Livspoeng
Kyndigheter
Barbarian
| Niva | Dyktighetsbonus | Egenskaper | Rages | Rage Damage | Weapon Mastery |
|---|---|---|---|---|---|
| 1 | + 2 | Rage Unarmored Defense Weapon Mastery | 2 | +2 | 2 |
| 2 | + 2 | Rage Unarmored Defense Weapon Mastery | 2 | +2 | 2 |
| 3 | + 2 | Rage Unarmored Defense Weapon Mastery | 3 | +2 | 2 |
| 4 | + 2 | Rage Unarmored Defense Weapon Mastery | 3 | +2 | 3 |
| 5 | + 3 | Rage Unarmored Defense Weapon Mastery | 3 | +2 | 3 |
| 6 | + 3 | Rage Unarmored Defense Weapon Mastery | 4 | +2 | 3 |
| 7 | + 3 | Rage Unarmored Defense Weapon Mastery | 4 | +2 | 3 |
| 8 | + 3 | Rage Unarmored Defense Weapon Mastery | 4 | +2 | 3 |
| 9 | + 4 | Rage Unarmored Defense Weapon Mastery | 4 | +3 | 3 |
| 10 | + 4 | Rage Unarmored Defense Weapon Mastery | 4 | +3 | 4 |
| 11 | + 4 | Rage Unarmored Defense Weapon Mastery | 4 | +3 | 4 |
| 12 | + 4 | Rage Unarmored Defense Weapon Mastery | 5 | +3 | 4 |
| 13 | + 5 | Rage Unarmored Defense Weapon Mastery | 5 | +3 | 4 |
| 14 | + 5 | Rage Unarmored Defense Weapon Mastery | 5 | +3 | 4 |
| 15 | + 5 | Rage Unarmored Defense Weapon Mastery | 5 | +3 | 4 |
| 16 | + 5 | Rage Unarmored Defense Weapon Mastery | 5 | +4 | 4 |
| 17 | + 6 | Rage Unarmored Defense Weapon Mastery | 6 | +4 | 4 |
| 18 | + 6 | Rage Unarmored Defense Weapon Mastery | 6 | +4 | 4 |
| 19 | + 6 | Rage Unarmored Defense Weapon Mastery | 6 | +4 | 4 |
| 20 | + 6 | Rage Unarmored Defense Weapon Mastery | 6 | +4 | 4 |
Klasseegenskaper
Niva 1
Niva 10
Niva 11
Niva 12
Niva 13
Niva 14
Niva 15
Niva 16
Niva 17
Niva 18
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 5
Niva 6
Niva 7
Niva 8
Niva 9
Kyndigheter
light
medium
shield
simple
martial
Startutstyr
Klasseegenskaper
Rage (Level 1)
You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
Damage Resistance
You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Rage Damage
When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.
Strength Advantage
You have Advantage on Strength checks and Strength saving throws.
No Concentration or Spells
You can't maintain Concentration, and you can't cast spells.
Duration
The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
Make an attack roll against an enemy.
Force an enemy to make a saving throw.
Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
Unarmored Defense (Level 1)
While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
Weapon Mastery (Level 1)
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
Danger Sense (Level 2)
You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
Reckless Attack (Level 2)
You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
Barbarian Subclass (Level 3)
You gain a Barbarian subclass of your choice. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.
Primal Knowledge (Level 3)
You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.
In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.
Extra Attack (Level 5)
You can attack twice instead of once whenever you take the Attack action on your turn.
Fast Movement (Level 5)
Your speed increases by 10 feet while you aren't wearing Heavy armor.
Subclass Feature (Level 6)
You gain a feature from your Barbarian subclass.
Feral Instinct (Level 7)
Your instincts are so honed that you have Advantage on Initiative rolls.
Instinctive Pounce (Level 7)
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)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Brutal Strike (Level 9)
If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.
Forceful Blow
The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
Hamstring Blow
The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.
Subclass Feature (Level 10)
You gain a feature from your Barbarian subclass.
Relentless Rage (Level 11)
Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.
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)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Improved Brutal Strike (Level 13)
You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.
Staggering Blow
The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.
Sundering Blow
Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.
Subclass Feature (Level 14)
You gain a feature from your Barbarian subclass.
Persistent Rage (Level 15)
When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a Long Rest.
In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Improved Brutal Strike (Level 17)
The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.
Indomitable Might (Level 18)
If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Primal Champion (Level 20)
You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.
Multiklassing
Oppnådde Kyndigheter
Underklasser
Underklasse-egenskaper
Alternate Battlerager
Alternate Berserker
Dragon
Dreadnought
Fear Rager
Foxfire's Path of the Berserker
Frenzied Mutant
Furious Maw
Herculean Path
Herculean Path
Mountain Man
Path of Blood
Path of Blood
Path of Booming Magnificence
Path of Crystalline Fury
Path of Fowlish Fury
Path of Heavy Metal
Path of Hellfire
Path of Infiltration
Path of Instinct
Path of MAGE
Path of MAGE!
Path of Mistwood
Path of Mutation
Path of Nightmares
Path of Polarity
Path of Shamanic Wrath
Path of Stone
Path of the Abomination
Path of the Accursed
Path of the Addict
Path of the Alchemical Brute
Path of the Ancestral Guardian
Path of the Ancestral Guardian
Path of the Ancestral Guardian (Level 3)
Invoke Past Warriors to Guard Your Allies
Barbarians who follow the Path of the Ancestral Guardian come from cultures deeply connected to their ancestors, who are believed to offer guidance and protection. When these barbarians enter a rage, they summon ancestral guardians to aid them in battle. They use their ancestors' power to defend their allies and tribe, and their intricate tattoos honor their heritage by depicting heroic victories and preserving the legacy of their forebears.
Ancestral Protectors
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 doesn't target you. In addition, if the target hits a creature other than you with an attack, the recipient has Resistance to the damage dealt by the attack. The effect on the target ends early if your Rage ends.
Spirit Shield (Level 6)
The guardian spirits that aid you provide supernatural protection to your allies. While you are raging, you can take a Reaction to reduce the amount of damage another creature you can see within 30 feet takes by a number of d6s equal to your Rage damage bonus.
Consult the Spirits (Level 10)
You gain the ability to consult with your ancestral spirits. When you do so, you can cast the Augury or Clairvoyance spell, without expending 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)
Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes Force damage equal to the amount of damage your Spirit Shield prevented.
Path of the Battlerager
Path of the Battlerager
Path of the Battlerager (Level 3)
Become a Living Weapon in the Heat of Battle
Barbarians who follow the Path of the Battlerager are fierce devotees of the gods of war, known among their kin as Kuldjargh or "axe idiots". These warriors don spiked armor and engage in battle with reckless abandon, using their very bodies as weapons. Embracing the raw fury of combat, Battleragers throw themselves into the fray, their every movement a brutal, calculated assault. Their armor becomes a deadly extension of their rage, turning them into unstoppable forces of destruction on the battlefield.
Fearless Armorer
As a follower of the Path of the Battlerager you gain the following benefits:
- Tools for War
- Spiked Armor
Additionally, you gain the following benefits while wearing Spiked Armor:
- Blunt Defense
- Grapple
- Spike Strike
- Constrict
- Weapon Mastery
Any creature that uses the Spiked Armor without being proficient with it will take one instance of the Spiked Armor damage die for every 5 feet of movement.
Spiked Mastery (Level 6)
You gain Resistance to Necrotic damage. Additionally, while wearing Spiked Armor, you gain the following benefits:
- Necrotic Spikes
- Spiked Retribution
Traction Spikes (Level 10)
You gain the following benefits while wearing Spiked Armor:
- Climbing
- Dash
Spiked Grappler (Level 14)
Your mastery in the use of the Spiked Armor and grappling allow you to get the following benefits when using your Spiked Armor:
- Spiked Bind
- Spiked Grip
- Spiked Wounds
Path of the Beast
Path of the Beast
Path of the Beast (Level 3)
Let Your Rage Morph You into a Ferocious Being
Barbarians who follow the Path of the Beast tap into a primal fury that transforms them into powerful, beastly forms. This bestial essence surges forth during their rage, altering their physical appearance and abilities. Whether inherited from a lycanthropic parent, bestowed by an archdruid, granted by a fey spirit, or awakened by an ancient animal spirit, this primal power embodies their deepest connection to the wild.
Form of the Beast
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)
The feral power within you increases. Whenever you deal damage with any of your Form of the Beast's natural weapons, it can deal your choice of Force damage or its normal damage type.
Additionally, 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:
- Swim
- Climb
- Jump
Infectious Fury (Level 10)
When you hit a creature with the natural weapons of your Form of the Beast, you can curse your target with rabid fury. It makes a Wisdom saving throw (DC 8 plus your Strength modifier and your Proficiency Bonus). On a failed save it has one of the following curses:
- Rabid Frenzy
- Rabid Decay
You can use this feature a number of times equal to your Constitution modifer, and you regain all expended uses when you finish a Long Rest.
Call the Hunt (Level 14)
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 willing creatures you can see within 30 feet of you equal to your Strength modifier (minimum of 1). You gain 5 Temporary Hit Points for each creature that accepts this feature. While your Rage is active, once on their turns, the chosen creatures can deal an extra 1d6 damage on an attack they make.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1) and regain all expended uses when you finish a Long Rest.
Path of the Berserker
Path of the Berserker
Path of the Berserker (Level 3)
Channel Rage into Violent Fury
Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.
Frenzy
If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.
Mindless Rage (Level 6)
You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.
Retaliation (Level 10)
When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.
Intimidating Presence (Level 14)
As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.
Once you use this feature, you can't use it 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 Bladestorm
Path of the Bladestorm
Path of the Blazing Sun
Path of the Blighted
Path of the Blood Seeker
Path of the Bloodrager
Path of the Bloodrager
Path of the Bloodrager
Path of the Brute
Path of the Brute
Path of the Cannibal
Path of the Carrion Raven
Path of the Cavelord
Path of the Celestial Avatar
Path of the Champion
Path of the Clenched Fist
Path of The Colossus
Path of the Comet
Path of the Comet
Path of the Cosmic Juggernaut
Path of the Courageous Heart
Path of the Crystal Cutlass
Crystal Cutlass (Level 3)
When you choose this path at 3rd level, you manifest a crystalline blade formed from your rage and willpower.
As a bonus action, you summon a Crystal Cutlass into your hand. It counts as a martial melee weapon you are proficient with, dealing 1d10 slashing damage.
The cutlass is magical and disappears if it leaves your hand or if you dismiss it (no action required).
Crystal Resonance (Level 3)
While raging, your Crystal Cutlass resonates with primal energy.
You deal an additional 1d6 force damage on hit.
You have advantage on saving throws against being charmed or frightened.
Your cutlass sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Shattered Edge (Level 6)
Your cutlass can fracture into shards of force.
When you hit a creature with your Crystal Cutlass, you may force it to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier).
On a failed save, the target takes 2d6 force damage and has disadvantage on its next attack roll.
You may use this feature a number of times equal to your Strength modifier (minimum 1), regaining all uses on a long rest.
Fractured Fury (Level 10)
Your rage causes your cutlass to split into mirrored afterimages.
Creatures have disadvantage on opportunity attacks against you.
When you take the Attack action, you may make one additional attack with your Crystal Cutlass. This attack deals force damage instead of slashing.
Prismatic Execution (Level 14)
Your cutlass can unleash a devastating prismatic strike.
As an action while raging, you make a single melee attack with your Crystal Cutlass. On hit, the target takes an additional 6d8 damage. Roll a d6 to determine the damage type:
| d6 | Damage Type |
|---|---|
1 | Fire |
2 | Cold |
3 | Lightning |
4 | Thunder |
5 | Radiant |
6 | Force |
Once you use this feature, you cannot use it again until you finish a long rest.
Path of the Curse
Path of the Cyborg
Path of the Deep
Path of the Deep
Path of the Demonshard
Path of the Demonshard (Level 3)
Empower Yourself with a Fiendish Presence
Demonglass holds the essence of a fiend—pure malefic power yearning for release. A painful, and often lethal, ritual can embed a shard of demonglass in a mortal's body; if the mortal survives, they can draw on the power of the fiend. The warriors of the Carrion Tribes in the Demon Wastes and the champions of Turakbar's Fist in Droaam are eager to augment their might in this way, but there are others—Znir hwyri, Ghaash'kala—who make this sacrifice in order to fight hellfire with hellfire. No matter their intention, a Barbarian who walks the Path of the Demonshard may struggle to keep the fiendish malice contained.
Demontongue
Your demonshard grants you innate understanding of the languages of fiends. You can speak and understand your choice of either Abyssal or Infernal.
Fiendish Punishment
The fiendish presence in your demonshard can punish your enemies. While your Rage is active, if you take damage from a creature that you can see within 60 feet of yourself, the creature takes 1d4 Fire or Necrotic damage (your choice). You can use this feature only once per turn.
In addition, if an allied creature within 10 feet of you takes damage from a creature that you can see within 60 feet of yourself, you can use your Reaction to cause the damaging creature to take 1d4 Fire or Necrotic damage (your choice). The damage increases when you reach Barbarian levels 6 (1d6), 10 (1d8), 14 (1d10) and 20 (1d12).
Just One Master (Level 6)
The fiendish presence in your demonshard has grown, and it reacts badly to competition. While your Rage is active you have Advantage on saving throws against the Charmed and Frightened conditions, and you have Resistance to Psychic damage.
Additionally, if you take Psychic damage or if you make a saving throw to avoid or end the Charmed or Frightened conditions, you must use your Reaction, if available, to immediately enter a Rage. Entering a Rage in this way does not expend a use of your Rage.
Overflowing Malice (Level 10)
The evil in your demonshard has grown, and its power can escape when you are distracted by pain. When a creature triggers your Fiendish Punishment feature, all other creatures within 10 feet of you take the damage too.
Aspect of Tyranny (Level 14)
The fiendish presence in your demonshard revels in the pain it has wrought. When a creature takes damage from your Fiendish Punishment or Overflowing Malice features, you can use your Reaction to cause one affected creature to make a Wisdom saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). The creature suffers a -1 penalty to its saving throw for each other creature affected by Fiendish Punishment or Overflowing Malice on the same turn. On a failed save, the creature takes 1d10 Necrotic damage and has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save (without a penalty), ending the effect on itself on a success.
Path of the Depths
Path of the Depths
Path of the Die-Hard
Path of the Disciplined
Path of the Doomed Slayer
Path of the Dragon
Path of the Dragon
Path of the Dragon
Path of the Dragon
Path of the Dragonheart
Path of the Dreadnought
Path of the Dreadnought
Path of the Dreadnought (Level 3)
Rip and Tear Across the 'Verse
Driven by a bottomless Rage, Dreadnoughts tear through futuristic battlefields with unparalleled brutality. A Barbarian following this path blasts apart aliens like a tank and charges through mechademons like a freight train, ripping and tearing until only they remain.
Brutal Gunplay
When you make an attack with a Ranged weapon against a target within 20 feet of yourself, you can use Strength, rather than Dexterity, for the attack and damage rolls. Additionally, you can use the mastery properties of Ranged weapons, in addition to Melee weapons.
Glory Kill
Once on each of your turns while your Rage is active, when you reduce an enemy to 0 Hit Points or score a Critical Hit against an enemy, you regain Hit Points equal to 1d6 + your Rage Damage bonus. Immediately after, you can move up to your Speed and make a melee attack with a weapon or Unarmed Strike (no action required).
Shock Trooper (Level 6)
Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. Doing so doesn't spend movement or provoke Opportunity Attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack.
Ultraviolence (Level 10)
When you activate your Rage, you can choose one of the following benefits of your choice. Once you use this feature, you can't use it again until you finish a Long Rest.
Berserk
Until the start of your next turn, you can roll 2d12 in place of the normal damage of your Unarmed Strike.
Invulnerability
Until the start of your next turn, when you're hit by an attack, reduce the damage dealt to you by that attack to 1. This damage can't be reduced to 0.
Quad Damage
Until the start of your next turn, your Rage Damage bonus is increased to +8.
Vicious Rampage (Level 14)
You can use your Glory Kill more than once on each of your turns. When you hit a creature with the extra attack of your Glory Kill, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike.
Path of the Dreadnought
Variant Resistances (Level 3)
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
Path of the Earthbreaker
Path of the Exiled
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.
| 1d6 | Implant |
|---|---|
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 Potions 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 activate the Cleave mastery property in addition to a different mastery property you're using.
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 Points 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 in a 30-foot Emanation. While in the Emanation, 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 gain the Blinded, Deafened, Poisoned, or Stunned condition, you can take a 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 Experiment
Path of the Extreme Explorer
Path of the Favored
Path of the Feral Heart
Path of The Fin
Path of the Fractured
Path of the Fractured
Path of the Fractured (Level 3)
Two Personalities Are Better than One
Barbarians are defined by their rage, channeling it to unleash brief but potent destruction. Few are brave or unwise enough to study esoteric psychological techniques that split their rage 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—possess self-control and cunning beyond most other Barbarians. 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
When you activate your Rage, your countenance distorts and your body swells. Creatures that haven't witnessed your transformation, now or previously, don't recognize you. In addition, while your Rage is active, you gain the following benefits:
You can roll 1d8 in place of the normal damage of your Unarmed Strike, and whenever you deal damage with an Unarmed Strike, it can deal your choice of Force damage or its normal damage type.
When you hit a creature with an Unarmed Strike, you can push it 10 feet or force the creature to make a Constitution saving throw (DC 8 plus your Strength modifier and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
You count as one size larger when determining the success or failure of a Grapple, and when you make an Unarmed Strike, your reach is 5 feet greater than normal.
Mask of Civility
You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Nature, Persuasion, or Religion. In addition, you gain proficiency with one type of Artisan's Tools of your choice or you know one language of your choice.
Brains and Brawn (Level 6)
While your Rage is not active, you have Resistance to Psychic damage. While your Rage is active, you have Resistance to every damage type except Force and Psychic.
Cunning and Brutal (Level 10)
Better Half (Level 14)
When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead, and you gain Temporary Hit Points equal to half your Hit Point maximum. In addition, if your Rage is active, your Rage ends. If your Rage was not active, you immediately activate your Rage (even if you have no remaining uses of your Rage). If any of these Temporary Hit Points remain after 1 minute, they vanish.
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 Giant
Path of the Giant
Path of the Giant (Level 3)
Channel the Colossal Might of Giants
Barbarians who follow the Path of the Giant draw upon the elemental forces that giants harness, growing in both size and strength as they rage. Their fury manifests in awe-inspiring transformations, where they may appear as towering versions of themselves with elemental energy crackling around them, or they might assume the majestic form of a giant or elemental being, surrounded by fire, frost, or lightning. These transformations reflect the immense power and grandeur of giants, making them formidable and awe-inspiring figures on the battlefield.
Giant's Power
The primal force of giants wreaths within you.
- Giant's Tongue
- Giant Magic
Giant's Havoc
Your Rage pulls strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:
- Giant's Cleaver
- Giant Stature
Elemental Might (Level 6)
Your physique is bolstered by the primordial elements.
- Elemental Resistance
- Elemental Cleaver
Mighty Impel (Level 10)
Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a Bonus Action while your Rage is active, 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 you. An unwilling creature must succeed on a Strength saving throw (DC 8 plus your Strength modifier and your Proficiency Bonus) 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 and gaining the Prone condition as normal.
Demiurgic Colossus (Level 14)
The primordial power of your rage intensifies.
- Colossal Stature
- Improved Elemental Cleaver
Path of the Glacier
Path of the Green
Path of the Gunrager
Path of the Haka
Path of the Haze Rager
Path of the Herald
Path of the Hero
Path of the Honey Badger
Path of the Horned King
Path of the Immortal Titan
Path of the Infernal
Path of the Infernal Berserker
Path of the Inferno
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 Inner Eye
Path of the Iramancer
Path of the Juggernaut
Path of the Juggernaut
Path of the Kaiju
Path of the Lightning Vessel
Path of the Lycan
Path of the Lycan
Path of the Magical Girl
Path of the Manastorm
Path of the Maniac Berserker
Path of the Masked Scourge
Path of the Meltdown
Path of the Mercurial
Path of the Meteor
Path of the Monster
Path of the Moon-Touched
Path of the Mountain
Path of the Muscle Wizard
Path of the Muscle Wizard (Level 3)
Be a Buff, Angry "Wizard"
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
Your unquestionable legitimacy (and immense pectoral muscles) give 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 take a Reaction to enter your Rage until the end of your next turn. This Rage can't be extended and doesn't expend a use of your Rage.
"Cantrips"
You can call upon your "magic" to cast "Cantrips" in combat. Once on each of your turns when you hit a target with a Strength-based attack, you can use one of the following "Cantrips" of your choice.
Mage Hand
You can push the target up to 5 feet straight away from yourself if it is Large size or smaller. While your Rage is active, you can push the target up to 10 feet instead.
Shocking Grasp
The force of your strike is quite shocking. The target can't make Opportunity Attacks until the end of the current turn. While your Rage is active, it can't make Opportunity Attacks until the start of your next turn.
True Strike
You really, truly strike, dealing an extra 1d6 damage to the target. The damage has the same type as the weapon or Unarmed Strike used for the attack. While your Rage is active, you add half your Barbarian level (round down) to the extra damage.
"Spells" (Level 6)
Your "magic" is powerful enough to cast every "spell" that exists (and no one can prove otherwise without broken ribs). However, you only prepared the following "spells" today. While your Rage is active, you can use each of the following "Spells" once. When you do so, you can't use that "Spell" again until you finish a Long Rest.
Burning Hands
Your backhand slap is legendary. As an action, you can make an Unarmed Strike against each creature within your reach. On a hit, this strike deals Bludgeoning damage equal to 1d8 plus your Strength modifier and the target has Disadvantage on the next attack it makes before the start of your next turn.
Magic Missile
As an action, you can make three ranged attacks using Darts, Daggers, or other weapons with Thrown that use Strength for the attack and damage rolls. Because Magic Missile never misses, you have Advantage on these attack rolls.
Shield
When you are hit by an attack roll, you can take a Reaction to quickly don a Shield to defend yourself. You gain the Shield's AC bonus against the triggering attack, potentially causing it to miss. If the attack hits, the damage dealt to you is reduced by an amount equal to your Barbarian level.
Magic Resistance (Level 10)
You're such an amazing wizard that other wizards can't even touch you. While your Rage is active, you have Advantage on saving throws against spells and other magical effects.
I Cast Fist (Level 14)
You can crush your enemies with your ultimate "spell":
Fist
When you take the Attack action while your Rage is active, you can replace one of your attacks with a really hard punch. Make an Unarmed Strike with Advantage. On a hit, the target takes Bludgeoning damage equal to 6d6 plus your Strength modifier and has the Prone condition if it is Huge or smaller. You can use this feature once per active Rage.
Path of The Muscle Wizard
Path of the Mutant
Path of the Mutant
Path of the Nautilus
Path of the Old Gods
Path of the Packleader
Path of the Primal Spirit
Path of the Primal Spirit
Path of the Primal Spirit (Level 3)
Rage Alongside a Bestial Spirit
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 beasts and nature spirits, inspiring such ethereal beings to manifest and journey on far-flung adventures.
Barbarians who follow this path have a deep reverence for the cycle of the natural world. Such Barbarians are as likely to accept quests and pleas for aid from local wildlife as they are from people. This respect for animals and spirits doesn't cross into naivety—few understand the delicate balance between the needs of predator and prey better than those who walk the Path of the Primal Spirit.
Primal Companion
You magically summon a primal spirit that adopts the form of a beast and accompanies you on your adventures. Choose its stat block: Primal Guardian or Primal Striker. In addition, choose an environment that will modify the creature's stat block: Land, Sea, or Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever companion you choose, it bears eldritch markings indicating its otherworldly origin.
The companion is Friendly to you and your allies and obeys your commands. It vanishes if you die.
The Beast in Combat
In combat, the companion acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast's Strike action. If you have the Incapacitated condition, the companion acts on its own and isn't limited to the Dodge action.
Restoring or Replacing the Beast
If the companion has died within the last hour, you can take a Magic action to touch it and expend a use of your Rage. The companion returns to life immediately with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon a different primal companion, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.
Shared Rage
While your Rage is active, your primal companion has Resistance to Bludgeoning, Piercing, and Slashing damage.
Kin to Beasts (Level 6)
You always have the Animal Friendship and Speak with Animals spells prepared. You can cast each of these spells without expending a spell slot. Once you cast either spell in this way, you can't cast that spell in this way again until you finish a Short or Long Rest. You can also cast these spells using spell slots you have of the appropriate level. Constitution is your spellcasting ability for them.
Skinrider's Trance (Level 10)
You take a Magic action to enter a trance and choose your primal companion or one Beast currently under the effect of your Animal Friendship spell within 60 feet of yourself. For the duration of this trance, you possess the chosen creature.
Once you possess a creature's body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature's. You otherwise keep your game statistics. This possession ends if you choose to exit the trance (no action required by you), if the Beast you're possessing is reduced to 0 Hit Points, or if you and the Beast are on different planes of existence.
While in this trance, your body falls into a catatonic state. You can't move or take Reactions, and you're unaware of your surroundings. You can remain in the trance for a number of hours up to half your Barbarian level plus your Constitution modifier.
Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending one use of your Rage (no action required).
Shape of the Wild (Level 14)
As a Bonus Action, you can 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 Hit Point maximum.
Once you use this feature, you can't use it again until you finish a Short or Long Rest. You can also restore your use of it by expending one use of your Rage (no action required).
Path of the Provoked
Path of the Quake Bringer
Path of the Radical
Path of the Rage Mage
Path of The Rage Mage
Path of the Raging Hearth
Path of the Reaver
Path of the Reaver
Path of the Red Reaver
Path of the Rune Sage
Path of the Rune Sage
Path of the Runescarred
Path of the Sacred Kin
Path of the Skinchanger
Path of the Skinchanger
Path of the Sky Caller
Path of the Spell Scorned
Path of the Spell Scorned (Level 3)
My magic? It's the magic of stabbing things in the face. Works well in my experience.
The Path of the Spell Scorned awakens a mote of antimagic within the soul of its adherents. These elite warriors steel themselves against magical effects. Some are specially trained bodyguards, tasked with protecting the elite mages of arcane academies or the high priests of religious orders. Others are demon hunters, their resistance allowing them to overcome the foul magic that strikes down lesser warriors.
Instinctual Divination
You gain an intuitive sense about the supernatural facets of the world. When you take the Study action to make an Intelligence (Arcana) or Intelligence (Religion) check, you can make it as a Wisdom (Survival) check instead.
Spell Hammer
You sheathe your weapons in crackling energy that is particularly baneful to creatures from other worlds, those that wield magic, or those that are capable of tremendous destruction. Once per turn while your Rage is active, you can deal double your Rage Damage bonus to a target you hit with a Strength-based attack. If the target has Legendary Actions, can cast spells, or was summoned, you can deal triple your Rage Damage bonus instead.
Spell Shield
You exert a void around you that consumes spells. While your Rage is active, you radiate a spell-consuming aura in a 30-foot Emanation that originates from you. You and your allies in the aura gain a bonus to saving throws against spells equal to your Rage Damage bonus.
Sunder the Weave (Level 6)
You always have the Counterspell spell prepared. With this feature, you can cast it without a spell slot or components while your Rage is active, and your spellcasting ability for it is Strength. As part of the Reaction you take to cast the spell, you can move up to your Speed and make one attack with a weapon against the target of the spell.
Once you cast the spell with this feature, you can't do so in this way again until you finish a Short or Long Rest.
Bolstering Howl (Level 10)
When you or another creature that can hear you takes damage, you can take a Reaction to grant it Resistance against that damage. In addition, the target gains Resistance to that damage type until the end of the current turn.
Dimensional Duel (Level 14)
You always have the Banishment spell prepared. When you activate your Rage or as a Bonus Action while your Rage is active, you can cast Banishment without a spell slot or components and while your Rage is active, and your spellcasting ability for it is Strength. You can maintain Concentration while your Rage is active. You can target up to three creatures when you cast Banishment this way. In addition, you can choose to pursue the creatures you banish. If you do so, the targets you banished don't have the Incapacitated condition for the spell's duration, and you travel with them to a demiplane. The demiplane is an empty room 30 to 200 feet in each dimension (you choose when you cast the spell) and made of wood or stone (your choice). You must create enough space for you and the targets, or the spell ends. The room is filled with Bright Light. When the spell ends, if you traveled with any targets, you and any dropped objects reappear in the space you left or in the nearest unoccupied space if that space is occupied.
You can use this feature a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Path of the Spore
Path of the Stampede
Path of the Storm Herald
Path of the Storm Herald
Path of the Storm Herald (Level 3)
Let your Fury Roar with the Force of the Elements
Barbarians who follow the Path of the Storm Herald channel their inner fury into a vibrant mantle of elemental magic. When they enter a rage, this primal magic swirls around them, harnessing the raw forces of nature to create powerful effects. Whether they train alongside druids and rangers, or hone their skills in storm-battered lodges, icy frontiers, or scorching deserts; Storm Heralds become elite champions imbued with nature's fierce energies.
Storm Aura
While your Rage is active, a storm whips around you in a 10 foot Emanation. 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 finish a Short or Long Rest. If the effect requires a saving throw, the DC equals 8 plus your Strength modifier and Proficiency Bonus.
As part of the Bonus Action you use to activate or maintain your Rage, you can cause one of the following effects.
- Desert
- Sea
- Tundra
Storm Soul (Level 6)
The storm grants you benefits even when your Storm Aura isn't active. The benefits are based on the environment you chose for your Storm Aura.
- Desert
- Sea
- Tundra
In addition, you learn the Elementalism cantrip. Wisdom is your spellcasting ability for it.
Shielding Storm (Level 10)
You learn to use your mastery of the storm to protect others. Each creature of your choice has Resistance to the damage type of your Storm Soul feature while it is within your Storm Aura.
Raging Storm (Level 14)
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
- Sea
- Tundra
Path of the Swordlord
Path of the Sylvan Warden
Path of the Sylvan Warden
Path of the Symbiont
Path of the Symbiote
Path of the Tideheart
Path of the Titan
Path of the Titan
Path of the Totem Warrior
Path of the Verdant Warden
Path of the War Chief
Path of the War Chief
Path of the Warden
Path of the Warden
Path of the Wild Heart
Path of the Wild Heart (Level 3)
Walk in Community with the Animal World
Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.
Animal Speaker
You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them.
Rage of the Wilds
Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.
Bear
While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.
Eagle
When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those actions.
Wolf
While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.
Aspect of the Wilds (Level 6)
You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.
Owl
You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Panther
You have a Climb Speed equal to your Speed.
Salmon
You have a Swim Speed equal to your Speed.
Nature Speaker (Level 10)
You can cast the Commune with Nature spell but only as a Ritual. Wisdom is your spellcasting ability for it.
Power of the Wilds (Level 14)
Whenever you activate your Rage, you gain one of the following options of your choice.
Falcon
While your Rage is active, you have a Fly Speed equal to your Speed if you aren't wearing any armor.
Lion
While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.
Ram
While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.
Path of the World Tree
Path of the World Tree (Level 3)
Trace the Roots and Branches of the Multiverse
Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.
Vitality of the Tree
Your Rage taps into the life force of the World Tree. You gain the following benefits.
Vitality Surge
When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level.
Life-Giving Force
At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.
Branches of the Tree (Level 6)
Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its Speed to 0 until the end of the current turn.
Battering Roots (Level 10)
During your turn, your reach is 10 feet greater with any Melee weapon that has the Heavy or Versatile property, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to a different mastery property you're using with that weapon.
Travel Along the Tree (Level 14)
When you activate your Rage and as a Bonus Action while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.
In addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space.
Path of the Wrathful Dead
Path of the Wrathful Dead (Level 3)
Channel the Rage of the Unquiet Dead
Barbarians who walk the Path of the Wrathful Dead commune with the spirits of the deceased and channel their spectral powers. These Barbarians are often preoccupied with the dead whispering in their ears, which urge them to act upon the whims and emotions of the haunting spirits. Some who walk this path learn to master the powers gifted to them; others find they've become servants to the unending chorus clamoring for their attention.
Rage of the Dead
Your Rage taps into the endless fury of the unquiet dead. While your Rage is active, you take on aspects of restless spirits and you gain the following benefits.
Shadow Form
You ignore Difficult Terrain. In addition, you can move through the space of any creature, but you can't end your move in an occupied space.
Shadowy Sidestep
Your Speed increases by 10 feet, and Opportunity Attacks have Disadvantage against you.
Spectral Sight
You see creatures and objects within 120 feet that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane.
Final Night Catharsis
You are overcome by an emotion a nearby spirit experienced at its death. You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.
Hate
When you miss with an attack roll against a creature, you have Advantage on the next attack roll you make against it before the end of your next turn.
Dark Doom Revisited (Level 6)
Once per active Rage, you can take a Magic action to channel a traumatic death. When you do, choose one of the following options.
Contamination
At the start of their turn, each creature of your choice in a 10-foot Emanation originating from you must make a Constitution saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take Poison damage and gain the Poisoned condition for 1 minute.
To determine the Poison damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. An affected creature can use an action to end the Poisoned condition on itself.
Hypothermia
At the start of their turn, each creature of your choice in a 10-foot Emanation originating from you must make a Constitution saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or take Cold damage and have its Speed halved for 1 minute.
To determine the Cold damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. A creature can use an action to end this effect on itself.
Immolation
At the start of their turn, each creature of your choice in a 15-foot Emanation originating from you must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus) or take Fire damage.
To determine the Fire damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. As an action, a creature can extinguish the fire on itself by giving itself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Death Is but a Door (Level 10)
Your familiarity with death has left you resistant to its call. You gain the following benefits.
Hard to Kill
You have Advantage on Death Saving Throws. In addition, you must fail four Death Saving Throws to die instead of three as normal.
Return the Spirit
You can call the spirits of the deceased to restore life essence to a nearby creature. You can cast the Cure Wounds, Raise Dead, or Revivify spell without providing Material components. When you do, you gain 1 Exhaustion level for Cure Wounds, 2 Exhaustion levels for Revivify, and 3 Exhaustion levels for Raise Dead. Constitution is your spellcasting ability for this feature.
Once you use this feature, you can't use it again until you finish a Long Rest unless you expend two uses of your Rage (no action required) to restore your use of it.
Powered by Pathos (Level 14)
Your Rage is empowered by the overwhelming emotions of the unquiet dead. Your Final Night Catharsis feature grants an additional effect based on the chosen emotion.
Hate
While your Rage is active, your attacks with weapons and Unarmed Strikes score a Critical Hit on a roll of 19 or 20 on the d20.
Jealousy
Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral assailants to Grapple the creature. The creature makes a Strength or Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failure, the creature has the Grappled condition until the end of its turn. On a successful save, the creature is not Grappled; however, each foot of movement costs 1 extra foot for that creature until the end of its turn.
Terror
Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to make that creature terrified until the start of its next turn. A terrified creature's Speed is halved and Opportunity Attacks against it have Advantage.
Path of the Wrecker
Path of the Wrecker (Level 3)
Smash Machines with Your Rage
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 neon lights and metal walls. People have lost their way in the 'Verse, 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 rage guide you when the 'Verse seems upside-down.
Deconstructor
Ripping apart machines comes second nature to you, granting you the following benefits.
Break Constructs
When you hit a Construct with an attack roll using a melee weapon or Unarmed Strike while your Rage is active, your Rage Damage bonus is doubled for this attack.
Demolish
When you hit an object with an attack roll using a melee weapon or Unarmed Strike while your Rage is active, the hit is a Critical Hit.
Luddite
While your Rage is active, you have Advantage on saving throws against Magical Technology.
Percussive Maintenance (Level 6)
You can attempt to hack a device by breaking it. You don't need an Interface Rig for this hacking attempt. Make a Strength (Athletics) check in place of an Intelligence (Data) check. On a success, you successfully hack the system and can perform one operation as if you had full access. The machine breaks immediately after this hacking attempt and can't be used afterwards without repair, whether or not you succeeded on the check. The GM decides if the machine stops functioning or if just a portion of it, such as its controls, are destroyed.
Disarm Foe (Level 10)
When you reduce an enemy to 0 Hit Points with a melee attack, you can rip off one of its limbs and use it as a weapon. You can immediately take a Bonus Action to move up to your Speed and make one melee attack using the limb as a weapon. A severed limb has the following traits.
Weapon Category: Martial Melee
Damage on a Hit: 1d8 Bludgeoning
Properties: Versatile (1d10)
Mastery: Sap
You can take an action to attempt to rip a limb off a Large or smaller Construct or Undead creature within 5 feet of you that is Bloodied. The target must succeed on a Strength saving throw (DC 8 plus your Strength Modifier plus your Proficiency Bonus) or lose its limb. A target can't make attack rolls or ability checks using a removed limb; the GM can decide if the creature suffers additional penalties, such as a reduced Speed or Disadvantage on ability checks. You can only remove one limb from a creature.
Steel Shredder (Level 14)
While your Rage is active, when you hit a creature using a melee weapon or an Unarmed Strike, you can choose one of the following effects.
Crush Armor
The target has a -3 penalty to AC until the end of your next turn. If you use this effect more than once on the same target, the AC penalty doesn't exceed -3.
Smash Tech
Choose a piece of Magical Technology worn or carried by the target. That Magical Technology is disabled for 1 minute. A creature can take the Utilize action to reboot a piece of Magical Technology within its reach, restoring it to functionality.
Path of the Wrecker
Variant Resistances (Level 3)
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 Zealot
Path of the Zealot
Path of the Zealot (Level 3)
Rage in Ecstatic Union with a God
Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.
Divine Fury
You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.
Warrior of the Gods
A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll's total.
Your pool regains all expended dice when you finish a Long Rest.
The pool's maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice).
Fanatical Focus (Level 6)
Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll.
Zealous Presence (Level 10)
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 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 unless you expend a use of your Rage (no action required) to restore your use of it.
Rage of the Gods (Level 14)
When you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 Hit Points. Once you use this feature, you can't do so again until you finish a Long Rest.
While in this form, you gain the benefits below.
Flight
You have a Fly Speed equal to your Speed and can hover.
Resistance
You have Resistance to Necrotic, Psychic, and Radiant damage.
Revivification
When a creature within 30 feet of you would drop to 0 Hit Points, you can take a Reaction to expend a use of your Rage to instead change the target's Hit Points to a number equal to your Barbarian level.
Path of the Zombie
Path of Thorns
Path of Tranquility
Path of Týr
Path of Wild Magic
Path of Wild Magic
Path of Wild Magic (Level 3)
Embrace the Chaotic Magic of the Wild
Barbarians who tread the Path of Wild Magic are deeply attuned to realms of raw emotion and potent magic, such as the Feywild or the Upper Planes. Their intense feelings make them receptive to these mystical forces, transforming them into conduits of wild magic. Barbarians from elven, tiefling, aasimar, or genasi lineages often follow this path, seeking to channel the arcane power of their heritage into unpredictable and potent effects in battle.
Mystic Rage
The magical energy roiling inside you unleash when you Rage. You gain the following benefits:
- Magic Awareness
- Wild Surge
| d8 | Magical Effect |
|---|---|
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
Flowers and vines temporarily grow around you. Until your Rage ends, the ground within 15 feet of you is Difficult Terrain for your enemies. | |
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 have the Blinded condition 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)
You can harness your wild magic to bolster yourself or a companion. As an Magic action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
- Magic Guidance
- Mana Recovery
You can take this action a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a Long Rest.
Unstable Backlash (Level 10)
When you are imperiled during your Rage, the magic within you can lash out. When you take damage or fail a saving throw while your Rage is active, you can take a Reaction to roll on the Wild Magic table and immediately produce the effect. This effect replaces the active Wild Magic effect.
Controlled Surge (Level 14)
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.