Barbarians

by DMB

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Barbarian

Class Features

Hit Points


  • Hit Dice: 1d12
  • 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

You are proficient with the following items, in addition to any proficiencies provided by your race or background.


  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Starting Equipment

You start with the following items, plus anything provided 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 3d4 × 10 gp to buy your own equipment.

The Barbarian
Level Proficiency Bonus Features Rages Rage Damage
1 +2 Rage, Unarmored Defense 2 1d4
2 +2 Danger Sense, Reckless Attack 2 1d4
3 +2 Primal Path 3 1d4
4 +2 Ability Score Improvement 3 1d4
5 +3 Extra Attack, Fast Movement 3 1d4
6 +3 Path Feature 4 1d4
7 +3 Feral Instinct 4 1d4
8 +3 Ability Score Improvement 4 1d4
9 +4 Brutal Critical (1 die) 4 1d6
10 +4 Path Feature 4 1d6
11 +4 Relentless Rage 4 1d6
12 +4 Ability Score Improvement 5 1d6
13 +5 Brutal Critical (2 dice) 5 1d6
14 +5 Path Feature 5 1d6
15 +5 Unstoppable Rage 5 1d6
16 +5 Ability Score Improvement 5 1d8
17 +6 Brutal Critical (3 dice) 6 1d8
18 +6 Indomitable Might 6 1d8
19 +6 Ability Score Improvement 6 1d8
20 +6 Primal Champion Unlimited 1d8

Rage

In battle, you fight with primal ferocity. If you are not wearing heavy armor you can enter a rage as a bonus action.

While raging, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You can't cast or concentrate on spells while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or you end your rage on your turn as a bonus action.

You can rage twice, and regain all expended rages when you finish a long rest. You gain more rages as you gain levels in this class.

Unarmored Defense

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

Danger Sense

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

Reckless Attack

Your barbaric fighting teaches you how to trade defense for offense. At the start of your turn you can throw aside all concern for defense and attack with fierce desperation. Doing so gives you advantage on melee weapon attack rolls using Strength for the rest of the turn, but attack rolls against you have advantage until your next turn.

Primal Path

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

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, or you can take a Feat from the Feat List. 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

Also 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. If you are surprised at the beginning of combat and aren't incapacitated, you can immediately enter a rage and act normally on your first 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

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

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

Unstoppable Rage

Beginning at 15th level, when you are raging and fail a saving throw, you can instead choose to succeed. Once you use this feature you cannot use it again until you finish a long rest.

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 also increases by 4.

Path of the Ancestral Guardian


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

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

Ancestral Protectors

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

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

Vengeful Ancestors

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

Path of the Battlerager


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

Battlerager Armor

When you choose this path at 3rd level, you gain a set of spiked armor which doubles as a weapon. It counts as Medium Armor with an AC of 15 + your Dexterity modifier (maximum +2). It does not impose Disadvantage on your Dexterity (Stealth) checks.

While you are wearing spiked armor your unarmed strikes deal 1d4 + your Strength modifier in piercing damage and count as weapons.

While you are raging and wielding a single weapon or holding a shield you can make an unarmed strike as a bonus action.

Additionally, while in your armor when you successfully grapple a creature, or a creature grapples you, the creature takes 3 piercing damage.

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to half your Barbarian level (minimum of 3). They vanish if any of them are left when your rage ends.

Battlerager Charge

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

If you Dash at least 20ft in a straight line towards a creature and make a melee weapon attack or attempt a grapple, the attack or grapple has Advantage and you deal bonus damage to the creature equal to half your Barbarian level.

Close Quarters Brawler

At 14th level, no one wants to take you on in a fight, tavern brawl or otherwise. If you are raging and take damage from a creature that is within 5 feet of you, you can use your reaction to make an unarmed strike against the creature. If the unarmed strike hits and you have an open hand, you can choose to automatically grapple the creature.

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.

Personality of Strength

Berserkers radiate strength and power. They find it easy to cow weaker minds (and especially physiques) with their sheer brawn and muscle. Whenever you make a Charisma (Intimidation) check you gain a bonus to the roll equal to your Strength modifier. Creatures who fail the check become frightened of you for the next hour.

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.

You can Frenzy once, and regain your ability to Frenzy when you finish a long rest. When you reach 11th level in this class you gain an additional use of Frenzy, and a third use when you reach 20th level.

Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging, and can enter a rage as a reaction to being charmed or frightened, suspending the effect for the duration of the rage.

Berserker's Fury

Beginning at 10th level, your rages tear through your foes resolve just as much as it does their bodies.

If you kill a creature on your turn you can use a Bonus Action to attempt to frighten another creature 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 + 1/2 your Strength modifier + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn 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 the Storm Herald


Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.

Storm Aura

Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice by spending 24 hours in meditation, or 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 4 fire damage each. The damage increases to 5 at 5th level, 6 at 10th level, 7 at 15th level, and 8 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 2d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases to 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level.
  • Tundra. When this effect is activated, each creature of your choice in your aura gains 3 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase to 4 at 5th level, 5 at 10th level, 6 at 15th level, and 7 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, (DMG 110). 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, you can breathe underwater, and you gain swimming speed equal to your walking speed.
  • Tundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold(DMG 110). As an action, you can touch water and turn a 5-foot cube or 10-foot sheet of it into ice strong enough to walk on, which melts after 1 minute. This action fails if a creature is in the cube.

Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul 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 that creature to take fire damage equal to half your barbarian level + your Constitution modifier.
  • 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, as described in chapter 10.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

  • Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
  • Eagle. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
  • Elk. While you're raging and aren't wearing heaving 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. If you hit a creature with a weapon attack immediately after your jump the attack deals 5 bonus damage. 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.

  • Bear. You gain the might of a bear. Your carrying capacity is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
  • Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
  • Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.
  • Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
  • Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Spirit Walker

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.

  • Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
  • Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
  • Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your strength modifier.
  • Tiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
  • Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Path of the Zealot


Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.

A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

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

Rage beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.

Path of the Muscle Wizard


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.

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. This is aided by your ability to channel your magic into your fists. Your unarmed strikes count as weapons and deal 1d4 bludgeoning damage. When you reach 5th level in this class your magic improves them to 1d6, and again at 11th level to 1d8.

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 and hit a creature with an unarmed strike, you can cast your "cantrips" at will; using them does not count against your total number of uses.

  • Mage Hand. When you hit a creature within 5 ft with an attack, you can use your hand (and you are a mage, after all) to attempt to shove the creature as a bonus action. When you reach 11th level your cantrip improves to allow you to shove a creature an additional 5ft.
  • Shocking Grasp. When you hit a creature with an attack, as a bonus action you can hit your target even harder than usual, a fact which they will find quite shocking. The creature can't take a reaction until the beginning of your next turn.
  • True Strike. When you hit a creature with an attack, you can really, truly strike your target as a bonus action to deal an additional 1d8 damage of the attack's type. When you reach 11th level your cantrip improves to allow you to deal an additional 1d12 damage of the attack's type.

“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. Each creature hit takes 1d12 + 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 or thrown 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.

Additionally, because you're so good at magic, any unarmed strikes you make are magic, overcoming resistances against nonmagical attacks.

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 punch your foe really, really hard. Make an unarmed strike with advantage against one creature within your reach. On a hit, you deal bludgeoning damage equal to 7d12 + your Strength modifier.

You regain your use of this spell each time you enter a rage.

Path of the Bellower


Some barbarians fight not just with axe and sword, but also with shout and scream. Their primal cries invoke primal magic to aid them in battle.

Barbarians who follow the Path of the Bellower speak boisterously and loudly, retelling great events and tales of wondrous accomplishments of the past. They are much like the Bards of the more civilized races - keepers of knowledge and tradition, passed down orally for generations.

Spellcasting (Shoutcasting)

When you reach 3rd level you are able to cast magic during your rages to aid you in battle, evoking ancient spirits and powers with your voice and inner strength alone.

Shoutcasting. There are two exceptions to the general spellcasting rules in Chapter 10. One: you can only cast your Bellower spells while raging, with the exception of your Bellower cantrips which you can always cast. Two: you cast your spells by speaking or shouting, ignoring somatic and material components. You cannot cast if you are unable to speak for any reasons.

Cantrips. You learn two cantrips from the Bellower spell list.

Spell Slots. The Bellower 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.

Spells Known of 1st-Level and Higher. You know three 1st-level spells from the Bellower list. The Spells Known column of the Bellower Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be a Bellower spell 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. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice that is of a level for which you have spell slots.

Spellcasting Ability. Charisma is your spellcasting ability for your Bellower spells, since you power your spells through your inner power and emotions.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Bellowing Magic

At 3rd level, when you are raging and cast a Bellower spell or cantrip against a hostile creature, you can deal bonus thunder damage equal to your Rage damage bonus to that creature if the spell attack hits or the creature fails their saving throw.

You booming voice and tales of the past also grants you proficiency in Performance, and being more than used to deafening sounds, you gain resistance to thunder damage and have advantage on saving throws to avoid being deafened.

Bellower
Barbarian Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
16th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Song of Valor

At 6th level, while you are raging you can use a bonus action on your turn to sing a song of heroes past and valor present to inspire and encourage your friends to continue the fight. You can sing for up to 1 minute, and while you sing you must make concentration checks, as if you were concentrating on a spell. You can use a bonus action on each of your subsequent turns to continue the song, ending it early otherwise. Creatures other than you of your choice within 60ft of you who hear the song gain your rage damage bonus to their weapon attack rolls, and as temporary hit points at the start of each of their turns.

Once you sing your song of valor you cannot do so again until you finish a long rest.

Bellowing Ministration

At 10th level you can use the magic of your voice to aid and hinder creatures in battle. You can use your action and target a creature that can hear you within 60ft. If that creature is an ally, you can end one effect causing the creature to be charmed or frightened.

If that creature is an enemy it must make a Wisdom saving throw, on a failed save it is knocked prone and becomes frightened of you for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect early. If you use this to frighten another creature, any creature currently frightened by the ability is no longer frightened.

Divine Word

At 14th level the strength of the ancients beckons at your call. While you are raging you can invoke an ancient word of power, passed down through the generations, to cast Divine Word as an action.

Once you use this feature you cannot use it again until you finish a long rest.

Bellower Spell List

Cantrips

  • Gust (XGE 157)
  • Message (PHB 259) You do not have to point, instead you speak words only the target can hear.
  • Thaumaturgy (PHB 282)
  • Thunderclap (XGE 168)
  • Vicious Mockery (PHB 285)

1st Level Spells

  • Catapult (XGE 150)
  • Charm Person (PHB 221)
  • Command (PHB 223)
  • Dissonant Whispers (PHB 234) The sound however is overwhelming to the creature, rather than whispered.
  • Earth Tremor (XGE 155)
  • Healing Word (PHB 250)
  • Ironthunder Horn (Homebrew Spell here)
  • Thunderwave (PHB 282)

2nd Level Spells

  • Aid (PHB 221)
  • Blindness/Deafness (PHB 219)
  • Enthrall (PHB 238)
  • Find Steed (PHB 240) The creature that appears should be related to your barbarian tribe.
  • Knock (PHB 254)
  • Shatter (PHB 275)
  • Zone of Truth (PHB 289)

3rd Level Spells

  • Dispel Magic (PHB 234)
  • Erupting Earth (XGE 155)
  • Life Transference (XGE 160)
  • Mass Healing Word (PHB 258)
  • Sending (PHB 274)
  • Speak with the Dead (PHB 277)
  • Speak with Plants (PHB 277)
  • Thunder Step (XGE 168)

4th Level Spells

  • Charm Monster (XGE 151)
  • Death Ward (PHB 230)
  • Find Greater Steed (XGE 156) The creature that appears should be related to your barbarian tribe.
  • Guardian of Faith (PHB 246) The Guardian takes up a form of an ancestor or ancestral beast

Path of the Furious

Barbaric Stamina

At 3rd level you rage more fiercely than any other, throwing aside enemies as if they were as weightless as air. Your incredible stamina drives you to these intense feats of strength and fury in battle, which you channel through your Aspects of Fury. Some of your Fury forces your target to make a saving throw to resist the effect, calculated as:

Fury save DC = 8 + proficiency bonus + your Strength or Dexterity modifier (your choice)

Stamina

When you enter a rage you gain 2 stamina, which you use to fuel your Aspects of Fury.

You gain 1 additional stamina when you reach 6th level and again at 14th level in this class. You can only spend 1 stamina per turn.

Aspects of Fury

You learn 3 aspects of fury of choice from the Aspects of Fury list. The full list is detailed at the end of the section.

You learn an additional Fury of choice at 6th, 10th, and 14th level in this class. Each time you learn a new Fury you can replace one Fury you know with a different one. You can only use one Fury per turn.

Furious Fighter

Also at 3rd level your unarmed strikes increase to 1d4 + your Strength modifier in bludgeoning damage, and you gain proficiency in Charisma (Intimidation) checks. If you are already proficient you can choose one of Animal Handling, Deception, Insight, or Survival.

Your proficiency bonus is doubled for any check that uses Intimidation.

Reckless Fury

Starting at 6th level, when you use your Reckless Attack feature, you impose disadvantage on any checks creatures make to resist your Fury until the start of your next turn, and gain advantage on any checks or rolls you make as part of your Fury.

Enduring Anger

Starting at 10th level, you can call upon a well of energy when others would have run dry to continue your assault. When you are raging and start your turn and have no Fury remaining, you can use a bonus action to regain 2 stamina.

Once you use this feature you cannot use it again until you finish a short or long rest.

Fury of the Ancients

At 14th level, your inner fire burns like a great inferno. You gain an additional use of Fury each time you enter a rage. When you use a Fury, you can roll a 1d8 and add the result to the damage if the Fury is part of an attack, or add the result to the effect of your Fury.

Aspects of Fury

  • Aggressive Pursuit. When a hostile creature within 5ft of you moves out of your reach, you can immediately expend 1 stamina and use your reaction to move up to your speed toward that creature. If you end your movement within reach of that creature you can make a weapon attack against that creature.
  • Body Slam. You can expend 1 stamina and use the attack action to attempt to body slam into a creature that is size large or smaller and send it sprawling. That creature must make a Strength saving throw or else take damage equal to your unarmed strike and be knocked 10 ft backwards and prone. If you have the extra attack feature this attack replaces one of them.
  • Barreling Charge. When you take the Dash action you can expend 1 stamina to empower your sprint into an unstoppable charge. As long as you continue to move in a straight line you ignore nonmagical difficult terrain and can move into any space occupied by a creature of size large or smaller. Creatures you charge into must make an opposed Athletics check against you. If you win the contest the creature is knocked 5ft to the side (your choice), takes bludgeoning damage equal to your unarmed strike, and cannot take reactions until the start of their turn. If you fail the contest your Barreling Charge ends, but you retain any movement you still had.
  • Endure. You can expend 1 stamina to ready your body for punishment. You gain damage reduction equal to 1 + your Constitution modifier (minimum 1) to all damage types except force and psychic until the start of your next turn.
  • Glory Kill. When you reduce a creature to 0 hit points you can expend 1 stamina to make the finisher especially brutal. Your bloodlust allows you to spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
  • Provoke. When you make an attack roll against a creature you can expend 1 stamina to attempt to provoke it into attacking you. That creature must make a Wisdom saving throw, on a failed save it has Disadvantage on all attack rolls not targeting you until the start of your next turn. If your attack hits, they have Disadvantage on the saving throw.
  • Stunning Blow. When you attack and hit a creature you can expend 1 stamina to throw your full weight behind an attack. That creature must make a Constitution saving throw or be Stunned until the end of your next turn.
Fury of the Ancients

This is worded a bit poorly, but basically if it deals damage, it can deal a bonus 1d8 damage. If it's Endure or Glory kill, you can gain a bonus 1d8 damage reduction or hit points. If it's Provoke and they fail the saving throw, they also suffer a -1d8 to their attack rolls against creatures other than you.

 

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