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 w ho 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 armored 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 of 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 naturekeen 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.
Life of Anger
The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian's driving force comes from a place that transcends mere emotion, making its manifestation all the more terrible. Whether the impetus for he fury comes entirely from within or from forging a Link with a spirit animal, a raging barbarian becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls.
It can be tempting to play a barbarian character that is a straightforward application of the classic archetype- a brute, and usually a dimwitted one at that, who rushes in where others fear to tread. But not all the barbarians in the world are cut from that cloth, so you can certainly put your own spin on things. Either way, consider adding some flourishes to make your barbarian stand out from all others.
Personal Totems
Barbarians tend to travel light, carrying little in the way of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal tote missignificant because it has a mystical origin or is tied to an important moment in the character 's life- perhaps a remembrance from the barbarian's past or a harbinger of what lies ahead.
A personal totem of this sort might be associated with a barbarian's spirit animal, or might actually be the totem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle's feather as a personal totem. Consider creating one or more personal totems for your character-objects that hold a special link to your character's past or future. Think about how a totem might affect your character's actions.
Totems
d6 | Totem |
---|---|
1 | A tuft of fur from a solitary wolf that you befriended during a hunt |
2 | Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate |
3 | a necklace made from the claws of a young cave bear that you slew singlehandedly as a child |
4 | A small leather pouch holding three stones that represent your ancestors |
5 | A few small bones from the first beast you killed, tied together with colored wool |
6 | An egg-sized stone in the shape of your spirit animal that appeared one day in your belt pouch |
Tattoos
The members of many barbarian clans decorate their bodies with tattoos, each of which represents as ignificant moment in the life of the bearer or the bearer's ancestors, or which symbolizes a feeling or an attitude. As with personal totems, a barbarian's tattoos might or might not be related to an animal spirit.
Each tattoo a barbarian displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent?
Tattoos
d6 | Tattoo |
---|---|
1 | The wings of an eagle are spread wide across yo ur upper back. |
2 | Etched on the backs of your hands are the paws of a cave bear. |
3 | The symbols of your clan are displayed in viny patterns along your arms. |
4 | The antlers of an elk are inked across your back. |
5 | Images of your spirit animal are tattooed along your weapon arm and hand. |
6 | The eyes of a wolf are marked on your back to help you see and ward off evil spirits. |
Superstitions
Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those deities in the cycles of nature and the animals they encounter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power.
Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.
Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group.
If your barbarian character has any superstitions, were they ingrained in you by your family, or are they the result of personal experience?
Superstitions
d6 | Superstition |
---|---|
1 | If you disturb the bones of the dead, you inherit all the troubles that plagued them in life. |
2 | Never trust a wizard. They're all devils in disguise, especially the fr iendly ones. |
3 | Dwarves have lost t heir spirits, and are almost like the undead. That's why they live underground. |
4 | Magical things bring trouble. Never s leep with a magic object within ten feet of you. |
5 | When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body. |
6 | If an elf looks you in the eyes, she's trying to read your thoughts. |
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?
Barbarian
Level | Proficiency Bonus |
Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 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 Instince | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 Dice) | 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 | 5 | +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 | Unlimited | +4 |
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 o 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 of 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 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
Proficiencies
- Armor: Light, Medium armor, Shield
- Weapons: Simple and Martial Weapons
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from Animal Handling, Atheltics, 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 may start with 2d4 x 10 gp to buy your own Equipment.
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 armor:
• 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.
Unarmored Defense
While you are not w earing any armor, your Armor Class equals 10 + your Dexterity m odifier + 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 defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
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 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 armor.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
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 w ounds. 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.
Persistant 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.
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.
PATHS
Index of 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.
CORE PATHS
Path of the Berserker
Path of the Totem Warrior
UNCOMMON PATHS
Path of the Ancestral Guardian
Path of the Battlerager
Path of Blood
Path of Bloodrager
Path of the Storm Herald
Path of the Zealot
Index of Primal Paths
1 Path of the Ancestral Guardian
2 Path of the Battlerager
3 Path of the Bear
4 Path of the Berserker
5 Path of Blood
6 Path of the Brawler
7 Path of the Cannibal
8 Path of the Colossus
9 Path of the Consecrated
10 Path of the Courageous Heart
11 Path of the Cursewrought
12 Path of the Dragonheart
13 Path of the Dreadnought
14 Path of Elements
15 Path of the Feral Ravager
16 Path of the Frontiersman
17 Path of the Frost Rager
18 Path of the Forsaker
19 Path of the Haka
20 Path of Iron
21 Path of Fin
22 Path of the Mountain Man
23 Path of the Muscle Wizard
24 Path of the Primeval
25 Path of the Rage Mage
26 Path of the Red Reaver
27 Path of Sacred Kin
28 Path of the Scorpion
29 Path of the Slasher
30 Path of the Storm Herald
31 Path of the Totem Warrior
32 Path of the Wilds
33 Path of the Zealot
Path of the Ancestral Guardian
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits’ help, they can hinder their foes even as they strike powerful blows against them. 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 epic sagas of victories against terrible monsters and other fearsome rivals.
Ancestral Protectors
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
Spirit Shield
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 spell casting 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 Battlerager
Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers a re dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.
Restrictions: DWARVES ONLY
Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.
Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.
Battlerager Armor
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.
While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal ld6 piercing damage. You use your Strength modifier for the attack and damage rolls.
Additionally, while you are wearing spiked armor, when you use the Attack action to grapple a creature, the target takes piercing damage equal to half your barbarian levels if your grapple check succeeds. Every failed check to escape your grapple deals piercing damage equal to half your barbarian level rounded up.
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your double Constitution modifier (minimum of 2). They vanish if any of them are left when your rage ends.
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
Additinally, you gain an 10 feet of additional movement.
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes piercing damage equal to half your barbarian levels if you are raging rounded up.
Path of the Bear
To a barbarian, totems symbolize primal strengths and virtues to which the mighty should aspire. Some barbarians, however, embrace but one aspect of a totem, a single totem animal, to act as their singular inspiration and guide. This represents an abandonment of totemic virtue and a complete embrace of animal nature. In the depths of their primal rage, these barbarians even manifest traits of their chosen beast, becoming one with the totems animal.
The spirit of the bear symbolizes strength and resolve, and a determination to protect one's loved ones. Barbarians who form a special connection to this spirit are called bear warriors, and develop a stocky build, grow a preponderance of hair, and normally tower above other men. In battle, by channeling their connection to the bear spirit, a bear warrior actually transforms into a bear while they fight.
Grizzly Transformation
Starting at 3rd level, when you enter a rage, you can become a fearsome bear for the duration of your rage. You automatically revert to your normal if you fall unconscious, drop to 0 hit points, or die.
At 3rd level, you can transform into a black bear, at 10th level, you can transform into a brown bear, and at 14th level, you can transform into a polar bear.
While you are transformed, the following rules apply: Your game statistics are replaced by the bear's statistics, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining the bear's Perception proficiency, if it has one. Use your own proficiency bonus.
When you transform, you assume the bear's hit points and hit dice. When you revert to your normal form, your rage ends, and you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
You retain the damage resistances from raging and rage bonus damage while in your bear form. You also retain the benefit of any other features from your class, race, or other source and can use them if your bear form is physically capable of doing so. However, you can't use any of your Special senses, such as Darkvision.
Your equipment merges into your new form and has no effect until you leave the form.
Once you use this ability, you can't do so again until you finish a long rest.
Hibernation
At 6th level, you sleep like a rock. When you take a long rest, you regain all expended hit dice, instead of half of them.
Bare Necessities
By 10th level, like the bear, you are hearty and resilient, requiring neither protection nor shelter. You never suffer levels of exhaustion or any other penalty for enduring the elements. In addition, you need half the amount of food and water as other members of your race to survive.
Lastly, you have advantage on Constitution saving throws you make against being exhausted.
Maul
Starting at 14th level, while you're raging, if you hit a creature with two weapon attacks on your turn, the target takes an additional 2d8 damage.
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 untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer a decrease of movement by 30 and you cannot take bonus actions or reactions for the next minute as a wave of lethargy sweeps over you. If you enter a frenzy before the minute is over you lose the decrease to movement and the resctricton to your actions, however, when you exit the frenzy you take a level of exhaustion.
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.
Indimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence.
When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Retaliation
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 Blood
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 Blood is far more magical in nature. Bloodragers use their blood in a form of hemomancy - a magic that utilizes blood sacrifices.
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.
Any remaining Blood Points disappear at the end of each of your turns.
Empowered Ability
At 6th level, you can use your Blood Points to empower either your speed or your senses.
- 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.
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 1/4th of that damage as Blood Points as well.
Path of the Brawler
Barbarians following the Path of the Brawler adhere to a more pure (in their eyes) expression of strength and combs prowess. Indeed, the Brawler runs headlong into danger with naught but his fists, his feet, and his impossibly thick skin. Brawlers are often a boastful bunch, and are never without stories detailing their latest triumph.
Brawler
At 3rd level, you learn the great secrets of unarmed combat, namely, hitting the other guy harder than he hits you. While you are unarmed and not wearing medium or heavy armor, you gain the following benefits:
• While raging, when you make an unarmed strike, you may take a -5 to your attack roll to deal an additional 10 damage.
• While raging, when you make an unarmed strike with the Attack action on your turn, you may use your bonus action to make an additional unarmed strike.
• Your unarmed strikes deal 1d4 bludgeoning damage. While you are raging, your unarmed strikes deal increased damage as shown on the table below.
Brawler Unarmed Strike Damage
Brawler Level | Unarmed Damage |
---|---|
3rd | 1d6 |
6th | 1d8 |
10th | 1d10 |
14th | 1d12 |
Owlbear Wrestler
Starting at 6th level, you gain advantage on grapple checks against creatures of your size and smaller. While raging, you are considered one size larger for the purposes of grappling, and you may attempt to grapple creatures of any size category.
While you have a creature grappled, you may use a bonus action to automatically shove that creature. If you choose to shove the creature away from you, you may move them a number of feet equal to 3 times your Strength score. You may choose to maintain your grapple, moving with the creature as far as you shove it.
Heavyweight Champion
At 10th level, your great deeds and astounding feats of strength grant you a reputation that often proceeds you. You gain proficiency in both Intimidation and Persuasion, and you may use your Strength bonus instead of your Charisma bonus on these checks.
Haymaker
At 14th level, you learn to pour all of your considerable might into a single, devastating strike. When you take the attack action on your turn, if you make all of your attacks against the same creature, you send them flying. The creature is shoved either straight up or straight away from you, and is moved 5 feet for every 10 points of damage it took from your unarmed strikes this turn. If the creature strikes a hard surface before moving the full distance, it takes 1d6 additional damage for every 10 feet remaining. If the creature is shoved straight up, it falls if it has no means to stay aloft.
Path of the Cannibal
A barbarian that follows the Path of the Cannibal is truly a monster to behold. Only man-eaters, as they are called, hunt men for sport, and do it with such grisly intent. They believe that when they consume their foes' flesh, they destroy that creature's eternal soul and absorb part of its essence into their own. Of course, such beliefs are barbaric, by even the standards of most primitive cultures, but the ferocity of a man-eater is, regardless, known the world-over.
Consume Flesh
Starting at 3rd level, whenever you reduce a creature to 0 hit points while raging, you regain hit points equal to twice your barbarian level. In addition, until the beginning of your next turn, you have advantage on ability checks and saving throws.
Manhunter
At 6th level, you can add twice your proficiency bonus to any ability check you make when hunting or tracking humanoid creatures. You can track humanoids while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
Grim Visage
By 10th level, most people consider you more of a monster than a man. While you're raging, you can attempt to intimidate one creature within 5 feet of you as a bonus action. It must succeed a Wisdom saving throw (DC equal to 8 + your Charisma (Intimidation) modifier), or be frightened of you until the end of your next turn.
Once a creature makes a saving throw against this ability, you can't use it again on that creature for 24 hours.
Consume Soul
At 14th level, whenever you reduce a creature to 0 hit points while raging, you can use your bonus action to devour its essence. Doing so cures you of any disease or curse afflicting you, removes all levels of exhaustion you may have, and also ends any of the following conditions affecting you: blinded, charmed, deafened, and poisoned. Additionally, for the next minute, you have advantage on saving throws. The creature you target with this ability can be restored to life only by means of a true resurrection or a wish spell.
Path of the Colossus
The colossus, known to most as a war-hulk, is a creature of the front-lines, swinging massive weapons and sweeping away smaller combatants in their fury. To a war-hulk, strength is the only attribute that matters: cunning is for the weak; faith is for the weak; speed is for the weak. Victory and conquest are for the strong alone. This path is a favorite of goliaths and giants, who step easily into crushing smaller opponents.
Larger than Life
Starting when you choose this path at 3rd level, you become a titan when you rage. When you begin a rage, your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. This size increase does not stack with similar size increases, such as from the enlarge/reduce spell. If there isn’t enough room for you to double your size, you attain the maximum possible size in the space available. Your weapons also grow to match your new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage.
While raging, you can use your action to make a massive swing against all creatures in a 15-foot line within your reach. Roll a separate attack roll for each target in the line.
Imposing Presence
At 6th level, your immense stature can block line of sight. Ranged effects drawing line of sight through your position treat targets behind you as if they have three-quarters cover. When you are raging, this becomes total cover.
Boulder Throw
At 10th level, you can throw massive boulders or other suitably large objects as weapons. A boulder is a massive, thrown (range 30/60), two-handed weapon that deals 2d8 bludgeoning damage.
When a creature wields a massive weapon, it reduces the number of attacks it can make with the Attack action by one, to a minimum of one.
Colossal Strength
At 14th level, your Strength score and maximum becomes 22, and at 20th level, it becomes 26, rather than 24.
When you make a melee weapon attack while raging, the attack has reach, if it did not have have it before.
Path of the Consecrated
There are fanatics and zealots in every sect, but in the religions and cults of the war gods, these fanatics channel the terrible power of their gods into their rage. Wielding weapons forged from divine power, the seeming unkillable Consecrated barbarians are a fearsome breed, slaying fiends and other unholy abominations for the glory of their gods. Nothing gives the Consecrated more pleasure than the chance to unleash their inner rage in the form of a righteous crusade.
Shards of Divine Wrath
Beginning at 3rd level, when you rage, your eyes flare with divine fury and you can call forth a weapon brilliant light or sinister darkness, tempered in divine wrath. When you begin your rage, you can summon a shard of divine wrath to your hand, either shaped as a weapon you are proficient with or wreathing a weapon you are holding in divine energy. This weapon deals radiant damage (if you are good or neutral aligned) or necrotic damage (if you are evil aligned), instead of its normal damage type. You cannot be disarmed of this weapon.
When you deal damage to a fiend using a shard of divine wrath, double your rage bonus damage.
Additionally, while you are wielding a shard of divine wrath, you gain resistance to necrotic damage (if you are good or neutral aligned) or radiant damage (if you are evil aligned).
Relentless Soul
Starting at 6th level, your soul is marked to bring glory to the gods through relentless and righteous combat. If a spell would have the sole effect of restoring you to life (but not undeath), the caster does not need material components to cast the spell on you.
Additionally, when a hostile creature reduces you to 0 hit points, that creature takes radiant damage equal to your level.
Baptism by Blood
Starting at 10th level, you can channel the power of your deity to prolong your allies' ability to fight. As a bonus action on your turn, you can expend one of your hit dice. Three friendly creatures of your choice within 60 feet of you that you can see regain hit points equal to 1d12 + their Constitution modifier.
Divine Champion
Starting at 14th level, when you rage, you can choose to invoke the protection of your deity. Your deity blesses you with a special casting of the spirit guardians spell. This special casting takes place during the same bonus action you use to rage, and is cast as if using a 3rd-level spell slot. It lasts until your rage ends, and does not require your concentration.
Once you use this feature, you can't use it again until you finish a long rest.
Path of the Courageous Heart
For some adventurers, their internal reservoir of fearlessness and gallantry might border closer to foolhardiness. An intrepid do-gooder might take the first step down this path by complete accident, meddling in affairs they ought not and finding themselves unable to turn back. Their impromptu effectiveness in battle isn’t due to anger but rather matching pluck, tenacity, or stubbornness to shrug off the worst the enemy has to offer.
These brawlers might not be as graceful as trained fighters, but they're guardians of the weak, and what they lack in polish they make up for in valor.
Matter at Hand
When you choose this path at 3rd level, you gain proficiency with improvised weapons and unarmed strikes. The damage for these attacks is 1d4 + your Strength modifier. If your improvised weapon is similar in shape and function to another weapon, you can use that weapon’s statistics instead.
Favor the Bold
At 3rd level, when the adrenaline kicks in, primal instinct propels certain heroes to awe-inspiring feats, seeming to add just a smidge of luck at the right moment.
While raging, whenever you make a saving throw, or an attack roll with an unarmed strike or improvised weapon, you can roll a d4 and add the number rolled to the total.
Hearty Blow
At 6th level, when you hit with an unarmed or improvised weapon attack while raging, roll 1d4 and add its total to the attack’s damage. This feature increases in potency as you gain barbarian levels to 2d4 at 10th, and 3d4 at 14th level.
Stroke of Inspiration
At 10th level, you seem to stumble upon the right clue, connection, or words, even when you have no idea what is going on. When you fail a Charisma, Intelligence, or Wisdom-based ability check, you expend a use of your rage to reroll the check with advantage.
Tenacious Heart
At 14th level, whenever you make a Constitution saving throw to remain conscious because of your Relentless Rage feature, you can use one of the following Tenacious Heart options of your choice. You can use only one Tenacious Heart option per round and must decide before you make the roll.
Inspiring. You inspiring last stand fills your allies with renewed vigor. Allies within 30 feet of you that can see or hear you gain 10 temporary hit points.
Persistent. You won’t quit without a fight. The DC of your Relentless Rage feature is reduced by 5 until the end of your turn.
Rallying. Your heroic refusal to die fills your allies with confidence. All allies within 30 feet of you that can see or hear you gain advantage on the next attack roll they make within the next 1 minute.
Path of the Cursewrought
You have been riddled with curses, whose magics have seeped into your very being. Whether this corruption came from a vindictive cabal of witches, or as a result of your trespassing on forsaken grounds, you cannot escape the arcane darkness that dwells within you.
Barbarians who follow the Path of the Cursewrought are outcasts, seeking either redemption and purification, or revenge. Through their fury, they have learned to transform their curses into weapons, spreading them like a pestilence to their enemies, and crushing all those who stand in their way.
Ragecurse
Starting at 3rd level, whenever you hit a creature with a melee weapon attack while you're raging, you can use your bonus action to attempt to inflict a curse on the target. The target must make a Wisdom saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or be cursed until your rage ends. This curse applies one of the following effects of your choice:
The target's AC is reduced by 2.
The target has disadvantage on Dexterity checks and Dexterity saving throws.
The target can't regain hit points and has disadvantage on death saving throws.
A creature can only be affected by one of your curses at a time.
Starting at 10th level, a creature cursed by you also takes twice the amount of additional Rage Damage when you hit it with a melee weapon attack.
Aegis Black
By 6th level, you possess a profound bulwark against darkness. You have resistance to necrotic damage, and have advantage on saving throws against necromancy spells and effects that would curse or possess you.
Furybane
Starting at 10th level, whenever you enter a rage, you can cast the spell bane (DC equals 8 + your Constitution modifier + your proficiency bonus) without using an action or spell slot. You can concentrate on this spell even while you're raging.
Spiteful Curse
At 14th level, whenever a creature hits you with a melee weapon attack, you can use your reaction to attempt to curse that creature with your Ragecurse. If the attacker fails its saving throw, it also takes 2d8 necrotic damage.
Path of the Dragonheart
Dragons are fearless. They are apex predators, and have been since the dawn of time. Nothing in nature is as naturally destructive and physically dominant. Barbarians that erect totems of beasts need look no further for a creature to emulate; all beasts bow to dragons.
When you choose the Way of the Dragonheart, you strive to be like the dragon: a hunter that is immune to intimidation and knows no equal. You will emulate their way of fighting and their supreme confidence. When you have at last succeeded, you will stand alongside dragonkind as the most dangerous things in nature.
Dragonheart
Starting when you choose this primal path at 3rd level, your strikes have the precision of a dragon's fang. While raging, your weapon attacks score a critical hit on a roll of 19 or 20.
Dragon’s Lunge
At 6th level, when you take the Attack action on your turn, you can leap up to 15 feet directly towards your target, without provoking Opportunity Attacks, even if this movement causes you to travel through the air. If your target is in the air, you can complete your Attack action before falling.
Wyrm’s Awe
Beginning at 10th level, you can use your action to awe a creature before your draconic presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed by you until the end of your next turn.
After you target a creature with this ability, you can't use it again on that creature for 24 hours.
Vengeance of the Wyrm
By 14th level, your weapons are like dragon's fangs, and your armor is like scale. If a creature damages you while you're raging, you can add twice you Rage Damage bonus to damage rolls against that creature on your next turn.
Path of the Dreadnought
The unstoppable soldiers of wartorn battlegrounds, it is the duty of the Dreadnought to break enemy lines and raze entire cities. Each dreadnought wears a magitech helmet, a Berserker Helm, which, once donned, he never removes. Each is specially engineered for him, enchanted to make him fearless and to grant complete control over his terrible rage. The helmet is the locus of his emotion, or lack thereof.
To a Dreadnought, reality is simple: there are friends and enemies, good and evil, law and chaos. The rule above all: never remove your helm.
Berserker Helm
Beginning when you select this path at 3rd level, you are fitted with a helmet which regulates your emotion and focuses your anger. Assisted by your helmet, you can summon up rage at will, and end it just as swiftly. You are unable to rage if your helmet is removed. Instead of raging normally, you can rage for a number of rounds equal to your Constitution modifier + your proficiency bonus. These rounds need not be consecutive. You can begin and end your rage as a bonus action. Your rage only ends early only if you fall unconscious or if you choose to end it. After raging for this number of rounds, you must complete a short or long rest before raging again.
At 20th level, you can rage for any number of rounds.
Fearless
At 6th level, you are immune to being charmed or frightened.
Unstoppable Charge
Beginning at 10th level, when you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
If you move at least 10 feet in a straight line immediately before taking this bonus action, you have advantage on this attack roll.
Focused Rage
At 14th level, you can focus your rage into an unstoppable fury against 1 target. When you enter a rage, you can select 1 creature that you can see within 60 feet against whom your attacks deal twice the normal amount of rage damage.
Path of the Elements
Those that walk the path of the elements have learned to draw upon the fury of the elemental planes in the heat of battle, entering a state of mind where the body and the will of elemental chaos become one.
Unlike other barbarians, these elemental warriors can manifest the extraordinary traits of elements when channeling their rage, whether forming a skin as hard as stone, imbuing their weapons with searing flames, blasting their foes with ferocious winds or adopting movement as fluid as a winding river.
Elemental Rage
When you choose this path at 3rd level, you gain the ability to infuse your rages with elemental power. When you enter a rage you may select which element you manifest, each granting you an additional feature while raging. Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Elemental Feature save DC = 8 + your proficiency bonus + your Constitution modifier.
- Earth. When you hit a creature with a melee weapon attack while raging, you can harden your bones with elemental earth as a bonus action. Until the beginning of your next turn, you cannot move or be moved, and you reduce all nonmagical bludgeoning, piercing, and slashing damage you take by 1d4.
- Fire. You ignite searing hot elemental flame from your weapon. When you hit a creature with a melee weapon attack while raging, you can deal an additional 1d8 fire damage as a bonus action.
- Water. Your body takes on the fluidity of elemental water, allowing you to move with ease on the battlefield. While raging, whenever you are hit by an attack you can use your reaction to move 10 feet without provoking opportunity attacks.
- Air. You focus the forces of elemental wind, allowing you to buffet your foes as you strike. As a bonus action when you hit an enemy with a melee weapon attack while raging, that creature must make a Strength saving throw. On a failed save, you can choose to push the creature 5 feet in any direction.
Elemental Focus
From 6th level, when you start your turn raging, you can choose to switch your current Elemental Rage choice to a different element. In addition you gain the Elemental Attunement feature:
Elemental Attunement. You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
• Create a harmless, instantaneous sensory effect related to air, earth, fire, or water, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.
• Instantaneously light or snuff out a candle, a torch, or a small campfire.
• Chill or warm up to 1 pound of nonliving material for up to 1 hour.
• Cause earth, fire, water, or mist that can fit within a 1-foot cube to shape itself into a crude form you designate for 1 minute.
Elemental Control
Starting at 10th level, your resistances while raging now include cold and fire damage. In addition, you gain a swimming speed equal to your walking speed and moving through non magical difficult terrain costs you no extra movement.
Elemental Fury
At 14th level, you have learned to unleash even more power from one of the elemental forces you wield. You gain a magical benefit based on your preferred element. You can choose a different element when you finish a long rest, you must spend at least 30 minutes of the rest meditating to harness this new elemental boon. __
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Stone. Your body becomes encased with a thick crust of elemental earth. While raging, if you aren't wearing armor, your movement speed is halved and you gain a +2 bonus to armor class, to a maximum of 20.
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Flame. You can wreathe your body in a swirl of flame, burning any that would dare get close. While raging, each creature you choose that begins its turn within 5 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage.
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Wave. You embody the unstoppable power of a crushing wave. While you're raging and aren’t wearing heavy armor, you can use the Dash action as a bonus action on your turn without provoking opportunity attacks. In addition, you can make an attack on a creature immediately after using the Dash action and you gain advantage on the attack roll and knock the creature prone on a hit.
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Gale. A breathtaking wind whirls around you in a vortex, making the area within a 10-foot radius of you difficult terrain for creatures you choose. Additionally, ranged weapon attacks have disadvantage against you.
Path of the Feral Ravager
Those who completely embrace the primal instincts that reside within all living things to hunt, fight, and kill might discover the Path of the Feral Ravager. Those who embrace this path revel in their primal instincts, and are transformed to resemble the feral animal residing just beneath their skin. They fight like animals, with tooth and nail, howling through the carnage and bathing in the blood of their felled enemies.
Feral Blood
Your feral blood allows you to produce natural weapons to savage your foes. Starting at 3rd level, you gain the following benefits: You grow natural weapons, such as a pair of claws, fangs, horns, spines, or a different natural weapon of your choice. These weapons deal 1d6 bludgeoning, piercing, or slashing damage as appropriate to the natural weapon you choose. This damage increases as you gain levels in this class, as shown on the table below.
You can extend and retract your natural weapons from your body, as you would draw or stow a weapon.
When you use your Reckless Attack feature with your natural weapons on your turn, you can make an attack using your natural weapons as a bonus action.
Barbarian Level | Natural Weapon Damage Die |
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6th | 1d8 |
10th | 1d10 |
14th | 1d12 |
Fury Strike
Starting at 6th level, your feral blood empowers your natural weapons, granting you the following benefits:
Attacks with your natural weapons are considered magical for the purposes of overcoming resistance and immunity to nonmagical damage.
When you take the Dash or Disengage action on your turn, you can make one attack using your natural weapons as a bonus action.
Tear Asunder
Starting at 10th level, you have advantage on attack rolls you make against objects. On a hit, you deal maximum damage and you can ignore the object's damage threshold, if it has one.
Undying Rage
Starting at 14th level, your wounds stitch themselves together. While you're raging and you are conscious, you regain hit points equal to 5 + your Constitution modifier at the start of your turn.
Additionally, your uncanny ability to heal and shrug off death also slows down your aging. You age one year for every ten years you live, and your expected lifespan is ten times that of an average member of your race.
Path of the Frontiersman
You are a frontierman, hardened by your choice to live far beyond the outskirts of civilization in the rough wilderness. Though you rarely enjoy human contact, you are a skilled hunter and survivalist, and prefer to work and live alone.
Bonus Proficiencies
When you select this path at 3rd level, you become proficient in the hunting rifle, or an exotic weapon of your choice if firearms are not aplicable.
Liquid Courage
At 3rd level, as a bonus action while raging, you can take a swig of moonshine to bolster your courage and toughness. Until the beginning of your next turn, you have advantage on Charisma, Intelligence, and Wisdom saving throws, and gain a number of temporary hit points equal to your level. After using this ability, you cannot do so again until after ending your rage.
Able Hunter
At 6th level, you are adept at navigating the wilderness. You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks made to climb, jump, swim, or otherwise navigate natural terrain.
Fearsome Yell
By 10th level, you can sound a blood-curling roar to terrify your foes. You begin a Fearsome Yell as a bonus action and can continue to yell as a bonus action on your turn, up to a duration of 1 minute. While doing a Fearsome Yell, each creature adjacent to you must make a Wisdom saving throw (DC equal to 8 + your bonus to Intimidation). On a failed save, the creature has disadvantage on attack rolls against you until the end of its turn. On a success, the effect ends for that creature and it is unaffected by this ability for 24 hours. At the end of each of its turns, affected creatures can make another Wisdom saving throw to end this effect. After beginning a yell, you cannot do so again until you finish a short or long rest.
You have advantage on Intimidation checks while you are making a yell.
Indomitable Toughness
At 14th level, you can shrug off punishment like a true son of the mountain. As an action while you are raging, you become immune to nonmagical bludgeoning, piercing, and slashing damage, and gain resistance to all other damage until the beginning of your next turn. After using this ability, you cannot do so again until you complete a short or long rest.
Path of the Frostrager
In the far north, there exists a tribe of barbarians for whom mastery of the cold is the ultimate expression of strength and power. Not content to simply live in the cold, these wild men seek to draw the cold into themselves, becoming one with the snow and the frost, and learning to master the tundra with nothing more than their bare hands. Though a great many perish while undergoing the brutal rites of initiation into this path, those that survive are terrifyingly strong and exceptionally hard to kill.
Frostrage
At 3rd level, you learn how to draw out the ice in your veins and use it to demolish your foes. You gain resistance to cold damage and you are not at risk in Arctic Cold temperatures. Additionally, while you are unarmed and are not wearing armor or wielding a shield, you gain the following benefits:
• While raging, your skin ices over, granting you a +1 bonus to your AC.
• While raging, your hands ice over, creating long claws or spikes that allow your unarmed strikes to deal your choice of piercing, slashing, or cold damage.
• Your unarmed strikes deal 1d6 damage. As you gain levels in this class, your unarmed strike damage increases, as shown in the Frostrager Unarmed Strikes table.
Frostrager Unarmed Strike Damage
Frostrager Level | Unarmed Damage |
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3rd | 1d6 |
6th | 1d8 |
10th | 1d10 |
14th | 1d12 |
Frost Carapace
Starting at 6th level, you can thicken the ice sheet covering your body. While raging, you can use a bonus action to gain one of the following effects:
• Frost Shell. Until the start of your next turn, your armor class increases by 1.
• Frozen Skin. You gain 1d8 temporary hit points.
• Ice Spikes. Until the start of your next turn, any creature that hits you with a melee attack takes 1d8 cold damage.
Abominable
At 10th level, your mastery over the cold, snowy mountains of the north becomes absolute. Your speed increases by 10 feet when travelling over ice or snow, non-magical rough terrain does not slow your movement, and you gain a climb speed equal to your movement speed.
Ice Rend
Starting at 14th level, you learn to shred your foes to ribbons with your ice. Once per round, after you hit a creature with two unarmed strikes while raging, you can deal additional damage equal to 1d12 + your Strength modifier.
Forsaker
Magic is evil. Magic tempts. Magic perverts. Magic corrupts. Anyone who cannot embrace these truths has no business considering the Path of the Forsaker. The forsaker rebels against the magic of the fantastic world around him. It's not that you don't believe in it; you knows full well that magic is real. You have felt the all too tangible power burn over your skin or wrest control of your mind.
While others may ignore the dangers of magic and succumb to its siren call of power, you know better: sorcery is nothing but a crutch that coddles and weakens its users. By depending upon your own might alone, you have become stronger, tougher, smarter, and more nimble than any of your companions. To that end, you treads a lonely path, deliberately depriving yourself of magic's benefits and destroying any lasting works of magic you encounter.
Hated for Magic
Barbarians that follow the Path of the Forsaker abhor the use of all that is magical. Starting when you select this barbarian path at 3rd level, you can never knowingly use any magic item, including potions. When you are targeted by a spell cast by an ally, you must roll a saving throw to resist the spell if one is allowed, even if the spell is beneficial. At best, your former ally will escape your wrath, and at worst, you will later settle the matter with the spellcaster using your favorite tools: blood and steel.
Additionally, you add your proficiency bonus to all saving throws you make to resist spells that you can see being cast within 30 feet. At 14th level, you also have advantage on saving throws against all spells.
Undying Rage
At 3rd level, if you have less than half your total hit points while you are raging, you regain a number of hit points equal to your Constitution modifier at the beginning of your turn.
Additionally, spellcasting fuels your hatred. Your rage does not end early if a creature you can see has cast a spell since the beginning of your last turn.
Slayer
By 6th level, though sheer force of hatred, your melee weapons are considered magical for the purpose of overcoming damage resistance, and they have a +1 bonus to attack and damage rolls. At 10th level, this bonus increases to +2, and at 14th level this increases to +3.
Break Free
Starting at 10th level, if you are being affected by a spell that requires that requires the spellcaster's concentration, you can use your bonus action to shrug off the magic. The caster must succeed an opposed Constitution check against you or break its concentration on the spell.
Spellbreaker
At 14th level, while you are raging, you have resistance to damage from spells.
Additionally, if you are raging and you see a spell being cast, you can become immune to this spell until you stop raging as a reaction. After using this ability, you can't use it again until you begin another rage.
Path of the Haka
The tribal island nations of the world share a legend in their folklore, often presented as a parable or an inspirational tale. The tales tell of a bold tribal chief and warrior, Aata the Fierce, a giant of a man who led his tribe through decades of famine, drought, disaster, and war. For nearly a hundred years, Aata was known as the greatest chief in all the island nations, and his tribe was more powerful and prosperous than any other.
Some versions say Aata disgraced himself on the battlefield, running from combat as a coward, though others say that he brokered a deal with a demon, in a bid to achieve immortality. In either case, near the end of his reign, the warrior-markings of his tribe (his Ta Moko) suddenly and without cause faded from his face. He was cast out of his tribe as a cursed creature and banished from his island home. For years after, he wandered the world without purpose, fighting not for glory, but for survival. In the depths of his despair and self-loathing, he threw himself into danger, suffering mortal wounds time and again, but always survived, and even grew stronger.
From this dark, sullen place, Aata found new meaning: if he could not die, then he would spend eternity bringing glory to his people and reclaiming his warrior spirit. He cast off the name Aata, and took up the name Haka, in honor of his tribe's most sacred rituals. His Ta Moko flared to life, deeper and more vibrant than before.
It is in honor of the great, immortal leader of the island tribes that their greatest warriors take up this Path, learning to channel their warrior spirit just as their ancestor of old.
Ta Moko
Starting at 3rd level, you are granted a set of elaborate facial tattoos which allow you to channel your inner power. You gain a ki pool and a number of ki points equal to half your barbarian level, rounded down.
Additionally, as a reaction when you are hit by an attack, you can spend a ki point to add your Wisdom modifier to your AC, potentially causing the attack to miss. You regain all spent ki points when you finish a short or long rest.
Crush
While you are unarmed and not wearing medium or heavy armor, you gain the following benefits:
While raging, when you make an unarmed strike, you can take a -5 to your attack roll to deal an additional 10 damage.
Starting at 6th level, your unarmed strikes count as magical for purposes of overcoming damage resistance and immunity.
Your unarmed strikes deal 1d4 bludgeoning damage. While you are raging, your unarmed strikes deal increased damage as shown on the table below:
Unarmed Damamge
Barbarian level | Unarmed damage |
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3rd | 1d6 |
6th | 1d8 |
10th | 1d10 |
14th | 1d12 |
Haka
Starting at 6th level, you gain the ability to channel your ki through elaborate ritual posture, dance, and shouting. As an action on your turn, you can spend one or more ki points to use one of the following abilities:
- Haka of Battle. Make a single unarmed strike against a creature within your reach. If it hits, the attack deals an extra die of damage. For every additional ki point you spend on this ability, add an additional die of damage.
- Haka of Restoration. You regain 1d12 hit points. For every additional point of ki you spend on this ability, you regain additional hit points equal to your Wisdom modifier (minimum 1).
- Haka of Shielding. You gain resistance to all damage types until the start of your next turn. For each additional ki point you spend on this ability, the next time you take damage you reduce the damage you take by an amount equal to your Wisdom modifier (minimum 1).
Savage Mana
At 10th level, whenever you reduce a hostile creature to 0 hit points, you gain 1 ki point. Additionally, your connection to your warrior spirit inhibits your aging: you suffer none of the frailty of old age, you can’t be aged magically, and you can no longer die of old age.
Punish the Weak
Starting at 14th level, whenever you hit a hostile creature with a melee attack, if it has less than half its health remaining it takes additional damage equal to your Wisdom modifier.
Path of Iron
Of all the innovations man has made over the years, one would be hard pressed to find a more significant invention than steel. With the discovery of steel, man gained a nearly unparalleled ability to carve his way into the world around him, and through the beasts and enemies that held him at bay from the darkest reaches of the world. To a barbarian of the Iron, steel isn't just what he shapes into his weapons and his armor, it lies in his very heart and soul.
Iron Frenzy
You excel at fighting in the heaviest armor and while using the heaviest weapons, leaning to use their weight to your advantage. At 3rd level, you gain proficiency in heavy armor, and you may gain the benefits of Rage while wearing heavy armor. Additionally, while raging, once per turn you may deal an additional 1d4 damage with a melee attack from a heavy melee weapon.
Juggernaut
You are an unstoppable force, and no creature can impede you from your chosen path. Starting at 6th level, you may benefit from your Fast Movement bonus speed while wearing heavy armor, and you are considered 1 size category larger for the purposes of shoving and moving through a hostile creature's space. If you move at least 10 feet in a straight line before attempting to move through a hostile creature's space, you do not treat that space as difficult terrain, and you do not provoke an opportunity attack from that creature.
Starting at 14th level, you are considered 2 size categories larger.
Riddle of Steel
Crafting and metalworking are in your heart, your blood, and your soul. At 10th level, you gain proficiency with smith's tools, and while crafting armor or weapons, you make progress at a rate of 50 gp per day.
Iron Giant
Though massive, your armor and weapons are but tools for your greatness; it is you who is larger than life. Starting at 14th level, while wearing heavy armor and raging, you gain the Enlarge effect of the enlarge/reduce spell, though it is not a magical effect and cannot be dispelled. This effect ends when your rage ends.
Path of the Fin
Tribal communities exist all across the realms, in all manner of locales and climes. While their customs often change, one steadfast certainty, seen time and time again, is the reverence for particular animals local to that tribe. These are often wildly varied; northern tribes may revere the Wolf or the Bear, those of the deserts follow the Hawk or the Jackal, and those of the jungle may aspire to the Ape, or the Tiger. It is in this tradition that the Path of the Fin, island warriors capturing the bloodthirsty essence of the great Shark, arose.
Feeding Frenzy
Fin barbarians, as opposed to their land-locked brothers, undergo much in the way of physical transformation when they enter a rage. Starting at 3rd level, while raging, you sprout rows of razor-sharp shark teeth and gain a melee bite attack which deals 1d8 slashing damage on a hit. When you attack a living creature with this bite, you heal a number of hit points equal to half the damage dealt.
Blood Sense
A fully grown shark can smell a single drop of blood in the water almost a mile away. At 6th level, you gain an amazing sense of smell. You gain advantage on all Investigation and Perceptions rolls dealing with smell, you can automatically track a single living creature whose scent you know so long as the trail is no older than a week old. By spending a minute concentrating, you can detect the scents of all living creatures in a 100 yard radius, or up to a mile in the water.
Mako
Starting at 10th level, your bite attack damage increases to 1d10, and a creature you bite must make a Dexterity save (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Shark Force
At 14th level, you become a total amalgamation of shark and man. You gain gills, a small dorsal fin, and your skin becomes rough, like that of a shark. You gain a swim speed equal to twice your walking speed, you can breathe underwater, and your armor class increases by 2. Additionally, your bite damage increases to 1d12.
Path of the Mountain Man
You are a frontierman, hardened by your choice to live far beyond the outskirts of civilization in the rough wilderness. Though you rarely enjoy human contact, you are a skilled hunter and survivalist, and prefer to work and live alone.
Lay of the Land
When you select this path at 3rd level, you are adept at traversing the hazards of the wilderness. You have advantage on Wisdom (Survival) checks.
Liquid Courage
At 3rd level, as a bonus action while raging, you can take a swig of a potent spirit (most often moonshine) to bolster your courage and toughness. Until you end your rage, you gain a number of temporary hit points equal to your level and you have advantage on saving throws against being frightened. After using this ability, you can’t use it again until after ending your rage.
Solitary
The endless months you’ve spent alone have widened the rift between yourself and others. Starting at 6th level, you have advantage on any check you make to resist being charmed, intimidated, frightened, or persuaded.
Wild Roar
At 10th level, you sound a blood-curdling roar when you charge into the fray. When you move 10 or more feet in a straight line and then make a reckless attack, the target can’t take a reaction until the beginning of its next turn.
Grizzly Aspect
Starting at 14th level, when a creature you can see makes a melee attack against you while you’re raging, you can use your reaction to cause that attack to be made with disadvantage.
Path of the Muscle 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
Starting at 3rd level, your unquestionable legitimacy (and immense pectoral muscles) gives you advantage of Charisma (Intimidation) checks made to convince others that you are, in fact, a wizard.
Additionally, if someone questions your legitimate magical prowess, you can instantly fly into a rage for 1 round. This rage can't be extended and does not count against your total number of Rages following a long rest.
“Cantrips”
At 3rd level, you can call upon your "magic" to cast "cantrips" in combat. You can use the following "cantrips" a number of times equal to your Strength modifier. You regain all expended uses when you take a short or long rest. While you are raging, you can cast your "cantrips" at will; using them does not count against your total number of uses.
- Mage Hand. As a bonus action when you take the attack action on your turn, you can use your hand (and you are a mage, after all) to attempt to shove the target over. On a hit, the target must make an opposed Strength check against you. If your Strength check is higher, the target is knocked prone.
- Shocking Grasp. As a bonus action when you take the Attack action on your turn, you can hit your target even harder than usual, a fact which they will find quite shocking. On a hit, the target can't take a reaction until the beginning of your next turn.
- True Strike. As a bonus action when you take the Attack action on your turn, you can really, truly strike your target. On a hit, you deal an additional 1d8 damage.
“Spells”
By 6th level, your "magic" is powerful enough to cast every "spell" that exists (and no one can or will prove otherwise without broken ribs.) However, you only prepared the following "spells" today.
You can cast each of these "spells" once and recover all expended uses when you finish a long rest.
- Burning Hands. Your backhand slap is legendary. As an action on your turn, you can make an unarmed attack roll against each creature within your reach. On a hit, this strike deals 1d8 + your Strength modifier bludgeoning damage.
- Magic Missile. When you take the Attack action on your turn, you can use your bonus action to make a ranged weapon attack using a ranged weapon you are holding. Because magic missile never misses, you have advantage on this attack roll.
- Shield. As a reaction when you're targeted by an attack, you can quickly produce a shield to defend yourself. You gain the shield's bonus to AC against this attack, even if you weren't holding it before. If you are hit, you can reduce the amount of damage taken by 1d12 + your Constitution modifier.
Magic Resistance
By 10th level, you're such an amazing wizard that other wizards can't even touch you. While you're raging, you have resistance to damage from spells.
I Cast Fist
Starting at 14th level, you can crush your enemies with your ultimate "spell", Fist. While you're raging, you can use your action and bonus action to punch your foe really, really hard. Make a melee attack roll, with advantage, against one creature within your reach. On a hit, you deal bludgeoning damage equal to 8d8 + your Strength modifier.
Once you use this ability, you can't use it again until you finish your rage.
Path Primeval
The most primitive of the savages, the prehistoric warrior hails from the remote regions of the world, or the far reaches of time, where dinosaurs still roam the world. Your fury is truly primal, and your methods crude, but you may stand tall atop the primordial food chain among the strongest creature ever to have lived.
Primordial Fury
Beginning when you select this path at 3rd level, you possess the antediluvian might necessary to pierce any foe's defenses. While raging, your melee attacks ignore resistance to bludgeoning, piercing, and slashing damage.
Illiterate Intuition
At 6th level, you have advantage on Animal Handling checks and Persuasion checks with creatures that have no language or share no language with you.
Robust Constitution
At 10th level, you have advantage on Constitution checks against exhaustion and do not suffer levels of exhaustion from a forced march.
Massive Weapon Fighting
By 14th level, you are experienced at hunting colossal creatures with weapons of the same scale.
You can construct a massive weapon with 1 week of work requiring twice the normal weapon's price in gold, or you can commission one from a blacksmith for a comparable price. You have proficiency in a massive weapon if you have proficiency in its normal counterpart.
Massive weapons deal twice the number of damage dice as their normal counterparts. When you score a critical hit using a massive weapon against a creature, it must make a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be stunned until the beginning of your next turn. While you are raging, you may attack with massive weapons normally. Otherwise, you may only attack with a massive weapon once each turn.
Path of the Rage Mage
Few things are more terrifying than being in the path of a rage mage. Those who follow this path unlock something deep within them, a well of arcane power fueled from the depths of their fury. When a rage mage unleashes his rage, he channels his brute strength into primal eldritch might and uses it to devastate his foes in a hail of fire, blades, and blood.
Spell Rage
Beginning at third level, you can cast spells while in a rage, as long as the spell’s casting time is no more than 1 action, the spell does not require concentration, and you are wearing no armor. Your rage damage applies only to damage from spells cast in a rage. If a spell cast damages more than one target, you may only apply extra rage damage to one of the targets. In addition, casting spells during rage counts as attacking for the purposes of ending rage. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
- Spell Slots. The Rage Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must be in a rage and expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and necromancy spells on the wizard spell list. The Spells Known column of the Rage Mage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice, and must be of a level for which you have spell slots.
- Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability. Wisdom is your spellcasting ability for your wizard spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier.
Spell Fury
Beginning at 6th level, weapons and magic are equally an extension of your rage. When you attack recklessly, you can choose not to take advantage on your attack and attack only once with your attack action to cast a spell as a bonus action. This spell must use a spell slot of the lowest level you have available.
Arcane Intuition
At 10th level, you are intuitively aware of all magic auras. After you have been in the presence of a magic aura for 1 minute, you can sense its presence, though you cannot discern its origin or the school of magic to which it belongs.
Eldritch Storm
Starting at 14th level, you can expel the might of your rage all at once to unleash a devastating storm of eldritch magic. When you end your rage early as an action, all creatures within 15 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 1d6 force damage for each round you've spent in rage, or half as much on a successful one. After you use this ability, you cannot use it again until you complete a short or long rest.
Rage Mage Spellcasting and Spell Slots
Barbarian Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | - | - | - |
4th | 2 | 4 | 3 | - | - | - |
5th | 2 | 4 | 3 | - | - | - |
6th | 2 | 4 | 3 | - | - | - |
7th | 2 | 5 | 4 | 2 | - | - |
8th | 2 | 6 | 4 | 2 | - | - |
9th | 2 | 6 | 4 | 2 | - | - |
10th | 3 | 7 | 4 | 3 | - | - |
11th | 3 | 8 | 4 | 3 | - | - |
12th | 3 | 8 | 4 | 3 | - | - |
13th | 3 | 9 | 4 | 3 | 2 | - |
14th | 3 | 10 | 4 | 3 | 2 | - |
15th | 3 | 10 | 4 | 3 | 2 | - |
16th | 3 | 11 | 4 | 3 | 3 | - |
17th | 3 | 11 | 4 | 3 | 3 | - |
18th | 3 | 11 | 4 | 3 | 3 | - |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Path of the Red Reaver
The Path of the Red Reaver is a warrior’s hunt for meaning in a life borne of suffering and violence, not some ritualistic process for raiding cannibals as inexperienced adventurers might have you believe. The barbarians that follow this path fuel their rage with this pursuit of purpose. For those that live long enough, their discipline becomes almost monk-like in its meditation, chasing their sense of self through the arteries of those they deem worthy in battle.
As wizards live to slake their thirst for knowledge, barbarians who follow the Path of Red Reaver are usually drawn to the greatest challenge in the field, not for bragging rights, or even to turn the tide of battle, but to further discern their place in the veins of their world.
Devourer
Starting when you choose this path at 3rd level, your thirst for blood channels the life-force of your foes to sustain you. When you're raging and below half of your hit point maximum, at the start of your turn you can enter a Devouring Rage by expending any number of Hit Dice as a bonus action. For the duration of your Rage, your weapons become magical for the purpose of overcoming damage resistances and immunities, and on a hit, you regain a number of hit points equal to 1 plus the number of Hit Dice you spent. On a critical hit, you restore twice that amount of hit points.
Your target must have blood in order for you to regain hit points from an attack.
At the beginning of each turn, if you haven’t hit a hostile creature since your last turn, you suffer damage equal to the number you would regain on a hit but retain your Devouring Rage and its features.
Your Devouring Rage ends once you reach your hit point maximum or you exit your Rage whichever happens first.
Sanguine Scent
Also at 3rd level, your senses become preternaturally attuned to the scent of blood. As an action on your turn, you can draw a deep breath to immediately track the scent of creatures around you. For the next 10 minutes, you're able to smell the approximate number of living creatures within 60 feet of you. You can differentiate the type but not the identity of any specific creature.
If you know the creature you're looking for and have access to one of its possessions, you can focus solely on that target. While focused, you can’t use this feature to detect any other creature but your quarry. When you would make a Wisdom (Survival) check to track your quarry, the creature instead makes a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, you learn the direction and approximate distance to that creature, and are able to follow its scent even through terrain that would normally cover its scent, like running water.
You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. You must be able to breathe in order to use this feature.
Blood Hound
When you reach 6th level, your mystic connection to blood has honed your sense of smell to mythic proportions. The range of your Sanguine Scent is increased to 120 feet and you no longer need access to a creature’s possessions to track it if you have spent at least 5 minutes within 30 feet of your target within the last 24 hours.
Additionally, you can spend 1 Hit Die to learn the exact number and general location of creatures in the area or, when focused on a single target, impose disadvantage on your target’s saving throw against being tracked by you and the range of your tracking ability becomes 5 miles for that creature.
Blood of the Pack
At 10th level, your wild blood fury is tempered by the bond you share with your allies. While your current hit point total is at least half of your hit point maximum, you can expend any number of Hit Dice as an action to heal an equal number living creatures other than you within 10 feet of you. On your turn, roll 1 Hit Die for each creature you target with this feature. The creature regains a number of hit points equal to the result + your Constitution modifier (minimum of 1). Repeat the process for each creature you choose. Once you use this feature, you suffer one level of exhaustion and can’t use this feature again until you have finished a long rest.
Sanguine Clarity
Starting at 14th level, your rage becomes focused and precise, rather than wild and wrathful. When you enter a rage or a Devouring Rage you may expend up to 3 Hit Dice to increase the critical range of your attack rolls for the duration of your rage. For example, if you expend 2 Hit Dice, your weapon attacks score a critical hit on a roll of 18, 19, or 20.
If you already score a critical hit on a roll lower than 20 due to other class features or effects, this feature allows you to expand your critical range even further.
Path of Sacred Kin
As in all civilizations, stories of life’s origin are intertwined with the path of mythical beings consorting among them out of grand purpose or boredom. These stories, told since the first sunrise, act as guiding parables when a tribe or people faces a crucial juncture in their fate. They tell of times of great peril, when a powerful individual emerges from their number, led by a forbear’s spirit, to lead them to their destiny—for good or ill. The circumstances surrounding the event could be as simple as the death of a clan’s chieftain, as great as the threat of slavery, or even extinction.
With most tribes, the elders are aware of a spirit’s affinity to their people but other times they are just as surprised by the mark themselves. When the gift manifests itself it is easily recognized often celebrated. There are instances, however, when it is perceived as an omen. In battle, your ancestor’s spirit courses through you, imbuing your frenzy with the supernatural fury of the spirit, be they celestial, demonic, draconic, or even aberrant in nature.
Spellcasting
When you reach 3rd level, you channel your ancient blood to harness the power of your forbearer. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
Cantrips. You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Sacred Kin Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell fog cloud and have a 1st-level and a 2nd-level spell slot available, you can cast fog cloud using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the conjuration and divination spells on the sorcerer spell list.
The Spells Known column of the Sacred Kin Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be a conjuration or divination spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic on the sorcerer’s spell list.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or divination spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Constitution is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to harness the magic in your blood. You use your Constitution whenever a spell refers to your spell casting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast or when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Sacred Kin Spellcasting
Barbarian Level | Cantrips Known | Spells Known | Ancestry Points | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|---|
3rd | 2 | 3 | — | 2 | — | — | — |
4th | 2 | 4 | — | 3 | — | — | — |
5th | 2 | 4 | — | 3 | — | — | — |
6th | 2 | 4 | 4 | 3 | — | — | — |
7th | 2 | 5 | 5 | 4 | 2 | — | — |
8th | 2 | 6 | 5 | 4 | 2 | — | — |
9th | 2 | 6 | 6 | 4 | 2 | — | — |
10th | 3 | 7 | 6 | 4 | 3 | — | — |
11th | 3 | 8 | 7 | 4 | 3 | — | — |
12th | 3 | 8 | 7 | 4 | 3 | — | — |
13th | 3 | 9 | 7 | 4 | 3 | 2 | — |
14th | 3 | 10 | 8 | 4 | 3 | 2 | — |
15th | 3 | 10 | 8 | 4 | 3 | 2 | — |
16th | 3 | 11 | 8 | 4 | 3 | 3 | — |
17th | 3 | 11 | 9 | 4 | 3 | 3 | — |
18th | 3 | 11 | 9 | 4 | 3 | 3 | — |
19th | 3 | 12 | 9 | 4 | 3 | 3 | — |
20th | 3 | 13 | 10 | 4 | 3 | 3 | 1 |
Ancestral Origins
At 3rd level, when you choose this path, you choose the origin of your ancestor, either celestial, demonic, draconic, or aberrant.
Choose one ancestor type from the Ancestral Origins Table. The chosen ancestor associated with your origin is used by features you gain later.
You can speak, read, and write the language of your ancestor and can weave their curses and oaths into your battle-cries. Additionally, whenever you make a Charisma check when interacting with a creature of your ancestors’ type, your proficiency bonus is doubled if it applies to the check.
Ancestral Origin
Ancestor | Damage Type | Language |
---|---|---|
Celestial | Thunder or Radiant | Celestial |
Demonic | Necrotic or Poison | Abyssal |
Draconic | Cold, Fire, or Lightning | Draconic |
Aberrant | Psychic or Force | Deep Speech |
Mythic Manifestation
As ancient magic flows through you, physical traits of your lineage emerge. Starting at 3rd level, whenever you cast a spell, you regain hit points equal to three times spell slot’s level.
Supernatural Fury
At 3rd level, you can focus on the magic in your blood, allowing you to concentrate your rage into the ancient magic of your bloodline and enter a Supernatural Fury. You gain the ability to cast and concentrate on spells, even while raging, at the expense of your physical resistances.
When you enter your Supernatural Fury and you aren’t wearing heavy armor, the following benefits replace the benefits of the Rage feature:
• You gain a bonus to your AC equal to your Strength modifier (minimum of +1).
• You have advantage on Constitution checks and saving throws made to maintain concentration on a spell.
• You have resistance to magical damage and are immune to the damage type you chose from your Ancestral Origin.
Your Supernatural Fury lasts for 1 minute. It ends early if you're knocked unconscious or if your turn ends and you haven’t attacked a hostile creature, cast a spell, or taken damage since your last turn. You can end your Supernatural Fury on your turn as a bonus action.
Ancestry Points
At 6th level, you have 4 ancestry points, and you gain more as you reach higher levels, as shown in the Ancestry Points column of the Bloodline Spellcasting table. You regain all spent ancestry points when you finish a long rest.
Metamagic
As represented by ancestry points, you're able to create a variety of magical effects. You gain the ability to twist your spells to suit your needs. You gain two of the metamagic options of your choice from the sorcerer’s list of available options. You gain another one at 10th and 17th level.
You can use only one metamagic option when you cast a spell, unless otherwise noted.
Transcendent Legacy
At 6th level, when you enter your rage, you can spend 1 ancestry point to imbue your weapons with the damage type you chose from your Ancestral Origin. For 1 hour, your weapon attacks deal magical damage of that type instead of bludgeoning, piercing, or slashing damage. At 14th level, weapon attacks with this feature ignore resistance, but not immunity, to the damage type of your Ancestral Origin.
Ancestral Guidance
Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. If the cantrip dealt damage, you make this attack with advantage.
Immortal Birthright
Beginning at 14th level, you gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your current speed. The wings, either feathered, dragon-scaled, leathery, or nightmarish, take the form your ancestor. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Additionally, you have advantage on saving throws against spells and other magical effects.
Path of the Scorpion
The scorpion is thought to represent revenge and death, but to those who live in the vast desert wastes, the scorpion has come to symbolize stealth, passion, and preservation in the face of extinction. After all, the scorpion cannot be killed by the untamable waste, and it bows to no power other than its own. Some barbarians of the wastes worship at altars dedicated to ancient scorpion gods, and become Scorpion Heritors, men transformed by the Waste into forms better adapted to their harsh environment. With time, they come to possess the power of scorpions, and even begin to resemble them.
Sneak Attack
Starting when you adopt this path at 3rd level, you know how to strike subtly like a scorpion. Once per turn, while you are raging, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
This extra damage increases as you gain levels in this class. At 6th level, it increases to 2d6, at 10th, it increases to 3d6, and at 14th it increases to 4d6.
Scorpion Instincts
Starting at 6th level, you gain proficiency in Stealth and Survival and you can add twice your proficiency bonus to Dexterty (Stealth) and Wisdom (Survival) checks you make while you are in the desert.
Venomous Blood
At 10th level, you have immunity to poison damage and can't be poisoned. Additionally, while you are raging, you can deal your additional damage from Sneak Attack as poison damage.
Scorpion Tail
Starting at 14th level, while you are raging, you sprout a spectral, yet tangible, scorpion tail. This tail is a finesse, reach weapon which cannot be disarmed and deals 1d8 poison or piercing damage (your choice) on a hit. When you take the Attack action on your turn, you can make an additional attack using your tail.
Path of the Slasher
In the murky black of the night, a screeching cry rings out, but it is silenced with a sickening thud before the plea reaches merciful ears. The next morning, a dismembered corpse is found by daylight, looking as though it was savaged by a dire beast. But no beasts stalk these woods; this is the mark of a slasher.
Slasher barbarians kill for the joy of massacre by moonlight, watching the fearful spread before them, ripe for the taking. Many barbarians don a mask when they begin upon this path, wearing it whenever they kill. Some hunt a particular type of victim, like children or even other killers, but many kill indiscriminately, whenever the opportunity and blood lust finds them.
Night Stalker
Starting when you choose this primal path at 3rd level, are adept at stalking your victims from the shadows. You gain proficiency with your choice of Athletics, Intimidation, or Stealth.
Serial Killer
By 3rd level, you revel in the blood of the innocent and delight in their screams. Whenever you hit a creature with a melee weapon attack while you're raging, you can use your bonus action to attempt to end its life in a murderous flourish. If the target has less than half its maximum hit points, it takes an additional 1d8 damage.
Blood-Drunk
At 6th level, whenever you reduce a hostile creature to 0 hit points, you are briefly untouchable in the gory aftermath. Until the end of your next turn, the next attack made against you deals no damage, or you automatically succeed the next saving throw you make. Additionally, your rage can't end early on your next turn.
Murderous Rampage
Starting at 10th level, your killing strikes fear in the hearts of those who witness it. Whenever you reduce a hostile creature to 0 hit points, each hostile creature within 60 feet that sees it must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier) or be frightened for 1 minute. A frightened creature can repeat this saving throw at the end of each of its turns, with disadvantage of it can still see you, ending the effect on a success.
Killing Spree
Beginning at 14th level, while you're raging, you can use your action to go on a killing spree. You can move up to your base movement speed toward a hostile creature you can see and make a melee weapon attack against it with advantage. If this attack hits, you can move your base movement speed again to another hostile creature you can see, and make a melee weapon attack against it with advantage, continuing until you miss an attack, there are no targets remaining, or you make an attack against a target more than 60 feet away from where you started. You can't attack the same creature more than once on the turn that you use this ability. Moving while using this ability does not provoke opportunity attacks.
Once you use this ability, you can't use it again until you finish a short or long rest.
Path of the Storm Herald
Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
Storm Aura
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when your each 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 c reature of yo ur ch oice in you r aura ga in s 2 tempor ary 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. 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'ts uffer the effects of extreme cold. 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.
Shield 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 feature 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 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 kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.
Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thickskinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
- Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
- Eagle. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
- Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
- Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
- Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
- Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
- Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
- Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated (see chapter 8 in the Player's Handbook for more information about travel pace). The elk spirit helps you roam far and fast.
- Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
- Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (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 you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
- Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
- Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to ld12 +your Strength modifier.
- Tiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
- Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Path of the Wilds
Among all the people of the world, few spend as much time in the wilderness as barbarians. Consequently, the men and women who follow this calling are more likely than anyone else to come into contact with fey creatures. Some even journey in the Feywild itself, testing their strength against mighty fomorians and their survival skills against the deepest, darkest forests and swamps.
Warriors who walk the path of the wilds tend to be jovial and good-natured sorts who eschew the mindless fury of the berserker or the ritualistic traditions of the totem warrior in favor of a more organic aesthetic.
Serene Grace
When you choose this path a 3rd level, you learn to channel you rage into an otherworldly calmness. Taking the Dash or Hide actions on your turn counts as attacking a hostile creature for the purposes of sustaining your rage.
Language of Flowers
Also at 3rd level, you gain the ability to speak to both mundane plants and plant creatures as if you shared a language. Plants that aren't creatures can't speak to you, but can be persuaded to perform simple tasks, such as opening or closing flowers, moving branches or shedding leaves.
Fey Trickery
At 6th level, you learn some of the secret tricks of the fey folk. When you activate your rage, you come under the influence of a blur spell that lasts for the duration of that rage. The effect ends early if it is dispelled or you take damage from any source.
Unearthly Charm
Starting at 10th level, you can use your action to seduce someone with your mysterious presence. When you do so, choose one creature that you can see within 30 feet o f 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 charmed by you until the end of your next turn, regarding you as a trusted friend. On subsequent turns, you can use your action to extend the duration of this effect on the charmed creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Phase Leap
When you reach 14th level, your connection to the Feywild enables you to blink from place to place. While you are raging, you can use all of your movement to teleport up to 30 feet to any unoccupied space you can see.
Path of Zealot
Some deities inspire their followers to pitch them selves into a ferocious battle fury. These barbarians are zealots-warriors who channel their rage into powerful displays of divine power.
A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil , but few are good.
Divine Fury
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature .
Warrior of the Gods
At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
Fanatical Focus
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.