, you release a blazing inferno. All creatures within 20ft of you must succeed a Dexterity saving throw (DC 8 + Constitution modifier + Proficiency Bonus), or take 12d6 fire damage, half as much damage on a successful one. And anything that is flammable and not worn or held, is ignited.

Once you use it you can't again, until you finish a Long Rest, unless you expend a use of your Rage (no action required) to restore your use of it.

Path of the Inferno

Path of the Inferno (Level 3)

Across the lower planes, the eternal conflict between law and chaos rages. Devils against Demons, vying for control of the hells. Sometimes this conflict spills over into material plane and the corrupting influence of the Abyss infects the souls of mortals. Cultists and worshipers of Archdemons that seek out affliction with this power walk the Path of the Inferno.

Abyssal Hide

The corruption of the Abyss overtakes you when you Rage, causing your physical features to become demonic in nature. While Raging, you gain the following additional benefits:

  • You can take the Dash action as a bonus action, so long as you use this movement to move toward a hostile creature.

  • When you make a Reckless Attack, you gain temporary hit points equal to your Constitution modifier.

Hellish Presence

The chaotic power of the Abyss empowers your force of personality. You gain proficiency in Intimidation, and when you make a Strength (Intimidation) or Charisma (Intimidation) check you can treat a d20 roll of 7 or lower as an 8.

In addition, you learn to speak Abyssal, the blasphemous language of Demons and the Abyss.

Unbridled Fury (Level 6)

The chaos of the Abyss infects your Rage. When a creature you can see hits you with a melee attack while you are Raging, you can use your reaction to make one melee attack against that creature. You can make this attack as a Reckless Attack.

Corrupt Resilience (Level 10)

The power of the Abyss increases your resilience. You gain resistance to fire and poison damage.

Moreover, when you are forced to make a saving throw to resist being charmed or frightened, you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).

Chaos Overwhelming (Level 14)

You can draw out the full power of the Abyssal influence that fuels you. When you Rage, you gain one of the abilities below for the duration of that Rage. As a bonus action while Raging, you can expend a use of Rage to switch to another feature:

Accursed Limbs

Your limbs grow unnaturally muscular and lengthen. Your walking speed increases by 10 feet, and the range of your melee attacks and reach increase by 5 feet.

Defiled Hide

Your skin becomes blighted and covered in hair, boils, or oily scales. You are immune to bludgeoning, piercing, and slashing damage from nonmagical weapons. Attacks from silvered weapons ignore this immunity.

Vile Flight

You sprout leathery demonic wings from your back which burst through any clothing you are wearing. You gain a flying speed equal to your walking speed.

Path of the Inner Eye

Path of the Inner Eye (Level 3)

The barbarians who follow the Path of the Inner Eye elevate their rage beyond anger to glimpse premonitions of the future.

Anticipatory Stance

When you choose this path at 3rd level, you can't be surprised unless you are incapacitated, and attacks against you before your first turn have disadvantage. If you take damage before your first turn, you can enter a rage as a reaction, gaining resistance to bludgeoning, piercing, and slashing damage from the triggering attack.

When you reach 8th level in this class, you get 1 extra reaction on each of your turns. This extra reaction can be used only for features granted by the Path of the Inner Eye, such as Insightful Dodge or Preemptive Parry. When you reach 18th level in this class, this increases to 2 extra reactions on each of your turns.

Insightful Dodge (Level 6)

Beginning at 6th level, when you are hit by an attack while raging, you can use your reaction to move 5 feet. If this movement takes you beyond the range of the attack, the attack misses instead. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Foretelling Tactics (Level 10)

Starting at 10th level, when you hit a creature with a weapon attack while raging, up to two creatures of your choice who can see and hear you can each use a reaction to immediately move up to half its speed toward the creature you hit and make a single melee or ranged weapon attack against that creature. This movement doesn't provoke opportunity attacks. Once you use this feature, you can't use it again until you finish a short or long rest.

Preemptive Parry (Level 14)

At 14th level, if you are raging and a creature you can see within your reach hits another creature with a weapon attack, you can use your reaction to force the attacker to reroll the attack and use the lower of the two rolls. If the result is still a hit, reduce the damage dealt by your weapon damage die + your Strength modifier.

Path of the Iramancer

Path of the Iramancer (Level 3)

Barbarians who follow the Path of the Iramancer, or simply iramancers, experience their rage in waves of potent magic that defy the norm. These magical surges are channeled to manifest as potent spells, tearing through adversaries with magical force, rather than brawn. A barbarian that walks this path is a force to be reckoned with, as they unify the unrestrained might of their rage with a wellspring of magical power, leaving a trail of chaotic and arcane destruction in their wake.

Rage Magic

Starting when you choose this path at 3rd level, you can channel your rage into certain spells. See Spells Rules for the general rules of spellcasting.

Barbarian LevelSpell SlotsSlot Level

3-8

2

2

9-14

3

3

15-20

3

4

Each time you enter your rage, you choose how best to channel it through a magic path. You can choose a different path whenever you enter your rage, which each include four different spells: a cantrip and three spells of 1st through 3rd level. You gain access to these spells as you gain levels in this class.

You can cast a spell from this list while you're raging, provided you have the Rage Magic spell slot to do so; if a spell requires concentration, you can continue to concentrate on the spell for the duration of your rage or until the spell ends, whichever comes first. Spells cast from this list don't require material components. If your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then, your rage doesn't end early if you cast a spell from this list.

Magic PathCantrip3rd or higher6th or higher10th or higher

Cryomancy

ray of frost

shield (appears as an icy barrier)

misty step

sleet storm (remains centered on you)

Electromancy

shocking grasp

thunderwave

shatter

lightning bolt

Pyromancy

fire bolt

burning hands

scorching ray

fireball (centered on you)

Venomancy

poison spray

inflict wounds

acid arrow

stinking cloud (remains centered on you)

You can cast the cantrip associated with your magic path on your turn while you're raging. You add your Rage Damage to the damage dealt by any of your cantrips.

The Rage Magic table shows how many spell slots you have to cast your available path spells. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your available path spells, you must expend a spell slot. You regain all expended Rage Magic spell slots when you finish a short or long rest.

For example, when you are 6th level, you have two 2nd-level spell slots. To cast one of your available path spells, you must spend one of those slots, and you cast it as a 2nd-level spell.

Because your magic comes from the intensity of your rage, you use your Rage Damage whenever a spell refers to your spellcasting ability. In addition, you use your Rage Damage when setting the saving throw DC for a path spell you cast and when making an attack roll with one.

If a weapon you're holding or similar item would grant you a bonus to attack rolls, such as a +1 battleaxe, that bonus also applies to your spell save DC and spell attacks made with your Rage Magic. If something else would normally grant you a bonus to your spell save DC or spell attacks, you choose which bonus to use.

For the purposes of multiclassing, treat this spellcasting feature as if it were separate from any other. You can't use the spell slots you gain from other Spellcasting class features to cast any path spells that you have Rage Magic spell slots for, nor can you use your Rage Magic spell slots to cast a spell you have from another class.

Arcane Sense

Also at 3rd level, you gain proficiency in the Arcana skill, and you learn the prestidigitation cantrip. You can cast this cantrip at any time, even if you aren't raging. In addition, you gain the ability to cast the detect magic spell, but only as a ritual, as described in the Spellcasting section of the official rulebooks.

Path Burst (Level 6)

By 6th level, magical energy is perpetually welling up inside of you, granting you resistance to damage from spells.

Furthermore, this welling of magic can occasionally overflow from you, creating a destructive blast of magic that extends from you in a 10-foot radius. You can create a blast as a bonus action while raging. Alternatively, you can create a blast when you enter your rage or when you cast a Rage Magic spell. You can only create a blast once on each of your turns. The type of blast you create depends on your current magic path, using your Rage Magic spell save DC.

Cryomancy:

Each creature other than you within the area must make a Constitution saving throw. On a failed save, a creature takes 1d10 cold damage, and its speed is reduced by 10 feet until the end of your next turn. On a successful save, it takes half as much cold damage, and its speed is unaffected. If you create this burst after casting the misty step spell, you can choose to create it at either your starting or ending location.

Electromancy:

Each creature other than you within the area must make a Dexterity saving throw. On a failed save, a creature takes 1d10 lightning damage, and it can't use its reaction until the end of your next turn. On a successful save, it takes half as much lightning damage and can still use its reaction.

Pyromancy:

Each creature other than you within the area must make a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage. On a successful save, it takes half as much fire damage. Any flammable object within the area that isn't being worn or carried is ignited.

Venomancy:

Each creature other than you within the area must make a Constitution saving throw. On a failed save, a creature takes 1d10 acid or poison damage (your choice), and it's poisoned until the end of your next turn. On a successful save, it takes half as much acid or poison damage and isn't poisoned.

After you create a blast, you can immediately choose to change your current magic path.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Starting at 14th level, the damage from this feature increases to 2d10.

Magic Evasion (Level 10)

By 10th level, you can evade the negative effects of magic more easily. You have advantage on saving throws against spells and other magical effects. In addition, whenever you cast a Rage Magic spell or create a magical effect that requires a saving throw, you can choose a number of creatures up to your Rage Damage bonus that automatically succeed on the saving throw against it; you must be able to see the creature.

Brutal Casting (Level 14)

Starting at 14th level, your magical abilities are as familiar to you as the weapons you hold. Immediately after you use an action to cast a spell using your Rage Magic, you can make a weapon attack as a bonus action. In addition, your spells gain the following benefits:

  • You add your Rage Damage to the damage dealt by your spells, and your Rage Damage bonus is doubled for your cantrips.

  • You can choose to make your spell attacks recklessly, as if by your Reckless Attack feature.

  • You can roll additional damage dice when determining the extra damage for a critical hit with a spell attack, as if by your Brutal Critical feature. You use the same damage dice for this as the dice used by the spell. For example, at 14th level, if you scored a critical hit with the ray of frost cantrip, you would roll two additional d8s and add the result to the damage of the attack.

Path of the Juggernaut

Path of the Juggernaut (Level 3)

Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once.

Juggernaut barbarians can be found all over Tal'Dorei, and are common among the goliath warriors of the Rivermaw herd that wanders the Dividing Plains. Some dwarves and humanoid survivalists of the Cliffkeep Mountains adopt this fighting style as an extension of their rugged determinism. And a number of stalwart juggernauts hail from the jungles of the Rifenmist Peninsula, having cast off the oppressive yoke of the Iron Authority.

Thunderous Blows

Starting when you choose this path at 3rd level, your rage instills you with the strength to shove and smash your way through your foes, making any battlefield your domain. When you hit a creature with a melee attack while you're raging, you can push that creature up to 5 feet away from you in a direction of your choice. A creature that is Huge or larger makes a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a success, the creature is not pushed.

Rules Tip: Forced Movement

Usually when one creature moves out of a hostile creature's reach, the hostile creature can use its reaction to make an opportunity attack. However, forced movement—such as being pushed by a Path of the Juggernaut barbarian's Thunderous Blows feature—doesn't provoke opportunity attacks.

Likewise, a juggernaut barbarian's Hurricane Strike feature allows an ally to make a melee weapon attack as a reaction only if the foe ends its forced movement within 5 feet of the ally. If a foe is pushed through other spaces within 5 feet of your allies, those allies can't make normal opportunity attacks against the foe.

Spirit of the Mountain

At 3rd level, you harness your fury to anchor your feet to the ground, becoming a bulwark of strength. While you are raging, you can't be knocked prone or moved along the ground against your will.

Demolishing Might (Level 6)

Starting at 6th level, your melee weapon attacks deal an extra 1d8 damage to constructs, and deal double damage to objects and structures.

Resolute Stance (Level 6)

Also at 6th level, you can temporarily refocus your combat ability to make yourself a bulwark of defense. At the start of your turn (no action required), you can assume a defensive stance that lasts until the start of your next turn. While in this stance, you can't be grappled, attack rolls against you have disadvantage, and your weapon attacks are made with disadvantage.

Thunderous Blows (10th Level) (Level 10)

Starting at 10th level, you can push a creature up to 10 feet when you hit it with a melee attack while you're raging.

Hurricane Strike (Level 10)

Starting at 10th level, your blows can hurl foes through the air and into the attacks of your allies. As a reaction when you push a creature at least 5 feet, you can then leap into an unoccupied space next to the creature. If you do so, the creature must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier or be knocked prone. This leap costs no movement and does not provoke opportunity attacks.

Additionally, whenever you push a creature into a space within 5 feet of one of your allies, the ally can use its reaction to make a melee weapon attack against that creature.

Unstoppable (Level 14)

At 14th level, your fury in battle makes you unstoppable. While you're raging, your speed cannot be reduced, and you are immune to the frightened, paralyzed, prone, and stunned conditions.

If you are frightened, paralyzed, or stunned, you can still use a bonus action to enter a rage (even if you can't otherwise take actions). You aren't affected by any of these conditions while you're raging.

Path of the Juggernaut

Path of the Juggernaut (Level 3)

When the Herd of Storms led their terrible raids across the continent under the leadership of Kevdak, tales spread of their bloodlust, brutality, and nigh unstoppable strength. Walls crumbled and legions fell to but a handful of fearsome warriors as they cut a path for the herd to charge in and take what they wished before vanishing back into the Dividing Plains. These fearsome barbarians that would break through the shields and towers of nearby townships became known as the Juggernauts.

While the Herd of Storms is no more, the lineage of trained juggernauts that survived to join the Rivermaw still teach the ways of their unbreakable rage. Honed to assault the lairs of powerful threats to their way of life, or defend against armed hordes of snarling goblinoids, the juggernauts represent the finest of frontline destroyers within the primal lands of Tal'Dorei and beyond.

Thunderous Blows

Starting when you choose this path at 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target's previous position.

Stance of the Mountain

You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.

Demolishing Might (Level 6)

Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.

Overwhelming Cleave (Level 10)

Upon reaching 10th level, you wade into armies of foes, great swings of your weapon striking many who threaten you. When you make a weapon attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Unstoppable (Level 14)

Starting at 14th level, you can become "unstoppable" when you rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the {@condition frightened, paralyzed, and stunned} conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion (as described in appendix A, PHB).

Path of the Kaiju

Path of the Kaiju (Level 3)

The Path of the Kaiju is one of sheer destructive force. Some warriors of this kind are fueled by a relentless hatred of a kaiju, perhaps one that destroyed their home or ravaged their continent. In such cases, an individual's burning obsession is a source of incredible strength, manifesting as an aspect of the kaiju's own power in moments of blind rage. Other barbarians might worship kaiju for their strength and grandeur, calling on their aid in battle, embodying the might and fury of a colossus as they charge into the fray.

Aspect of the Kaiju

3rd-level Path of the Kaiju feature.

When you adopt this path, choose a kaiju through which you draw power and gain the associated benefit from the options below.

The Ascendant Dragon

While raging, you can use an action to let loose a devastating blast of radiant energy from your mouth. Each creature in a 15-foot cone must succeed on a Dexterity saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus), taking 2d10 radiant damage on a failed save, or half as much damage on a successful one. Taking this action counts as making an attack for the purpose of maintaining your rage. The damage of this feature increases by 1d10 when you reach 5th level (3d10), 11th level (4d10), and 17th level (5d10).

The Eternal Leviathan

When you enter your rage, or as a bonus action while raging, you can bellow an echoing cry. Each creature of your choice within 10 feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or have disadvantage on attack rolls against any target other than you until the start of your next turn.

The Titan Earth

You can use your Constitution modifier in place of your Strength modifier for Strength checks, as well as for the attack and damage rolls of your unarmed strikes and weapon attacks. These checks and attacks are still considered Strength-based for the purposes of your other features. In addition, you gain tremorsense out to 10 feet.

The Armoured Kabuto

While raging, if you move at least 15 feet straight towards a target and then immediately hit it with a weapon attack, the target takes an extra 2d8 bludgeoning damage from the attack.

The Infinite Tempest

The first time each turn while raging that you hit a target with a melee attack roll, you deal 1d6 lightning damage to each creature of your choice within 5 feet of the target as lightning spirals out from the point of impact.

You can switch your chosen kaiju each time you gain a new barbarian level.

Apex Hunter

3rd-level Path of the Kaiju feature.

You gain proficiency in the Medicine and Survival skills. If you already have this proficiency, you gain proficiency in another skill of your choice. Additionally, you can take the Bracing, stand up from prone, or mount a creature using only 5 feet of movement.

Kaiju Force (Level 6)

6th-level Path of the Kaiju feature.

When you enter your rage, you can increase your size and the size of your equipment. If you are smaller than Large, you become Large, and any objects you are wearing or carrying increase by the same relative amount; your weight increases by a factor of 8 for each size category increased.If you lack the room to become Large, you grow to the maximum attainable size. This growth lasts until your rage ends. Objects enlarged by this feature that are no longer in contact with you at the end of a turn return to the size they were before this feature affected them. While in this form, you can add your Constitution modifier to all Strength checks and Strength saving throws, and your weapon attacks deal an extra 1d4 damage on a hit.

Transformation of the Kaiju (Level 10)

10th-level Path of the Kaiju feature.

You gain the power to transform into a vassal of a kaiju when you rage. This kaiju can be the same as your Aspect of the Kaiju feature or a different one.

The Ascendant Dragon

While raging, you and any objects you are wearing or carrying assume a pseudo-liquid form. In this form, you have resistance to fire damage, you are immune to the grappled and restrained conditions, you gain a swimming speed of 60 feet, you can move through other creatures' spaces and through gaps as small as 1 inch wide without squeezing (but you can't stop there), and you gain the benefits of half cover while submerged in water.

The Eternal Leviathan

While raging, you adopt a translucent, ghastly form. In this form, you have resistance to cold and necrotic damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object or creature. If you are inside an object or creature when your rage ends, you are shunted to the nearest unoccupied space and take 5 force damage for every 5 feet travelled.

The Titan Earth

When you use your Kaiju Force feature, if you are smaller than Huge, you become Huge instead of Large, along with anything you are wearing. In addition to the effects of that feature, your reach increases by 5 feet, and your weapon attacks deal an extra 1d4 damage on a hit (2d4 extra damage total) until your rage ends.

The Armoured Kabuto

While raging, you sprout large, insectoid wings. You have a flying speed equal to your walking speed, and opportunity attacks against you have disadvantage.

The Infinite Tempest

While raging, you crackle with lighting and your blows land with booming claps of thunder. In this form, you have resistance to lightning and thunder damage, and you can use a bonus action to move in a straight line up to 30 feet, passing through other creatures without provoking opportunity attacks. Each creature you pass through in this way must succeed on a Dexterity saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or take 2d6 lightning damage.

Rampage (Level 14)

14th-level Path of the Kaiju feature.

While you are raging and have hit points equal to or less than half your hit point maximum, your speed increases by 10 feet, and you can make one weapon attack as a bonus action. Furthermore, if you fail a saving throw, you can choose to succeed instead. You can use this feature to succeed on a saving throw a number of times equal to half your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Path of the Lightning Vessel

Path of the Lightning Vessel (Level 3)

A Lightning Vessel is a brute, a monster of battle. Their bodies overflowing with lightning, they arrive unexpectedly, often dropping from buildings or leaping impossible distances, before crashing down amidst the fight. The presence of a single Lightning Vessel is often enough to turn the tides of battle. Their ferocious electricity rampaging through their enemies, leaving a trail of charred corpses in their wake. If one ends up face to face against such a monster, there is no running away—they will catch you, electrocute you, and rend your corpse. Although vital in the fight against the Scourge, their recklessness causes fear in the heart of friends and foes alike.

The Scions created the Lightning Vessels, using galvanized rods implanted within the spine of newborns, before subjecting them to violent shock therapy. Of those children, a few grew capable of harnessing lightning, while many more were crippled for life—a small price to pay for salvation. This very technology was later used to create the Galvanized Prowlers, mortal enemies of the Lightning Vessels, as the Scions started fearing their own creation.

Galvanic Heart

Lightning is part of you. It flows through your veins and awaits release. At 3rd level, you gain resistance to lightning damage. If you already have this resistance, instead, if you take lightning damage, you can reduce that damage by 1d6 (after the resistance applies).

In addition, while raging, you can unleash the lightning within. For the duration of your rage, you can use your bonus action to unleash various powers.

Saving Throws

Some of your abilities require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Vessel
  • Electrified Chains

    You can use your bonus action to create chains of lightning that wrap around your weapon. The next time you hit a creature this turn, it takes additional lightning damage equal to twice your Constitution modifier and becomes ensnared by the chains, which anchor to the floor, until the start of your next turn. Each time it attempts to move more than 10 feet while ensnared, it must make an Athletics check contested by your Athletics check, freeing itself on a success. On a failure, it takes the lightning damage again and its speed is reduced to 0 until the start of your next turn.

  • Fulgurant Strike

    When you hit a creature with a melee weapon attack, you can leave the weapon embedded in their chest for a brief moment and immediately use a bonus action to call down lightning from the heavens to strike them, using the weapon as a conduit, before retrieving it. The target takes lightning damage equal to twice your Constitution modifier, and all creatures within a 5-foot radius must succeed on a Dexterity saving throw against your Vessel save DC or also take that damage. You have advantage on this saving throw.

  • Lightning Step

    As a bonus action, you can move up to half your speed. During this rush, your body becomes supercharged; if you end this movement within 5 feet of a creature, it takes lightning damage equal to twice your Constitution modifier as the lightning leaps to them. If there are multiple creatures, choose one that takes the damage.

Roaring Crash (Level 6)

At 6th level, you are ready to leap into battle at a moment's notice, crashing down on your foes like thunder from the heavens. As part of entering your rage, you can leap into the air, before crashing down on a point on the ground that you can see within 30 feet of you that isn't occupied by a Huge or larger creature. All creatures in a 10-foot radius centered on that point must succeed on a Dexterity saving throw against your Vessel save DC or take a number of d8|d8s of lightning damage equal to your Constitution modifier (minimum of 1d8), or half as much damage on a success.

If a creature is in the space on which you land, they have disadvantage on the saving throw and are pushed 5 feet out of your space into an unoccupied space of their choice. If no unoccupied space is within range, the creature instead falls prone in your space.

At 10th level, the distance you can leap increases to 60 feet, and you can land in spaces occupied by Huge creatures. At 14th level, the distance increases to 90 feet, and you can land in spaces occupied by Gargantuan creatures.

Lightning Reflexes (Level 10)

At 10th level, the lightning you wield enhances your reflexes past what your body could normally handle. As a result, whenever you make a Dexterity check, you gain a bonus to the check equal to your Constitution modifier (minimum of +1).

In addition, while raging, you can use Lightning Step once on each of your turn without using a bonus action.

Electric Beast (Level 14)

Starting at 14th level, you are one with the lightning that flows through you. The damage from your Galvanic Heart's abilities increases to three times your Constitution modifier, and they improve in the following way:

  • Electrified Chains

    The creature cannot move more than 5 feet without attempting the check, and on a failure, they can't take reactions until the start of your next turn.

  • Fulgurant Strike

    The lightning strike's radius increases to 10 feet, and you can choose a number of creatures equal to your Constitution modifier that automatically succeed on the saving throw.

  • Lightning Step

    You can now move up to your full speed, and you can choose to merge with the lightning, teleporting the distance moved instead.

Path of the Lycan

Path of the Lycan (Level 3)

Lycnathropy is an ancient and horrible curse that changes the afflicted into mindless beasts with insatiable hunger for flesh. However, there are some warriors who purposefully contract this dreaded affliction. Willing to give themselves over to the curse so they may use its power to rid the world of other lycanthropes. These bestial warriors often gain their powers from an ageing mentor, who seeks an apprentice to take up their mantle in the war against lycanthropy.

Barbarians who walk the Path of Lycan use the fury of their rage to control the dreaded curse, and avoiding the normal cycle of uncontrolled and wild transformation.

Animal Form

When you adopt this Primal Path at 3rd level, you can control your lycanthropy, allowing you to shift your form at will. As an action, you can expend a use of your rage to transform into your Animal Form, much like a druid does with Wild Shape.

Choose a beast of CR 1 or lower that best represents the animal your lycanthropy is based on (Common animal forms include boars, brown bears, dire wolves, tigers and rats). This choice is permanent and reflects the nature of your curse. Once you choose your Animal Form, you cannot change it.

When you transform into your animal form, you follow the rules of the Wild Shape feature from the druid class, which can be found in Chapter 3 of the Player's Handbook.

Your Animal form lasts for 1 hour. You then revert to your normal form unless you expend another use of your rage. You can revert to your normal form as an action. You revert early if you fall unconscious, drop to 0 hit points, or die.

Hybrid Form

Starting at 3rd level, your rage draws out the power of your inner beast. When you rage, you can choose to enter a Hybrid Form, a fusion between beast and man. While in this form, you gain the following benefits for the duration of your rage:

  • Your hide grows course and thick. You gain a bonus to your Armor Class equal to half your proficiency bonus.

  • Your fingers and teeth elongate into savage claws and fangs that count as simple weapons. On hit, they deal slashing damage equal to 1d6 + your Strength modifier.

  • Your movement speed increases by 5 feet.

Accursed Predator (Level 6)

You have gained a greater mastery over your lycanthropy. Beginning at 6th level, you gain the following benefits:

  • You have advantage on any Wisdom (Perception) checks you make that rely on your sense of hearing or smell.

  • Your Animal and Hybrid Form attacks count as magical for the sake of overcoming resistance and immunity.

  • Your movement speed increases by 5 feet.

Lycan Warrior (Level 10)

You are able to draw out the full power of the curse that runs within your blood. Starting at 10th level, when you transform into your Animal Form or Hybrid Form, you can expend an additional use of your rage to empower your transformation, granting you the following additional benefits:

  • You can become Large in size if you were not already.

  • The reach of your melee attacks increases by 5 feet.

  • The damage of your Animal Form and Hybrid Form attacks becomes 1d8 if it was not already.

  • If you hit the same creature with two of your Animal or Hybrid Form attacks in the same turn, you can make one additional attack against that creature as a bonus action.

  • If you have no more than half of your hit points left at the start of your turn, you regain hit points equal to your Constitution modifier (minimum of 1 hit point).

Howl of Primal Fury (Level 14)

Starting at 14th level, while you are raging you can expend a use of your rage as an action to let forth a bloodcurdling howl. Creatures of your choice that can hear you within 30 feet must succeed on a Wisdom saving throw or be frightened of you for one minute. DC equal to 8 + your proficiency bonus + your Constitution modifier. A creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on this saving throw is immune to this feature for 24 hours.

Path of the Lycan

Path of the Lycan (Level 3)

Lycnathropy is an ancient curse that changes those afflicted into mindless beasts with a wild hunger for flesh. However, there are some who purposefully contract this dreaded curse. Willing to give themselves over so that they may use this feral power to rid the world of other lycanthropes.

The barbarians who walk this Path often gain their power from an aging mentor who seeks an apprentice to take up the mantle of the hunt for the monsters cursed with lycanthropy.

Animal Form

You have learned to control your lycanthropy and can shift your physical form at will. As an action on your turn, you can transform into the Animal Form of your lycanthropy, much like a Druid takes the shapes of beasts with Wild Shape.

Choose a beast of CR 1 or lower that best represents the animal your lycanthropic curse is based on. Common beasts include boars, brown bears, dire wolves, tigers, and rats. This choice is permanent as it reflects the unchanging nature of your curse, and cannot be changed short of a wish spell.

When you transform into your Animal Form, you follow all the rules of the Wild Shape feature from the Druid class, which can be found in Chapter 3 of the Player's Handbook.

You can remain in your Animal form for up to 1 hour. Your transformation ends early if you drop to 0 hit points, or you use a bonus action to revert back to your normal form.

Once you shift into your Animal Form, you must finish a short or long rest before you can do so again. If you have no uses left, you can expend a use of Rage to transform again.

Hybrid Form

Your Rage draws out the power of your inner beast. When you Rage, you can transform into a Hybrid Form, a fusion between beast and humanoid. While in your Hybrid Form, you gain the benefits below for the duration of your Rage:

  • You gain a +1 bonus to your Armor Class.

  • Your fingers and teeth become claws and fangs that count as simple weapons with the light property. On hit, they deal 1d6 slashing (claws) or piercing (fangs) damage.

  • Your walking speed increases by 10 feet.

Savage Instinct (Level 6)

The curse that flows in your veins empowers your senses. When you make a Wisdom (Perception) check that relies on your hearing, sight, or smell you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).

Also, your natural weapon attacks in both your Animal and Hybrid Forms count as magical for the sake of overcoming resistance and immunity to non-magical attacks and damage.

Lycan Warrior (Level 10)

You draw on the full power of your curse. When you shift into Animal or Hybrid Form, you gain these additional benefits:

  • You can choose to grow by one size category.

  • The reach of your melee attacks increases by 5 feet.

  • Your walking speed increases by an additional 10 feet.

  • The damage of your natural weapons becomes 1d8.

  • If you have less than half of your hit points at the start of your turn, you instantly regain hit points equal to your Constitution modifier (minimum of 1 hit point).

Howl of Primal Fury (Level 14)

When you expend a use of Rage, you can let forth a blood-curdling howl. Creatures of your choice that can hear you within 30 feet must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be frightened of you for up to 1 minute. They can repeat this saving throw at the end of each turn, ending the effect on a success.

Any creature that succeeds on its saving throw against this effect are immune to this feature for the next 24 hours.

Path of the Magical Girl

Path of the Magical Girl (Level 3)

The Path of the Magical Girl is a magical journey, as the barbarian accepts a their inner beauty. In battle, your purity fills you with supernatural love, adding love fuel to your barbarian rage.

Magical Girl Barbarians have found spiritual enlightenment through inner beauty and purity of mind. They often make friends with the most vile scum of the planes often try to bring the best out of them.

Puri-Puri Transformation

Beginning when you choose this path at 3rd level, you embody beauty and purity whenever you rage. While you're raging, choose a number of creatures equal to your Charisma modifier (minimum of 1), those creatures are under the effects of the bless spell. This effect lasts until your rage ends, or if your concentration is broken as if you were concentrating on a spell (this concentration bypasses normal rage rules).

In addition, whenever you are raging you can use your Charisma modifier, instead of Strength, for attack and damage rolls and add your Charisma modifier to any Strength checks or saving throws.

Finally, some of your features will require creatures to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Magical Girl

Familiar Bond (Level 6)

Starting at 6th level, you learn the find familiar spell and can cast it as a ritual. Whenever you do so, you must choose either a cat, crab, frog, lizard, octopus, owl, quipper, raven, sea horse, or weasel and also gain the options of a flumph and a blink dog.

In addition, while your familiar is summoned and you are raging, you gain one of the following traits which last until your rage end, or until your familiar dies:

  • Temporal Displacement of Love:

    As a bonus action on your turn, you can teleport up to half of your movement speed. When you manifest this feature as part of your rage, you can teleport as part of that same bonus action.

  • Lovely Actors:

    As part of the bonus action you used to manifest your Puri-Puri Transformation, choose up to 3 creatures within 30 feet of you. These creatures must make a Charisma saving throw against your Magical Girl save DC or be charmed. While charmed in this way, the creatures believes that it is in a play, and subtracts 1d4+ your proficiency bonus from all damage rolls. You can choose to use this trait again as an action on subsequent turns. This effect lasts until your rage ends or until you use this trait again.

Magical Friendship Aura (Level 10)

Starting at 10th level, you have a charming aura of magical friendship that manifests 15ft in every direction. Whenever a creature enters this aura for the first time on their turn, or if they start their turn within the aura, they must make a wisdom saving throw against your Magical Girl Save DC or be charmed for 1 minute. The creature can repeat the save and the end of their turn or if you attack them. If they pass the save, they are immune to the effect for the next 24 hours.

Love Beam of Love (Level 14)

At 14th level, your love cannot be contained. As an action, you make a heart with your hands, point it in a direction of your choice, and say "Kyuuuuuun." A line that is 5 feet wide and 30 feet long emits from your hands and creatures within this line must make a Constitution saving throw, taking 10d6 + 40 radiant damage on a failure or half as much on a success.

You can use this feature once and must finish a long rest before you can do so again.

Path of the Manastorm

Path of the Manastorm (Level 3)

The Path of the Manastorm is a path wherein warriors become infused with the magic and fury of a manastorm. These barbarians learn how to attune to magic and wield the might of the arcane in battle.

Thought to have been accidentally discovered during a wild manastorm that occurred a long time ago, the Path of the Manastorm is now sought after by those few who think they can brave the wild power of raw magic and live to harness its strength.

Bastion of the Arcane

When you choose this path at 3rd level, you have gained an understanding of the arcane. You gain proficiency in the Arcana skill. Additionally, while you are raging, you have resistance to damage from spells.

Fury of the Manastorm

At 3rd level, you can unleash a stormy magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action.

When this effect is activated, all other creatures in your aura take 1d4 force damage each. The damage increases when you reach certain levels in this class, increasing to 2d4 at 5th level, 3d4 at 10th level, 4d4 at 15th level, and 5d4 at 20th level.

Attunement of the Mana (Level 6)

Beginning at 6th level, the mana storm inside you grants you further strength. You gain resistance to force damage.

In addition, immediately before you enter your rage, you can cast the dispel magic spell, targeting only yourself, as part of that bonus action. Constitution is your spellcasting ability for this effect.

Presence of the Magic (Level 10)

At 10th level, you can feel the presence of magic. You can cast the detect magic spell, but only as a ritual. When you do so, the spell does not require concentration, the range increases to within 60 feet of you, and you can use your bonus action to see faint auras of magic around creatures and objects, instead of an action.

Surge of the Manastorm (Level 14)

Starting at 14th level, you can unleash the full might of the manastorm. While you are raging, you can use your action to unleash a surge of magical energy within a 30-foot radius centered on you. Each creature within the area, other than you, must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier).

On a failed save, a creature takes force damage equal to your barbarian level, or half as much damage on a successful one. If a creature fails this saving throw while concentrating on a spell or magical effect, its concentration is broken.

Path of the Maniac Berserker

Path of the Maniac Berserker (Level 3)

For some Barbarians, fury is only the means to achieve an objective, the objective being violence. The path of the Berserker is a path of limitless violence soaked in blood. When you enter the berserker rage, you enjoy the chaos of battle, without worries such as your health or safety.

Frenzy

Starting at 3rd level, your reckless attacks turn fury into a state of frenzy that alters your mind in search of violence. While raging, all the attacks on your turn can become reckless attacks, and you can make a melee reckless attack with your bonus action. Additionally, as part of your bonus action for entering a frenzy, you can make a reckless attack with a melee weapon.

Intimidating Presence

Your imposture and build passively help to impose your will on others, allowing you to use your strength modifier instead of charisma on your charisma (intimidation) rolls

Simple Mind (Level 6)

At 6th level, You cannot be charmed or frightened while raging. If you are charmed or frightened when you go into a rage, the effect is suspended for the duration of the rage.

Additionally, if you take damage from a creature and are not enraged, you can use your reaction to scream or laugh maniacally and enter rage before taking damage.

Negligent Attack (Level 10)

When you hit with a reckless attack you can roll one of your hit dice to add it as damage to one of your attacks. Additionally, if you find yourself grappled, instead of dealing extra damage with this trait you can choose to break free as part of the attack. You can use this trait a number of times equal to your strength modifier per short rest.

Violent Retaliation (Level 14)

While enraged, when you take damage from a creature you can use your reaction to move closer to your attacker or another hostile creature, using up to half your movement to make a melee attack against it.

Path of the Masked Scourge

Path of the Masked Scourge (Level 3)

It came at me, horns protruding from its head, a giant, inhuman grin fixed on its face and eyes like fires that bore into my soul. Some have claimed to me that it was just a man in a mask, but I know this can't be true. They don't know. They didn't stare into those eyes and see their own death staring back at them...

A PRIMAL PATH

Some barbarians learn how to craft strange and terrifying masks to aid them both on and off the battlefield. These masks are magical and unique, and the key to their creation is a carefully guarded secret.

Tools of the Maskmaker

When you choose this primal path at 3rd level, you gain proficiency with the disguise kit and your choice of either leatherworker's, smith's or woodworker's tools.

Masked Rage

Also at 3rd level, you learn how to craft masks and imbue them with magic. You learn how to make 2 masks from the Masks of Fury list at the end of this subclass. You learn how to make additional masks when you gain certain levels in this class, as shown in the mask table. You choose the physical appearance of these masks.

You may spend 10 minutes crafting a mask you know how to make, and may do so as part of taking a short or long rest. Whenever you craft two masks of the same type, the mask you crafted first turns to dust. These masks only effect you, on any other creature they are normal masks. If a mask requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Constitution modifier.

You may don or doff one mask before going into a rage (as part of the same action), or as a bonus action on your turn.

Some of your masks makes use of your Mask die, which is a d6 and increases in size when you reach certain levels in this class, as shown in the mask table.

Masks of Fury

If a mask of fury has prerequisites, you must meet them to learn to make it. You can learn how to make a mask at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Mask of the Avenger

As long as you are wearing this mask, you have advantage on saving throws against being frightened. When you enter into a rage while wearing this mask or don it while you are raging, you may choose a creature you can see within 90 feet of you. While you are still raging, the first time you hit the chosen creature with a weapon attack on each of your turns, the attack deals additional damage equal to one roll of your Mask die. After you deal damage to a creature this way, that target has disadvantage on any attack roll that isn't against you until the start of your next turn.

Mask of the Defiler

As long as you are wearing this mask, you have advantage on Charisma (Deception) and Dexterity (Sleight of Hand) checks you make. While you are raging and wearing this mask, as a bonus action you can choose a creature you can see within 60 feet of you. The chosen creature must succeed on a Constitution saving throw, or take necrotic damage equal to one roll of your Mask die and be unable to regain hitpoints until the start of your next turn.

Mask of the Destroyer

As long as you are wearing this mask, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. While you are raging and wearing this mask, as a bonus action you can choose a creature you can see within 30 feet of you. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take fire damage equal to one roll of your Mask die. Any flammable objects that are not being worn or carried within 5 feet of the target catch fire.

Mask of the Guardian

As long as you are wearing this mask, when a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. While you are raging and wearing this mask, as a bonus action you may choose a creature you can see within 30 feet of you. That creature gains temporary hitpoints equal to one roll of your Mask die until the start of your next turn.

Mask of Light

As long as you are wearing this mask, your mask sheds dim light in a 15 foot radius around you. While you are raging and wearing this mask, the light created by your mask becomes bright light and it sheds dim light for an additional 15 feet, and whenever a creature you can see within 15 feet of you is dealt damage by another creature, as a reaction you may cause the target to take extra radiant damage equal to one roll of your Mask die.

Mask of Death (6th level or higher)

As long as you are wearing this mask, you have advantage on death saving throws. Whenever you reduce a creature to 0 hitpoints while raging and wearing this mask, you gain temporary hitpoints equal to two rolls of your Mask die.

Mask of the Poisoner (6th level or higher)

As long as you are wearing this mask, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. While you are raging and wearing this mask, the first creature you hit on each of your turns with a weapon attack takes extra poison damage equal to one roll of your mask die, and must succeed on a Constitution saving throw or be poisoned until the start of your next turn.

Mask of the Shadow (6th level or higher)

As long as you are wearing this mask, you have advantage on Dexterity (Stealth) checks you make and have a climbing speed equal to your walking speed. While you are raging and wearing this mask, you may take the Disengage and Hide actions as a bonus action.

Skills of the Scourge (Level 6)

At 6th level, your skills are heightened. Whenever you fail a skill check that you are proficient in, you may add one roll of your Mask die to the roll, potentially causing the check to succeed.

You may use this feature a number of times equal to your proficiency bonus, after which you cannot use it again until you finish a long rest.

Nightmarish Visage (Level 10)

At 10th level, your masks can truly terrify. While you are raging and wearing a mask, once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier, and if the saving throw fails, the target is frightened of you until the end of your next turn.

Enhanced Masks (Level 14)

At 14th level, your masks grant you additional abilities. Whenever you don a mask, you may choose to gain one of the following benefits for as long as you are wearing that mask:

  • Your gain resistance to one damage type of your choice between acid, cold, fire, lightning and thunder damage.

  • Your speed increases by 5 feet, and you gain a flying speed equal to half your walking speed (rounded down to the nearest multiple of 5).

  • You may add your mask die to the first weapon attack you make each turn.

Path of the Meltdown

Path of the Meltdown (Level 3)

Many barbarians manifest their rage as a vicious tantrum, and a warrior mid-fit is a sight to behold. The blood of the barbarians who walk the Path of the Meltdown literally boils with anger until the acrid fluid ruptures their skin and sends it gushing forth. Bitter hatred and curdled malice liquefy their flesh and form seams in their sloughing skin, and they weep black ichor as their putrid emotions drain from their pliable skulls.

Lash Out (Level 3)

Starting at 3rd level, you learn to channel your visceral fury into an acrid lash. You become proficient in unarmed strikes and when you take the Attack action while raging, you can make an unarmed strike against a target within 30 feet of you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. This attack ignores bonuses to AC granted by shields and features that parry or deflect attacks.

On a hit, the target takes 2d6 acid damage and is pulled a number of feet toward you equal to 5 × your rage bonus damage.

You also have resistance to acid damage, and are immune to it while raging.

Amorphous (Level 3)

Also at 3rd level, your body and brain become as fluid and unstable as your racing thoughts. While raging, you have advantage on ability checks and saving throws to avoid being restrained, can move through spaces as narrow as 1 inch wide without squeezing, and your speed is not reduced when you move through another creature's space.

Finally, if you are not wielding a weapon, you can morph your hand or hands into one of the melee weapons described on page 149 of the Player's Handbook. You wield the weapon as normal, which has no special properties despite being made from your body. If the weapon leaves your grasp, it is destroyed instantly.

Ready to Blow (Level 6)

At 6th level, toxins erupt from your body like a geyser. When you enter a rage, creatures of your choice within 30 feet of you take acid damage equal to your rage bonus damage. Each target's space, as well as yours, is filled with a 1-inch-deep pool of acid that evaporates after 1 minute. When a creature enters this space for the first time on a turn or ends its turn there, it takes acid damage equal to your rage bonus damage.

When you use this feature, any poisons, diseases, charmed effects, and effects that control your mind such as the dominate person spell or a ghost's Possession feature end.

Calm Troubled Waters (Level 10)

Starting at 10th level, you can use a bonus action to settle your racing thoughts and expand your senses. You can use a bonus action to gain tremorsense with a range of 60 feet for 10 minutes, but you must be immersed in or touching liquid to use it, and can only sense creatures within that liquid.

You can use this feature a number of times per long rest equal to your Constitution modifier.

Temper Tempest (Level 14)

Starting at 14th level, you can use your reaction when struck by a critical hit to make one unarmed strike against any creatures within 120 feet of you. Each attack deals an extra 1d6 acid damage, and you gain temporary hit points equal to the acid damage dealt by one attack you choose. You then teleport to an unoccupied space within 5 feet of one target you choose.

You can also use this ability as an action. Once you do so, you can't do so again until your next rage.

Path of the Mercurial

Path of the Mercurial (Level 3)

Your rage is not rage at all. Instead, you are filled with a malicious spite that runs wild within your veins, bringing a cruel smile to your face and causing the shadows around you to writhe and twist in sympathy. Many who walk this path find themselves in contact with the Shadowcat: an unusual creature that wanders the planes devouring nightmares, twisting fate, and causing mischief for some inscrutable end. As you learn to walk the planes like it does, that cruel joy within your heart grows ever stronger, granting you powers unseen by mortal men. You are the stalking panther, the hunting lion, and the sly grin that appears even as your form fades away. Become nightmare.

Cheschire Grin

When you choose this path at 3rd level, your rage forces a terrible smile upon your face. When you use your Reckless Attack feature while raging, shadows begin to writhe around your form until the start of your next turn. If you take damage from an attack during this time, you can use your reaction to move up to 10 feet without provoking opportunity attacks and you become invisible to your attacker until the start of your next turn.

Whenever your rage ends, you can choose to inflict that same malicious grin upon another creature. Choose a creature within 30 feet that can see you. The target must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). If they fail, they can't speak or cast spells for 1 minute, and they lose concentration on active spells as their face contorts and twists into a cruel smile. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends.

Down the Rabbit Hole (Level 6)

At 6th level, you learn to journey through terrible shadow, though it fills you with a wicked madness. When you enter your rage, you can teleport up to 30 feet to an unoccupied location you can see, and while raging, you can do so again whenever you reduce a creature to 0 hit points.

Looming Shadow (Level 10)

Starting at 10th level, your unique perspective grants you control over the scope and scale of things. You can cast enlarge/reduce at will, even while raging. You can maintain concentration on this spell while you are raging, and entering your rage does not cause you to lose concentration. Charisma is your spellcasting ability for this spell.

All that Remains (Level 14)

Starting at 14th level, when you use your reaction to activate your Cheshire Grin feature, you can choose to have your wicked smile hang in midair, fully visible. You still gain the benefits of invisibility against your attacker, but now each creature within 15 feet of you who can see your grin, including your attacker, must make a Wisdom saving throw against your Cheshire Grin save DC. If a creature fails, they are enraged by your taunting grin and must attack you with a weapon or spell attack before the end of their next turn or take psychic damage equal to your barbarian level. If their first attack misses, they take half as much damage. Creatures immune to the charmed condition are unaffected.

Path of the Meteor

Path of the Meteor (Level 3)

They say it was a spectacular show of lights, as if a comet had come down and was dashing across the battlefield. The earth quacked and the mountains shook as this individual brought down the very might of the heavens upon their enemies. The result of which can still be seen, look at these craters, and the bodies around it...No ordinary person did this...at least, not one from this world...

— Investigator's report on the site of a massacre.

In the comsos, there exists a rare kind of warrior known for their immense power over the most basic of natural forces: Gravity. These fierce warriors draw their strength from the celestial heavens above and the unseen particles that cause large and dense objects to attract others. When they rage, they become living meteors, influence their density, manipulating the very fabric of space around them. They are living celestial bodies, and their path is a blazing trail through the cosmos, leaving foes bewildered and in awe of their celestial might.

Gravitational Force

3rd-level Path of the Meteor feature

Starting at 3rd level, when you activate your rage, you exude your own gravitational force. Creatures within 15 feet of you must spend double movement to move away from you. If you use your bonus action to increase your density, all creatures around you must make a Strength saving throw or be pulled 5ft towards you.

Variable Density

3rd-level Path of the Meteor feature

Starting at 3rd level you gain the ability to either halve or double your weight as a bonus action, which you may take as part of activating your rage. The effect lasts until you choose to deactivate it, until you activate the other effect or until you lose consciousness.

  • If you halve your weight, your long jump and high jump distance becomes 5ft times your Strength modifier and you gain advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.

  • If you double your weight you become harder to move, gaining a bonus to saves and checks against forced movement equal to your Constitution modifier (minimum of 1).

Comet's Momentum (Level 6)

6th-level Path of the Meteor feature

At 6th level, you can use the momentum of your movement to deal more damage. While raging, you may use your bonus action to gain Comet's Momentum. This effect lasts until the end of your turn. You may use this feature a number of times equal to your proficiency modifier every time you activate a rage. During this time:

  • Any movement you make (walking, swimming, flying, or falling) does not provoke opportunity attacks.

  • All creatures within 5 feet of your path must succeed on a Strength saving throw or be pulled 10 feet in the same direction you are traveling.

  • If you take the Attack action after moving in a straight line, you may deal an additional 1d8 force damage for every 10ft you traveled. At 14th level this becomes 1d10 per 10ft.

Astral Interception (Level 10)

10th-level Path of the Meteor feature

Beginning at 10th level, you gain the ability to further manipulate gravitational forces while raging. While raging, you may use your reaction in two ways:

  • When a creature within 10 feet of you is targeted by an attack, you can use your reaction to cause the attack to target you instead. For ranged attacks, the projectile is directed towards you. For melee attacks targeting a Large or smaller creature, they must succeed on a Strength saving throw or be pulled to a free space that puts you within their range, and the attack hits you instead.

  • You may use your reaction to halt a fall for you and a number of other creatures equal to your Constitution modifier (minimum of 1). You and the affected creatures stop mid-air until the end of your next turn, after which you all start falling anew.

Meteor Impact (Level 14)

14th-level Path of the Meteor feature

At 14th level, you can increase your density further. If you choose to increase your density using the Variable Density feature, you may instead choose to increase your density five fold, expanding the radius of your gravity aura to 30 feet. All creatures within this radius at that time must make a Strength saving throw or be pulled 15ft towards you. You may also add your constitution modifier to the attack and damage rolls of your melee attacks. These effects last for one minute or until your rage ends. You may use this ability once and must then finish a long rest to be able to use it again.

If you fall at least 10 feet during this effect, you create a Meteor Impact. All creatures within 20 feet of you must succeed on a Dexterity saving throw or take 5d10 force damage, plus an additional 1d10 force damage for every 10 feet you fell. You are immune to the fall damage that this may cause to you.

Path of the Monster

Path of the Monster (Level 3)

A person can't escape death, and neither can they escape the Path of the Monster. You advance slowly and surely toward your enemy, their futile resistance unable to make you falter even a step. The fear they feel from the bottom of their heart is brought to rest by your weapon, another corpse for the pile.

Black Iron Body

Starting at 3rd level, you are feared for your body that will not break. You can forgo resistance to bludgeoning, piercing, and slashing damage when you enter a rage. If you do so, you gain temporary hit points equal to your barbarian level + half your current hit points, which vanish when your rage ends or you enter a rage. You can't rage in this way again for 1 minute.

Additionally, after a creature hits you with an attack while you're raging, you can use your reaction to force it to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or become frightened of you until the end of its next turn. If you don't have all of your hit points, the creature has advantage on the saving throw.

Finally, when you roll initiative and you aren't surprised, you can use your reaction to immediately enter a rage.

White Iron Will (Level 6)

Starting at 6th level, you are feared for your will that will not waver. While you're raging and you have all of your hit points, you have advantage on Wisdom saving throws, and you are immune to being charmed or frightened.

Sword Iron Soul (Level 10)

Starting at 10th level, you are feared for your soul that will not shatter. On your turn (no action required), you can reduce your hit point maximum to an amount equal to your current hit points until you finish a long rest. If you do so, when you roll a weapon's damage dice until the end of your turn, you can deal maximum damage, instead of rolling.

Once you use this feature, you can't use it again until you finish a short or long rest.

Night Parade (Level 14)

Starting at 14th level, you are a fear that will never fade away, you're considered a monster of myth. While you're raging and you have all of your hit points, you gain the following features.

Monster of the Mountain

As a bonus action, you can deal 6d6 bludgeoning damage to a creature you're grappling or hurl it up to 60 feet in any direction except for upward.

Monster of the Plain

As a bonus action, you can make a melee weapon attack against a creature that damaged you since the end of your last turn.

Mountain of the Sky

As a bonus action, you can fly up to your speed. You fall if you end your turn in the air and nothing else is holding you aloft.

Path of the Moon-Touched

Path of the Moon-Touched (Level 3)

Though perhaps not as renowned as were-creatures for being entities altered by lunar forces, the moon-touched are ferocious berserkers whose minds have been addled under the unyielding, yet pale and entrancing light of the moon.

Moon-touched develop their affliction in various ways, such as undergoing barbaric lunar rituals or becoming cursed by fey powers. These lunacy-driven warriors are often pushed into rages that involve unpredictably violent bouts; wildly swinging their weapons at nearby targets and unable to tell friend from foe.

Lunar Delirium

At 3rd level, the violent insanity you invoke while raging overwhelms other maddening conditions affecting your mind. While raging, you gain the following effects:

  • You have resistance to psychic damage.

  • You are immune to new madness effects and any madness effect affecting you is suspended.

  • When you take the Attack action and score a critical hit on an attack roll with a melee weapon, you can use a bonus action to make a melee weapon attack with advantage against a randomly determined creature within your reach. You also gain temporary hit points equal to your proficiency bonus + your Constitution modifier (minimum of 1), which last until your rage ends.

Lesser Gravity (Level 6)

At 6th level, your speed increases by an additional 10 feet while you are not wearing heavy armor.

In addition, when you make a high jump or standing high jump, the distance you can travel increases by an amount equal to your Strength modifier.

Waning Sanity (Level 10)

Starting 10th level, your addled and ferocious psyche spreads to others around you. As part of the bonus action you take to enter your rage, you can cause a willing creature within 30 feet of you to gain the effects of your Lunar Delirium feature, which lasts until your rage ends.

Alternatively, you can use this bonus action to force a creature within 30 feet of you to make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier or be inflicted with brief lunacy, which lasts until your rage ends. You can use your reaction against a target that fails this saving throw when it makes an attack to force it to reroll the attack roll against a randomly determined creature within its range.

Waxing Relentlessness (Level 14)

At 14th level, when you drop to 0 hit points and use your Relentless Rage feature for the first time after finishing a long rest, you automatically drop to 1 hit point without needing to make a saving throw. The DC will start at 10 for the next saving throw you make for Relentless Rage.

You also gain a number of temporary hit points equal to your level whenever you benefit from this feature or succeed the on saving throw from your Relentless Rage feature.

Path of the Mountain

Path of the Mountain (Level 3)

While many barbarians are an army unto themselves, no path exemplifies these traits more than the Path of the Mountain. A titan to behold, you stagger entire swathes of those who would seek to harm you. Your allies can only watch in awe as your massive form wades through the screaming hosts of your foes.

Most barbarians of this path have a deep connection to the peaks and ranges of the world, and many make a pilgrimage to a particular mountain as part of their destiny, or as the beginning of their journey to the mastery of their path. You can roll from the table below, or your DM can help you decide a mountain most appropriate for you.

Mountain Pilgrimage
d6Mountain

Nan Yegra

Broken Axe Peak

Summa Ferum

Z'ez

Mount Tharadun

Whistletop

Highest Heights

3rd-level Path of the Mountain feature

At 3rd level, when you adopt this path, you become acclimated to high altitude, including elevations above 20,000 feet. You also become adapted to cold climates, as described in chapter5 of the Dungeon Master's Guide.

Become the Mountain

3rd-level Path of the Mountain feature

Starting when you choose this path at 3rd level, your form and equipment dramatically expand and becomes craggy and rocky in appearance when you enter your rage. While you're raging, your size becomes Large, unless you were larger, your reach increases by 5 feet, and you cannot be moved against your will or knocked prone. While Large, your size doubles in all dimensions, and your weight is multiplied by eight.

Additionally, while raging, you gain a number of temporary hit points at the start of your turns. The number equals your Constitution modifier.

Steep Ascent (Level 6)

6th-level Path of the Mountain feature

Beginning at 6th level, the ground within 10 feet of you is considered difficult terrain while you are raging. Creatures that are prone while within this area must use twice as much movement to stand up.

Dizzying Heights (Level 10)

10th-level Path of the Mountain feature

Beginning at 10th level, you can use your action to generate a wave of vertigo inducing vibrations. When you do so, all creatures standing within 10 feet of you must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or fall prone. Once you use this feature, you must finish a short or long rest before you can use it again.

Tallest Peak (Level 14)

14th-level Path of the Mountain feature

Starting at 14th level, when you enter your rage you can choose to have your size become Huge, unless you were larger. While you are transformed in this way, your reach increases by 10 feet, you gain resistance to all damage, and you are immune to poison and disease. While Huge, your sizes doubles in all dimensions an additional time, and your weight is multiplied once again by eight.

If you are poisoned or diseased when you enter your rage,the effect is suspended for the duration of the rage. Once you have used this feature, you must complete a long rest before you can do so again.

Path of The Muscle Wizard

Path of The Muscle Wizard (Level 3)

You're a wizard! Perhaps you went to wizarding school on a football scholarship or just picked up a book at the gym and started reading. No matter how you got here, you're a wizard, one that just coincidentally has massive, rippling muscles. You have the big dumb hat and the book filled with gibberish and everything!

You gently remind others, often by beating them to a pulp and cracking their bones, that your magical powers shouldn't be questioned. You're a good wizard, the best one, even! And only a fool would say otherwise.

Unarguable Wizardry

Starting at 3rd level, your unquestionable legitimacy (and immense pectoral muscles) gives you advantage on Charisma (Intimidation) checks made to convince others that you are, in fact, a wizard.

Additionally, if someone questions your legitimate magical prowess, you can instantly fly into a rage for 1 round. This rage can't be extended and doesn't count against your total number of Rages following a long rest. While in this rage, you can only attack the creature that provoked your ire and the creature's allies.

"Cantrips"

At 3rd level, you can call upon your "magic" to cast "cantrips" in combat. You can use the following cantrips" a number of times equal to your Strength modifier. You regain all expended uses when you take a short or long rest. While you are raging, you can cast your "cantrips" at will; using them doesn't count against your number of uses per long rest.

  • Mage Hand. As a bonus action when you hit a creature with a melee weapon attack on your turn, you can use your hand (and you are a mage, after all) to attempt to shove the target over. The target must make an opposed Strength check against you. If your Strength check is higher, the target is knocked prone.

  • Shocking Grasp. As a bonus action when you make an attack on your turn, you can hit your target even harder than usual, a fact which they will find quite shocking. On a hit, the target can't take a reaction until the start of your next turn.

  • True Strike. As a bonus action when you make an attack on your turn, you can really, truly strike your target. On a hit, you deal an extra 1d8 damage to the target.

"Spells" (Level 6)

By 6th level, your "magic" is powerful enough to cast every "spell" that exists (and no one can or will prove otherwise without broken ribs). However, you only prepared the following "spells" today.

You can cast each of these "spells" once and recover all expended uses when you finish a long rest.

  • Burning Hands. Your backhand slap is legendary. As an action on your turn, you can make an unarmed strike against each creature within your reach. On a hit, this attack deals bludgeoning damage equal to 1d8 + your Strength modifier.

  • Magic Missile. When you take the Attack action on your turn, you can use your bonus action to make a ranged attack using a weapon you are holding. Because magic missile never misses, you have advantage on this attack roll.

  • Shield. As a reaction when you're targeted by an attack, you can quickly produce a shield to defend yourself. You gain the shield's bonus to AC against this attack, even if you weren't holding it before. If you are hit, you can reduce the amount of damage taken by 1d12 + your Constitution modifier.

Magic Resistance (Level 10)

By 10th level, you're such an amazing wizard that other wizards can't even touch you. While you're raging, you have resistance to damage from spells.

I Cast Fist (Level 14)

Starting at 14th level, you can crush your enemies with your ultimate "spell," Fist. While you're raging, you can use your action and bonus action to punch your foe really, really hard. Make a melee attack roll, with advantage, against one creature within your reach. On a hit, you deal bludgeoning damage equal to 8d8 + your Strength modifier.

Once you use this ability, you can't use it again until you stop raging and begin a new rage.

Path of the Mutant

Path of the Mutant (Level 3)

Through the study of alchemy and dark transmutation magic some reclusive warriors have discovered a way to chemically alter their physical forms. By combining powerful alchemical reagents and the pure unbridled energy of their rage, they can trigger massive physiological changes within themselves. Barbarians who follow this Path of the Mutant are on a quest to evolve their bodies into the ultimate killing machine.

Aberrant Alchemy

Your research into the more sinister side of alchemy has paid off. When you adopt this Primal Path at 3rd level, you gain proficiency with alchemist's supplies and in the Nature skill.

In addition, you learn three Mutations of your choice from the Mutations Barbarian Optional Features. At the end of a long rest, so long as you have access to alchemist's supplies, you can replace one of your Mutations with another Mutation of your choice for which you meet the prerequisites.

Manifest Forms

The energy of your rage triggers an alchemical reaction with your blood. Beginning at 3rd level, when you enter your rage, you manifest a number of Mutations you know of your choice equal to your Constitution modifier (minimum of 1 Mutation). These Mutations last until the end of your current rage.

Enduring Mutation (Level 6)

Your advances in the dark alchemy of mutation have evolved. Starting at 6th level, at the end of a long rest, you choose one Mutation you know. Until the end of your next long rest, you always have that Mutation manifested, even when not raging. When you enter a rage, this Mutation counts against the total number of Mutations you can manifest for that rage.

In addition, you learn two more Mutations of your choice from the Mutations Barbarian Optional Features.

Toxic Vigor (Level 6)

The toxic elixirs and potions you have consumed to further your research have hardened your body against all but the most noxious substances. At 6th level, you gain resistance to both acid and poison damage, and you have advantage on saving throws to resist the poisoned condition.

Noxious Strikes (Level 10)

You can weaponize the toxins in your blood. Beginning at 10th level, when you hit a creature with a melee attack, you can force it to make a Constitution saving throw to resist being infected by the wild toxins that flow in you. DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, roll a d6, and the target immediately suffers the corresponding condition from the table below:

This effect lasts for 1 minute. The creature repeats this saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on their saving throw is immune to this effect for the next 24 hours.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, you learn one additional Mutation from the list at the end of this subclass description.

Rapid Mutation (Level 14)

Upon reaching 14th level you have gained mastery over your body and its mutability and you can change your form at will. While raging, you can use a bonus action to end one of your Mutations, replacing it with another Mutation that you know.

You can use this ability a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, you learn one final Mutation of your choice from the list at the end of this subclass description.

Path of the Mutant

Path of the Mutant (Level 3)

Barbarians that follow this Primal Path make use of alchemy and dark transmutation magic to mutate their physical form. The savage fury of their Rage triggers massive physiological changes thanks to reagents in their blood. These mutants are often on a quest to evolve their bodies into the ultimate form.

Aberrant Alchemy

You have a deep knowledge of sinister side of alchemy. You gain proficiency in Nature and with alchemist's supplies.

This knowledge allows you to create mutagens which, when combined with your Rage, radically alter your body.

Mutations Known

You know three Mutations of your choice from the list at the end of this subclass description.

During a long rest, so long as you have access to your alchemist's supplies, you can spend 1 hour to replace one Mutation you know with another Mutation of your choice.

You learn two additional Mutations of your choice when you reach 6th level, 10th level, and a final two at 14th level.

Manifest Mutations

When you Rage, you manifest a number of Mutations equal to your Constitution modifier. These Mutations last until the end of your current Rage.

Enduring Mutation (Level 6)

Your advances in the dark alchemy of mutation have evolved. At the end of each long rest, choose one Mutation you know. You gain the benefits of that Mutation, even when you aren't Raging, until the end of your next long rest.

However, when you enter a Rage, your Enduring Mutation counts against the total number of Mutations you can manifest as part of that Rage.

Noxious Strike (Level 10)

You can weaponize the toxins in your blood to infect your foes. When you hit a creature with a melee attack, you can force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, roll a d6, and the creature immediately suffers the corresponding condition from the table below:

This effect lasts for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on its saving throw is immune to the effect of this ability for the next 24 hours.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all of your expended uses when you finish a long rest.

Rapid Mutation (Level 14)

You have gained mastery over your body's mutability. While Raging, you can use a bonus action to end one Mutation and replace it with another Mutation that you know.

You can use this ability a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Path of the Nautilus

Path of the Nautilus (Level 3)

The Path of the Nautilus is granted to those who accept the greatest challenges of the sea and survive. Having survived a brush with the briny depths of the ocean, the Path of the Nautilus warps a barbarian by the nature of their experience. Not wholly the same, the barbarian manifests magical mutations of the sea during battle.

Deep Dweller

Your harrowing experience has left you with the capabilities to delve beneath the waves. At 3rd level, when you adopt this path, you can breathe underwater and gain a swimming speed equal to your walking speed.

Mystic Mutation

At 3rd level you choose a mutation and gain its feature. You may change your mutation choice whenever you gain a level in this class or spend 8 hours fully submerged in sea water.

Some of your mutation features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Mutation Save DC = 8 + your proficiency bonus + your Constitution modifier

Shell

Your rage grants you magical armor to bolster your defenses. Your armor can take whatever form you choose; plates of chitin, patches of barnacles, or even a layer of blubber. While you are raging and have no temporary hit points, you can use your bonus action to gain temporary hit points equal to your Constitution modifier (minimum of 1). While you have temporary hit points from this feature, you are immune to cold damage.

Lure

Your rage grants you a magical appendage to assail your foes. Your appendage can take whatever form you wish. For example, your appendage could be a ghostly hook, an ephemeral tentacle, or a phantom claw. Your appendage is considered a simple melee weapon with the thrown property. While you are raging, you can use your bonus action to make an attack with your appendage against a creature you can see within 30 feet. On a hit, you can impose one of the following effects on that target:

  • It must make a Dexterity saving throw or be knocked prone.

  • It must make a Strength saving throw. If it fails, you can pull it up to 15 feet towards you in a straight line.

  • It takes cold damage equal to 1d6 + your rage damage.

Flow

Your rage grants you unnatural fluidity of movement. Your limbs may move like that of a cephalopod or your body may ungulate like water as you move about the battlefield. While you are raging and aren't wearing heavy armor, you can take the Dash action as a bonus action on your turn. Additionally, when you take the Dash action, opportunity attacks against you are made with disadvantage until the end of your turn.

Benthic Boons (Level 6)

At 6th level, your mutations evolve in potency as your connection to the depths of the ocean grows. The benefits are based on the mutation you chose for your Mystic Mutation.

Shell

Whenever you take damage from a melee attack while you have temporary hit points from your Shell mutation, the attacking creature must make a Constitution saving throw. On a failed save the creature has disadvantage on the next melee attack it makes before the end of its next turn.

Lure

When an ally within 15 feet is hit with a ranged attack, you can use your reaction to intercept the projectile before damage is dealt. Roll an attack with your appendage. If your attack roll is greater than or equal to the triggering attack roll, negate the damage. If your attack roll is less than the triggering attack roll, damage is dealt as normal.

Flow

While raging, the ground in a 15-foot radius centered on you is slick with water and is difficult terrain for creatures other than you. The radius moves with you.

Pelagic Propagation (Level 10)

At 10th level, you have learned to extend your mutation to your allies. As an action, you can grant your Deep Dweller feature to a number of creatures up to your Constitution modifier (minimum of 1) for the next 8 hours. When you do so, the affected creatures exhibit a minor effect similar to your current mutation. You must finish a long rest before you can use this feature again.

Abyssal Ascendancy (Level 14)

At 14th level, you embody the ferocity of creatures that dwell in the sunless depths of the oceans. The benefits are based on the mutation you chose for your Mystic Mutation.

Shell

During your rage, when you take damage and have no temporary hit points, you can use your reaction to gain temporary hit points equal to your Barbarian level. If the triggering damage type was cold, you may instead gain temporary hit points equal to the damage you received. Temporary hit points are gained after you take the damage.

Lure

You unleash a flurry of appendages on your foes. As an action on your turn, you can force each creature of your choice within 30 feet of you to make a Dexterity saving throw. On a failed save, that creature is pulled 15 feet toward you in a straight line, knocked prone, and takes cold damage equal to 1d6 + your rage damage. On a success that creature takes the damage but suffers none of the other effects. You can use this ability once per rage.

Flow

While raging, you are considered to be under the effects of the freedom of movement spell.

Path of the Old Gods

Path of the Old Gods (Level 3)

These barbarians consider themselves natural weapons, born of the gods to stand against the enemies of their chosen deity. The Old Gods represent raw power, the untamed wild, and traditional worship. A barbarian who follows the Old Gods is often close to nature, and sees glorious battle as the arena of their gods, and their purpose is to destroy the enemies of their chosen god.

Brute Strength

You are relentless in battle, filled with a bloodlust and rage of the Old Gods. You are proficient with improvised weapons. Your unarmed strike and attacks with any melee weapons or improvised weapons that aren't light deal damage equal to 1d12 plus your Strength modifier. While you are raging, you gain the following benefits:

  • All melee weapons you wield that aren't light gain the heavy and thrown properties, including improvised weapons. A weapon which doesn't specify a thrown range gains a range of 30/60 while you are wielding it.

  • Once on your turn when you hit a creature within 5 feet of you with a melee weapon attack, you can try to grapple or shove that creature as part of the same attack.

  • If your size is Small, you don't have disadvantage on attack rolls when wielding a heavy weapon.

Imbued by the Gods

Your natural strength is amplified, and the gods you worship bestow upon you inhuman capabilities:

  • You gain proficiency in Intimidation if you don't already have it, and add twice your proficiency bonus to Intimidation checks.

  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your long jump and high jump are doubled.

Adaptable Combatant (Level 6)

You gain a climb speed equal to your walking speed. Additionally, your ability to grab enemies and turn anything into a weapon grows stronger. You gain the following benefits:

  • You can try to grapple or shove a creature up to two size categories larger than you.

  • Your speed is no longer halved when you try to move a creature you're grappling.

  • Your unarmed strikes and attacks with improvised weapons count as magical for the purposes of overcoming resistance to bludgeoning, piercing, and slashing damage.

  • You can treat a creature you are grappling as an improvised weapon. When you hit another target using a grappled creature as an improvised weapon, the grappled creature takes damage equal to your Strength modifier plus your proficiency bonus. When you use a creature as an improvised weapon, thrown attacks made with it have a range of 10/20 feet.

Sturdy Build (Level 6)

Whenever you enter your rage or willingly end your rage on your turn, you can expend Hit Dice and regain hit points as if you had finished a short rest.

Brutal Kills (Level 10)

While you are raging, if you reduce a creature to 0 hit points, you can choose to kill them brutally, tearing off limbs, and savaging your enemy. The violent display terrifies those around you.

Any enemies that can see you must make a successful Wisdom saving throw or become frightened of you for the next minute. The save DC is 8 + your proficiency bonus + your strength modifier

Once you use this feature, you must finish a short or long rest you can do so again.

Gift of the Old Gods (Level 14)

The Old Gods have chosen you as their divine weapon, a tool to be used against evil. You gain the following benefits:

  • When you are raging, you can attack three times whenever you take the Attack action on your turn.

  • You can grapple or shove any creature, regardless of size.

  • You can add your Strength score to the range of all thrown weapons.

  • When you shove a creature, you can push it 10 feet.

Path of the Packleader

Path of the Packleader (Level 3)

Wild warriors all, Barbarians fight with a primal ferocity not seen in civilized soldiers. For some, this savage spirit calls out to the beasts of the wild, and a bond is forged. Known as Packleaders, these primal warriors fight side by side with a Savage Companion, hunting their foes in deadly tandem.

Beast Whisperer

Your wild spirit grants you a special connection with wild beasts. You gain proficiency in Animal Handling, and when you make a Wisdom (Animal Handling) check related to wild animals, you add double you proficiency bonus to your roll

Savage Companion

You have forged a primal bond with a wild beast known as a Savage Companion. You determine its appearance, but this choice has no effect on its game statistics. Common Savage Companions are wolves, boars, bears, wildcats, and hyenas. Your Companion is friendly to you and your allies, and obeys your commands. It uses the Savage Companion stat block, which uses your proficiency bonus (PB) in several places.

In combat, your Savage Companion acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to command it to take an action from its stat block, or another action.

When you take the Attack action, you can command your Companion to take the Attack action in place of one attack. If you are incapacitated, your Companion acts on its own.

If your Companion is reduced to 0 hit points, it makes death saving throws like a player character would. If your Savage Companion dies, you can spend time during a long rest to seek out a worthy beast from the surrounding wilds to serve as your Savage Companion, so long as such a beast exists. Once you find and bond with such a wild beast, it uses the Savage Companion stat block.

Wild Fury (Level 6)

Your ferocity infects your Companion. While you are Raging, your Savage Companion also gains the benefits of Rage.

Moreover, when you Rage, your Savage Companion can use its reaction to immediately move up to its movement speed and make a Bite or Maul attack.

Pack Tactics (Level 10)

You and your Companion fight as one in battle. Both you and your Savage Companion have advantage on your attack rolls against a creature if the other is within 5 feet of the target creature and they are not incapacitated.

Primal Howl (Level 14)

You savage spirit rivals that of the great predators of the wild. When you Rage, either you or your Savage Companion can let forth a wild howl, and force creatures of your choice that can hear it within 30 feet to make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is frightened of you or your Companion (whoever howled) for up to 1 minute.

A creature can repeat this saving throw at the start of each turn, ending the effect on a success. A creature that succeeds on this saving throw is immune to this effect for 24 hours.

Path of the Primal Spirit

Path of the Primal Spirit (Level 3)

Many barbarians are in tune with the natural world, but few are as mystically intertwined with it as those who walk the Path of the Primal Spirit. These barbarians forge powerful connections with the beasts and natural spirits of the world, inspiring such ethereal beings to manifest and journey with them on far-flung adventures.

Barbarians who follow this path have a deep reverence for the ecological cycle of the natural world. Such barbarians are as likely to accept quests and pleas for aid from local wildlife as they are other humanoids. This respect for animals doesn't cross into naivety—no barbarian better understands the circle of life and the delicate balance between the needs of predator and prey better than those who walk the Path of the Primal Spirit.

Primal Companion

At 3rd level, you gain a primal companion, a spirit that accompanies you on your adventures and instinctively fights alongside you. Select either the Primal Guardian or Primal Striker, and one of land, sea, or sky. Its in game statistics can be found on one of the following cards, which uses your proficiency bonus (PB) in several places.

You determine your companion's appearance; however, this does not affect its game statistics. Despite taking on a physical form, your primal companion does not need to breathe, eat, or sleep. You and your primal companion can communicate with one another telepathically while you are both on the same plane.

As an action, you can temporarily dismiss your primal companion or summon it within 30 feet of you. In combat, your primal companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {condition incapacitated}, your companion can take any action of its choice.

You can spend one minute caring for your primal companion. When you do, the spirit regains 2d6 hit points. Your primal companion regains all lost hit points at the end of a long rest. If your primal companion dies, the spirit manifests in a form of your choice the next time you finish a long rest.

Shared Rage

Also at 3rd level, while you are raging, your primal companion has resistance to bludgeoning, piercing, and slashing damage.

Kin to Beasts (Level 6)

At 6th level, you can cast the animal friendship and speak with animals spells using Constitution as your spellcasting ability. Once you cast a spell using this feature, you can't cast either spell until you finish a short or long rest.

Skinrider's Trance (Level 10)

At 10th level, you can use an action and choose your primal companion or one beast currently under the effect of your animal friendship spell to enter a trance. For the duration of this trance, you possess the chosen creature.

While possessing a creature, you sense the world through the target's senses, you have total control over its movement and actions, you use the beast's physical statistics and abilities instead of your own, and keep your mental attributes. This possession ends if you choose to exit the trance (no action required by you), the beast you're possessing is reduced to 0 hit points, or you and the beast are on different planes of existence.

While in this trance, you are blinded and deafened in regard to your own senses and cannot move or take actions. You can remain in the trance for a number of hours up to half your level in this class + your Constitution modifier. Once you use this feature to enter the trance, you cannot do so again until you finish a long rest.

Shape of the Wild (Level 14)

At 14th level, you can use a bonus action on your turn to choose a new form for your primal companion, causing it to transform instantaneously. When you cause your primal companion to transform in this way, its current hit points change to its new maximum hit points.

Once you use this feature, you can't use it again until you finish a short or long rest.

Path of the Provoked

Path of the Provoked (Level 3)

The practical Tvar spend long days in their fields, growing food and raising sheep, horses, and other livestock essential to sustaining the clans. Yet these homesteads are often isolated and an individual Tvar might be called upon to protect a sheep herd, farmhouse, or trapping cabin. Most learn at an early age how to fight effectively when outnumbered. Some among them take to this path with exceptional passion.

Though the farmers and smiths of the Tvar are often considered among the most cordial of the raiders, when pushed too hard, the Provoked barbarian retaliates swiftly and with no measure of mercy. Some who have witnessed such unleashed carnage swear they see two warriors, standing back-to-back like the god twins, Gnark and Idin.

Strength of One

Starting at 3rd level, while you are raging, your critical hit range increases by 1 for each hostile attacker within 5 feet, to a maximum equal to your proficiency bonus.

In addition, you gain one of the following features of your choice.

Stoic Strength

You stand firm in the face of danger and use your wits, not your emotions to guide you through battle. As a reaction, when you take damage, you may move up to half your walking speed towards the creature that damaged you and make a melee attack. This movement does not provoke opportunity attacks.

Wrathful Strength

Your fury knows no bounds—when injured you are able to use your attacker's strength to fuel your own. While you are raging, if you take damage from a hostile creature, you may use a reaction to add a provoked point. On future turns you may spend these provoked points to do extra damage when you hit. If you hit a foe, for each provoked point you expend, you gain an extra die of damage. The maximum number of provoked points you may have is equal to your proficiency bonus and all unspent points are lost when your rage ends.

Wild Strength

No enemy is safe when near you. You may sacrifice an attack and transform it into a wild swing that threatens all opponents within 5 feet of you. Any creature within your weapon's reach must make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. If they fail, they take damage as though you hit them with an attack made with the weapon used.

Dominant of Will (Level 6)

At 6th level and beyond, you have learned to focus your will and in circumstances that might hinder a lesser hero, you always find a way to persevere.

You gain one of the following features of your choice (it can be different from your 3rd level choice).

Stoic Dominance

While raging, you have advantage on saving throws against being charmed or frightened. You also automatically succeed on any saving throws to protect against magical illusions.

Wrathful Dominance

Your proficiency bonus with the Intimidation skill is doubled. In addition, while you are restrained or prone, you do not have disadvantage on melee attacks.

Wild Dominance

While you are raging, you may take the Dash action as a bonus action. In addition, when you take the Dash action this way, moving across difficult terrain costs you no extra movement.

Violent Response (Level 10)

Starting at 10th level, while you are raging, if a creature attacks or forces you to make a saving throw, you can use a reaction to mark that creature until the end of your next turn. While marked in this way, the creature is considered vulnerable to the next melee weapon attack made by you. If that attack hits, you deal maximum damage. You can use this ability once per rage.

Reckoning of Choice (Level 14)

Starting at 14th level, you have learned to turn a drawback into a powerful strike against your opponents. You gain one of the following features of your choice (it can be different from your previous choices).

Stoic Reckoning

When you use Reckless Attack, you gain resistance to one damage type of your choice and are immune to the stunned condition until the beginning of your next turn.

Wrathful Reckoning

When you use Reckless Attack, you may make an additional melee weapon attack as a bonus action.

Wild Reckoning

While you are raging, you may use an action to make a single melee weapon attack to remove a foe immediately from the battlefield. If you hit, you do maximum damage. Additionally, they must make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. If they fail, they are stunned for 1 minute. At the end of each of its turns, the affected creature can make another Constitution saving throw. On a success, the creature is no longer stunned.

Path of the Quake Bringer

Path of the Quake Bringer (Level 3)

To match the grand fury and power of an earthquake or avalanche, barbarians of the Path of the Quake Bringer channel primal power, drawing on the element of earth when they rage to turn their body to stone. These warriors test their strength by smashing boulders and leaping chasms. In battle, they embody the earthquake itself, leaving craters, rubble, and terror in their rumbling wake.

Quake bringers often come from cultures connected to the earth (especially if they value strength) such as those of dwarves, goliath, or firbolgs. Earth genasi can manifest these abilities using latent elemental power. Some quake bringers communed with earth spirits or spent years in isolation on a mountain to gain power.

Stone Rage

At 3rd level, your rage armors you with rumbling stone. You gain the following benefits while you are raging.

  • At the start of each of your turns and when you start raging, you gain temporary hit points equal to 2 + half your barbarian level, lasting until your rage ends.

  • Your stony skin grants you a +1 bonus to AC while you aren't wearing any armor. You can use a shield and still gain this benefit.

  • You can use a bonus action to shake the ground within 5 feet of you. It becomes difficult terrain for other creatures until the start of your next turn.

  • You cannot be petrified, and when you are pushed or pulled, you can reduce the distance you are moved by up to 5 feet. Your weight is multiplied by five.

Demolisher (Level 6)

At 6th level, your elemental power focuses into mighty blows that smash even stone. You deal double damage with melee weapon attacks to objects and structures. When you hit a target composed of earth (dirt, crystal, stone, metal, etc.) with a melee weapon attack, your weapon is treated as if it were magical for the purpose of overcoming resistance, and if the target is an object or structure, you also gain a bonus to the damage roll equal to half your barbarian level.

Also, you have advantage on Strength checks made to dig, demolish, or excavate using a tool or object.

Cliff Running (Level 10)

Starting at 10th level, you have a climbing speed equal to your walking speed. You don't need free hands to use this speed unless you are climbing a surface that isn't made of some kind of earth.

In addition, when you jump off of a surface made of earth, you draw power from the earth to boost your leap, increasing your high jump distance by a number of feet equal to your Constitution modifier (minimum+1) and your long jump distance by twice that amount.

Finally, you have tremorsense that extends out to a radius of 60 feet while you are raging, allowing you to sense through the earth (see page 74 for more details).

Seismic Smash (Level 14)

When you reach 14th level, you gain the ability to smash the ground itself and create a great seismic shockwave. As an action while you are raging and wielding a melee weapon, you can strike the ground with this power. Each other creature on the ground within 30 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus+ your Strength modifier) You can choose to use a smaller radius, if desired. On a failed saving throw, a target takes bludgeoning damage equal to your barbarian level + your Strength modifier and is knocked prone. On a successful saving throw, a target takes half as much damage and isn't knocked prone.

If the ground in the area is loose earth or stone, it becomes difficult terrain until cleared. Each 5-foot radius portion requires at least 1 minute to clear by hand. When you use this ability, you can choose to damage the ground in the area, structures in contact with the ground in the area, both, or neither. This ability deals twice as much damage to those objects.

Once you use this feature, you can't use it again until you finish a short or long rest.

Path of the Radical

Path of the Radical (Level 3)

In every civilization of every era, there is injustice. Whether you are angered by the iron law of a singular tyrant, or frustrated by the ineffable workings of a system that has ground you down, you are someone who has chosen to rise up and fight for change. It might be said that you go too far; that your methods undercut the dialogue needed to bring balance. But yours is an anger too deep to be bridled. You will lead the revolution through fire and blood. Your words inspire the people to fight as one. Your unchained arm hoists the banner without tiring. The call rings loud and clear from your lungs: Resist! Rebel! Rage. You walk the path of the radical.

Violent Protest

You are ever-ready to strike back at the aggressive hand of oppression. When a hostile creature you can see moves towards another creature within 60 feet of you, or targets it with an attack or spell, you can use your reaction to enter your rage and move up to half of your speed.

Firebrand

Your passion blazes hot enough to burn anyone who stands in your way. When you are attacking recklessly and you hit a creature with a melee weapon attack, the weapon deals additional damage equal to your Charisma modifier.

Impassioned Speech (Level 6)

The righteous fury in your raised voice makes your message all the more convincing to potential converts. As an action, you can expend one use of your Rage to add 3 x your rage damage bonus to any Charisma (Intimidation) or Charisma (Persuasion) check you make for 10 minutes.

Revolutionary (Level 10)

You can now use your Violent Protest feature to enter your rage when initiative is rolled. When you do so, choose any number of friendly creatures within 60 feet of you that can see or hear you. The chosen creatures gain a bonus to their initiative roll equal to your rage damage bonus.

Incite Outrage (Level 14)

With the conviction of your ire, you can work up a crowd into an incensed, determined mob. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Charisma modifier (minimum of one creature). For 1 minute, or until your rage ends, each creature that accepts this feature gains the full benefits of your rage, as long as they are not wearing heavy armor or concentrating on a spell.

Once this effect ends on a creature, it must succeed on a DC 15 Constitution saving throw. On a failed save, it gains one level of exhaustion.

Once you use this feature, you must complete a long rest before you can use it again.

Path of the Rage Mage

Path of the Rage Mage (Level 3)

Some barbarians are overcome by a fury powered not entirely by their own will, crackling with arcane power. These barbarians, known as Rage Mages, are able to cast a limited number of spells even while raging, and slowly develop the ability to have magic bleeding out of them into their melee attacks.

In Khorvaire, Rage Mages are most often found among Mournborn warped by the Day of Mourning, creatures touched by Kythri, and bearers of aberrant dragonmarks. The reality storms that wrack Sarlona might also produce Rage Mages, and sailors of the Thunder Sea claim they've seen sahuagin who've demonstrated similar abilities. Few others have the necessary connection to the raw eldritch power needed to follow this path.

Pact Magic

Starting when you choose this path at 3rd level, you tap into a source of raw and chaotic magic that gifts you with arcane abilities. You gain the ability to cast spells; see chapter 10 of the Player's Handbook for the general rules of spellcasting and the warlock spell list.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip at 10th level. These are considered Rage Mage spells for you.

Spell Slots

The Rage Mage Spellcasting table shows how many spell slots you have to cast your Rage Mage spells. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Rage Mage spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 7th level, you have two 2nd level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list. Any spell you learn through this class feature is considered a Rage Mage spell for you.

The Spells Known column of the Rage Mage table shows when you learn more spells of your choice of 1st level or higher from the warlock spell list. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new spell from the warlock spell list, which can be 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Rage Mage spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Focus

You can use a martial weapon as a spellcasting focus for your Rage Mage spells.

Spellcasting Ability

Constitution is your spellcasting ability for your Rage Mage spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Rage Mage spell you cast and when making an attack roll with one.

Spell
Spell

Destructive Potential

Starting at 3rd level, you can shape your raw arcane power into defined effects. You learn an additional spell when you reach certain levels in this class, as shown in the Rage Mage Spells table. The spell counts as a Rage Mage spell for you, but it doesn't count against the number of Rage Mage spells you know.

Rage MageSpells
Rage Mage LevelSpells

3rd

thunderwave

7th

scorching ray

13th

erupting earth

19th

vitriolic sphere

Spell Rage

Beginning at 3rd level, scars from the raw arcane energies suffusing you mark your skin with potent symbols of power, subtly changing and empowering your rage. When you rage while not wearing armor, you gain all of the benefits normally granted by rage, along with the following benefits:

  • You can cast Rage Mage spells while you are raging.

  • Casting a spell that deals damage, requires an attack roll, or causes a creature to make a saving throw counts as attacking a hostile creature for the purpose of keeping your rage active.

Fueled by Magic (Level 6)

Beginning at 6th level, your spell-enhanced rage bleeds over to your melee weapons. While you are raging, your melee weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Caustic Arcana (Level 10)

Starting at 10th level, your attacks embroil their targets in a raging wisp of pure magic. If you hit a creature with a melee weapon attack while raging, you can use a bonus action on that turn to assail it with raw magic, dealing an additional 2d6 points of force damage. In addition, it has disadvantage on all saving throws against spells until the end of your next turn.

Spellscarred Skin (Level 14)

Beginning at 14th level, your body has been scarred and toughened by your exposure to raw magic. You gain resistance to damage from spells.

Path of The Rage Mage

Path of The Rage Mage (Level 3)

Most barbarians who possess the spark of arcane talent never realize it, introspection not always being a barbaric strength. Those who find this spark, however, might learn to channel their brute ferocity through magic and embark on the Path of the Rage Mage. Through their rage-fueled arcane might, such a barbarian possesses a uniquely calamitous fury, merging physical prowess with spell slinging in a warpath of fire, blades, and blood.

Arcane Intuition

Starting when you adopt this path at 3rd level, you gain proficiency in the Arcana skill and can use your Constitution, instead of Intelligence, for Intelligence (Arcana) checks.

Spellcasting

Also at 3rd level, your rage manifests as a surge of arcane power. While you are raging, you can cast and concentrate on spells. Additionally, casting a spell on your turn counts as attacking a hostile creature for the purpose of sustaining your rage.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Rage Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must be raging and expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level And Higher

You know three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation or transmutation spells on the sorcerer spell list.

The Spells Known column of the Rage Mage Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell
Spell

Arcane Rampage (Level 6)

Starting at 6th level, if you take the Attack action while you are raging and attack recklessly, you can use your bonus action to cast a spell in place of one of your attacks. The spell must have a casting time of 1 action or 1 bonus action.

Supernatural Exploits (Level 10)

By 10th level, you can channel your latent magic to perform spectacular feats of daring. Even when you aren't raging, you can cast the following spells at will, targeting yourself only, without using a spell slot or material components: darkvision, feather fall, jump, and see invisibility.

Eldritch Explosions (Level 14)

Beginning at 14th level, you manifest surges of arcane wrath with every strike. Once per turn, when you hit a creature with a melee weapon attack, you can expend one spell slot to create an explosion of energy at a point you choose within 10 feet of you. Each creature other than you within a 10-foot radius of that point must make a Dexterity saving throw against your spell save DC, taking 2d6 force damage for each level of the spell slot expended, or half as much on a successful save.

Path of the Raging Hearth

Path of the Raging Hearth (Level 3)

The barbarians of the world are known best for protecting their friends and families through aggression, killing enemies made of flesh and blood before they attack. From ferocious beasts to encroaching harbingers of corrupt civilization, most barbarians solve problems with the sharp edge of a blade. Barbarians from the lands of ice and snow still protect their clans with weapons; the weather and other natural obstacles, however, are just as dangerous as savage beasts. Barbarians tasked with the protection of their clans must be prepared to deal with all sorts of danger, whether it be marauding yetis or sudden ice storms. The fire of survival burns strong within them and they spreadthat heat to their clanmates.

Surge of Heat

When you choose this path at 3rd level, you gain the ability to channel fire through your attacks. For the duration of your rage, the first attack that hits on each of your turns does an additional 1d4 fire damage. At 11th level, the fire damage increases to 1d8.

Flame-Souled (Level 6)

Beginning at 6th level, you gain resistance to cold and fire damage while you are raging. In addition, allies within five feet of you gain resistance to cold damage while you rage as well.

Spark of Life (Level 10)

Beginning at 10th level, as a reaction, you can expend one use of your rage to provide comfort and healing to your allies within 30 feet. When you expend the rage, the chosen creature can immediately spend a number of hit dice up to your Constitution modifier (minimum 1) to regain hit points as if it had taken a short rest. Alternatively, the creature can remove one level of exhaustion instead of spending hit dice to regain hit points. Once you use this feature, you can't use it again until you finish a short or long rest.

Spiritual Conflagration (Level 14)

Starting at 14th level, if you are reduced to 0 hp, your inner flame explodes in an aura around you. You are at 1 hp instead. In addition, creatures you choose within 30 feet gain temporary hit points equal to half your barbarian level. Once you use this feature, you can't use it again until you finish a long rest.

Path of the Reaver

Path of the Reaver (Level 3)

While most barbarians focus on overcoming their foes with raw power and brute force, barbarians known as Reavers augment their impressive strength with martial technique and tactical maneuvers. These fearless warriors are often employed as shock troops or advance forces, and their combat ability and resilience in battle strike fear into the heart of any who stand against them on the battle field.

Reaver's Superiority

You have studied martial techniques to enhance your battle field presence. At 3rd level, you gain the following features:

Maneuvers

You learn two Maneuvers of your choice from the list at the end of this subclass description. You can use only one Maneuver per attack. When you gain a level, you can replace one Maneuver you know with another of your choice.

Superiority Dice

You have three Superiority Dice, which are 1d6s for you. You must expend a Superiority Die to use once of your Maneuvers. You regain all of your expended Superiority Dice when you finish a short or long rest.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver

Swift Strides

Rather than become blinded by rage, you instead are able to focus on moving about the battle field with purpose. When you adopt this Primal Path at 3rd level, opportunity attacks targeting you have disadvantage while you are raging.

Reaver Maneuvers

The maneuvers listed below are available to Reavers, who focus on overcoming their foes with skill and technique.

  • Brutal Strike

    When you hit a creature with a melee weapon attack, you can expend one Superiority Die to deal additional damage to the target. Roll your Superiority Die twice, and add the results to the damage roll of the attack.

  • Crippling Strike

    When you hit a creature with a melee weapon attack, you can expend a Superiority Die to cripple it. You add the Superiority Die to the damage of the attack, and the target must succeed on a Constitution saving throw, or it's speed is reduced to 0 until the start of your next turn.

  • Disarming Strike

    When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack, and attempt to force it to drop an item (your choice) it is holding. The target must succeed on a Strength saving throw or drop the object at its feet.

  • Sweeping Strike

    When you hit a creature with a melee weapon attack, you can expend a Superiority Die to try to hit another creature within reach. If the attack would hit the second creature, it takes your Superiority Die in damage.

  • Taunting Strike

    When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to your damage roll and forcing the target to make a Wisdom saving throw. On a failed save, it has disadvantage on any attack roll against targets other than you until the end of your next turn.

  • Threating Strike

    When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack and attempting to frighten the target. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

  • Trip Strike

    When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack and to attempt to knock the target down. A Large or smaller target must succeed on a Strength saving throw or be knocked prone.

Improved Technique (Level 6)

Your combat prowess rivals that of heroes of great renown. Upon reaching 6th level, you gain an additional Superiority Die, and all of your Superiority Dice become d8s.

You also learn one additional Maneuver of your choice.

Unstoppable Warrior (Level 10)

The chaos and danger of battle fuels your abilities. Starting when you reach 10th level, you are under the effects of the freedom of movement spell while you are raging.

You also learn one additional Maneuver of your choice.

Storm of Flesh and Steel (Level 14)

You have reached the pinnacle of your training, and woe to any who stand against you on the field of battle. At 14th level, you gain a final Superiority Die (for a total of 5), and your Superiority Dice become d10s. If you enter a rage with no Superiority Dice remaining, you regain one Superiority Die.

You also learn one additional Maneuver of your choice.

Path of the Reaver

Path of the Reaver (Level 3)

While most Barbarians focus on overcoming their foes with raw power and brute force, those known as Reavers augment their impressive strength with martial technique and tactical maneuvers. These fearless warriors are often employed as advance forces, and their combat skill and resilience strikes fear into the heart of any who stand against them in battle.

Swift Strides

Rather than become blinded by Rage, you enter a heightened state of focus and move with purpose. When you are Raging, opportunity attacks against you are made at disadvantage, and whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check to move or jump, you gain a bonus to the roll equal to your Constitution modifier (minimum of +1).

Savage Superiority

You have studied martial techniques to enhance your ability on the fields of battle. You gain the features below:

Maneuvers

You learn two Maneuvers of your choice from the list at the end of this Primal Path. You can use only one Maneuver per attack. When you gain a level, you can replace one Maneuver you know with another Manuever of your choice.

Superiority Dice

You have three Superiority Dice, which are d6s. You must expend one of your Superiority Dice to use one of the Maneuvers you know, and you regain all expended Superiority Dice when you finish a short or long rest.

Saving Throws

Some of your Maneuvers require your target to make a saving throw to resist the Maneuver's effects. The saving throw DC is calculated as follows:

Maneuver

Improved Technique (Level 6)

Your combat prowess rivals that of heroes of great renown. You gain one additional Superiority Die (for a total of four), and all of your Superiority Dice become d8s.

You also learn one additional Maneuver of your choice.

Unstoppable Warrior (Level 10)

The chaos of battle heightens your reflexes. While you are Raging, you gain the benefits of freedom of movement.

You also learn one additional Maneuver of your choice.

Storm of Flesh and Steel (Level 14)

You have reached the pinnacle of your training, and woe to any who stand against you on the field of battle. You gain a final Superiority Die (for a total of five), and your Superiority Dice become d10s. If you enter a Rage with no Superiority Dice remaining, you regain one Superiority Die.

You also learn one additional Maneuver of your choice.

Path of the Red Reaver

Path of the Red Reaver (Level 3)

The Path of the Red Reaver is a warrior's hunt for meaning in a life borne of suffering and violence, not some ritualistic process for raiding cannibals as inexperienced adventurers might have you believe. The barbarians that follow this path fuel their rage with this pursuit of purpose. For those that live long enough, their discipline becomes almost monk-like in its meditation, chasing their sense of self through the arteries of those they deem worthy in battle.

As wizards live to slake their thirst for knowledge, barbarians who follow the Path of Red Reaver are usually drawn to the greatest challenge in the field, not for bragging rights, or even to turn the tide of battle, but to further discern their place in the veins of their world.

Devouring Rage

Starting when you choose this path at 3rd level, your thirst for blood channels the life-force of your foes to sustain you. When you're raging and below half of your hit point maximum, at the start of your turn you can enter a devouring rage by expending any number of Hit Dice as a bonus action. For the duration of your rage, your weapons become magical for the purpose of overcoming damage resistances and immunities, and on a hit, you regain a number of hit points equal to 1 plus the number of Hit Dice you spent. On a critical hit, you restore twice that amount of hit points.

Your target must have blood in order for you to regain hit points from an attack.

At the beginning of each turn, if you haven't hit a hostile creature since your last turn, you suffer damage equal to the number you would regain on a hit but retain your devouring rage and its features.

Your devouring rage ends once you reach your hit point maximum or you exit your Rage whichever happens first.

Sanguine Scent

Also at 3rd level, your senses become preternaturally attuned to the scent of blood. As an action on your turn, you can draw a deep breath to immediately track the scent of creatures around you. For the next 10 minutes, you're able to smell the approximate number of living creatures within 60 feet of you. You can differentiate the type but not the identity of any specific creature.

If you know the creature you're looking for and have access to one of its possessions, you can focus solely on that target. While focused, you can't use this feature to detect any other creature but your quarry. When you would make a Wisdom (Survival) check to track your quarry, the creature instead makes a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, you learn the direction and approximate distance to that creature, and are able to follow its scent even through terrain that would normally cover its scent, like running water.

You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. You must be able to breathe in order to use this feature.

Blood Hound (Level 6)

When you reach 6th level, your mystic connection to blood has honed your sense of smell to mythic proportions. The range of your Sanguine Scent is increased to 120 feet and you no longer need access to a creature's possessions to track it if you have spent at least 5 minutes within 30 feet of your target within the last 24 hours.

Additionally, you can spend 1 Hit Die to learn the exact number and general location of creatures in the area or, when focused on a single target, impose disadvantage on your target's saving throw against being tracked by you and the range of your tracking ability becomes 5 miles for that creature.

Blood of the Pack (Level 10)

At 10th level, your wild blood fury is tempered by the bond you share with your allies. While your current hit point total is at least half of your hit point maximum, you can expend any number of Hit Dice as an action to heal an equal number living creatures other than you within 10 feet of you. On your turn, roll 1 Hit Die for each creature you target with this feature. The creature regains a number of hit points equal to the result + your Constitution modifier (minimum of 1). Repeat the process for each creature you choose. Once you use this feature, you suffer one level of exhaustion and can't use this feature again until you have finished a long rest.

Sanguine Clarity (Level 14)

Starting at 14th level, your rage becomes focused and precise, rather than wild and wrathful. When you enter a rage, you can expend up to 3 Hit Dice to increase the critical range of your attack rolls for the duration of your rage. For example, if you expend 2 Hit Dice, your weapon attacks score a critical hit on a roll of 18–20.

If you already score a critical hit on a roll lower than 20 due to other class features or effects, this feature allows you to expand your critical range even further.

Path of the Rune Sage

Path of the Rune Sage (Level 3)

Long ago, a tribe of barbarians stole the arcane secrets of giants: rune magic. The tribe started a tradition continued today by barbarians who follow the Path of the Rune Sage. Using eldritch symbols painted onto your body, you are capable of unleashing arcane spells. Tattooed symbols are even more powerful, altering and enhancing your ability to rage.

Rune Sages in their native land often serve as advisers, mystics, and historians. Some barbarians, however, see Rune Sages as ill omens and lightning rods for misfortune. Rune Sages are cast out from these cultures and unwelcome in their settlements.

Spellcasting

When you adopt this path at 3rd level, you gain the ability to cast spells using runes painted or tattooed on your body. See chapter 10 in the Player's Handbook for the general rules of spellcasting and chapter 11 in the same for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Preparing and Casting Spells.

The Rune Sage Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these wizard spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast by painting runes on your body, choosing from among the evocation and transmutation spells on the wizard spell list. When you do, choose a number of those spells equal to your Intelligence modifier + your barbarian level divided by 3, rounded up (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level barbarian, you have four 1st-level spell slots and two 2nd-level spell slots. With an Intelligence score of 16, your list of prepared spells can include 6 spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent cleansing yourself of old runes and painting new ones on your skin: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability.

Intelligence is your spellcasting ability for your spells since your runes need to be meticulously painted with knowledge and precision to convert your rage into arcane power. You use Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus.

You can use your painted and tattooed runes as a spellcasting focus for your wizard spells.

Runic Tattooing

At 3rd level, you can tattoo a specific rune on your body to interweave its magic with your primal rage. Choose any 1st-level spell from the wizard spell list. You always have this tattoo spell prepared, and it doesn't count against the number of wizard spells you can prepare each day. You can cast and concentrate on this spell while you're raging, and casting it counts as making an attack for the purpose of maintaining your rage.

You tattoo yourself with more runes this way when you reach certain levels in this class, choosing spells of any school from the wizard spell list: a 2nd-level spell at 8th level, a 3rd-level spell at 14th level, and a 4th-level spell at 20th level.

Whenever you gain a level in this class, you can replace one of your tattoo spells with another spell of the same level from the wizard spell list.

Runic Resilience (Level 6)

At 6th level, you learn to use the power of your runes to protect yourself from spells. When you become the target of a spell, you can use your reaction and expend a spell slot to attempt to negate the spell's effects on you. If the spell slot you expended was of level greater than or equal to the level of the triggering spell, the spell has no effect on you. If the spell slot you expended was of a level lower than the triggering spell, make an Intelligence check. The DC equals 10 + twice the difference between the spell's level and the level of your expended spell slot. On a success, the spell has no effect on you.

For example, if a creature attempts to cast dominate person on you and you expend a 1st-level spell slot, the DC for the Intelligence check would equal 18, since dominate person is a 5th-level spell.

Runic Resonance (Level 10)

Beginning at 10th level, your runes magically hum with arcane resonance for a short time after you cast a spell. Immediately after you cast an evocation or transmutation spell of 1st level or higher, or one of your tattoo spells, you gain resistance to a type of damage for 1 minute. If you made a damage roll as part of casting the spell, the resistance is to a type of damage the spell dealt (your choice if the spell dealt multiple damage types); otherwise, the resistance is to force damage.

This duration ends early if you drop to 0 hit points or die, or if you cast another evocation or transmutation spell of 1st-level or higher.

Runic Rage (Level 14)

Starting at 14th level, while you're raging, you add your rage damage bonus to the damage rolls of your tattoo spells.

Additionally, when you cast a spell, you can expend a use of your rage to flood the spell with raging power. When you do, you add your rage damage bonus to the spell attack rolls and spell save DC of the spell for its duration.

Path of the Rune Sage

Path of the Rune Sage (Level 3)

Long ago, a tribe of barbarians stole the arcane secrets of giants: rune magic. The tribe started a tradition continued today by barbarians who follow the Path of the Rune Sage. Using eldritch symbols painted onto your body, you are capable of unleashing arcane spells. Tattooed symbols are even more powerful, altering and enhancing your ability to rage.

Rune Sages in their native land often serve as advisers, mystics, and historians. Some barbarians, however, see Rune Sages as ill omens and lightning rods for misfortune. Rune Sages are cast out from these cultures and unwelcome in their settlements.

Spellcasting

When you adopt this path at 3rd level, you gain the ability to cast spells using runes painted or tattooed on your body. See Chapter 10 in the Player's Handbook for the general rules of spellcasting and Chapter 11 for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list . You learn an additional wizard cantrip of your choice at 10th level.

Preparing and Casting Spells

The Rune Sage Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these wizard spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest'24.

You prepare the list of wizard spells that are available for you to cast by painting runes on your body, choosing from among the evocation and transmutation spells on the wizard spell list. When you do, choose a number of those spells equal to your barbarian level divided by 3 (rounded up) + your Intelligence modifier (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level barbarian, you have four 1st-level spell slots and two 2nd-level spell slots. With an Intelligence score of 16, your list of prepared spells can include 5 spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest'24. Preparing a new list of wizard spells requires time spent cleansing yourself of old runes and painting new ones on your skin: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells since your runes need to be meticulously painted with knowledge and precision to produce arcane power. You use Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

You can use your painted and tattooed runes as a spellcasting focus for your wizard spells.

Runic Tattooing

At 3rd level, you can tattoo a specific rune on your body to interweave its magic with your primal rage. Choose any 1st-level spell from the wizard spell list. You always have this tattoo spell prepared, and it doesn't count against the number of wizard spells you can prepare each day. You can cast and concentrate on this spell while you're raging, and casting it counts as making an attack for the purpose of maintaining your rage.

You tattoo yourself with more runes this way when you reach certain levels in this class, choosing spells of any school from the wizard spell list: a 2nd-level spell at 8th level, a 3rd-level spell at 14th level, and a 4th-level spell at 20th level.

Whenever you gain a level in this class, you can replace one of your tattoo spells with another spell of the same level from the wizard spell list.

Runic Resilience (Level 6)

At 6th level, you learn to use the power of your runes to protect yourself from spells. When you become the target of a spell, you can use your reaction and expend a spell slot to attempt to negate the spell's effects on you. If the spell slot you expended was of level greater than or equal to the level of the triggering spell, the spell has no effect on you. If the spell slot you expended was of a level lower than the triggering spell, make an Intelligence check. The DC equals 10 + twice the difference between the spell's level and the level of your expended spell slot. On a success, the spell has no effect on you.

For example, if a creature uses a 5th-level spell slot to cast dominate person on you and you expend a 1st-level spell slot, the DC for the Intelligence check would equal 18.

Runic Resonance (Level 10)

Starting at 10th level, your runes magically hum with arcane resonance for a short time after you cast a spell. Immediately after you cast a wizard spell of 1st level or higher, you can choose to gain resistance to a type of damage for 1 minute. If you made a damage roll as part of casting the spell, the resistance is to a type of damage the spell dealt (your choice if the spell dealt multiple damage types); otherwise, the resistance is to force damage.

This duration ends early if you drop to 0 hit points or die, or if you use this feature again.

Runic Rage (Level 14)

Starting at 14th level, while you're raging, you add your rage damage bonus to the damage rolls of your tattoo spells.

Additionally, when you cast a spell, you can expend a use of your rage to flood the spell with raging power. When you do, you add your rage damage bonus to the spell attack rolls and spell save DC of the spell for its duration.

Path of the Runescarred

Path of the Runescarred (Level 3)

Runescarred berserkers are a fearsome combatant on the battlefield. Blessed with patronage from the Wychlaran, their bodies are infused with magic, ready to be unleashed: a living weapon, with enhanced capabilities and potential. While sometimes actual scars are created during the runescarring ritual, the practice is not required to bond the magic to the body. All that is required is an indomitable will, an unwavering conviction, and the constitution to hold raw magic back from its natural urge to burst forth.

Runescars (Level 3)

Runescarred berserkers are infused with limited magical aptitude from their hathran patron. This magic takes the form of runescars, which are temporary magical sigils and glyphs on the host's body, which tap into the bearer's internal strength to fuel the magic. You know a specific set of spells based on your barbarian level, as shown in the Runescarred Spells table below. During a long rest, you inscribe a number of these spells that you know onto your body in the form of magical runes, up to your proficiency bonus.

You cast any spell you have inscribed at its lowest level. You can cast and concentrate on these spells while raging. Your rage doesn't end early if you cast a spell on your turn. Spells you cast in this way have a range of self if they didn't already. You must finish a short or long rest before using this feature again.

At 6th level, you gain an additional use of this feature, and can replace two inscribed runescar spells with two other spells of your choice during a short rest.

Runescar Ability. Constitution is your spellcasting ability for spells you cast with your Runescars feature. You use your Constitution whenever a spell refers to your spellcasting ability.

Runic Power (Level 6)

While benefiting from the effects of a spell cast with your Runescars feature, your weapon attacks are considered magical for the purposes of overcoming resistances.

Witch Strength (Level 10)

While raging, you can use your bonus action to make a melee spell attack against a creature you can see within 10 feet of you, as you allow raw magic to lash out from your body. On a hit, the target takes 1d12 + your Constitution modifier force damage. If the target is Large or smaller, they are pulled to the nearest unoccupied space within 5 feet of you.

Reckless Wards (Level 14)

When you are forced to make a saving throw against a spell or magical effect and fail, you can use your reaction to choose to succeed instead. When you do, roll on the Reckless Magic table to determine a magical effect to be produced.

You can use this feature a number of times equal to your proficiency bonus. You regain expended uses after completing a long rest.

Reckless Magic
2d4Magical Effect

2

The runes on your body sunder, causing you to lose one use of your Runescars feature. If no uses are remaining, you take 2d10 psychic damage.

3

Magical feedback from the runes on your body causes you to become stunned until the end of your next turn.

4

You must succeed on a DC 15 Constitution saving throw or your rage ends.

5

You can speak only in animal noises until the end of your next turn, but this does not affect any of your Runescarred features.

6

You gain resistance to the damage dealt by the originating effect, if any.

7

Magical energy spewing from the runes coalesces around the originating effect and disperse it, turning the failed saving throw into a success

8

The runes on your body surge, allowing you to regain an expended use of your Runescar feature. If this would bring you above your maximum number of uses, you instead gain 2d10 temporary hit points.

Path of the Sacred Kin

Path of the Sacred Kin (Level 3)

As in all civilizations, stories of life's origin are intertwined with the path of mythical beings consorting among them out of grand purpose or boredom. These stories, told since the first sunrise, act as guiding parables when a tribe or people faces a crucial juncture in their fate. They tell of times of great peril, when a powerful individual emerges from their number, led by a forbear's spirit, to lead them to their destiny—for good or ill. The circumstances surrounding the event could be as simple as the death of a clan's chieftain, as great as the threat of slavery, or even extinction.

With most tribes, the elders are aware of a spirit's affinity to their people but other times they are just as surprised by the mark themselves. When the gift manifests itself it is easily recognized often celebrated. There are instances, however, when it is perceived as an omen. In battle, your ancestor's spirit courses through you, imbuing your frenzy with the supernatural fury of the spirit, be they celestial, demonic, draconic, or even aberrant in nature.

Spellcasting

When you reach 3rd level, you channel your ancient blood to harness the power of your forbearer. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips

You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Sacred Kin Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell feather fall and have a 1st-level and a 2nd-level spell slot available, you can cast feather fall with either slot.

Spells Known of 1st-Level or Higher

You know three 1st-level sorcerer spells of your choice, two of which you must choose from the divination or transmutation spells on the sorcerer spell list.

The Spells Known column of the Sacred Kin Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a divination or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic on the sorcerer's spell list.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to harness the magic in your blood. You use your Constitution whenever a spell refers to your spell casting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast or when making an attack roll with one.

Spell
Spell

Ancestral Origins

At 3rd level, when you choose this path, you choose the origin of your ancestor, either aberrant, celestial, or demonic. The damage types associated with your origin are used by features you gain later.

You can speak, read, and write the language of your ancestor and can weave their curses and oaths into your battle-cries. Additionally, whenever you make a Charisma check when interacting with a creature of your ancestors' type, your proficiency bonus is doubled if it applies to the check.

Ancestral Origin
AncestorDamage TypeLanguage

Aberrant

Psychic or Force

Deep Speech

Celestial

Thunder or Radiant

Celestial

Demonic

Necrotic or Poison

Abyssal

Mythic Manifestation

As ancient magic flows through you, physical traits of your lineage emerge. Starting at 3rd level, whenever you cast a spell, you regain hit points equal to three times spell slot's level.

Supernatural Fury

At 3rd level, you can focus on the magic in your blood, allowing you to concentrate your rage into the ancient magic of your bloodline and enter a Supernatural Fury. You gain the ability to cast and concentrate on spells, even while raging, at the expense of your physical resistances.

When you enter your Supernatural Fury and you aren't wearing heavy armor, the following benefits replace the benefits of the Rage feature:

  • You gain a bonus to your AC equal to your Strength modifier (minimum of +1).

  • You have advantage on Constitution checks and saving throws made to maintain concentration on a spell.

  • You have resistance to damage from spells and other magical effects.

Your Supernatural Fury lasts for 1 minute. It ends early if you're knocked unconscious or if your turn ends and you haven't attacked a hostile creature, cast a spell, or taken damage since your last turn. You can end your Supernatural Fury on your turn as a bonus action.

Ancestry Points (Level 6)

At 6th level, you have 4 ancestry points, and you gain more as you reach higher levels, as show in the Ancestry Points column of the Sacred Kin Spellcasting table. You regain all spent ancestry points when you finish a long rest.

Metamagic (Level 6)

As represented by ancestry points, you're able to create a variety of magical effects. You gain the ability to twist your spells to suit your needs. You gain two of the metamagic options of your choice from the sorcerer's list of available options. You gain another one at 10th and 17th level.

You can use only one metamagic option when you cast a spell, unless otherwise noted.

Transcendent Legacy (Level 6)

At 6th level, when you enter your rage, you can choose to imbue your weapons with one of the damage types associated with your ancestry. Until your rage ends, your melee weapon attacks deal magical damage of that type instead of bludgeoning, piercing, or slashing damage.

At 14th level, weapon attacks with this feature ignore resistance to this damage, but not immunity.

Ancestral Guidance (Level 10)

Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. If the cantrip dealt damage, you make this attack with advantage.

Immortal Birthright (Level 14)

At 14th level, you gain the ability to manifest the wings of your ancestor from your back, gaining a flying speed equal to your current speed. The origin you chose for you Ancestral Origins feature determines the appearance of the wings, either feather, scale, or sinew. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Additionally, you gain immunity to the damage type of you chose.

Path of the Skinchanger

Path of the Skinchanger (Level 3)

You belong to an ancient line of barbarians who practice sacred hunts and rituals to adopt the shape of beasts. When you begin this path, you incorporate elements of the beasts you have hunted into your physical form when you rage. As you continue on the path, you learn to slip from your skin to that of a beast and grow to the size of nature's fiercest predator's when you rage.

Sacred Hunt

When you choose this path at 3rd level, you learn a sacred hunting ritual that allows you to gain the abilities of beasts. With 1 hour of heavy activity, you can perform this ritual, choosing a natural weapon and your choice of two of the following benefits. Once the ritual is completed, you gain that natural weapon and those benefits while raging. When you perform this ritual again, you lose all benefits selected from your previous use of this feature.

Natural Weapon. You grow horns, tusks, sharpened teeth, or claws. When you make an unarmed attack, you can choose to use this natural weapon to deal 1d8 damage. If you use horns, tusks, or sharpened teeth this damage is piercing, if you use claws this damage is slashing.

Climber. You have a climbing speed equal to your base walking speed.

Darkvision. You have darkvision out to a range of 60 feet.

Gills. You can breathe in both air and water and have a swimming speed equal to your base walking speed.

Stride. Your base walking speed increases by 10 feet.

Venomous. When you deal damage with your natural weapons, you deal an additional 1d4 poison damage.

Skinchanging

At 3rd level, your ability to change your physical form improves and you can cast the alter self spell. Constitution is your spellcasting ability for this spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Shape of the Lesser Beast (Level 6)

Starting at 6th level, you gain the ability to turn into an animal shape. You can cast the polymorph spell on yourself without needing material components. When you cast the spell this way, you can only turn into a beast whose challenge rating is equal to or lower than half your level. Constitution is your spellcasting ability for this spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Primal Rage (Level 10)

At 10th level, you gain the ability to swell your body with primal fury when you enter a rage. If you do so, you grow in size as if under the Enlarge effect of the enlarge/reduce spell until your rage ends.

Once you use this feature, you can't use it again until you finish a short or long rest.

Shape of the Greater Beast (Level 14)

Starting at 14th level, you can cast the polymorph spell on yourself without needing material components. You do not need to concentrate on this spell and may end it anytime you want before its 1-hour duration elapses. Constitution is your spellcasting ability for this spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Path of the Skinchanger

Path of the Skinchanger (Level 3)

You belong to an ancient line of barbarians who practice sacred hunts and rituals to adopt the shape of beasts. When you begin this path, you incorporate elements of the beasts you have hunted into your physical form when you rage. As you continue on the path, you learn to slip from your skin to that of a beast and grow to the size of nature's fiercest predators when you rage.

Sacred Hunt

When you choose this path at 3rd level, you learn a sacred hunting ritual that allows you to gain the abilities of beasts. With 1 hour of heavy activity, you can perform this ritual, choosing a natural weapon and your choice of two of the following benefits. Once the ritual is completed, you gain that natural weapon and those benefits while raging. When you perform this ritual again, you lose all benefits selected from your previous use of this feature.

Natural Weapon

You grow horns, tusks, sharpened teeth, or claws. This is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you use horns, tusks, or sharpened teeth this damage is piercing, if you use claws this damage is slashing.

Climber

You have a climbing speed equal to your base walking speed.

Darkvision

You have darkvision out to a range of 60 feet.

Gills

You can breathe in both air and water and have a swimming speed equal to your base walking speed.

Stride

Your base walking speed increases by 10 feet.

Venomous

When you deal damage with your natural weapons, you deal an additional 1d4 poison damage.

Skinchanging

At 3rd level, your ability to change your physical form improves. You can cast the alter self spell. Constitution is your spellcasting ability for this spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Shape of the Lesser Beast (Level 6)

Starting at 6th level, you gain the ability to turn into an animal shape. You can cast the polymorph spell on yourself without needing material components. When you cast the spell this way, you can only turn into a beast whose challenge rating is equal to or lower than half your level. Constitution is your spellcasting ability for this spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Primal Rage (Level 10)

At 10th level, when you enter a rage, you can choose to swell with primal fury. If you do, for the duration of your rage, your size increases by one category — from Medium to Large, for example. While your size is increased by this feature, your melee weapon attacks deal an additional 1d4 damage. Any equipment you are wearing changes to accommodate your new size.

Shape of the Greater Beast (Level 14)

Starting at 14th level, you can cast the polymorph spell on yourself without needing material components. You do not need to concentrate on this spell and can choose to end it at any time (no action required). When you cast the spell using this feature, you retain all of your barbarian class features while you are transformed. Constitution is your spellcasting ability for this spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Path of the Sky Caller

Path of the Sky Caller (Level 3)

The vast sky may seem silent at times, but it has a voice and power of its own, rarely heard by mortals upon the ground. Some barbarians learn through ancient rites to speak or sing to the sky, the clouds and wind, forming a primal connection that enables them to call upon the sky's power in times of need. When they rage, the sky's mighty voice fills their body, allowing them to roar with its thunderous power.

The first step to becoming a sky caller is hearing the voice of the sky, first as a faint whisper barely distinct from the sound of wind. Many sky callers discover their path high upon a mountain peak, amid a storm, or while practicing tribal singing or shouting rituals.

Cloud Speaker

At 3rd level when you adopt this path, you learn the language of the sky, a necessary step for any sky caller. You can speak and understand Auran. This feature does not grant you the ability to read or write Auran.

Also, you can speak to the clouds, which relay your messages for you. You can cast the skywrite spell from Xanathar's Guide to Everything, but only as a ritual.

Sky Shout

Starting at 3rd level, when you enter your rage, or as a bonus action on your turn while you are raging, if you can speak, you can shout with the thunderous force of the sky at a creature within 30 feet of you.

The target must make a Constitution saving throw. On a failure, the target takes thunder damage equal to 1d4 + half your barbarian level, and you choose to either knock the target prone or push the target 10 feet away from you. On a success, the target takes half as much damage and isn't pushed or knocked prone.

The saving throw DC for this feature equals 8 + your Constitution modifier + your proficiency bonus. When you reach 6th level, the range for this feature increases from 30 feet to 60 feet.

Vessel of Resonance (Level 6)

At 6th level, your connection to the great voice of the sky fills your body with a latent magical voice and transforms it into a vessel for this mighty sound. You have resistance to thunder damage, you cannot be deafened, and magic cannot prevent you from speaking.

Skybreaker's Roar (Level 10)

Starting at 10th level, when you target a flying creature with your Sky Shout feature, the range is 150 feet and the target has disadvantage on the saving throw.

In addition, you can use an action on your turn to roar into the sky above, altering the weather with the power of your voice. You change the weather using the same rules as the control weather spell, except you can only do so once, and you can't affect the temperature. You can alter the precipitation and wind by up to two stages up or down, but you can't increase precipitation above stage 4 or increase wind above stage 3. These changes only last for 1 hour.

Once you have altered the weather in this way, you can't do so again until you finish a long rest.

Breath of the Sky (Level 14)

When you reach 14th level, you become able to harness the full power of the sky's true voice. As an action on your turn while you are raging, you can release a mighty booming shout in a 60-foot cone.

Each creature in the area must make a Constitution saving throw. On a failed saving throw, a creature takes thunder damage equal to your barbarian level + your Constitution modifier, is knocked prone, is pushed 20 feet away from you, and is deafened until the end of your next turn. On a successful saving throw, a creature takes half as much damage and isn't pushed, knocked prone, or deafened.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 20 feet away from you by the effect, and the sound of your roar is audible out to 1000 feet.

The DC for this saving throw is the same as for your Sky Shout feature. Once you use this feature, you can't use it again until you finish a short or long rest.

Path of the Spore

Path of the Spore (Level 3)

Barbarians draw power from many sources; anger, fanaticism, their ancestors. Some draw supernatural strength from substances they process and prepare, both to alter their minds as well as give them powerful advantages in battle. To use such things does not come without risk, and the barbarians of the Path of the Spore hone their bodies and build their tolerances for their entire life in order to inhale the toxic and mind-bending spores of cultivated underground mushrooms. These spores are prepared as part of a long rest.

Spore Inhalation

When you choose this path at 3rd level, you begin to inhale powerful mushroom spores that have been treated and prepared in order to go into a rage. You gain proficiency with poisoner's kits. Additionally, when you take the Rage bonus action, you choose a type of spore to inhale; each one has a different effect. This effect lasts until the end of your rage.

Black Rotter

You take 6d6 poison damage immediately that cannot be reduced in any way. If this damage should reduce your hit points to 0, you do not fall unconscious, but instead you are reduced to one Hit Point and your melee weapon attacks gain an additional 6d6 damage. If you are not reduced to zero Hit Points, you instead only gain a bonus of 2d6 damage to your melee weapon attacks. This bonus ends either once the Rage ends, or if you regain at least 10 hit points.

Whimsical Cap

You no longer provoke opportunity attacks, and gain 15 ft. to your movement speed. Implemented as walking speed only in Foundry, needs clarification.

Dark Tube

You are coated with an adhesive substance. You gain a climbing speed equal to your movement speed. When you hit a creature with an unarmed attack, their movement speed is reduced by 10 ft. until the end of their next turn as they become coated with the sticky substance. A target hit by an attack has disadvantage on acrobatics checks until the end of your next turn.

Red Belch

You acquire a breath weapon for the duration of the Rage that can be used as a bonus action during your Rage a number of times equal to your Constitution modifier. When you use your breath weapon, each creature in a 15 ft. line must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 fire damage on a failed save, and half as much damage on a successful one.

Venom Stalk

The first character to hit you on a turn with a melee attack[...] must take a DC 12 Constitution save or suffer 2d4 poison damage, or half as much on a successful save.

Koboldcap

You regain 8d6 hit points. If you are restored to full hit points by this, you are poisoned until the end of the Rage, regardless of whether you are immune to the poisoned condition or not.

Frenzied Abuse (Level 6)

Beginning at 6th level, you can switch between different spores quickly. As an action, you can switch from one spore effect to another without ending your Rage. When you do this, you take 1d6 poison damage that cannot be reduced in any way, and you gain 10 temporary hitpoints that disappear at the start of your next turn. For each subsequent use of this ability during a single Rage, you take an additional 1d6 damage.

Poison Blood (Level 10)

At 10th level, your blood becomes so toxic that it has the capacity to harm others who come in contact with it. When taking over 10 damage in melee whilst raging, as a reaction you can cause every creature within 5 ft. to make a constitution save. The DC is equal to 8 + your proficiency modifier + your constitution modifier. On a failed save, the creature is poisoned until the end of their next turn.

When you are reduced to 0 hit points, the gasses in your body escape and cause 2d12 acid damage to all creatures within 20 ft. of you, excluding yourself.

Mix and Match (Level 14)

At level 14, when you enter a Rage, you are now able to combine two different spore effects. When you enter a Rage, choose two spore types rather than one. When using the Frenzied Abuse feature, you can only change one of the effects at a time.

Path of the Stampede

Path of the Stampede (Level 3)

There are few things in nature as pure as the adrenaline and ferocity of a wild stampede. Barbarians that embody the Path of the Stampede attempt to channel this spirit into their lives, running not through fear, but through rage. These barbarians are commonly found in nomadic tribes that follow the migrating herds of animals, using their raw strength to literally crush their enemies underfoot.

Thundering Stampede

Starting when you choose this path at 3rd level, your rage becomes fueled with the momentous force of a wild stampede. While raging, if you move at least 10 feet towards a creature before hitting it with a melee weapon attack, you can attempt to shove the creature as part of the same action. If the shove is successful, the creature takes 1d6 thunder damage. You can only use this feature once per turn.

Wild March

Also at 3rd level, you learn to push past the limits of your body and move farther than you would otherwise. You can use a bonus action on each of your turns to take the Dash action.

Run With The Herd (Level 6)

Starting at 6th level, the energy in your movement inspires your allies to new heights of their own speed. While raging, your speed increases by 10-foot, and at the start of each of your turns, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Those creatures gain a 10 feet bonus to their speed until the start of your next turn.

Unstoppable Momentum (Level 10)

At 10th level, you become virtually impossible to hold down, easily overcoming obstacles that would hinder most others. You can move across difficult terrain'24 without spending additional movement, and you have advantage on saving throws and ability checks against any effect that would reduce your speed or impose the grappled or restrained conditions on you.

Incite Stampede (Level 14)

At 14th level, your ferocity whips your allies up into a frenzied stampede, trampling anyone in your paths. When you enter a rage, you can let loose a mighty roar, inspiring up to 10 creatures of your choice that can hear you into action. When you do, each chosen creature can use its reaction to move up to its movement speed and attempt to shove a creature within its reach.

Once you use this feature, you can't use it again until you finish a short or long rest.

Path of the Storm Herald

Path of the Storm Herald (Level 3)

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.

Storm Aura

Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Desert

When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Sea

When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Tundra

When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Storm Soul (Level 6)

At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.

Desert

You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.

Sea

You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

Tundra

You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Shielding Storm (Level 10)

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

Raging Storm (Level 14)

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

Desert

Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.

Sea

When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.

Tundra

Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

Path of the Swordlord

Path of the Swordlord (Level 3)

Swordlords are proof that not all Barbarians rampage across the battlefield bloodthirsty and wild. Some take to training like a rigorous fixation, focusing on perfecting their style, skills, and way of combat. No two swordlords may approach the same encounter the same way, spawning a role known for utility and ingenuity over brute strength.

A Swordlord is a tactician in combat, making use of their skills to not only defeat their opponents, but aid their allies as well, their very focus on combat radiating an aura for others to be motivated to pick up arms beside them.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Battle Focus (Level 3)

Starting at 3rd level, the conceptual way a Swordlord enacts their Rage changes from a blind fury or channeled anger, into a hyperfixation on combat and all around them.

During a Swordlord's rage, you no longer gain the ability to add Rage Damage, but now gain that same amount to your AC while raging instead. During this time you also now add twice your proficiency bonus to skill rolls specifically tied to combat, such as Athletics for maneuvers, or Perception to see an incoming feint. (This does not stack with expertise or similar effects.)

Commander's Aura (Level 3)

The Swordlord is almost always found near the front of battle lines, leading in with their weapons to inspire those following them.

Starting at 3rd level, yourself and any ally within 10 feet of you while you are raging can roll 1d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the 1d4 no more than once per turn. An ally must be inside this area to benefit, and leaving it forgoes the aura's bonus until they re-enter. This range increases by 5 feet every time your proficiency increases. (Formula: Aura Radius = 5 times your Proficiency Bonus)

Swordlord Superiority (Level 6)

Starting at 6th level, you learn Maneuvers that are fueled by special dice called superiority dice. This feature is similar to the Fighter's Battlemaster Subclass with some notable differences.

Maneuvers

You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 9th, 12th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. You may also sacrifice 2 maneuvers to instead learn a fighting style.

Superiority Dice

You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 10th level and one more at 14th level.

Maneuvers

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier

You choose whether you use your Strength or Dexterity modifer in your Maneuver save DC when you reach sixth level in this subclass.

Lord's Resolve (Level 10)

Starting at 10th level your Commander's Aura now also applies a bonus to all saving throws to yourself and allies equal to your Charisma modifier. As well, your Battle Focus now also applies the Bonus Rage amount to not only your Armor Class, but now gives you the same amount in damage reduction, after resistances.

Grace of the Sword (Level 14)

Starting at 14th level, your skill in combat with multiple enemies has no parallel. Whenever you or an adjacent ally kills, incapacitates, or forces an enemy to surrender, you may make an attack, demoralizing check, or move 5 feet, as a free action. You may only use this feature while in Battle Focus. You can use this ability a number of times equal to your Proficiency Bonus per Short Rest.

Path of the Sylvan Warden

Path of the Sylvan Warden (Level 3)

Some barbarians are not marked by their loyalty to kin or tribe but by their loyalty to land and beast. These barbarians take up the role of stewards and protectors of the natural world, fighting against those who would despoil it. Their admiration and emulation of the mysteries of nature allow them the ability to transform their rage into quietude and cast druidic spells.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Quietude

Starting at 3rd level, you have learned to transmute your furious rage into unshakeable calm. Using a bonus action and expending a use of your rage, you enter quietude.

While in quietude, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on saving throws you make to maintain concentration on spells.

  • When you make a spell attack with a druid spell, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

  • You have resistance to damage from spells.

Your quietude ends after 1 minute. It ends early if you are knocked unconscious, or if you haven't cast a spell or maintained concentration on a spell since your last turn. You can also end your quietude on your turn as a bonus action.

Barbarian class features that apply while you are raging also apply while you are in quietude

The Calm in the Fury (Level 6)

Starting at 6th level, while in a rage or quietude, you can use a bonus action to switch to the other without expending an additional use of your rage. When you use this feature, your rage or quietude still ends 1 minute after you expended the use of your rage, if it doesn't end earlier.

Warden's Respite (Level 10)

Starting at 10th level, you gain the ability to lend a piece of your resilience to your allies. When you enter a rage or quietude, you create an aura that remains for 1 minute and extends 10 feet from you in every direction, but not through total cover. While within your aura, each creature of your choice gains resistance to bludgeoning, piercing, and slashing damage if you are in a rage or resistance to damage from spells if you are in quietude.

Once you use this feature, you can't use it again until you finish a short or long rest..

Font of Life (Level 14)

Starting at 14th level, you can channel your magic while in a rage or quietude to reinvigorate your allies. As an action, you can expend a spell slot to cast a curative magic over creatures within 15 feet of you. Choose one creature per level of spell slot expended. Each chosen creature ends one effect of its choice that blinded, deafened, paralyzed, or poisoned it, and either regains hit points equal to 1d12 + your Wisdom modifier (minimum 1) if you are in quietude, or gains temporary hit points equal to 1d12 + your Wisdom modifier (minimum 1) if you are in a rage.

Using this feature counts as making an attack for the purpose of maintaining your rage, and as casting a spell for the purpose of maintaining your queitude.

Path of the Sylvan Warden

Path of the Sylvan Warden (Level 3)

Some barbarians are not marked by their loyalty to kin or tribe but by their loyalty to land and beast. These barbarians take up the role of stewards and protectors of the natural world, fighting against those who would despoil it. Their admiration and emulation of the mysteries of nature allow them the ability to transform their rage into quietude and cast druidic spells.

Spellcasting

When you choose this path at 3rd level, you gain the ability to cast spells. See Chapter 10 of the Player's Handbook for the general rules of spellcasting and Chapter 11 for the druid spell list.

Cantrips

You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.

Spell Slots

The Sylvan Warden Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest'24.

For example, if you know the 1st-level spell entangle and have a 1st-level and a 2nd-level spell slot available, you can cast entangle using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level druid spells of your choice, two of which you must choose from the conjuration and transmutation spells on the druid spell list.

The Spells Known column of the Sylvan Warden Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a conjuration or transmutation spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells since you learn your spells through observation and emulation of the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell

Spell

Quietude

Starting at 3rd level, you have learned to transmute your furious rage into unshakeable calm. Using a bonus action and expending a use of your rage, you enter quietude.

While in quietude, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on saving throws you make to maintain concentration on spells.

  • When you deal damage with a druid spell, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

  • You have resistance to damage from spells.

Your quietude ends after 1 minute. It ends early if you are knocked unconscious, or if you haven't cast a spell or maintained concentration on a spell since your last turn. You can also end your quietude on your turn as a bonus action.

Barbarian class features that apply while you are raging also apply while you are in quietude.

The Calm in the Fury (Level 6)

Starting at 6th level, while in a Rage or Quietude, you can use a bonus action to switch to the other without expending an additional use of your rage. When you use this feature, your rage or quietude still ends 1 minute after you expended the use of your rage, if it doesn't end earlier.

Warden's Respite (Level 10)

Starting at 10th level, you gain the ability to lend a piece of your resilience to your allies. When you enter a Rage or Quietude, you create an aura that remains for 1 minute and extends 10 feet from you in every direction, but not through total cover. While within your aura, each creature of your choice gains resistance to bludgeoning, piercing, and slashing damage if you are in a rage or resistance to damage from spells if you are in quietude.

Once you use this feature, you can't use it again until you finish a short or long rest.

Font of Life (Level 14)

Starting at 14th level, you can channel your magic while in a Rage or Quietude to reinvigorate your allies. As an action, you can expend a spell slot to cast a curative magic over creatures within 15 feet of you. Choose one creature per level of spell slot expended. Each chosen creature ends one effect of its choice that blinded, deafened, paralyzed, or poisoned it, and either regains hit points equal to 1d12 + your Wisdom modifier (minimum 1) if you are in quietude, or gains temporary hit points'24 equal to 1d12 + your Wisdom modifier (minimum 1) if you are in a rage.

Using this feature counts as making an attack for the purpose of maintaining your rage, and as casting a spell for the purpose of maintaining your quietude.

Path of the Symbiont

Path of the Symbiont (Level 3)

The symbionts are strange, mimic-like entities. Many scholars believe they came from the Far Realm to Insectopia, but why they do not know. Alone they are merely specks, barely noticeable for most creatures. However, when they find a worthy host, the symbionts unleash their true and terrifying potential.

Barbarians of the Path of the Symbiont draw their power from a connection with exactly those alien creatures. When entering a rage, the Symbiont takes over and turns the host into a violent bloodthirsty monster, wielding the symbiont as a tangible weapon with deadly precision. The symbiont hungers, and its primal fury affects it's host. A symbiont may not always be evil, but with a need to feed and an appetite for conflict, a benign host is rare to find, much less a symbiont.

Symbiotic Blade

Beginning at 3 level, you bonded with a Symbiont, an alien creature that takes the shape of various weapons. When you enter a rage, the symbiont empowers you granting you the following benefits:

  • You manifest your symbiotic weapon. You decide on the weapons appearance. The weapon has the versatile property and deals 1d10 + your Strength modifier, or 1d12 + your Strength modifier if wielded with two hands, necrotic damage.

  • Your symbiotic weapon cannot be disarmed.

  • You gain a +1 bonus to your AC.

The benefits last for the duration of your rage.

Additionally, when your features from this subclass subject a creature to a saving throw, the DC is equal to 8 + your Proficiency bonus + your Strength modifier.

Apex Predator

Starting at 3rd level, the symbiont begins to further alter your physique. You gain Darkvision with a range of 120 feet and a Climbing Speed equal to your Walking speed. While raging, you ignore the drawbacks imposed by difficult terrain.

Eldritch Connection (Level 6)

Beginning at 6th level, your Symbiont develops the Thrown(20/60) property.

You can use a bonus action to call the weapon back to an unoccupied hand while it is within 60 feet of you. If you do so, the weapon spins back through the air towards you. Each creature in a straight line between yourself and the symbiotic weapon, must succeed on a Dexterity saving throw or take 2d6 necrotic damage, or half as much on a successful one.

Assimilation (Level 10)

At 10th level, the bond with the symbiont slumbering inside you grows even stronger, making you a master at pursuing and slaying your prey. You can manifest your symbiotic weapon as a bonus action while you aren't raging.

Additionally, whenever you finish a long rest, you can allow your Symbiont to assimilate a magic weapon in your possession. You can only assimilate a melee weapon you are proficient with. Your symbiotic weapon gains any bonus to attack and damage rolls and any properties of the assimilated weapon, but maintains it's damage die. If the weapon required attunement for any of its abilities, you can use them as if you were attuned to it. You can only have one weapon assimilated at a time. You can replace the assimilated weapon with another whenever you finish a long rest.

Symbiotic Rage (Level 14)

At 14th level, you can release the beast inside you and let the symbiont take over. When you are raging, you can use a bonus action to enter a symbiotic rage. While you are in this form, you gain the following benefits:

  • You gain blindsight in a range of 15 ft.

  • You regenerate 1 hit point at the start of each of your turns.

  • Your symbiotic weapon gains a reach of 10 ft.

  • The bonus to AC from your symbiotic weapon increases to +2.

  • You gain resistance to necrotic, poison, and psychic damage.

If your turn ends and you haven't hit and damaged a creature since your last turn, your symbiotic rage ends or you can take 1d12 necrotic damage to prolong the duration for one additional round. The damage you take from this ability can't be reduced by any means.

Path of the Symbiote

Path of the Symbiote (Level 3)

Some barbarians derive their power from a source originally alien to their body, which gradually becomes a part of them. Their rage isn't truly a reflection of any kind of primal anger, or hatred of the world; rather, it is them controlling the power of the parasite that lives inside of their body.

Symbiote Shell (Level 3)

When you choose this path, at 3rd level, you form an organic shell around your body when you enter a rage. For the duration of your rage, you gain the following benefits

  • Your AC increases by 1 provided you aren't wearing armor.

  • Your unarmed strikes deal 1d6 slashing damage. When you take the Attack action and make an unarmed strike while not wielding a shield, you can use your bonus action to make an unarmed strike.

Morphic Techniques (Level 3)

Beginning at 3rd level, you can use your symbiote's unnatural anatomy to perform various horrifying techniques.

Once per turn, when you hit a creature with an unarmed strike, you can use one of the following techniques. If a technique requires a saving throw, the DC is equal to 8 + youe proficiency bonus + your Strength modifier.

  • Choking Limb: Your arm wraps around the creature's neck, or you dig your claws into it's throat extremely deeply. The creature must succeed on a Strength saving throw, or be grappled until the end of your next turn.

  • Primal Fling: Your arm's muscles expand to be larger than your body, and allow you to toss the creature. The creature must succeed on a Strength saving throw, or be thrown up to 15 feet away from you. A Large or larger creature automatically succeeds on its saving throw.

Warshaper (Level 6)

Starting at 6th level, your symbiote begins to define itself more clearly, granting you a new ability. Choose one of the following features:

Expanded Biomass

While raging, you count as one size larger for the purpose of grappling, and a creature only automatically succeeds against your Primal Fling if it is Gargantuan.

Warped Reach

While raging, your unarmed strikes have the reach property. Additionally, you can grapple and shove creatures that are 10 feet away from you. If you successfully grapple a creature that is further than 5 feet away from you, you immediately pull it to be within 5 feet of you.

Expanded Biomass (Level 6)

While raging, you count as one size larger for the purpose of grappling, and a creature only automatically succeeds against your Primal Fling if it is Gargantuan.

Warped Reach (Level 6)

While raging, your unarmed strikes have the reach property. Additionally, you can grapple and shove creatures that are 10 feet away from you. If you successfully grapple a creature that is further than 5 feet away from you, you immediately pull it to be within 5 feet of you.

Morphic Strikes (Level 6)

Additionally at 6th level, the otherworldly nature of your shell makes your unarmed strikes count as magical for the purpose of overcoming damage resistance and immunity.

Apex Predator (Level 10)

By 10th level, your connection to your parasite influences your mind, making you think and act like it does. Other creatures have disadvantage on Wisdom (Insight) checks made to read your emotions or tell if you're lying, and you have advantage on Wisdom (Survival) checks made to track a creature without all of its hit points.

Healing Factor (Level 14)

At 14th level, your flesh has fully fused itself with your symbiote, making it regenerate at unnatural speeds. At the start of each of your turns, you regain hit points equal to your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Additionally, if you put a severed body part of yours back in place as an action, the part reattaches.

Path of the Tideheart

Path of the Tideheart (Level 3)

Barbarians who walk the Path of the Tideheart are attuned to the primal forces of water, drawing strength from its unyielding power and ever-changing nature. These fierce warriors have unlocked the secrets of waters versatility, transforming them into mighty storms that can not be held at bay. Their rage ebbs and flows between power and agility, allowing them to tear through battlefields with unparalleled ease. Whether roaring like a wave or finding stillness beneath a waterfall, these barbarians are a primal force to be reckoned with who harness their inner calm before unleashing the tempest within.

Crashing Wave

Starting when you choose this path at 3rd level, you harness the simultaneous fluidity and strength of water. When you enter your rage, you can immediately move up to 20 feet without provoking opportunity attacks, provided that your speed is not 0.

In addition, while you are raging, if you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, that target takes an extra 1d6 damage of the weapons type and is pushed up to 5 feet away from you. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. You can deal this extra damage only once per turn.

Graceful Currents (Level 6)

Beginning at 6th level, your water-like rage allows you to move with a fluid grace. Whenever you hit a creature with a melee weapon attack while you are raging, you can immediately move up to 10 feet without provoking opportunity attacks, provided you have enough movement remaining.

You also gain a swimming speed equal to your walking speed, and if you are moved against your will, you can choose the direction in which you are moved as long as its not toward the source of the effect.

Tranquility (Level 10)

At 10th level, you can foster calm like a still pool. You have advantage on Wisdom saving throws.

In addition, you can use an action to cast the calm emotions spell on a creature that you are touching, without expending a spell slot. The save DC for this spell is equal to 8 + your proficiency bonus + your Constitution modifier. This version of the spell does not require concentration and can be cast even while raging; if you use your action to cast it, you do not need to take damage or make an attack in order to maintain your rage for the duration of the spell. You can use this feature 4 times, and you regain all expended uses of it when you finish a long rest.

Torrential Flow (Level 14)

Starting at 14th level, your fluid movements are unmatched in their strength and momentum. Your speed increases by 10 feet, and you can move through another creatures space, regardless of its size. When you take the Attack action and make a separate weapon attack against two or more different targets, you can make one additional attack as part of the same action.

Path of the Titan

Path of the Titan (Level 3)

Some barbarians draw their rage from their ancestry. Those who walk the Path of the Titan are able to fuel their rage with the giant blood that flows in their veins. While some Titanic warriors are direct descendants of giants, some are unaware of their heritage until it manifests with their rage. Unusually tall or strong for their race, mortals with giant blood in their veins are fairly obvious once you know what to look for.

Gigantic Heritage

Starting at 3rd level, the power of your gigantic ancestors manifests when you rage. When you rage, you can choose to grow by one size category for the duration of that rage; for example, from Medium to Large. Your physical size doubles in all dimensions, and your weight is multiplied by eight.

While raging, your weapon attacks deal bonus damage depending on your current size category; Medium (1d4), Large (1d6), Huge (1d12), and Gargantuan (2d12).

Titanic Vitality (Level 6)

Your rage draws out an increasing amount of resilience from your giant blood. Starting at 6th level, when you enter a rage, you gain temporary hit points equal to your barbarian level.

Giant Blood (Level 10)

You manifest more specific giant traits depending on your specific ancestor. At 10th level, choose the type of giant that best reflects your heritage, and you gain the corresponding features. Once you make this choice it cannot be changed.

  • Lesser Giant

    The blood on an ogre, troll, or another lesser giant flows in you. Your grotesque appearance gives you advantage on Charisma (Intimidation) checks, and while you are raging you gain a +1 bonus to your Armor Class.

  • Hill Giant

    The blood of a stalwart hill giant flows in you. You have advantage on saving throws to resist being grappled or moved against your will. When you take damage while raging, you can use your reaction to reduce the damage by an amount equal to your Constitution modifier (minimum of 1).

  • Stone Giant

    The blood of a thoughtful stone giant flows in you. You gain proficiency in the Insight skill and one type of artisan's tools of your choice. While you are raging, you can add your proficiency bonus to Wisdom saving throws.

  • Frost Giant

    The blood of a savage frost giant flows in you. You are resistant to cold damage. Once per turn while you are raging, when you hit a creature with a weapon attack, their speed is reduced by 10 feet until the start of your next turn.

  • Fire Giant

    The blood of a cruel fire giant flows in you. You are resistant to fire damage. While raging, when a creature you can see hits you with a melee weapon attack, you can use your reaction to deal 1d6 fire damage to the attacker.

  • Cloud Giant

    The blood of a whimsical cloud giant flows in you. You reduce any falling damage you take by an amount equal to your barbarian level, and while raging you can take the Dash or Disengage action as a bonus action on your turn.

  • Storm Giant

    The blood of a regal storm giant flows in you. You gain a swimming speed equal to your movement speed, and you can breathe both air and water. While raging you are resistant to lightning and thunder damage.

Wrath of the Titan (Level 14)

Starting at 14th level, you can strike with the ferocity of a full-blooded giant. When you take the Attack action while raging you can focus all your power into one devastating strike. You only make one attack for this action, even if you have a class feature that lets you make more then one attack. If the attack hits, it becomes a critical hit, regardless of your attack roll.

You can use this ability a number of times equal to your Constitution modifier (minimum of once) and you regain all expended uses when you finish a long rest.

Sizes Greater than Gargantuan

The Path of the Titan allows you to increase your size category when you rage. In 5e, Gargantuan is the maximum size, and is the category given to any creature that is 20 by 20 feet or larger.

If your barbarian is able to increase their size while they are already Gargantuan, your Dungeon Master can increase your additional damage while raging by an amount of d12s that they see fit.

Path of the Titan

Path of the Titan (Level 3)

Some Barbarians draw their Rage from their ancestry. Those who walk the Path of the Titan fuel their Rage with the giant blood that flows in their veins. While some Titanic warriors are direct descendants of giants, some are unaware of their heritage until it manifests with their Rage. Unusually tall or strong for their race, mortals with giant blood in their veins are fairly obvious once you know the signs to look for.

Fury of the Titans

The fury of your Rage draws out the ancient power of your bloodline. When you Rage, you gain the following benefits:

  • If there is room, you can choose to grow by one size category for the duration of that Rage. For example, you grow from Medium to Large. Your physical size doubles in all dimensions, and your weight is multiplied by eight.

  • Your melee and thrown weapon attacks deal bonus damage depending on your current size: Medium (1d4), Large (1d6), Huge (1d12), and Gargantuan (2d12).

Giant Bloodline

Whether by magic or ancestry, you bear the power of giants. Choose the option below that best fits the type of giant whose power resides in you. This choice will affect features you gain later from this Path. You gain resistance to the damage type associated with that giant. This choice is permanent and can't be changed short of a wish or the magic of elder giants.

GiantElement

Hill

Bludgeoning

Stone

Psychic

Frost

Cold

Fire

Fire

Cloud

Thunder

Storm

Lightning

Titanic Vitality (Level 6)

Your Rage draws out an ever-increasing amount of resilience from the power that flows in your blood. When you Rage, you gain temporary hit points equal to your Barbarian level.

Awakened Bloodline (Level 10)

The power of your blood is apparent at all times. You gain the features below that correspond to your Giant Bloodline:

Hill Giant

Your body has grown strangely resilient. You have advantage on Constitution saving throws, and when you take damage while Raging, you can use a reaction to reduce the damage you take by your Constitution modifier (minimum of 1).

Stone Giant

You have become thoughtful. You gain proficiency in Insight, and whenever you make a Wisdom (Insight) check you treat a roll of 7 or lower on the d20 as an 8. Moreover, whenever you make a Wisdom saving throw while Raging, you gain a bonus to your roll equal to your Constitution modifier.

Frost Giant

You become especially savage in battle. When you hit a target with a weapon attack, you deal a bonus 1d6 cold damage on hit. If you deal cold damage to a creature while Raging, its speed is reduced by 10 feet until the start of your next turn.

Fire Giant

You have become vindictive and cruel. While you are wearing armor you can use your Constitution, in place of Dexterity, to calculate your Armor Class. Also, when you are hit by a melee attack while Raging, you can use a reaction to deal fire damage to the attacker equal to your Constitution modifier.

Cloud Giant

You have become more whimsical and lighthearted. You gain resistance to falling damage, and while you are Raging, you can take the Dash or Disengage action as a bonus action.

Storm Giant

You have grown in pride and presence. You gain a swimming speed equal to your walking speed, and you can breathe both air and water. Moreover, while you are Raging, you can cause any thrown weapon attacks you make to deal lighting damage in place of the normal damage for that weapon.

Titanic Wrath (Level 14)

You can strike with the power of a true giant. When you take the Attack action while Raging, you can focus all your power into one strike. You make one attack for this action, even if you have a feature that lets you make more then one attack. On hit, it becomes a critical hit, regardless of your attack roll.

You can use this ability a number of times equal to your Constitution modifier (minimum of once) and you regain all expended uses when you finish a long rest.

Path of the Totem Warrior

Path of the Totem Warrior (Level 3)

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear

While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle

While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Elk

While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Tiger

While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

Wolf

While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Aspect of the Beast (Level 6)

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear

You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle

You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Elk

Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.

Tiger

You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.

Wolf

You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Spirit Walker (Level 10)

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Totemic Attunement (Level 14)

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Bear

While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Eagle

While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Elk

While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Tiger

While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Wolf

While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Path of the Verdant Warden

Path of the Verdant Warden (Level 3)

When the forests and jungles of the world are in danger, they must sometimes rely on mortals to defend them. A barbarian of this path has a connection to these verdant places, and calls upon primal spirits to transform them into a treant-like warrior when they rage.

Some tribes have produced verdant wardens every generation as part of ancient traditions dating back to the time of ancestors. Other wardens learn their ways not from their tribe, but from the forest itself.

Sylvan Avatar

Starting at 3rd level, your rage transforms you into an avatar of the forest. Your skin hardens into thick bark, your hair turns to leaves or grass, and your footsteps stir the natural plant life around you.

While raging, you gain a +1 bonus to AC, you have resistance to radiant damage, and you count as a plant in addition to your other types. In addition, each time you enter your rage, you choose one of the following options to augment your form until your rage ends.

Branches

Your limbs become like the long swaying branches of an elderly oak tree. In this form, your reach with melee attacks and touch effects is increased by 5 feet, and your walking speed is increased by 10 feet.

Roots

Your legs grow roots through the ground to impede your enemies. In this form, you can't be knocked prone, enemies treat the ground within 15 feet of you as difficult terrain, and when you are pushed or pulled, you can reduce the distance you are moved by up to 10 feet.

Vines

Your skin all across your body sprouts strong vines to help you cling to things. In this form, creatures have disadvantage on any ability checks made to escape from your grapples, you can't be disarmed, and you have a climbing speed equal to your walking speed that you do not need free hands to use.

Speak for the Trees (Level 6)

At 6th level, you gain the respect of the forest's flora, and they gain respect for you. The magic of this primal bond grants you some benefits:

  • As the forest fears the flame, you become a symbol of extinguishing those flames. You and objects you carry can't be on fire (except for magical fire such as the immolation spell) and both you and the objects you carry have resistance to fire damage.

  • As the forest needs the sun, you grow to bask in its energy. If you spend the entire duration of a short rest in direct sunlight, you can choose to regain hit points equal to your barbarian level at the end of the rest. Once you have done this, you cannot do so again until you finish a long rest.

  • As the forest is a community, you must learn how to communicate to it. You can speak to plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You also have advantage on all Charisma checks you make to influence or interact with them.

Canopy Traveler (Level 10)

At 10th level, you become attuned to the forests and jungles of the land, and the oldest roads, their branches. You ignore difficult terrain caused by foliage such as plants or fungus, and you have a climb speed equal to your walking speed when climbing trees or other flora, including plants and fungus.

You can also use a bonus action or an action on your turn to create a length of vine. You choose to create the vine from either your hand or from a point that you can see within 30 feet on a flat and stable surface.

If you create from your hand, you produce a 60-foot length of untethered vine that acts as tough rope. If you create from a point, you produce a 30-foot length of vine which stretches toward you while staying firmly planted in the surface. The vine can hold up to 1000 lbs, it has 16 AC and hit points equal to 10 + twice your barbarian level and it is vulnerable to slashing damage.

The vine disintegrates into mush after 10 minutes, when you create another vine, or when you use another bonus action to destroy it.

Wild Regrowth (Level 14)

At 14th level, you draw the energy of nature into you in times of peril. When you begin your turn while raging, if you have no more than half of your hit points left, you regain hit points equal to 2 + your Constitution modifier (minimum 1 hit point1 plus 3 additional hit points if you are in direct sunlight.

Path of the War Chief

Path of the War Chief (Level 3)

While some barbarians prefer a life of savage solitude, others long for a tribe. Barbarians on the Path of the War Chief are leaders and warrior kings who can turn any scrappy group of companions into a tight-knit tribe. Inspiring their allies to victory with battle cries and war songs, war chiefs lead every battle from the frontline.

Bonus Proficiency

When you adopt this path at 3rd level, you gain proficiency in one of the following skills of your choice: History, Intimidation, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Tribal Leader

At 3rd level, you learn to bolster the resolve of your allies, and crush that of your enemies, with battle cries. You learn two battle cries of your choice, which are detailed under "Battle Cries" (see 'Battle Cries' below). You learn an additional battle cry of your choice at 6th, 10th, and 14th level. Each time you learn a new battle cry, you can also replace one battle cry you know with a different one.

You can issue one of your battle cries as an action on your turn. When you do, you choose a creature other than yourself within 30 feet of you that can hear you as the target for the battle cry. That target gains the effect of the chosen battle cry.

While raging, you can issue a battle cry as a bonus action on your turn.

War Song (Level 6)

At 6th level, you augment your rage with a tribal song or chant that inspires greater power in your allies' attacks. While raging, when a friendly creature, other than yourself, within 15 feet of you hits with an attack, the attack gains a bonus to its damage equal to half your rage damage bonus. A creature must be able to hear you to gain the benefits of this feature.

Commanding Presence (Level 10)

At 10th level, you gain a supernatural ability to influence and inspire obedience in others. You can cast the command and suggestion spells without using a spell slot or material components. Charisma is your spellcasting ability for the spells.

Once you cast suggestion this way, you can't cast either spell using this feature again until you finish a short or long rest.

Chieftain's Voice (Level 14)

Starting at 14th level, your voice booms with such incredible authority that even those who cannot hear it are compelled to listen. If a creature is deafened, it can still hear you when you speak, as well as when you make any noise, for the purpose of your War Chief features.

Additionally, the range of your War Song increases to 30 feet, and when you issue a battle cry, you can choose a creature within 60 feet that can hear you as the target for the battle cry's effects.

Battle Cries (Level 14)

Bolstering Yip. Until the start of your next turn, the target has advantage on saving throws against being charmed or frightened.

Cautionary Bellow. The target has advantage on the first Strength, Dexterity, or Constitution saving throw it makes before the start of your next turn.

Challenging Call. The target can use its movement only to move closer to you during its next turn. The creature can choose not to move. This battle cry has no effect on a creature immune to being charmed.

Defensive Holler. The first attack made against the target before the start of your next turn is made with disadvantage.

Empowering Howl. The first time the target hits with a weapon attack before the start of your next turn, it gains a bonus to the damage roll equal to your Charisma modifier (minimum 1).

Hastening Whoop. The target can use its reaction to move up to half its speed. If this movement provokes an opportunity attack, the attack roll is made with disadvantage.

Infuriating Bark. The target has disadvantage on attack rolls against targets other than you until the start of your next turn. This battle cry has no effect on a creature immune to being charmed.

Inspiring Roar. The first time the target makes an attack roll or ability check before the start of your next turn, it can roll a d4 and add the number rolled to the attack roll or ability check.

Invigorating Shout. The target gains temporary hit points equal 1d6 + your Charisma modifier (minimum 1). It loses any of these remaining temporary hit points at the start of your next turn.

Maddening Ululation. The target has advantage on the first melee weapon attack it makes before the start of your next turn, and the first attack made against it before then by a creature other than you is made with advantage. This battle cry has no effect on a creature immune to being charmed.

Terrifying Shriek. The target can't willingly move closer to you during its next turn. This battle cry has no effect on a creature immune to being frightened.

Path of the War Chief

Path of the War Chief (Level 3)

While some barbarians prefer a life of savage solitude, others long for a tribe. Barbarians on the Path of the War Chief are leaders and warrior kings who can turn any scrappy group of companions into a tight-knit tribe. Inspiring their allies to victory with battle cries and war songs, War Chiefs lead every battle from the frontline.

Bonus Proficiency

When you adopt this path at 3rd level, you gain proficiency in one of the following skills of your choice: History, Intimidation, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Tribal Leader

At 3rd level, you learn to bolster the resolve of your allies, and crush that of your enemies, with battle cries. You learn two battle cries of your choice, which are detailed under Battle Cries below. You learn an additional battle cry of your choice at 6th, 10th, and 14th level. Each time you gain a barbarian level, you can replace one battle cry you know with a different one.

You can issue one of your battle cries as an action on your turn. When you do, you choose a creature other than yourself within 30 feet of you that can hear you as the target for the battle cry. That target gains the effect of the chosen battle cry.

As part of the bonus action you use to enter a rage or as a bonus action while raging, you can issue a battle cry.

The battle cries are presented in alphabetical order.

Bolstering Yip

Until the start of your next turn, the target has advantage on saving throws against being charmed or frightened.

Cautionary Bellow

The target has advantage on the first Strength, Dexterity, or Constitution saving throw it makes before the start of your next turn.

Challenging Call

If the target chooses to move on its next turn, it must use its movement to move closer to you. This battle cry has no effect on a creature immune to being charmed.

Defensive Holler

The first attack made against the target before the start of your next turn is made with disadvantage.

Empowering Howl

The first time the target hits with a weapon attack before the start of your next turn, it gains a bonus to the damage roll equal to your Constitution modifier (minimum 1).

Hastening Whoop

The target can use its reaction to move up to half its speed. If this movement provokes an opportunity attacks, the attack roll is made with disadvantage.

Infuriating Bark

The target has disadvantage on attack rolls against targets other than you until the start of your next turn. This battle cry has no effect on a creature immune to being charmed.

Inspiring Roar

The first time the target makes an attack roll or ability check before the start of your next turn, it can roll a d4 and add the number rolled to the attack roll or ability check.

Invigorating Shout

The target gains temporary hit points'24 equal 1d6 + your Constitution modifier (minimum 1). It loses any of these remaining temporary hit points at the start of your next turn.

Maddening Ululation

The target has advantage on the first melee weapon attack it makes before the start of your next turn, and the first attack made against it before then by a creature other than you is made with advantage. This battle cry has no effect on a creature immune to being charmed.

Terrifying Shriek

The target can't willingly move closer to you during its next turn. This battle cry has no effect on a creature immune to being frightened.

War Song (Level 6)

At 6th level, you augment your rage with a tribal song or chant that inspires greater power in your allies' attacks. While raging, when a friendly creature other than you within 30 feet of you hits with an attack, the attack gains a bonus to its damage roll equal to half your rage damage bonus. A creature must be able to hear you to gain the benefits of this feature.

Commanding Presence (Level 10)

At 10th level, you gain a supernatural ability to influence and inspire obedience in others. You can cast the command and suggestion spells without providing material components. Constitution is your spellcasting ability for the spells.

Once you cast suggestion with this feature, you can't cast either spell with this feature again until you finish a short or long rest.

Chieftain's Voice (Level 14)

Starting at 14th level, your voice booms with such incredible authority that even those who cannot hear it are compelled to listen. If a creature is deafened, it can still hear you when you speak, as well as when you make any noise, for the purpose of your Path of the War Chief features.

Additionally, the range of your War Song increases to 60 feet, and when you issue a battle cry, you can choose a creature within 60 feet that can hear you as the target for the battle cry's effects.

Path of the Warden

Path of the Warden (Level 3)

Hailing from the wild places of the world where the power of nature reigns supreme, Wardens are servants of the natural order who combine the raw power of their rage with primal magic. They are often found as defenders of sacred groves, Druidic Circles, and other places of great natural power.

Primal Magic

When you adopt this Primal Path at 3rd level, you learn to channel the primal power of nature to cast spells.

  • Cantrips

    You learn one cantrip of your choice from the Warden spell list. Upon reaching 10th level in this class you learn one additional Warden cantrip of your choice.

  • Spell Slots

    The Warden Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots; all of your spell slots are the same level. To cast one of your Warden spells of 1st-level or higher, you must expend a spell slot. You regain all of your expended spell slots when you finish a short or long rest.

    For example, as a 7th level Warden, you have two 2nd-level spell slots from your Warden Spellcasting. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast cure wounds as a 2nd-level spell.

  • Spells Known of 1st-Level and Higher

    You learn two 1st-level spells of your choice from the Warden spell list. The Spells Known column of the Warden Spellcasting table shows when you learn more Warden spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

    When you reach 7th level, for example, you learn a new Warden spell of your choice, which can be 1st or 2nd-level.

    When you gain a level in this class, you can choose one of the Warden spells you know and replace it with another spell of your choice from the Warden spell list, which also must be of a level for which you have spell slots.

  • Spellcasting Ability

    Wisdom is your spellcasting ability for your Warden spells. You use your Wisdom whenever a spell refers to your spellcasting ability, when setting the saving throw DC, and when making a spell attack roll.

    Spell
    Spell

Barbaric Magic

The Path of the Warden is meant to fulfill the same niche that the Eldritch Knight fulfills for the fighter.

This Primal Path may seem to be over-tuned. However, unlike their counterpart, the Warden can only access their most potent subclass features while raging, which also imposes disadvantage on their concentration saves. The Warden's spell list is also more limited than that of the Eldritch Knight.

Primal Rage

You have learned to wield your primal magic, even while you rage. Starting at 3rd level, you can cast Warden spells while you are raging, but you have disadvantage on any saving throws you make to maintain concentration. Casting a spell of 1st-level or higher allows your rage to continue, even if you do not take or deal damage to a hostile creature on that turn.

Guardian's Fury (Level 6)

Your primal rage allows you to draw forth magic in the midst of battle. Beginning at 6th level, whenever you take the Attack action while you are raging, you can cast one of your Warden cantrips in place of one of your attacks.

Reckless Magic (Level 6)

You are so in tune to the magic of the natural world that you can channel your spells with reckless abandon. Starting at 6th level, you can use your Reckless Attack feature when casting a Warden spell that requires a spell attack roll, including any spells you cast with Guardian's Fury ability.

Ward of the Ancients (Level 10)

Beginning at 10th level, your connection with the natural world allows you to draw on the innate magic of the world around you to shield yourself from spells. As a reaction when you would take damage from a spell, you can expend one of your Warden spell slots to grant yourself resistance to all damage from the triggering spell.

Improved Guardian's Fury (Level 14)

Your unbridled rage and connection with primal magic have fused to become something that rivals the greatest natural destructive forces of nature. Starting at 14th level, when you take the Attack action while you are raging, you can cast a Warden spell in place of one of your weapon attacks.

Path of the Warden

Path of the Warden (Level 3)

Hailing from the wild places of the world where the power of nature reigns supreme, Wardens are servants of the natural order who use the raw power of their Rage to channel spirits of the natural world. They often serve as defenders of sacred groves, Druidic Circles, and other places of natural power.

Primal Magic

When you adopt this Primal Path, you learn to channel the primal power of spirits to cast spells, much like a Shaman.

Cantrips

You learn one cantrip of your choice from the Warden spell list. Upon reaching 10th level in this class you learn one additional Warden cantrip of your choice.

Spell Slots

The Warden Primal Magic table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of the Warden spells you know of 1st-level or higher, you must expend a spell slot. You regain all of your expended spell slots each time you finish a short or long rest.

For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and cast it as a 2nd-level spell.

Spells Known of 1st-Level and Higher

You learn two 1st-level spells of your choice from the warden spell list. The Spells Known column of the Warden Spellcasting table shows when you learn more warden spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

When you gain a level, you can choose a warden spell you know and replace it with another spell from the warden spell list, which must be of a level for which you have spell slots.

When you reach 7th level, for example, you learn a new Warden spell of your choice, which can be 1st or 2nd-level.

Spellcasting Ability

As you draw your magic from your connection to primal spirits, Wisdom is your spellcasting ability for your warden spells. You use Wisdom when a spell refers to your spellcasting ability, when setting the saving throw DC for a spell, or when making an attack roll with one.

Spell save
Spell

Primal Rage

You have learned to draw on primal magic, even in your Rage. You can cast Warden spells while you're Raging, but you have disadvantage on any Constitution saving throws you make to maintain concentration on your Warden spells.

Also, casting a spell of 1st-level or higher allows your Rage to continue, even if you don't meet the other requirements.

Guardian's Fury (Level 6)

Your instincts allow you to combine your primal magic with strikes. When you take the Attack action while Raging, you can cast a Warden cantrip in place of one of your attacks.

Moreover, you can use Reckless Attack when you cast a Warden spell that requires a spell attack roll.

Ward of the Ancients (Level 10)

You can draw upon your connection to the natural world to shield you from harmful magics. When a creature that you can see damages you with a spell, you can use your reaction to expend a spell slot of 1st-level or higher to grant yourself resistance to all damage from the triggering spell.

Improved Guardian's Fury (Level 14)

Your Rage and connection with primal spirits have fused to become something that rivals the great destructive forces of nature. When you take the Attack action while Raging, you can cast a Warden spell in place of one of your attacks.

Path of the Wrecker

Variant Resistances (Level 1)

Raging barbarians might find that their resistance to bludgeoning, piercing, and slashing damage while raging doesn't count for much when many of the basic weapons deal energy damage. Optionally, the GM can rule that barbarians instead have resistance to force, necrotic, and radiant damage while raging.

Path of the Wrecker (Level 3)

Muscle breaks Steel; Rage defeats Machines; Strength beats Systems; such is the creed of the wrecker. True barbarians learn this creed quickly when set adrift in the so-called civilized world of blinking lights and metal walls. People have lost their way in this universe, trusting their lives to machines and algorithms instead of the reliability of their own might. Setting upon the Path of the Wrecker means tearing down the machines and buildings of the mechanized world and letting your bottomless rage guide you when the universe itself seems upside-down.

Dismantle

By 3rd level, ripping apart machines, piece by piece, comes second nature to you. While you're raging, you ignore the damage threshold of nonmagical objects. Additionally, you double the rage bonus damage you deal to constructs and living constructs.

Percussive Maintenance (Level 6)

Starting at 6th level, you understand that smashing something usually makes it work better. You can attempt to hack a device that could usually be hacked, such as a door control panel or an arcane terminal, by breaking it. Make a Strength (Athletics) check in place of an Intelligence (Data) check. On a success, you perform one operation on the system of your choice as if you had full access, just as if you successfully hacked the system. The machine breaks immediately after this and can't be used afterwards without repair, whether or not you succeeded on the check.

Disarm Foe (Level 10)

By 10th level, you've become quite skilled in the time-tested tactic of ripping off an enemy's limb and swinging it at them. You gain proficiency in improvised weapons. When you reduce a humanoid creature to 0 hit points with a melee weapon attack, you can rip off one of its limbs. Alternatively, you can use your action to attempt to rip a limb off a Large or smaller construct or undead creature within 5 feet of you by making an opposed Strength (Athletics) check against it. A construct or undead that has more than half its hit points automatically succeeds on this check. If you successfully rip off a limb, you can immediately use it to make a melee attack as a bonus action. A creature missing a limb can't make attacks using a removed limb and has disadvantage on ability checks that involve using their limbs. You can only remove one limb from a creature.

A severed limb is an improvised melee weapon which deals 1d8 bludgeoning damage on a hit. If removed from a Large creature, it deals 1d10 bludgeoning damage instead.

Crush, Smash, Bash (Level 14)

Starting at 14th level, your strikes land with such ferocity that you tear armor and armor plating asunder. While raging, when you deal damage with a melee weapon attack to a construct or a creature wearing armor, you can cause the armor or construct to take a cumulative −1 penalty to the AC it offers, to a maximum penalty of −4 AC. A construct or suit of armor damaged by this ability can be repaired in 1 hour for 100 gp per point of AC penalty taken.

Path of the Wyrmblood

Path of the Wyrmblood (Level 3)

Not all who have their blood mingled with dragons manifest sorcerous power. Some instead find themselves imbued with an unquenchable spark of fury. These tyrannical warriors are known as Wyrmbloods, Barbarians fueled by draconic magic.

Draconic Ancestry

Whether by ritual, ancestry, or happenstance, your bloodline bears draconic power. Choose one of the Dragons below that best represents the dragon whose power resides within you. You gain resistance to your Dragon's associated Element.

You also learn to speak, read, and write Draconic.

DragonElement

Amethyst

Force

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Crystal

Radiant

Emerald

Psychic

Gold

Fire

Green

Poison

Red

Fire

Sapphire

Thunder

Silver

Cold

Steel

Acid

Topaz

Necrotic

White

Cold

Draconic Fury

While Raging, you manifest chromatic scales that grant you a bonus to your Armor Class equal to your Rage damage bonus. Also, once per turn when you hit a creature with a weapon attack, you can deal a bonus 1d6 Element damage.

Tyrannical Resilience (Level 6)

Your blood protects you from magical effects. When you are forced to make an Intelligence, Wisdom, or Charisma saving throw against magic while Raging, you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).

Breath of the Dragon (Level 10)

The magic of your bloodline allows you to exhale blasts of draconic energy. As a action, you can force creatures in an adjacent 30-foot cone to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). Creatures take 8d6 damage of your Element type on a failed save, and half as much damage on a successful save.

Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can expend a use of Rage to use this feature one more time.

Draconic Wings (Level 14)

You manifest the full power of your draconic bloodline. As a bonus action, you can manifest a pair of draconic wings. These wings grant you a flying speed equal to your walking speed, and last until you dismiss them as a bonus action.

Clothing or armor that is not made to accommodate your draconic wings might be destroyed when you manifest them.

Path of the Zealot

Path of the Zealot (Level 3)

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.

A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Fanatical Focus (Level 6)

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Zealous Presence (Level 10)

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Rage beyond Death (Level 14)

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.

Path of the Zombie

Path of the Zombie (Level 3)

Even death cannot stop some barbarians. Barbarians of the Path of the Zombie crossed over, and rose again to take up their old arms and continue the fight. These warriors emanate an uncanny aura that freezes the blood of all who suffer their vitality-sapping attacks, and their grotesque, festering wounds remind their enemies of the fate that awaits them.

Hateful Touch (Level 3)

Starting when you choose this path at 3rd level, you can channel the energies that animate you into your weapon strikes. The first creature you hit with a weapon attack on your turn while raging takes necrotic damage equal to 1d6 + half your barbarian level.

Living Corpse (Level 3)

At 3rd level, your body is marked for endless battle. If a spell, such as raise dead or animate dead, would restore you to life or raise you as an undead, the caster doesn't need material components to cast the spell on you. You do not fall under the caster's control when reanimated as an undead, and you retain your creature type.

Undead Fortitude (Level 6)

Starting at 6th level, your undead flesh absorbs excruciating injuries. If you fail a saving throw while raging, you can reroll it. You must use the new roll. You can use this ability once per rage.

Unliving Vigor (Level 10)

At 10th level, you can spread your unholy vitality to others with a moan infused with negative energy. Up to ten creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

You can use this feature once per long rest.

Rage Beyond Death (Level 14)

Beginning at 14th level, the necromancy that fuels your body allows you to shrug off fatal blows. While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If you would die due to failed death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.

Sound Familiar?

The Path of the Zombie uses the mechanics of the Path of the Zealot. AAA reprints it with new flavor text (and one change) to demonstrate ways to use existing mechanics to create villainous characters. Similarly, Ancestral Guardian barbarians can be possessed by demons, paladins of the Oath of the Watchers can become xenophobic crusaders, and Gloom Stalkers can become bestial predators.

Path of Thorns

Path of Thorns (Level 3)

Path of Thorns barbarians use ancient techniques developed by the druids of old that enable them to grow thorns all over their body. The first barbarians of this path fought alongside these druids to defend the natural order. In the centuries since, the knowledge of these techniques has spread, allowing others access to this power.

Though named for the thorns that covered the first barbarians to walk this path, current followers of this path can display thorns, spines, or boney growths while raging.

Blossoming Thorns

Beginning at 3rd level, when you enter your Rage, hard, sharp thorns emerge over your whole body, turning your unarmed strikes into dangerous weapons. When you hit with an unarmed strike while raging, your unarmed strike deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, while raging, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

The unarmed strike damage you deal while raging increases when you reach certain levels in this class: to 1d6 at 8th level and to 1d8 at 14th level.

Thorned Grasp

Also at 3rd level, when you use the Attack action to grapple a creature while raging, the target takes 1d4 piercing damage if your grapple check succeeds, and it takes 1d4 piercing damage at the start of each of your turns, provided you continue to grapple the creature and are raging. When you reach 10th level in this class, this damage increases to 2d4.

Nature's Blessing (Level 6)

At 6th level, the thorns you grow while raging become more powerful and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you are hit by a melee weapon attack by a creature within 5 feet of you while raging, that creature takes 1d4 piercing damage. When you reach 10th level in this class, this damage increases to 2d4.

Alternatively, while raging, you can use your reaction to disarm a creature that hits you with a melee weapon while within 5 feet of you by catching its weapon in your thorns instead of the attacker taking damage from your thorns. The attacker must succeed on a Strength saving throw:

Nature's Blessing save DC

or drop the weapon it used to attack you. The weapon lands at its feet. The attacker must be wielding a weapon for you to use this reaction.

Toxic Infusion (Level 10)

Starting at 10th level, when you enter your Rage or as a bonus action while raging, you can infuse your thorns with toxins for 1 minute. While your thorns are infused with toxins, the first creature you hit on each of your turns with an unarmed strike must succeed on a Constitution saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or be poisoned until the end of its next turn.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Thorn Barrage (Level 14)

At 14th level, you can use an action to shoot the thorns from your body while raging. Each creature within 10 feet of you must make a Dexterity saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus), taking 4d6 piercing damage on a failed save, or half as much damage on a successful one.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Path of Tranquility

Path of Tranquility (Level 3)

Barbarians who follow the Path of Tranquility embrace a zen philosophy of restraint and moderation, much in contrast with their furious brethren. Embraced by the fey and called "the serene", these barbarians are calm, tactical warriors who issue swift retaliation instead of violent assaults. At their pinnacle, the serene are one with nature and with themselves, entering flow states at will to dispatch their foes with dispassionate precision.

Mantra

Starting when you select this path at 3rd level, taking the Dodge action on your turn counts as attacking a hostile creature for the purposes of sustaining your rage.

Anticipate

Also at 3rd level, whenever you do not make an attack roll on your turn, you prepare yourself for blows. Until the start of your next turn, whenever a creature makes a melee attack against you, you can use your reaction to make one melee weapon attack against that creature.

Battle Trance (Level 6)

At 6th level, whenever you use your reaction to make an attack, you can make two attacks instead.

Tranquility (Level 10)

At 10th level, you can chant calming verses to entice, relieve, and protect those around you. You can cast the calm emotions, enthrall, and sanctuary spells once each, without expending spell slots or components, and regain the ability to do so when you finish a long rest. You can cast these spells while you are raging. Your spell save DC for these spells is 8 + your proficiency bonus + your Constitution modifier.

Zen State (Level 14)

At 14th level, whenever a creature misses you with a melee attack, you gain a +2 bonus to your Armor Class, up to a maximum of +6. This bonus resets to 0 if you take damage or at the start of your turn.

Path of Týr

Path of Týr (Level 3)

The old warrior stood in front of the crowd raising his stump as they all fell silent. "Tyr sacrificed his hand to save the gods", he yells to the young warriors in front of him.

"We, the law bringers, must do the same, justice and law costs, even when it takes away a part of you! May the One- Handed god protect you all" he says as his limb drops and t gruesome sacrifice takes place. Some scream, some grunt, b all have a burning desire in their eyes, to become a warrior Tyr. AH of the young warriors bring down their weapons ai hands fall to the ground.

A bloody sacrifice in order to prove to the world that thes men and women put justice and law above anything else. "ARISE, LAW BRINGERS, ARISE, WARRIORS OF TYR!" he shouts, rattling their bones as if Tyr himself was calling them.

Restriction: Ritual Sacrifice

All that take the path of Tyr, sacrifice their hand to prove that they will always keep a promise like their god and will pursue justice and law, even at the cost of their lives. In exchange, they can wield 2 handed weapons with one hand, losing the benefit if they regrow the limb or another hand.

Eye for an Eye

Starting at level 3, You can choose to take more pain to inflict more pain. While raging, when an enemy damages you with melee attack that deals piercing, slashing or bludgeoning damage, you can choose to let the damage bypass your resistance. If you do so, you can, in retaliation, use your reaction to make a single melee weapon attack against them.

Embodiment of Law (Level 6)

At level 6, You become proficient in Insight if you are not already. In addition you have advantage on Insight checks, and can use Insight (Constitution) checks instead of Insight (Wisdom) checks for them, using your body as your guide.

In addition, once per turn when you roll a 1 or 2 on a damage die for an attack you make with a melee weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Embodiment of Justice (Level 10)

At level 10, while raging, you can force justice to shine through. You can cast the compelled duel spell at will, your rage doesn't prevent the casting or the concentration on this spell.

Embodiment of War (Level 14)

At level 14, you are shattering the battlefield. While raging, w once per turn, when you miss with a melee weapon attack, you can reroll the attack roll.

Path of Wild Magic

Path of Wild Magic (Level 3)

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Magic Awareness

3rd-level Path of Wild Magic feature

As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wild Surge

3rd-level Path of Wild Magic feature

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Magic
d8Magical Effect

1

Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.

2

You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

3

An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.

4

Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.

5

Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.

6

Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.

7

Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.

8

A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Bolstering Magic (Level 6)

6th-level Path of Wild Magic feature

You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.

  • Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Unstable Backlash (Level 10)

10th-level Path of Wild Magic feature

When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Controlled Surge (Level 14)

14th-level Path of Wild Magic feature

Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Prehistoric Warrior

Path Primeval (Level 3)

The most primitive of the savages, the prehistoric warrior hails from the remote regions of the world, or the far reaches of time, where dinosaurs still roam the world. Your fury is truly primal, and your methods crude, but you may stand tall atop the primordial food chain among the strongest creature ever to have lived.

Primordial Fury

Beginning when you select this path at 3rd level, you possess the antediluvian might necessary to pierce any foe's defenses. While raging, your melee attacks ignore resistance to bludgeoning, piercing, and slashing damage.

Illiterate Intuition (Level 6)

At 6th level, you have advantage on Animal Handling checks and Persuasion checks with creatures that have no language or share no language with you.

Robust Constitution (Level 10)

At 10th level, you have advantage on Constitution checks against exhaustion and do not suffer levels of exhaustion from a forced march.

Massive Weapon Fighting (Level 14)

By 14th level, you are experienced at hunting colossal creatures with weapons of the same scale.

You can construct a massive weapon with 1 week of work requiring twice the normal weapon's price in gold, or you can commission one from a blacksmith for a comparable price. You have proficiency in a massive weapon if you have proficiency in its normal counterpart.

Massive weapons deal twice the number of damage dice as their normal counterparts. When you score a critical hit using a massive weapon against a creature, it must make a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be stunned until the beginning of your next turn. While you are raging, you may attack with massive weapons normally. Otherwise, you may only attack with a massive weapon once each turn.

Rage Mage

Path of the Rage Mage (Level 3)

Few things are more terrifying than being in the path of a rage mage. Those who follow this path unlock something deep within them, a well of arcane power fueled from the depths of their fury. When a rage mage unleashes his rage, he channels his brute strength into primal eldritch might and uses it to devastate his foes in a hail of fire, blades, and blood.

Spell Rage

Beginning at third level, you can cast spells while in a rage, as long as the spell's casting time is no more than 1 action, the spell does not require concentration, and you are wearing no armor. Your rage damage applies only to damage from spells cast in a rage. If a spell cast damages more than one target, you may only apply extra rage damage to one of the targets. In addition, casting spells during rage counts as attacking for the purposes of ending rage. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Spell Slots

The Rage Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must be in a rage and expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and necromancy spells on the wizard spell list. The Spells Known column of the Rage Mage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice, and must be of a level for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.

Spell Casting Ability

Wisdom is your spellcasting ability for your wizard spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell
Spell

Spell Fury (Level 6)

Beginning at 6th level, weapons and magic are equally an extension of your rage. When you attack recklessly, you can choose not to take advantage on your attack and attack only once with your attack action to cast a spell as a bonus action. This spell must use a spell slot of the lowest level you have available.

Arcane Intuition (Level 10)

At 10th level, you are intuitively aware of all magic auras. After you have been in the presence of a magic aura for 1 minute, you can sense its presence, though you cannot discern its origin or the school of magic to which it belongs.

Eldritch Storm (Level 14)

Starting at 14th level, you can expel the might of your rage all at once to unleash a devastating storm of eldritch magic. When you end your rage early as an action, all creatures within 15 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 1d6 force damage for each round you've spent in rage, or half as much on a successful one. After you use this ability, you cannot use it again until you complete a short or long rest.

Scorpion Heritor

Path of the Scorpion (Level 3)

The scorpion is thought to represent revenge and death, but to those who live in the vast desert wastes, the scorpion has come to symbolize stealth, passion, and preservation in the face of extinction. After all, the scorpion cannot be killed by the untamable waste, and it bows to no power other than its own. Some barbarians of the wastes worship at altars dedicated to ancient scorpion gods, and become Scorpion Heritors, men transformed by the Waste into forms better adapted to their harsh environment. With time, they come to possess the power of scorpions, and even begin to resemble them.

Sneak Attack

Starting when you adopt this path at 3rd level, you know how to strike subtly like a scorpion. Once per turn, while you are raging, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

This extra damage increases as you gain levels in this class. At 6th level, it increases to 2d6, at 10th, it increases to 3d6, and at 14th it increases to 4d6.

Scorpion Instincts (Level 6)

Starting at 6th level, you gain proficiency in Stealth and Survival and you can add twice your proficiency bonus to Dexterty (Stealth) and Wisdom (Survival) checks you make while you are in the desert.

Venomous Blood (Level 10)

At 10th level, you have immunity to poison damage and can't be poisoned. Additionally, while you are raging, you can deal your additional damage from Sneak Attack as poison damage.

Scorpion Tail (Level 14)

Starting at 14th level, while you are raging, you sprout a spectral, yet tangible, scorpion tail. This tail is a finesse, reach weapon which cannot be disarmed and deals 1d8 poison or piercing damage (your choice) on a hit. When you take the Attack action on your turn, you can make an additional attack using your tail.

Shadow Gnawer

Shadow Gnawer (Level 3)

Dark energy infuses the Shadow Realm, corrupting and corroding everything it touches. Some barbarians intentionally consume this raw shadow, infusing their bodies with shadow energy to manifest potent magical abilities.

Many of the barbarians who walk this path do so to absorb harmful shadow magic into themselves in order to protect others from its influence. A smaller group consumes shadow simply because they cannot resist its ever-present temptation.

Shadow Smoke

Starting at 3rd level, you emanate tendrils of shadow smoke while you rage. The smoke extends 10 feet from you in every direction. Any creature (other than you) that starts its turn in the smoke has disadvantage on its next attack roll.

Creeping Fog (Level 6)

Starting at 6th level, you can burst into a mist of raw shadow and then reassemble yourself somewhere else. As an action, you magically teleport, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space you can see. Before or after teleporting, you can make one melee attack.

Consume Darkness (Level 10)

At 10th level, while raging, you can feed on the shadows around you to restore your vitality. While in dim light or darkness, you can use a bonus action to regain hit points equal to 1d12 + your Constitution modifier. For the duration of your rage (up to 1 minute), you regain 1 hit point at the start of each of your turns.

Once you use this feature, you must finish a short or long rest before you can use it again.

Corrosive Haze (Level 14)

At 14th level, your Shadow Smoke is more potent. Any hostile creature that enters the smoke or starts its turn in the smoke must succeed on a Constitution saving throw or be blinded until the beginning of its next turn. The DC equals 8 + your proficiency bonus + your Constitution modifier. Creatures that don't rely on eyesight are immune to this effect.

Spelleater

Path of the Spelleater (Level 3)

Some barbarians, mainly those who live under the oppression of magic users, have learned to use sheer power to overcome magic. These individuals, called Spelleaters by the Vordani tribes, are able to withstand spells of all sorts by tensing their muscles to block magical energies from affecting them physically. Some Spelleaters can even utilize these energies to vitalize their bodies and benefit from them instead of being harmed by their baleful effects.

Raging Defiance

Starting at 3rd level, you can shake off and overcome magical effects with ease. While raging, you have advantage on saving throws against spells and magical effects.

Absorb Magic (Level 6)

Starting at 6th level, you can soak up harmful magic while raging and revitalize yourself from its energies. When you succeed on a save against a spell or magical effect while raging, you regain 1d6 hit points for each level of the spell affecting you or 2d6 hit points if the magical effect has no spell levels associated with it.

Brawn Over Magic (Level 10)

Starting at 10th level, you can tense your muscles and stiffen your body to withstand the effects of magic. When you become the target of a spell or magical effect that requires a saving throw, you may choose to make a Strength saving throw instead of the original required save. In addition, if the spell or magical effect would allow you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. Once you use this feature, you cannot use it until you finish a short or long rest.

Magic Resistance (Level 14)

Starting at 14th level, you become naturally resilient towards harmful magic. You gain advantage on all saving throws against spells and magical effects. You also gain the effects of a haste spell for three rounds when you successfully save against a harmful spell or magical effect.

Street Savage

Street Savage (Level 3)

Heavy metal, rusty junkyard scrap, and a bad attitude all wrapped into one package. The Street Savage is one mean motherfucker who specializes in launching as much lead as possible at any stupid sonnofabitch that looks at you cross- eyed. Preferably from a monster truck.

More cunning than one might give them credit for, the Street Savage is adept at attaching all manner of brutal instruments to their weapons. Does this gatling gun need a chainsaw? Should I mount a rocket launcher on my flamethrower? When I die, should I go to hell with friends? The answer is always, "YES!"

Walking Tank

Starting when you choose this path at 3rd level, you can leverage your ferocious strength and rage into your firearms. You gain the following benefits:

  • When you attack with a heavy firearm, you can use your Strength modifier instead of your Dexterity modifier for the attack roll.

  • Where your Barbarian features apply to melee weapon attacks, they now also apply to ranged weapon attacks with heavy firearms.

Savage Accessories

At 3rd level, you can modify your firearms to be more useful in brutal combat. You gain proficiency with tinker's tools and land or water vehicles (your choice). If you already have either of these proficiencies, you instead gain proficiency with one other type of artisan's tools of your choice.

Over the course of a long rest, you can add one of the following savage accessories to a two-handed, heavy firearm.

  • Belt Feed.
  • Blast Shield.
  • Bola Launcher.
  • Chainsaw.
  • Dead Man's Switch
  • Grapple Harpoon.
  • Under-Barrel Rocket Launcher.

A firearm can have only 1 savage accessory, and you can maintain a number of savage accessories equal to your Rage Damage. If you attempt to add a savage accessory beyond your limit, you can choose which of your current savage accessories will break and become unusable.

If a creature other than you attempts to use one of your savage accessories or the firearm it is attached to, the attempt will fail and the firearm will malfunction, causing the creature to take 2d4 slashing or piercing damage (your choice).

Road Rage (Level 6)

At 6th level, you become a fierce road warrior who gives new meaning to the term muscle car. If you enter a rage while you are driving a vehicle, the benefits of your rage also apply to your vehicle until the rage ends.

Your rage doesn't end early if your vehicle has attacked a hostile creature or taken damage since your last turn. While you are driving a vehicle and raging, the vehicle can make ranged attacks using your Strength modifier, instead of Dexterity, for the attack rolls.

Additionally, you can control a vehicle without having a free hand for the vehicle's controls.

Blaze of Glory (Level 10)

At 10th level, when a vehicle you are driving is reduced to 0 hit points, you can use a reaction to have the vehicle move up to its movement speed. This movement doesn't provoke opportunity attacks. If a vehicle would explode when it is reduced to 0 hit points, the explosion occurs immediately after this movement.

Death Machine (Level 14)

Beginning at 14th level, your adrenaline fueled rage allows you to maintain an iron grip on two weapons of mass destruction simultaneously. While you're raging, you can ignore the two-handed property on all firearms. As a bonus action, you can engage in two-weapon fighting with any firearm.

Additionally, you can draw or stow two firearms when you would normally be able to draw or stow only one.

Totem Warrior, Dragon Totem spirit

Path of the Totem Warrior, Dragon Totem spirit (Level 3)

The dragon is an optional totem spirit that can be chosen by barbarians who follow the Path of the Totem Warrior. Many who choose this option are from tribes that worship dragons, and who hold draconic might in high esteem. Surprisingly, dragons tend to shy away from creating too many half dragons with these primitive humans. Scholars believe that this is because dragons are aware of the pride and arrogance of those who share their blood, and when combined with human ambition and the tribes their lust for war, this could have dire consequences. This is also why many half dragons form communities for survival, despite how fast they reproduce, as they share the pride of their dragon ancestors but not their powerful bodies. Instead, these human tribes create champions known as totem guardians. These totem guardians are among the strongest members of their tribe, and are responsible for protecting their tribes and dragon masters. They are chosen either by dragonspeakers, as a result of dream visions, or directly by the dragons themselves.

Seren Tribes (Eberron Setting)

The Seren Tribes are the inhabitants of Seren Islands. There are about thirty tribes in all, and each tribe worships a different draconic patron. If their legends are to be believed, the Seren Tribes are the result of ancient covenants with these draconic patrons: usually to defend the lands of Argonnessen from the weak and unworthy.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object, an amulet or similar adornment, that incorporates scales, fur, feathers, claws, teeth, or bones of the creature. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Dragon

When raging, you deal an extra 1d6 damage to a creature whenever you hit it with a melee attack, the type of which is determined by your totem dragon.

Special: If you have taken a dragon totem feature, choose a dragon from the Dragon Species and Damage Types table (page 117) as your totem dragon. In addition, you can speak, read, and write Draconic.

Tiger (revised)

While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance, and if you move at least 20 feet in a straight line toward a creature you gain advantage on melee weapon attack rolls against that creature that turn.

Optional: Totem Guardian

Totem guardians are Path of the Totem Warrior barbarians who can only choose the dragon as their totem spirit. If you choose this limitation at 3rd level, you grow retractable claws from the tips of your fingers as natural weapons, which you can use to make unarmed strikes. Extending or retracting the claws requires no action. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike. In addition, you count as being permanently affected by the magic fang cantrip (page 144).

Aspect of the Beast (Level 6)

At 6th level, you gain a magical benefit based on the totem spirit of your choice. You can choose the same totem spirit you selected at 3rd level or a different one.

Dragon

You gain resistance to your totem dragon's damage type. If you already have resistance to this type, then you reduce damage of that type by an amount equal to your Constitution modifier (min. of 1) after halving the damage.

Spirit Walker (Level 10)

At 10th level, if you have taken a dragon totem feature, you can seek out dragons with the commune with nature spell.

Totemic Attunement (Level 14)

At 14th level, you gain a magical benefit based on a totem spirit of your choice. You can choose the same totem spirit you selected previously or a different one.

Dragon

While you're raging, when you hit a creature with a melee attack you can create a burst of intense energy in a 10-foot-radius sphere around that creature as a bonus action. Each creature other than you in that area takes 3d6 damage of the type associated with your totem dragon.

War Hulk

Path of the Colossus (Level 3)

The Colossus, known to most as a War Hulk, is a creature of the front-lines, swinging massive weapons and sweeping away smaller combatants in their fury. To a War Hulk, strength is the only attribute that matters: Cunning is for the weak. Faith is for the weak. Speed is for the weak. Victory and conquest is for the strong alone. This Path is a favorite of Goliaths and Giants, who step easily into crushing smaller opponents.

Restriction: Size

While the Path of the War Hulk can be taken by members of any race, the DM should limit access to this path to races of appropriate size. Gnomes and halflings, for example, are poorly suited to throwing boulders, but Goliaths and Minotaurs are well suited to the task.

No Time to Think

When you select this path at 3rd level, strength comes above all else. At 3rd, 6th, 10th, and 14th level, your Strength score increases by 1. Your maximum for this score is 24. At 20th level, you Strength score and its maximum becomes 28. However, your great physical might comes at the expense of mental fortitude. As such you suffer disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Great Swing (Level 6)

At 6th level, you may attack up to three creatures which are adjacent to each other and adjacent to you when you make an attack action on your turn. Make a single attack roll, and compare that roll against each creature's armor class. If you choose to Great Swing, you may not use Extra Attack for this attack action.

Rock Throwing (Level 10)

At 10th level, you can hurl large boulders at your foes as an action. This attack roll targets one creature, uses your Strength modifier, instead of Dexterity, and deals 2d8 + your Strength Modifier damage, with a range of 30/60 feet. This rock must be around 30 pounds.

Massive Swing (Level 14)

By 14th level, you may attack as many creatures as are adjacent to you with a single attack action. Make a single attack roll, and compare that roll against each creature's armor class. You may only use Extra Attack against one of these targets.