Hit Points
Vaardigheden
Alternate Barbarian
| Niveau | Proficiency Bonus | Eigenschappen | Rages | Exploits Known | Exploit Die | Exploit Dice |
|---|---|---|---|---|---|---|
| 1 | + 2 | Rage Unarmored Defense | 2 | 0 | 0 | 0 |
| 2 | + 2 | Rage Unarmored Defense | 2 | 2 | 1d4 | 2 |
| 3 | + 2 | Rage Unarmored Defense | 2 | 2 | 1d4 | 2 |
| 4 | + 2 | Rage Unarmored Defense | 3 | 2 | 1d4 | 2 |
| 5 | + 3 | Rage Unarmored Defense | 3 | 3 | 1d6 | 3 |
| 6 | + 3 | Rage Unarmored Defense | 3 | 3 | 1d6 | 3 |
| 7 | + 3 | Rage Unarmored Defense | 3 | 4 | 1d6 | 3 |
| 8 | + 3 | Rage Unarmored Defense | 4 | 4 | 1d6 | 3 |
| 9 | + 4 | Rage Unarmored Defense | 4 | 5 | 1d6 | 3 |
| 10 | + 4 | Rage Unarmored Defense | 4 | 5 | 1d6 | 3 |
| 11 | + 4 | Rage Unarmored Defense | 4 | 6 | 1d8 | 4 |
| 12 | + 4 | Rage Unarmored Defense | 5 | 6 | 1d8 | 4 |
| 13 | + 5 | Rage Unarmored Defense | 5 | 7 | 1d8 | 4 |
| 14 | + 5 | Rage Unarmored Defense | 5 | 7 | 1d8 | 4 |
| 15 | + 5 | Rage Unarmored Defense | 5 | 7 | 1d8 | 4 |
| 16 | + 5 | Rage Unarmored Defense | 5 | 7 | 1d8 | 4 |
| 17 | + 6 | Rage Unarmored Defense | 6 | 8 | 1d10 | 5 |
| 18 | + 6 | Rage Unarmored Defense | 6 | 8 | 1d10 | 5 |
| 19 | + 6 | Rage Unarmored Defense | 6 | 8 | 1d10 | 5 |
| 20 | + 6 | Rage Unarmored Defense | Unlimited | 8 | 1d10 | 5 |
Klasse-eigenschappen
Niveau 1
Niveau 10
Niveau 11
Niveau 12
Niveau 14
Niveau 15
Niveau 16
Niveau 18
Niveau 19
Niveau 2
Niveau 20
Niveau 3
Niveau 4
Niveau 5
Niveau 6
Niveau 7
Niveau 8
Niveau 9
Vaardigheden
light
medium
shield
simple
martial
Startuitrusting
Klasse-eigenschappen
Rage (Level 1)
You fight with an unchecked primal ferocity in battle. Starting at 1st level, if you are not wearing heavy armor, you can use a bonus action on your turn to enter a Rage. While your Rage lasts, you gain the benefits and drawbacks listed below:
You have advantage on ability checks and saving throws that use your Strength or Constitution.
Whenever you hit with a weapon attack that uses your Strength, you deal a bonus 1d4 damage. At certain levels in this class, this bonus damage increases to match the Exploit Die column on the Barbarian table above.
You resist all bludgeoning, piercing, and slashing damage.
You cannot cast spells or concentrate on spells or effects.
Your Rage lasts until the end of your next turn, but it ends instantly if you are Unconscious. You extend your Rage to the end of your next turn if you attack a hostile creature, take any damage, make a Strength check, or use your bonus action to extend it. You can maintain your Rage for 10 minutes.
You Rage the number of times shown in the Rages column of the Barbarian table for your level. You regain one expended use of your Rage whenever you finish a short rest and all uses of your Rage when you finish a long rest.
Unarmored Defense (Level 1)
Also at 1st level, so long as you aren't wearing armor, your Armor Class is equal to 10 + your Dexterity modifier + your Constitution modifier. You can use a shield with this feature.
Reckless Attack (Level 2)
Starting at 2nd level, whenever you make an attack on your turn using your Strength, you can make a Reckless Attack by throwing caution to the wind. If you do, you have advantage on Strength-based attacks until the beginning of your next turn, but every attack targeting you is also made with advantage until the start of your next turn.
Savage Exploits (Level 2)
Also at 2nd level, your lust for battle unlocks savage abilities that enhance your martial skill, both on and off the battlefield.
Exploit Dice
The Barbarian table shows how many Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw, and you regain all Exploit Dice when you finish a short or long rest.
Your Exploit Dice begin as d4s and increase in size as you gain levels in this class, as indicated in the Barbarian table.
Savage Skill
Primal instinct sharpens your skills. Whenever you make an ability check with a skill from the Barbarian skill list, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
Exploits Known
At 2nd level, you learn two Savage Exploits from the list at the end of this class. The Exploits Known column of the Barbarian table shows when you learn additional Exploits. To learn an Exploit you must meet any prerequisites that it may have, like a minimum ability score or Barbarian level.
Each time you gain a Barbarian level, you can replace one of the Savage Exploits you know with another Exploit of your choice, so long as you meet that Exploit's prerequisites.
Saving Throws
If one of your Exploits requires a creature to make a saving throw, the Exploit saving throw DC is calculated as follows:
Exploit save DC
Primal Path (Level 3)
At 3rd level, you choose the Primal Path that best represents how your Rage manifests: Path of the Berserker, Path of the Brute, Path of the Champion, or Path of the Beast Heart.
Your Primal Path grants you features at 3rd level, and again when you reach 6th, 10th, and 14th level in this class.
Path Exploits
Each Primal Path includes a list of Primal Exploits that each warrior of that Path learns at the barbarian levels noted in its description. These Exploits do not count against your total number of Exploits Known, and they can't be replaced when you gain a level in this class. If you don't meet one of your Primal Exploit's prerequisites, you learn it regardless.
Ability Score Improvement (Level 4)
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to Dash or Disengage while Raging, you can make one weapon attack as a bonus action.
Danger Sense (Level 5)
The fury within your blood alerts you to dangers. Starting at 5th level, you have advantage on initiative rolls, and whenever you roll initiative, you can choose to Rage.
Moreover, if you are surprised when you roll initiative, you can act normally during the first round of combat so long as you Rage as part of rolling initiative.
Primal Path (Level 6)
At 6th level, you gain a feature from your Primal Path.
Feral Instinct (Level 7)
Primal instinct has honed your senses. Beginning at 7th level, when you make a Dexterity saving throw against an effect you can see (such as a trap or a spell), you have advantage on your roll. You do not gain this benefit if you are Blinded, Deafened, or Incapacitated when you make the saving throw.
Moreover, your Rage always lasts for its maximum duration unless you become Unconscious or you choose to end it.
Ability Score Improvement (Level 8)
When you reach 8th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Improved Critical (Level 9)
Primal fury increases the power of your strikes. Beginning at 9th level, attack rolls for your Strength-based weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
At certain Barbarian levels your critical hit range increases: at 13th level you score a critical hit on a roll of 18-20, and at 17th level you score a critical hit on a roll of 17-20.
Primal Path (Level 10)
At 10th level, you gain a feature from your Primal Path.
Critical Strike (Level 11)
You ruthlessly exploit the weakness of your foes. Starting at 11th level, when you score a critical hit with a weapon attack while you are Raging, you can use a Savage Exploit you know as part of that attack without expending an Exploit Die.
Unstoppable (Level 11)
The white hot intensity of your Rage burns ever brighter. Also at 11th level, if you drop to 0 hit points while you are Raging, but you are not killed outright, you can choose to end your Rage to drop to 1 hit point instead.
Also, if you make an Intelligence, Wisdom, or Charisma saving throw while you are Raging, you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).
Ability Score Improvement (Level 12)
When you reach 12th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Primal Path (Level 14)
At 14th level, you gain a feature from your Primal Path.
Persistent Rage (Level 15)
Your Rage is a smoldering fire that never goes out. Beginning at 15th level, the duration of your Rage increases to 1 hour.
Ability Score Improvement (Level 16)
When you reach 16th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Indomitable Might (Level 18)
Your legendary might and endurance rival the heroes of myth. Starting at 18th level, if you make a Strength or Constitution check and the result of your roll is lower than your Strength score, you can use your Strength score in place of the result.
Ability Score Improvement (Level 19)
When you reach 19th level you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Primal Champion (Level 20)
You embody the raw power of the primal wilderness, and have exceeded the physical limits of normal mortals. At 20th level, both your Strength and Constitution scores increase by 4, and your maximum for both of those scores is now 24.
Multiklassen
Multiklasse-vereisten
{"str":13}
Verworven Vaardigheden
Subklasses
Subklasse-eigenschappen
Path of Blood & Iron
Path of Blood & Iron (Level 3)
Reveling in the chaos of battle, the Barbarians of this Primal Path don their signature spiked armor and charge headlong into combat. Learning to channel their Rage while wearing their signature armor, these savage warriors fight as if they have no regard for their own life, only the thrill of battle.
Warrior Smith
You are a skilled smith, able to craft and maintain your armor. You gain proficiency in both smith's tools and heavy armor.
Unlike other Barbarians, your familiarity with armor allows you to enter and maintain Rage while wearing heavy armor.
Spiked Armor
You are known for two things: your savagery in battle and signature Spiked Armor, which uses the following rules:
- Crafting Spiked Armor
- Properties
- Grappling
- Rage
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Battle Hysteria (Level 6)
You give yourself over to the chaos of battle with little regard for your safety. Once per turn, when you make a Reckless Attack while Raging, you can gain temporary hit points equal to your Constitution modifier (minimum of 1).
Mythic Smith (Level 6)
Your skills as an armorer have greatly improved. You can use smith's tools to turn magic armor into a set of Spiked Armor.
If the armor grants a bonus to AC, you can change it to a bonus to your Spiked Armor attack and damage rolls.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Wild Charge (Level 10)
While Raging, you can use a bonus action to move up to your speed and make an unarmed strike with your Spiked Armor.
Spiked Retribution (Level 14)
Your armor thirsts for blood. When a creature hits you with a melee attack while you are wearing Spiked Armor, it takes piercing damage equal to your Strength modifier.
When Raging, you can use your reaction to add your Exploit Die to the damage your attacker takes from this feature.
Path of Sorcery
Path of Sorcery (Level 3)
For some Barbarians, their Rage boils up from an unrealized magical potential. When those born with an arcane spark fail to channel it in the correct way, this uncontrollable power can burst forth in a chaotic storm of magic-infused battle fury.
Spellsense
Your latent sorcerous spark potential allows you to smell the presence of magic. As an action, you can awaken your senses to the presence of magic within 60 feet of you, allowing you to smell magic using the rules of the detect magic spell. This lasts for up to 10 minutes, but ends early if you Rage.
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.
Wild Sorcery
Your Rage is drawn from the latent magic in your blood. Each time you Rage, roll a d12 and the corresponding effect from the Wild Sorcery table below manifests.
All Wild Sorcery effects use your Exploit save DC, and if no duration is listed, the effect lasts for the duration of that Rage. If a spell effect would normally require concentration, it does not and instead lasts for the duration of that Rage.
| d12 | Magical Effect |
|---|---|
1 | Your Rage damage bonus is now necrotic damage. Once per turn when you deal this necrotic damage to a creature, you gain temporary hit points equal to the necrotic damage. This has no effect on Undead. |
2 | As a bonus action, you can teleport to an unoccupied space of your choice that you can see within 30 feet. |
3 | As a bonus action, you can cause raw magic to explode at a point you can see within 30 feet. Creatures within 5 feet of that point must make a Dexterity saving throw or take force damage equal to twice your Exploit Die. |
4 | One weapon you are holding is infused with magic. It gains the Thrown (20/60) and Light properties. When you make a ranged attack with it, it immediately returns to your hand after the attack. |
5 | When a creature you can see within 30 feet damages you, you can use your reaction to force it to make a Dexterity saving throw. On a failure, it takes force damage equal to twice your Exploit Die. |
6 | You know the mighty leap Exploit, and can use it without expending an Exploit Die. |
7 | You gain resistance to the last type of damage you took. You can only be resistant to one type of damage from this effect at a time. For example, if you are hit by a firebolt, you gain resistance to fire until you take another type of damage. |
8 | You are targeted by an enlarge/reduce spell. Roll a d20. On an even result, you are enlarged, and on an odd, you are reduced. |
9 | You emit bright light in a 15-foot radius. As a bonus action, you can force a creature in this bright light to make a Constitution saving throw. On a failure, it is Blinded until the beginning of your next turn. |
10 | You can pass through solid creatures and objects as if they were difficult terrain. If you stop moving inside a solid object or creature, you are shunted to the last unoccupied space that you occupied. |
11 | Mystical flowers and vines sprout from you in a 15-foot radius and move along with you. This radius counts as difficult terrain for creatures of your choice. |
12 | You regain one expended use of your Rage. Roll again on the Wild Sorcery table. |
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Arcane Disruption (Level 6)
The unstable sorcery which erupts from you disrupts normal orderly magic. You have resistance to all damage from spells. When you are Raging, creatures of your choice within 15 feet also gain resistance to damage from spells.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Unstable Sorcery (Level 10)
Pain fuels your unpredictable magic. When you take damage or fail a saving throw while Raging, you can use your reaction to immediately roll on the Wild Sorcery table, replacing your current Wild Sorcery effect (if any) with this new result.
Chaos Incarnate (Level 14)
You have learned to control your untapped arcane potential. Whenever you roll on the Wild Sorcery table, you roll twice and choose which result manifests.
Finally, you learn the sundering strike Exploit, and it cannot be replaced. You can use it more than once per short or long rest by expending a use of Rage instead of an Exploit Die.
Path of the Ancestors
Path of the Ancestors (Level 3)
Not all Barbarians are savages who revel in bloodlust. Some walk a Path of spiritual connection. Those who walk the Path of the Ancestors form bonds with spirits who have passed from the mortal plane. Some stand as guardians of their ancestral tombs, others channel the power of legendary warriors, and others open themselves up to the power of any local spirit.
Ancestral Knowledge
As an action, you can call upon the departed spirits of your ancestors to lend you their collective knowledge. For 10 minutes, you gain a bonus to all Intelligence, Wisdom, and Charisma ability checks equal to your Exploit Die. This feature ends early if you Rage or if you become Incapacitated.
You can call upon your ancestors in this way once between each long rest at no cost. After that, you must expend one use of your Rage to use this feature again.
Spectral Warriors
The spirits of your ancestors heed your call and come to your aid in battle. While you Rage, Spectral Warriors swirl about you in your space, granting the following benefits:
- Ancestral Strikes
- Ethereal Scourge
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Spectral Shield (Level 6)
When you are Raging, you can call on your ancestral spirits to defend your allies. When you see another creature within 30 feet take damage, you can use your reaction to command your Spectral Warriors to intercept it. The Spectral Warriors leave their current space and fly to the target, reducing the damage it would take by three times your Exploit Die.
After this reaction, the Spectral Warriors return to you.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Ancestral Oracle (Level 10)
Your mystical bond with the spirit world allows you to extract knowledge of unseen or future things. While using Ancestral Knowledge, you can cast clairvoyance or commune without expending a spell slot or requiring its components. Once the spell ends, the benefits of Ancestral Knowledge end.
When cast in this way, clairvoyance conjures an invisible spirit, and commune consults the spirits you bond with.
Vengeful Ancestors (Level 14)
The overwhelming power of your Rage infuses your Spectral Warriors with a fraction of the power it had in life. When you use Spectral Shield, the attacker takes radiant damage equal to the damage your Spectral Warriors intercepted.
Path of the Beast Heart
Path of the Beast Heart (Level 3)
Barbarians who follow the Path of the Beast Heart seek to align themselves with powerful spirits of nature. Taking the forms of wild animals, these spirits bestow barbarians with primal totems that enhance their Rage with spiritual magic. In turn,Beast Hearts decorate their bodies, weapons, and armor with symbols reminiscent of their bestial totem spirit.
Bestial Spirits
You enter a bond with one of the Bestial Spirits listed below. While Raging, you gain the benefits of your Bestial Spirit:
Wild Empathy
Your spiritual connection to the wilds grants you the ability to verbally communicate with and understand Beasts. Though, when you speak with a Beast, its awareness and ability to recall knowledge is limited by its Intelligence score.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Bestial Skill (Level 6)
You enter a bond with a second Bestial Spirit from the list below. You add your Constitution modifier (minimum of +1) to the two skills associated with your Bestial Spirit:
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Council of Beasts (Level 10)
Your bond with the wild spirits of nature has grown stronger. You can perform a 1-hour ritual, which can be done as part of a short or long rest, to replace one of your Bestial Spirits with another Bestial Spirit of your choice from the same list.
Wild Awareness (Level 10)
Your mystical abilities grant you an instinctive knowledge of your surroundings. Whenever you finish a short or long rest, you gain the benefits of the commune with nature spell.
Bestial Champion (Level 14)
You bond with a final Bestial Spirit, chosen from the options below. While Raging, you gain this final Spirit's benefits:
Path of the Berserker
Path of the 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.
Frenzy
Your fury in battle surpasses even other Barbarians. A truly terrifying sight to behold on the battlefield. The first time on each of your turns that you hit a creature with a Reckless Attack, you deal bonus damage equal to twice your Exploit Die.
Your lust for the chaos and blood of battle propels you. While Raging, your speed increases by 10 feet.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Mindless Rage (Level 6)
Your Rage has grown so intense that you lose yourself in its primal grip. You can't be Charmed or Frightened while Raging. If you are Charmed or Frightened when you Rage, that effect is suspended for the duration.
Moreover, while Raging, you can ignore the effects of the first five levels of Exhaustion that you have.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Intimidating Presence (Level 10)
The unchecked ferocity that dwells within you inspires primal fear in your enemies. You can use the menacing shout Exploit at-will, without expending an Exploit Die a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses of this feature when you finish a long rest.
In addition, if you hit a creature with a melee weapon attack, it has disadvantage on any saving throws you force it to make to resist being Frightened until the end of your following turn.
Unrivaled Fury (Level 14)
When you Rage, you are no longer yourself, giving in to the whirlwind of primeval violence that rages inside you. You can use the savage rebuke Exploit at will, without expending an Exploit Die.
You can also apply your Frenzy bonus damage once during each turn in combat, not just on your turn.
Path of the Blood Knight
Path of the Blood Knight (Level 3)
Your Rage has always been inside you, driving you toward the chaos of battle. You are a Blood Knight, a warrior who lives for the chaos and violence of battle. Always looking for more powerful foes to test yourself against, your savage power will grow the longer you remain in combat. A Blood Knight never admits defeat; they will find victory or die in the attempt.
Blood Knight Exploits
You learn certain Exploits at the barbarian levels noted in the table below. These don't count against your number of Exploits Known and can't be switched upon gaining a level.
| Barbarian Level | Exploit |
|---|---|
3rd | |
5th | |
9th |
Battle Fervor
The violence of battle stokes your Battle Fervor, which you can use to fuel various Barbarian features, as shown here:
- Gaining Favor
- Furious Focus
Furious Superiority (Level 6)
Your otherworldly focus fuels your combat skills. Once per turn, you can expend Fervor in place of Exploit Dice to use one Exploit you know by expending 1 Charge of Fervor per degree of the Exploit. However, you roll d4s in place of any Exploit Dice you would normally roll as part of that Exploit.
Warrior's Focus (Level 6)
You constantly stoke the fury that drives your lust for battle so you are always ready to fight. You only lose Charges of Fervor when they are expended, if you are incapacitated, or when you finish a short or long rest. You no longer lose your Charges of Fervor your Rage ends.
Battle Lust (Level 10)
The whirlwind of blood and steel drives you to fight onward. Whenever you take damage, you can use a reaction to expend Charges of Fervor to reduce that damage by one roll of your Exploit Die per Charge of Fervor you expended.
Avatar of War (Level 14)
You are a terror to behold on the field of battle, and often likened to the second coming of a god of war. While Raging, you can use a bonus action to expend 1 Charge of Fervor to move up to your walking speed and make one melee weapon attack with advantage. On hit, you regain 1 Charge of Fervor.
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 always seem to find yourself with the roughest crowd in any town you find yourself in. You can speak, decipher, and leave secret messages in Thieves' Cant.
In addition, spending time Carousing counts as resting for you, so long as you don't deal or take any damage. After you spend a night Carousing in a settlement, you have advantage on ability checks to gather information about the settlement.
Unarmed & Dangerous
Your life in the underbelly of civilization has forged your body into a deadly weapon. You gain the benefits listed below:
You can use your Constitution, instead of Dexterity, when calculating your Armor Class in light and medium armor.
You gain proficiency with improvised weapons.
Your damage die for improvised weapons and unarmed strikes equals your Exploit Die unless it was higher.
When you take the Attack action while Raging and only make unarmed strikes, Grapple, Shove, or improvised weapon attacks, you can make another one of the attacks from the list above as a bonus action on that turn.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Brutal Strikes (Level 6)
Fury empowers your strikes. While Raging, your unarmed strikes and improvised weapon attacks count as magical.
Also, when you hit a creature with an unarmed strike, you can use concussive blow without expending an Exploit Die. You can do so a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Iron Grip (Level 10)
When Raging, you can Grapple targets up to two sizes larger than you, your speed isn't halved while Grappling, and when you make an Athletics check to Grapple or Shove, you gain a bonus to your roll equal to your Exploit Die.
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.
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 masters of battle who 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
When you choose this Primal Path at 3rd level, you enhance your Rage with martial technique. You learn a Fighting Style of your choice 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.
Martial Training
The white-hot fury of your Rage is tempered with discipline. Your total Exploit Dice increases by one, and when Raging, all your Exploit Dice increase by 1 size, a maximum of 1d12.
For example, at 5th level, your Exploit Dice would be d8s while you are Raging.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Mighty Blow (Level 6)
Starting at 6th level, you can draw upon your Rage to fuel a single mighty blow. When you hit a creature with a melee or thrown weapon attack while Raging, you can instantly end your Rage and turn that attack into an automatic critical hit.
Once you use this feature you must finish a short or long rest before you can do so again.
Warrior's Discipline (Level 6)
You have honed your physical abilities to their peak. You gain a climbing and swimming speed equal to your walking speed, and when you Rage, you gain the benefits of the Dash action.
Also, during the course of a long rest, you can spend 1 hour practicing combat drills and replace your Fighting Style with another Fighting Style of your choice from the Fighter Class.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Invigorating Critical (Level 10)
The thrill of battle renews your will to fight. When you score a critical hit with a weapon attack, you regain hit points equal to your Exploit Die + your Constitution modifier.
Paragon of Battle (Level 14)
You have honed your body to the peak of mortal capability and nearly impossible to kill. When you start your turn with at least 1 hit point, you gain temporary hit points equal to your Constitution modifier.
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 survive these traumatic and otherworldly experiences awaken with an eldritch 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 mysterious depths. You gain a swimming speed equal to your walking speed and you can breathe both air and water.
Eldritch Tendrils
While you are Raging, your otherworldly power manifests as writing Eldritch Tendrils which protrude from your body. The appearance of these Tendrils reflects the true nature of the entity which granted you its power. When you Rage, or as a bonus action while Raging, you can cause these Tendrils to lash out, forcing a target equal to your size (or smaller) within 15 feet to make a Strength saving throw against your Exploit save DC. On a failure, it is pulled up to 15 feet toward you. If it ends this forced movement within 5 feet of you, it is Grappled by your Eldritch Tendrils. Escape DC is your Exploit save DC.
You can only have one creature Grappled by your Eldritch Tentacles at a time.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Reality Warp (Level 6)
Your mind-altering experiences allow you to identify, and slip through, the cracks in reality. While Raging, you can use your bonus action to teleport to an unoccupied space you can see within 30 feet. You can do so when you enter your Rage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain one of your expended uses when you finish a short rest, and all your expended uses when you finish a long rest. Should you have no uses left, you can expend an Exploit Die to use it again.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Empowered Tendrils (Level 10)
The aberrant power of your Rage has grown. Your Eldritch Tendrils grant you a climbing speed equal to your walking speed, and while climbing, your hands remain free.
Also, when you use your Eldritch Tentacles, you can target two creatures equal to your size (or smaller), or one creature up to one size larger than you. Your Tendrils can Grapple up to two creatures at one time.
The Horrors Below (Level 14)
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 against your Exploit save DC. On a failure, creatures take psychic damage equal to twice your Exploit Die and are Frightened of you until the start of your next turn. On a success, they take half damage and aren't Frightened of you.
Path of the Elemental Chaos
Path of Elemental Chaos (Level 3)
Dwelling in places of great elemental power, Barbarians who follow the Path of the Elemental Chaos come to embody the destructive power of the elements themselves. The primal fury of their Rage turns them into walking disasters; swirling blizzards, devastating hurricanes, and sweltering storms of flame.
Heart of Chaos
You are bonded to a primeval Element and the damage type associated with it: Air (lightning), Fire (fire), or Water (cold). Choose one of these Elements as the source of your power, you then gain the following benefits while Raging:
- Damage Resistance
- Elemental Strikes
- Primeval Rebuke
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Controlled Chaos (Level 6)
You can control the elemental chaos within you. You gain the benefits from Heart of Chaos even when you are not Raging.
Elemental Whirlwind (Level 6)
Your primeval fury unleashes elemental power. While Raging, elemental chaos surrounds you in a 10-foot radius. Creatures of your choice in that range suffer your Element's effects:
- Air
- Fire
- Water
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Greater Whirlwind (Level 10)
The intensity of your Rage draws out even more elemental chaos. The radius of your Elemental Whirlwind is 15 feet.
Also, creatures of your choice that begin their turn in your Elemental Whirlwind take damage equal to your Exploit Die + your Constitution modifier of your Element's type.
Primeval Destruction (Level 14)
As an action, you can expend a use of Rage to unleash a blast of elemental destruction. Creatures of your choice within 30 feet must make a Dexterity saving throw against your Exploit save DC. On a failure, they take Element damage equal to six times your Exploit Die and fall Prone. On a success, they take half as much damage and do not fall Prone.
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 may be the descendants of legendary adventurers..
Whatever the source of your supernatural blessing, you have a knack for finding success when others would surely fail, turning bitter enemies into stout allies, and overcoming obstacles that would seem impossible to all by you.
Favored Presence
There is something about your physicality that makes others view you more favorably. As a bonus action, you can expend a use of your Rage to enhance your presence. For 10 minutes, you can add your Strength modifier (minimum of +1) to all Charisma ability checks.
This bonus ends early if you damage or force creature to make a saving throw, or if you Rage.
Touched by Fate
An outside force has blessed you to succeed, especially in battle. Whenever you roll a 1 on an Exploit Die, including for your Rage bonus damage, you can roll it again. Though, you must keep this new roll, even if it's another 1.
You also gain the following special abilities while Raging:
When you are hit by an attack, you can use your reaction to expend an Exploit Die and add it to your Armor Class against that attack, possibly causing it to miss you.
When you miss with a Strength-based weapon attack, you can expend an Exploit Die and add it to your attack roll, possibly turning your miss into a hit.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Glorious Cause (Level 6)
Your presence motivates all who follow you in battle. When you enter a Rage, you and a number of creatures equal to your Constitution modifier (a minimum of 1) within 30 feet gain temporary hit points equal to 1 + your Exploit Die.
Tireless Hero (Level 6)
Whatever the source of your favor, it has empowered you to find success where others fail. Whenever you make an ability check in a skill that you are proficient with, you gain a 1d4 bonus to your roll.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Wondrous Success (Level 10)
You embrace the supernatural power that guides your favored path through life. Once between each short or long rest when you make an ability check, attack roll, or saving throw you can use your Barbarian level in place of rolling a d20.
Also, while Raging, you can use each Fate-Touched ability once per round without expending Exploit Dice, rolling a d4 in place of your Exploit Die for these features.
Legendary Strength (Level 14)
You have become something more than mortal, and are able to perform feats of legendary might that rival heroes of myth. You learn the colossal strength Exploit. You cannot replace it, and does not count against your total Exploits Known. If you already know this Exploit, you learn another Exploit of your choice from those available to the Barbarian.
Whenever you use colossal strength, you calculate the base amount of weight you can push, drag, pull, or lift as if you had spent one additional Exploit Die (maximum of 6).
Finally, the bonus die you roll for your Tireless Hero and Wondrous Success features becomes a d6.
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 Archdemons 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.
Hellish Presence
When you adopt this Primal Path you learn to speak Abyssal, the demonic language of the Abyss. Also, whenever you make an Intimidation check, you can draw on your Abyssal powers to gain a bonus to your roll equal to your Exploit Die.
Abyssal Warrior
The corruption of the Abyss overtakes you when you Rage, causing your physical features to become demonic. When you are Raging you gain the following benefits:
- Blighted Hide
- Demonic Leap
- Hellfire Strikes
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Demonic Bloodlust (Level 6)
Bloodshed fuels your abyssal Rage. When you hit a creature with a Reckless Attack while Raging, you gain temporary hit points equal to your Constitution modifier (minimum of 1).
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Hellfire Fury (Level 10)
The Hellfire of the Abyss burns within your spirit at all times. The benefits from your Abyssal Warrior feature become permanent, though you only take on a demonic appearance when Raging.
Hellfire also improves your Rage. When you use mighty leap while you are Raging, it grants you a temporary flying speed equal to the bonus jump distance from this Exploit, which lasts until the end of your turn.
Chaos Overwhelming (Level 14)
You draw out the full potential of your Abyssal power. When you Rage, you gain one of the following abilities, which lasts duration of the Rage.
- Demonic Flight
- Hellfire Armaments
- Hulking Form.
- Iron Flesh
Path of the Lycan
Path of the Lycan (Level 3)
Lycanthropy is an ancient curse that changes those afflicted into mindless beasts with a wild hunger for flesh. While some Barbarians seek out this power, many have the curse thrust upon them. Those who follow this Path come to master their bestial curse, dominating it with the wild fury of their Rage.
Beast Transformation
As a bonus action, you can channel your curse and Shift, transforming into your Beast Form using the rules here:
- Beast Form
- Statistics
- Duration
- Equipment
- Features
- Casting Spells
Bestial Rage
While you are Raging, your body grows the following Natural Weapons, which you can use to make unarmed strikes:
- Bite
- Claws
- Tail
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Feral Might (Level 6)
The primal nature of your curse has increased your physical abilities. You can use mighty leap Exploit at will without expending an Exploit Die, and you gain a climbing speed equal to your walking speed.
Savage Strikes (Level 6)
Your Natural Weapon attacks in both your normal and Beast Form count as magical. In addition, when in your Beast Form, you use your Proficiency Bonus instead of the Beast's.
Beasts of CR 1 and below have a Proficiency Bonus of +2.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Infectious Fury (Level 10)
You can temporarily afflict others with your cursed savagery. When you hit a creature with a Natural Weapon attack while Raging, you can force it to make a Wisdom saving throw.
On a failure, you choose if it takes psychic damage equal to three times your Exploit Die or if it uses its reaction to make a melee attack against another target of your choice.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all uses each time you finish a long rest. If you have no uses left, you can expend an Exploit Die to use this feature again.
Primal Roar (Level 14)
Your roar is fueled by the primal fury of your curse. You are no longer limited to using roar of triumph once between each rest, and can use it as long as you have Exploit Dice.
If a creature has temporary hit points from roar of triumph, it has advantage on its first melee attack on each of its turns.
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
Your knowledge of dark alchemy allows you to inoculate your blood with Mutagens, granting you the following benefits:
- Latent Mutagens
- Mutation
Savage Alchemist
Your sinister studies grant you proficiency in Nature and with alchemist's supplies. When you make a check with either of these proficiencies, you gain a bonus equal to an Exploit Die.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Enduring Mutation (Level 6)
The potency of your alchemical experiments grows. During a short or long rest, you can use alchemist's supplies to make the effects of one Latent Mutagen permanent, if you are not Raging. However, when you do Rage, this Enduring Mutagen counts as one of the Mutagens you gain the benefits of.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Noxious Strike (Level 10)
You can weaponize the toxins in your blood to afflict others. Once per turn when you hit a creature with a melee weapon attack, you can force it to make a Constitution saving throw against your Exploit save DC. On a failed save, it takes acid damage equal to four times your Exploit Die and is Blinded or Stunned (your choice) for 1 minute. On a success, it takes half as much damage and suffers no other effects.
A Blinded or Stunned creature repeats this saving throw each time it takes damage, ending this effect on a success.
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. When you have no uses left you can expend a use of Rage to use it again.
Rapid Mutation (Level 14)
You have gained mastery over your body's mutability. While you are Mutated, you can use a bonus action to switch one of your active Mutagens for one of your Latent Mutagens.
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 wild spirit calls out to the beasts of the wilds, 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
You have a special way of connecting with beasts of the wild. You gain proficiency in Animal Handling. Whenever you make an Animal Handling check related to wild animals, you gain a bonus to the roll equal to your Exploit Die.
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 Savage Companion uses the following rules:
Statistics
The Savage Companion is friendly to you and your allies, and it obeys your commands. It uses the Savage Companion stat block below, which uses your Proficiency Bonus (PB) and Exploit save DC in several places.
Combat
In combat, your 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 your bonus action to command it to take an action from its stat block, or another action. Also, when you take the Attack action, you can forgo one attack to order your Companion to make one attack. If you are Incapacitated, your Companion acts on its own.
Dying
When the Companion is reduced to 0 hit points, it makes death saving throws like a player character. When it is at 0 hit points, you can use your action to touch it and expend one Exploit Die to automatically stabilize it.
Bonding a New Companion
If your Companion dies, you can spend 8 hours seeking out and bonding a worthy Beast to serve as your new Companion, so long as a suitable creature can be found. It then uses the Primal Companion stat block.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Wild Fury (Level 6)
Your wild fury infects your Savage Companion. While you are Raging, your Companion is resistant to bludgeoning, piercing, and slashing damage while it is within 30 feet of you.
Your Savage Companion's attacks also count as magical for overcoming resistanc and immunity to non-magical damage.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Coordinated Assault (Level 10)
You and your Companion fight as one in battle. You and your Savage Companion have advantage on all melee attack rolls against a target if the other is within 5 feet of that target.
Primeval Companion (Level 14)
You can infuse your Savage Companion with the primal fury of your Rage. As an action, you can expend a use of Rage and cause your Companion to grow into a Primeval Companion for 1 hour, or until it is Incapacitated. For the duration, your Companion uses the Primeval Companion stat block.
When you Rage, you can expend two uses of your Rage to cause your Companion to transform at the same time.
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.
Reaver Superiority
You have studied martial techniques to enhance your skill in battle. Your total number of Exploit Dice increases by 1, and you learn one additional Exploit of your choice which doesn't count against your total number of Exploits Known.
Moreover, when you learn a new Exploit, you can choose to learn a Savage Exploit from those available to this class, or one of the Martial Exploits from those available to the Alternate Fighter.
If you choose to learn a Martial Exploit that has a certain fighter level prerequisite, you can learn that Exploit if your barbarian level would meet that prerequisite level.
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.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Restorative Rage (Level 6)
Your combat prowess rivals that of heroes of great renown. Whenever you Rage, you gain one of the following benefits:
You regain one of your expended Exploit Dice.
You gain temporary hit points equal to your Exploit Die.
Your speed is doubled for your current turn.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Unstoppable Warrior (Level 10)
The chaos and danger of battle fuels your battle focus. While Raging, you are under the effects of the freedom of movement spell, but this is not considered a magical effect.
You also learn one additional Exploit of your choice which does not count against your total number of Exploits Known. As normal, you can choose this Exploit from the Barbarian or the Fighter class Exploit list.
Storm of Steel (Level 14)
You have reached the pinnacle of your training, and woe to those who stand against you on the field of battle. One per turn when you hit with a weapon attack while Raging, you can forgo the Rage damage bonus for that attack to instead use an Exploit you know without expending an Exploit Die. The Exploit you use in this way must be able to be used as part of a weapon attack.
For example, if you hit a creature with a weapon attack, you could forgo the normal damage bonus to use rending strike without expending an Exploit Die.
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. Some Titanic warriors are descendants of giants, others are unaware of their titanic heritage until it manifests with their Rage. Unusually tall or strong for their race, mortals with giant blood are fairly obvious once you know the signs to look for.
Titanic Rage
Your fury draws out the elder power of your bloodline. When you Rage, you can choose to grow up to the size shown in the table below for your Barbarian level so long as there is room. Your Rage damage bonus also increases to match your new size category, as shown on the table below:
| Barbarian Level | Max Size | Rage Damage |
|---|---|---|
3rd | Large | 1d8 |
10th | Huge | 1d12 |
18th | Gargantuan | 2d12 |
Finally, while Raging, you can use the hurl Exploit at will without expending an Exploit Die. When you damage a target with hurl, you add your Rage damage bonus to the damage.
If you are Huge in size and Raging, you can use the mighty hurl Exploit at will without expending an Exploit Die.
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.
| Giant | Element |
|---|---|
Hill | Poison |
Stone | Psychic |
Frost | Cold |
Fire | Fire |
Cloud | Thunder |
Storm | Lightning |
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Elder 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 10 temporary hit points for each size you grow above Medium: Large (10), Huge (20), or Gargantuan (30).
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Awakened Bloodline (Level 10)
The power dormant within your blood is apparent even when not drawn out by your Rage. You manifest more specific traits dependent upon your Giant Bloodline, as detailed below:
- Hill
- Stone
- Frost
- Fire
- Cloud
- Storm
Titanic Wrath (Level 14)
You strike with the power of a true giant. As an action while Raging, you can make a single overwhelming melee weapon attack. On hit, that attack is an automatic critical hit.
You can use this ability a number of times equal to your Strength modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
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 cast powerful primal spells, much like a Shaman does:
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, 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.
Spellcasting Ability
As you draw your magic from your connection to primal spirits, Constitution is your spellcasting ability for your warden spells. You use Constitution 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 DC
Spell attack modifier
Primal Rage
Your Rage enhances your primal magic instead of blocking it out. You can cast and concentrate on Warden spells while Raging, but you always have disadvantage on saving throws to maintain concentration on spells.
Moreover, casting one of your Warden spells allows your Rage to continue until the end of your following turn, even if you don't meet the other requirements to extend your Rage.
Reckless Spellcasting (Level 6)
You can throw your primal fury behind your spells. When you use Reckless Attack, you also have advantage on spell attack rolls for your Warden spells for the duration.
War Magic (Level 6)
You can ruthlessly weave minor spells with weapon attacks. When you cast a spell as your action, you can make a single weapon attack as a bonus action on that turn.
Ward of the Ancients (Level 10)
You can draw on your natural magic to blunt hostile magicks. When you take damage from a spell, you can use a reaction to expend one Primal Magic spell slot, reducing the damage you take by twice your Exploit Die per level of the spell slot.
Elder Warden (Level 14)
You can channel cataclysmic primal power in the throes of a Rage. When you take the Attack action while Raging, you can cast a Warden spell with a casting time of one action in place of one of your attacks.
Finally, when you are Raging you can make saving throws to maintain your concentration as normal.
Path of the Wyrmblood
Path of the Wyrmblood (Level 3)
Some barbarians draw their Rage from their ancestry. Those who walk the Path of the Wyrmblood fuel their Rage with the giant blood that flows in their veins. While some Wyrmbloodic 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.
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.
| Dragon | Element |
|---|---|
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
The power of your draconic blood manifests itself in your fury. You gain the following benefits while you are Raging:
You manifest draconic scales that grant you a +2 bonus to your Armor Class while using your Unarmored Defense.
Your Rage damage bonus and your Savage Exploits deal your Element damage in place of their normal damage.
Once per turn when you hit with a Strength-based weapon attack, you can roll two dice for your Rage damage bonus.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
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 one roll of your Exploit Die.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Breath of the Dragon (Level 10)
The draconic power in your blood allows you to exhale blasts of elemental power. As an action, you can force all creatures in an adjacent 30-foot cone to make a Dexterity saving throw against your Exploit save DC. They take 8d6 damage of your Element type on a failure, and half as much on a success.
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. If you have no uses left, you can expend a use of Rage to use this again.
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 that is not made to accommodate your wings is destroyed when you manifest them.
Path of the Zealot
Path of the Zealot (Level 3)
Your Rage has been implanted in you by the divine powers of the heavens. Whether you are the descendant of a powerful celestial, or the chosen champion of a deity, you now carry in you a spark of divine wrath. Those who walk the Path of the Zealot stand as champions of the gods and divine causes.
Divine Mandate
You have been chosen for divine purpose and cannot die until that purpose is fulfilled. When you are targeted by a spell that restores you to life (but not undeath) such as raise dead, the spell does not require material components.
Champion of the Gods
Your Rage is a gift from the divine. The first time you hit with a weapon attack on each of your turns while Raging, you deal bonus damage equal to twice your Exploit Die. Damage dealt by this feature depends on your divine alignment:
| Alignment | Damage Type |
|---|---|
Good | Radiant |
Neutral | Thunder |
Evil | Necrotic |
Moreover, while Raging, damage dealt by your Exploits and your Rage damage bonus changes to match the type of damage indicated in the Alignment table above.
Archetype Exploits (Level 5)
You learn additional exploits for your archetype.
Unwaivering Faith (Level 6)
Divine purpose allows you to find success when most would fail. If you fail a saving throw while Raging, you can expend one Exploit Die and add it to the result of your roll.
Archetype Exploits (Level 9)
You learn additional exploits for your archetype.
Fanatical Fervor (Level 10)
As a bonus action, you can let forth a battle cry infused with fanatical zeal, choosing a number of creatures equal to your Barbarian level that can hear you within 30 feet. Until the start of your next turn, chosen creatures have advantage on all attack rolls and saving throws.
You can use this feature once per long rest at no cost, after which, you must expend a use of your Rage to use it again.
Undying Zealot (Level 14)
The gods will not allow you to die while you still serve them. When you are reduced to 0 hit points while Raging, you don't fall Unconscious. In this state, you continue to make Death saving throws on each of your turns, and each time you take damage you suffer one death saving throw failure.
If you begin your turn in this state with three death saving throw failures, you must make a DC 10 Constitution saving throw. On a failure, your Rage ends.
Should your Rage end while you have 0 hit points, you fall Unconscious. If you have three death saving throw failures when your Rage ends, you die instantly.