Table Of Contents
- 1 Cover Page
- 1.1 Barbarian
- 1.2 Class Features
- 1.2.1 Rage
- 1.2.2 Unarmoured Defence
- 1.2.3 Reckless Attack
- 1.2.4 Danger Sense
- 1.2.5 Primal Path
- 1.2.6 Ability Score Improvement
- 1.2.7 Extra Attack
- 1.2.8 Fast Movement
- 1.2.9 Feral Instinct
- 1.2.10 Brutal Critical
- 1.2.11 Relentless Rage
- 1.2.12 Persistent Rage
- 1.2.13 Indomitable Might
- 1.2.14 Primal Champion
- 1.3 Primal Paths
- 1.3.1 Path of the Berserker
- 1.3.2 Path of the Totem Warrior
- 1.3.3 Path of the Bloodied One
- 1.3.4 Path of the Skald
- 1.3.5 Path of the Abomination
- 1.3.6 Path of the Hellion
- 1.3.7 Path of the Ancestral Guardian
- 1.3.8 Path of the Storm Caller
- 1.3.9 Path of the Zealot
- 1.3.10 Path of the Leyline
- 1.3.11 Path of the Sunbreaker
- 1.3.12 Path for the Diamond Mind
- 1.3.13 Path of the Sumo
- 1.3.14 Path of the Wild Soul
- 1.3.15 Path of the Wild Soul
- 1.4 Multiclassing
Barbarian
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.
A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals. Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armoured elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity o f a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Primal Instinct
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
A Life of Danger
Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Creating a Barbarian
When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?
What led you to take up the adventuring life? W ere you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to “civilized” lands and only now able to win your freedom. Or you might have been cast out from your people because o f a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.
Quick Build
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.
Class Features
As a barbarian, you gain the following class features.
Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
The Barbarian
Level | Proficiency Bonus | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmoured Defence | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Primal Path | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Path Feature | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path Feature | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Path Feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +4 |
16th | +5 | Ability Score Improvement | 6 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | Infinite | +4 |
Proficiencies
Armour: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer’s pack and four javelins
Alternatively, you can purchase your starting equipment with a starting wealth of 2d4 x 10gp.
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armour:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmoured Defence
While you are not wearing any armour, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defence to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker, Path of the Bloodied One, or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Ability Score Improvement
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 you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armour.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, you cannot be surprised whilst you are conscious.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. If your Strength score is 20, this does not count your roll as a critical success.
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Primal Paths
Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal. Others use their pain to fuel their rage and power through lesser blood magic.
Path of the Berserker
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammelled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A of the Player's Hand Book).
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Intimidatiing Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose up to 3 creatures that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.
On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn in a position that prevents it from seeing or hearing you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Path of the Totem Warrior
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
Most barbarian tribes consider a totem animal to be akin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.
Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or b ones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Eagle. While you're raging and aren’t wearing heavy armour, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
Wolf. While you're raging, your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Wolf. You gain the hunting sensibilities o f a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).
Spirit Walker
At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
Totemic Attunement
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Path of the Bloodied One
The Path of Blood is a path taken by only the most ruthless and battle-hungry barbarians. They do not care when they shed their own blood - in fact, they use that energy to empower their rage even farther, using their suffering to strengthen their power, speed, and senses.
While at first glance the Path of Blood appears to be powered by the same forces as the Path of the Berserker, the Path of Bloodied One is far more magical in nature.
Bloodrage
Starting when you select this path at 3rd level, you use your own spilled blood to empower your rage. Whenever you take bludgeoning, piercing, or slashing damage while raging, you store a quarter of the damage taken as Blood Points, rounded up.
Whenever you make an attack roll, ability check, or damage roll that uses Strength, you can expend your Blood Points, adding the amount spent to the roll.
When your rage ends you lose all accumulated Blood Points.
The maximum amount of blood points you can spend at once is equal to your proficiency bonus + 1.
Empowered Ability
At 6th level, you can use your Blood Points to empower your speed, your senses, or your vitality. Choose one of the following features.
Empowered Speed. At the start of your turn, you can expend a number of your Blood Points, adding 5 feet to your speed for every 2 Blood Points spent. This speed lasts until the end of the turn.
Empowered Senses. At the start of your turn, you can expend a number of your Blood Points. Until the end of the turn, you can see invisible creatures as if they were visible out to a range equal to 5 times the number of Blood Points spent.
Empowered Vitality. At the start of your turn, you can expend a number of your Blood Points; gaining 1d4 temporary hit points for every Blood Point spent. These temporary hit points last until the end of your next turn.
Blood Scent
Starting at 10th level, you can smell the scent of blood from up to 5 miles away, and accurately pinpoint the direction it’s coming from. Once you get within 1 mile of the source, you can make a DC 15 Wisdom (Perception) check to determine its exact identity. On a success, you know the exact identity of the creature if you have encountered it before; otherwise you only determine its race and the severity of its injury. Either way, you know that creature’s exact location for the next hour. On a failed check, you know that you failed the check and can’t make another one for 1 hour.
Power through Suffering
Beginning at 14th level, your ability to store your blood to empower your rage is greatly increased. Whenever you take damage that is not bludgeoning, piercing, or slashing damage while raging, you store a 4th of that damage as Blood Points as well.
Path of the Skald
The stereotype of barbarians as hulking brutes is just that, a stereotype; the truth is that many are well-traveled denizens of the material plane. Lacking any typical tribe, barbarians who walk this path can find lives in more civilized settlements.
Skalds make it their duty to collect stories and epics of the world. Because of this, most function as historians and poets, spreading the grand tales they have chronicled. Sometimes skalds are looked down upon, as mere bards without a formal education, yet many have proven to be just as charasmatic as any classically trained performer.
In battle, skalds are highly capable fighters. While they may not be as skilled as barbarians who walk other paths, a skald can still channel their focus into an intense rage. Skalds are unique, however, in that they reinforce their rage by calling upon their oratory skills. By either recounting a story or singing, they can influence the tide of any battle.
Keeper
When taking the Path of the Skald at 3rd level, you are able to draw upon the many tales you have collected. You gain proficiency in the History and Performance skills. Your proficiency bonus is also doubled for those skills.
Raging Song
At 3rd level, you can recite or sing a poem when you rage. If you do so, your rage gains the additional benefits of whichever type of performance you select. When your rage ends, your Raging Song also ends. Any raging creature within the influence of your Raging Song choose either their Rage or yours to be affected by.
Dirge of Doom. All enemies within 30 feet of you that can hear you must make a Wisdom saving throw DC 8 + your proficiency bonus + your Charisma modifier. On a failed save, a creature has disadvantage on all attack rolls and ability checks. If a creature ends its turn unable to hear you, they can make a Wisdom saving throw. A creature that successfully saves against this is immune to its effects for 1 hour.
Song of Inspiration. All allies within 60 feet of you that can hear you gain an Inspiration die, a d6. Once the Inspiration die is rolled, it is lost. Each ally's Inspiration die is lost when your rage ends. The die becomes a d8 at 8th level and a d10 at 13th level.
War Chant. All allies within 60 feet of you that can hear you can choose to recieve the effects of your War Chant. Allies under this effect recieve advantage on all Strength checks and Strength saving throws. Any melee attacks they make using Strength gain Rage Damage equal to yours -1.
Songs and Poems
While the names and descriptions from this feature may indicate that these actions are all songs, they can also all be spoken word, as songs tend to be written in poetic verse. It's up to the player to decide whether or not their character is singing.
Bellowing Voice
At 6th level, you've learned how to channel your rage through your diaphragm. While using your Raging Song, all allies within 30 feet of you are immune to any enemy action that requires their voice to be heard, and all enemies within 30 feet of you are drowned out, preventing another creature from hearing their voice.
Lore Master
At 10th level, you gain the ability to
recall grand stories of the past. You can
cast the spell legend lore as a ritual. You do
not need materials to do so with this feature.
Chronicler
At 14th level, you become a masterful skald, creating new epics for all of history. While using your Raging Song, a friendly creature that starts its turn within your Raging Song gains temporary hit points equal to your Strength modifier. These hit temporary hit points last until the start of their next turn.
Path of the Abomination
Barbarian who walk this path hide a terrible secret. Whether through their actions or outside forces, an eldritch poison courses through their veins giving them unspeakable power, at a terrible cost. During times of great stress this manifests as a transformation into a horrifying creature of unbridled rage.
Transformation
Starting when you choose this path at 3rd level, you can transform into an abomination when you rage. If you do so, for the duration of the rage you transform into an abomination. Whilst you are in this form, weapon attacks made with silvered weapons against you ignore resistances to bludgeoning, piercing and slashing damage.
Claws
You grow a pair of vicious claws while transformed. These claws count as light weapons.
The claws deal 1d4 slashing damage. This damage increases to 1d6 at 5th level, 1d8 at 11th, and 1d10 at 17th.
At 6th level these claws count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Horns
You grow pointed horns whilst transformed.
When you use the attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
Beast's Bile
Beginning at 6th level, while transformed your body produces acid which you can spit at your foes to harm them.
You can use your action to shoot caustic acid in 15-foot-cone, spraying each creature in the area with burning bile.
When you use your bile, each creature in the area must make a Dexterity saving throw. The DC for this save is equal to 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 acid damage on a failed save, and half as much damage on a successful on. The damage increases to 4d6 at 11th level, and 5d6 at 16th level.
Once you have used your bile, you cannot use it again for the duration of your rage.
Thick Blood
Starting at 10th level,
your blood becomes resistant to most
impurities.
You gain immunity to poison and
disease.
Eldritch Body
At 14th level, the eldritch blood flowing in your veins is at its most potent, protecting you from other magics.
While transformed, you have advantage on saving throws against spells.
Path of the Hellion
Wild, unpredictable, and utterly ruthless, a hellion thrills to the spilling of blood. The Path of the Hellion is a path of exhaustive savagery.
Battle Trance
Starting when you choose this path at 3rd level, you can choose to go into a trance when you rage. For the duration of your rage, when you make an attack roll, you can choose to, instead of rolling, treat the attack as if you had rolled a 10.
When your rage ends, you suffer one level of exhaustion (as described in appendix A)
Iron Swan
Beginning at 6th level, once per turn when you make a melee weapon attack, you can treat the attack as if the weapon had the reach property.
Adrenaline Rush
Beginning at 10th level, when you make an attack whilst raging, and you are below half your hit point maximum, your rage damage is doubled.
Barbaric Roar
Starting at 14th level, as an action you can release a mighty roar. Each creature within 5 feet of you must succeed a Wisdom saving throw (DC equals 8 + your Charisma modifier + your proficiency bonus). On a failed save, the creature is stunned.
At the end of each of its turns, the target repeats the saving throw. On a successful save, the creature is no longer stunned.
Once you use this feature, you must finish a long rest before you can use it again.
Path of the Ancestral Guardian
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Ancestral Protectors
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early ifyour rage ends.
Spirit Shield
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class. you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
Consult the Spirits
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
Vengeful Ancestors
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
Path of the Storm Caller
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Caller learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian ofthis path taps into the forces of nature to create powerful magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
Storm Aura
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, in— creasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Storm Soul
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.
Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube Of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
Shielding Storm
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul fea ture while the creature is in your Storm Aura.
Raging Storm
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.
Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
Path of the Zealot
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealous warriors who channel their rage into powerful disn plays of divine power.
A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
Divine Fury
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
Warrior of the Gods
At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
Fanatical Focus
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
Zealous Presence
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Rage Beyond Death
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.
Path of the Leyline
The world is a beating heart, and from that heart flows the force of nature. That force is spread to those that live on the vast world through the veins and arteries called leylines. The Path of the Leyline can tap into the endless energy of the world through leylines, and drink deep from the wellspring of power to bring those that oppose them to a relentless and inevitable end. You are the world, none can stand against you.
Those of the Path of the Leyline are attuned to the world and tend to act in a deliberate manner. The immense might beneath their feet keeps them steady, keeps them grounded. Whether they learned a forgotten secret or have an affinity for nature, those who stand in their way will earn themselves a return to the cycle of nature and become part of their power.
Weight of the World
The burden that you bear is heavy, but you bear it with pride. At 3rd level when you adopt this path, you gain proficiency with heavy armor, and you gain the benefits of raging even while you are wearing heavy armor.
Additionally, while you are wearing heavy armor, whenever you are pushed or pulled, you can choose not to be moved.
Wrath of the World
The world flows into you, and you become a force of nature. At 3rd level when you adopt this path, you can go into a wrath when you rage. If you do so, for the duration of your rage you gain the enlarge effect of an enlarge/reduce spell, and you can use a weapon with the two-handed property with one hand if your other hand is free or being used to grapple a creature. You can't use this feature again until you finish a long rest.
Steel Avalanche
Starting at 6th level, your weapon crushes civilization. When you take the Attack action on your turn, you can forgo one of your attacks. If you do, your next melee weapon attack during this turn has advantage, deals additional damage equal to the weapon's damage + your Strength modifier + Rage Damage, and the attack deals double damage to objects and structures.
Stone Flechette
Starting at 10th level, the world itself trembles at your wake. Immediately before you rage, you can use your action to cast earth tremor. If you go into a wrath, you can instead use your action to cast erupting earth without material components. Strength is your spellcasting ability for these spells.
Forgotten God's Gift
While all are forgotten and lost to time, the world will never forget. Starting at 14th level, you can fuse yourself with the world and allow energy to course violently through your body. You can choose to forgo resistance to bludgeoning, piercing, and slashing damage when you rage. If you do so, for the duration of your rage you have advantage on saving throws against spells and resistance against the damage of spells.
Path of the Sunbreaker
The Sunbreaker focuses on the development of raw physical power combined with the unrelenting solar energy, in order to master the battlefield with solar fire. Those who model themselves on this archetype combine intense training with learning to force the radiance into their weapons and attacks. How this power is gained is of your choice, be it through spiritual prayer, a gift from another power, a fluke of birth, or otherwise.
Anvil of Dawn
Beginning when you choose this primal path at 3rd level, when you rage, your rage damage increases by 1 and deals fire or radiant damage instead. You choose the damage type when you rage.
Solar Strike
Starting at 6th level, when you score a critical hit on an attack roll, the damage dealt is either radiant or fire damage as you call down a column of sunlight. This feature coincides with that of your brutal critical feature.
The column of light has a 15-foot radius and is 60 feet high, spreading bright light in its area, then dim-light for an additional 15 feet. It stays around you, centered on you until the end of your next turn. Whilst the column persists, you gain a bonus to attack rolls equal to your rage damage bonus.
Enduring Sun
At 10th level, you gain a resistance to radiant or fire damage when you rage.
In addition, when you score a critical hit, you can forgo the damage of your brutal critical feature, instead using the die rolled to regain hit points equal to the number rolled.
You can use this feature a number of times equal to your Constitution modifier.
Blaze of the Unrelenting
Starting at 14th level, when you hit a creature with your solar strike, the extra damage that your Brutal Critical now affects any hostile creatures within 15 feet your target.
Path of the Diamond Mind
Barbarians who follow the Path of the Diamond Mind have learned to channel their rage into a state of perfect clarity. Within the chaos of battle, they find inner peace, following their instincts in a deeper manner then most deem possible. The Diamond Mind discipline allows a warrior to use his cunning and feel for the battlefield against her enemies. Time seems to flow slower to a Diamond Mind initiate, each of their moves having a precise purpose and following a rythm only they can hear.
Crystal Clarity
Your mental focus and martial study have rendered your will into an unbreakable wall that cannot be deceived. As you adopt this path at 3rd level, you gain proficiency in the Insight skill. You have advantage on all Insight checks made during combat.
Also, whenever you are subject to a spell or effect that alters reality using illusions or phantasms, you may roll any related saving throw or ability check with advantage.
Crystalline Stances
Your mind and body meld, granting you an edge in combat. You move slightly faster than normal due to a combination of confidence, training, and clarity of mind. This slight edge adds up with each action.
Additionally at 3rd level, you can forgo adding your rage damage modifier as a bonus on weapon damage rolls whenever you enter a rage. Instead, each time you start raging, select one of the following effects.
- Emerald Razor. You may add half your Rage damage bonus (rounded down) as a modifier on all melee weapon attack rolls you make for the duration of your rage.
- Refracting Mind. You may add your Rage damage bonus as a modifier on all Intelligence, Wisdom and Charisma saving throws you may have to make for the duration of your rage.
- Diamond Defense. You may add half your Rage damage bonus (rounded down) as a modifier to your Armor Class for the duration of your rage.
Once you enter a rage with one of the chosen effect being active, you can't change the effect until your rage ends.
Sapphire Senses
You close your eyes, take a deep breath and your perception becomes so fine that you can hear the tiniest flutter of air moving past you. Hidden threats become as plain as day in the area of your heightened senses. Starting at 6th level, you gain proficiency in the Perception skill. Furthermore, as a bonus action on your turn, you may enter a trance like state that lasts until the start of your next turn. During this time, you gain blindsight within a radius 10 feet.
While this effect is active, you gain vulnerability to thunder damage.
Amethyst Alacrity
The raindrops themselves stand still as you act at the speed of thought. You move like a blur, catching enemies by surprise with your blinding speed. Starting at 10th level you can add your proficiency bonus on initiative rolls. Furthermore, your movement speed is doubled and doesn't provoke attacks of opportunity during the first round of combat.
Additionally, you can now change the effect granted by your Stance of Alacrity class feature by using a bonus action on your turn.
Pellucid Parry
You lash out, your weapon a blur, hammering at the slightest gap that appears in your foe’s defenses. Starting from 14th level, while you are raging and a creature within your reach makes a melee weapon attack against you, you may use your reaction to make an Insight check contested by the target's attack roll.
If the result of your Insight check is higher then the targets attack roll, the attack automatically misses and you may make one melee weapon attack against the creature as a part of the same reaction. This attack has advantage.
Path of the Sumo
Many recognize sumo from the highly competitive, stylized, full-contact wrestling bouts that see wrestlers attempt to force each other out of a ring or into touching the ground with anything other than the soles of their feet. Barbarians of the Path of Sumo work tirelessly to perfect an inner power that they summon to force a quick end to any match. As one of these barbarians, your entire way of life revolves around mastering this path, training mind and body to push past obstacles larger or stronger than you and diverting the might of your foe without the use of weapons or armor.
Wrestle Warrior
When you adopt this path at 3rd level, you commit yourself entirely to the art of sumo. You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:
- When you make an unarmed strike using Strength, you can roll a d6 in place of the normal damage of your unarmed strike. The damage of your unarmed strike increases as you gain levels in this class: it becomes a d8 at 5th level, a d10 at 11th level, and a d12 at 17th level.
- You count as one size larger for the purpose of grappling and shoving, and when determining the weight you can push or drag.
- While raging, you can attempt to grapple or shove a creature as a bonus action during each of your turns.
Immovable Strikes
At 6th level, your strength and skill imbues your strikes with a greater energy, and your body with an immutable spirit. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Additionally, you add your proficiency bonus to ability checks and saving throws you make to avoid being knocked prone, pushed, or restrained, even if you are already proficient in the ability check or saving throw.
Unbreakable Master
By 10th level, you have distinguished yourself as one of the greatest warriors of your era through your incredible resilience. While you aren’t wearing armor or wielding a shield, you can use your reaction when you take damage to gain resistance to one type of damage you took from the triggering effect. This resistance doesn’t apply to the damage of the triggering effect. You retain this resistance until you use this feature again.
Beast Strength Grandmaster
At 14th level, your power and ability make you worthy of the title of a Grand Champion. While you’re raging and aren’t wearing armor or wielding a shield, you count as an additional size larger for the purpose of grappling and shoving, and when determining the weight you can push or drag. For example, if you are a Medium creature, you would count as being Huge for these purposes while raging.
Additionally, when you take the Attack action, you can forgo one of your attacks to throw a creature you have grappled. You push the creature up to 30 feet in a straight line away from you. If the creature impacts an object or creature at any point during this push, it stops and is shunted to the nearest unoccupied space. It and the target it impacted take 3d12 bludgeoning damage, and must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Path of the Wild Soul
Fuelled by emotion, those that follow the path of the wild soul have their feelings explode into magical power. Such emotional power forces magic into the barbarian, saturating their body in magic.
When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.
Lingering Magic
At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You, or a body part you choose, faintly glows a color corresponding to the school of magic you detect (you choose the colors).
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
Wild Surge
Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.
If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Magic Reserves
At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can’t recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled.
You take force damage equal to five times the number rolled.
When you reach 14th level in this class, you increase the die to a d6.
Arcane Rebuke
At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.
Chaotic Fury
At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one.
Wild Surge Table
d12 | Effect |
---|---|
1 | Necrotic energy bursts from you. Each creature within 30 feet of you takes necrotic damage equal to one fourth your barbarian level (minimum of 1), and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. |
2 | You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action. |
3 | Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn. |
4 | Arcane energy enshrouds you. Until your rage ends, whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to half your barbarian level. |
5 | Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain. |
6 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn. |
d12 | Effect |
---|---|
7 | You conjure 1d4 intangible spirits in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage. |
8 | A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take radiant damage equal to your barbarian level and be blinded until the start of your next turn. |
9 | A swirling vortex of fire surrounds you for the duration of your rage. Each creature that starts its turn within 10 feet of you, or enters that area for the first time must succeed on a Dexterity saving throw or suffer fire damage equal to one fourth your barbarian level. |
10 | The earth tremors beneath your feet. When you hit a creature with a weapon attack, the target must succeed on a Strength saving throw. On a failure, the target suffers 1d4 bludgeoning damage and falls prone. |
11 | Your body begins to stitch itself back together. As a part of your bonus action made to rage, and as a bonus action on subsequent turns whilst your rage lasts, you regain hit points equal to one fourth your barbarian level. |
12 | Elemental energies swirl around you. Until your rage ends, you gain resistance to cold, fire and lightning damage. |
Path of the Dreadnought
Unflinching, unstoppable, unbreakable; that is the way of the Dreadnought, laying waste to everything in your path. Those that follow the Path of the Dreadnought walk a road of destruction, leaving broken bones and crumbling ruins in their wake.
Unstoppable Rage
When you first start down this path at 3rd level, you become both the unstoppable force and the immovable object. Whilst you are raging, you cannot be moved against your will.
Additionally, whilst raging, if you would suffer a condition that would reduce your speed to 0, you can use your reaction, suffering damage equal to your level, which cannot be reduced in any way, ignoring the effects of the condition until your rage ends. Alternatively, if you enter your rage whilst under the effect of a condition that has reduced your speed to 0, you can use this feature.
Shatterstrike
When you reach 6th level, your overflowing power allows you to bring down foes with ease. When you move at least 20 feet straight toward a creature and hit it with a melee weapon attack, the target creature must succeed on a Strength saving throw or fall prone. The DC for this saving throw is equal to 8 + your Strength modifier + your proficiency bonus.
Additionally, whilst you are raging, your weapon attacks gain the Siege property, dealing double damage to objects and structures.
Mortal Motion
When you reach 10th level, your wanton destruction lends itself to momentum well. Whilst raging, you can take the Dash action as a bonus action.
When you knock a creature prone with your shatterstrike feature, you can move an additional 10 feet in the same direction you approached the target in without provoking attacks of opportunity. If this movement would bring you within 5 feet of another creature, that creature must make a Strength saving throw against your shatterstrike DC or fall prone. If you move within 5 feet of multiple creatures, choose one.
Once you have used this feature, you cannot do so again until the start of your next turn.
Foaming Wroth
When you reach 14th level, you lose yourself so thoroughly in your rage that you become a mindless being of pure destruction. Whilst you’re raging, you cannot be charmed or frightened, and gain resistance to psychic damage.
Additionally, whenever you knock a creature prone, you can make a melee weapon attack against that creature.
Multiclassing
Ability Score Minimum. Strength 13
Proficiencies Gained. Shields, simple weapons, martial weapons
Jack Weighill's
Homebrew
Compendium
Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.
The barbarian finds its roots in the 5e Player's Handbook, and is likely the first class anyone sees when the read it (because the alphabet exists). I always found it to be a painfully well-balanced class, with very obvious strengths, but equally obvious weaknesses. Yes, you are an unkillable god that does unholy amounts of damage. But can you heal people? No. Are you good at long range? No. Do you provide anything else to the team other than exceedingly high damage and seeming invincibility? No.
The new added barbarian paths come from a variety of sources. From Xanathar's to reddit.