Barbarian
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.
A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his 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 nature; keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
A Life of Danger
Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to.
Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Creating a Barbarian
When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?
What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to “civilized” lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.
The 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 | ASI/Feat, Prof. Versatility | 3 | +2 |
5th | +3 | Extra Attack, Barbaric Speed | 3 | +2 |
6th | +3 | Path Feature | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | ASI/Feat | 4 | +2 |
9th | +4 | Brutal Critical (1) | 4 | +3 |
10th | +4 | Path Feature | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | ASI/Feat | 5 | +3 |
13th | +5 | Brutal Critical (2) | 5 | +3 |
14th | +5 | Path Feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | ASI/Feat | 5 | +4 |
17th | +6 | Brutal Critical (3) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | ASI/Feat | 6 | +4 |
20th | +6 | Primal Champion | Unlimited | +4 |
Quick Build
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.
Class Features
As a Barbarian, you gain the following class features
Hit Points
- Hit Dice: 1d12 per Barbarian level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
- 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
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
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. If you have not taken damage or attacked a hostile creature on a turn, you can use your bonus action to maintain your rage until the end of your next turn.
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 wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for 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 from one of the following paths:
- Path of the Ancestral Guardian
- Path of the Battlerager
- Path of the Beast
- Path of the Berserker
- Path of the Bruiser
- Path of the Storm Herald
- Path of the Totem Warrior
- Path of Wild Magic
- Path of the Zealot
All of the paths are 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 / Feat
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.
Alternatively, you can chose to take a Feat from one of the options found here.
Proficiency Versatility
Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn’t be from the class).
This change represents one of your skills atrophying as you focus on a different skill
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Barbaric Speed
At 5th level you can chose one of the following features:
Fast Movement
Your speed increases by 10 feet while you aren't wearing heavy armor.
Instinctive Pounce
When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn’t provoke opportunity attacks.
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 wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Primal Paths
Rage burns in every barbarian's heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For example, some see it as 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 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.
Path of the Ancestral Guardian Features
Barbarian Level | Feature |
---|---|
3rd | Ancestral Protectors |
6th | Spirit Shield (2d8) |
10th | Consult the Spirits, Spirit Shield (3d8), Eyes of the Spirits |
14th | Vengeful Ancestors, Spirit Shield (4d8) |
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.
Eyes of the Spirits
At 10th level, while you are raging you can see 30 feet into the ethereal plane and can see invisible creatures within 30 feet of you as if they were visible. Additionally, while raging you can attack and damage creatures on the ethereal plane normally, as if you were on the same plane of existence.
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.
Restriction: 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.
Path of the Battlerager Features
Barbarian Level | Feature |
---|---|
3rd | Armor Training, Battlerager Armor |
6th | Enchanted Strikes, Reckless Abandon |
10th | Battlerager Charge |
14th | Spiked Retribution |
Armor Training
When you choose this path at 3rd level, you gain proficiency in heavy armor and you suffer no penalties from sleeping in armor.
Additionally, you are able to Rage while wearing heavy armor.
Battlerager Armor
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. construct spiked armor and use it as a weapon. Over the course of a long rest, you can create spiked armor using a set of armor and 10 gp worth of iron or steel. The armor retains all of its original properties and allows you to use any features that reference spiked armor.
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 1d4 piercing damage. You use your Strength modifier for attack rolls and damage rolls made with your spiked armor.
Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage 1d4 plus your Strength modifier piercing damage if your grapple check succeeds. At the start of each of your turns you can choose to inflict this damage on a creature that is grappled by you without requiring an action.
Enchanted Strikes
At 6th level, you have learned how to incorporate the innate magic of enchanted armor into your spikes. When you convert a suit of magic armor into spiked armor; your armor spike attacks, and damage you deal with your Battlerager features, counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier plus your Rage damage (minimum of 1). 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.
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 1d4 plus your Strength modifier piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.
Path of the Beast
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.
Path of the Beast Features
Barbarian Level | Feature |
---|---|
3rd | Origin of the Beast, Form of the Beast |
6th | Bestial Soul |
10th | Infectious Fury, Shape of the Beast |
14th | Call of the Hunt |
Origin of the Beast
d4 | Origin |
---|---|
1 | One of your parents is a lycanthrope, and you've inherited some of their curse. |
2 | You are descended from an archdruid and inherited the ability to partially change shape. |
3 | A fey spirit gifted you with the ability to adopt different bestial aspects. |
4 | An ancient animal spirit dwells within you, allowing you to walk this path. |
Form of the Beast
Starting at 3rd level when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the weapon's form each time you rage:
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail. You grow a lashing, spiny tail, which deals 1d8 1d10 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Bestial Soul
At 6th level the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:
- You gain a swimming speed equal to your walking speed, and you can breathe underwater.
- You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.
Infectious Fury
Starting at 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- The target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Shape of the Beast
At 10th level, you have gained more control of the beast within. As a bonus action, you can switch to another natural weapon from your Form of the Beast feature.
Call the Hunt
At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).
You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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.
Path of the Berserker Features
Barbarian Level | Feature |
---|---|
3rd | Frenzy, Quick Recovery |
6th | Mindless Rage |
10th | Intimidating Presence |
14th | Retaliation |
Frenzy
Starting when you choose this path at 3rd Level, you can go into a Frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of Exhaustion (as described in Conditions).
Quick Recovery
When you chose this path at 3rd level, you can recover quickly from exhaustion. Whenever you finish a short rest you can reduce your exhaustion level by 1.
You can use this feature once per long rest.
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.
Intimidating 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 10 + one half your barbarian level) 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 the Bruiser
A small set of Barbarians have a Rage so unmatched it can only be channeled in their bodies. In attempting to use traditional weapons, many have found they can't match the raw brutality of their strength. So they've adopted a savage, untamed fighting style, the Path of the Bruiser. Trusting the only weapons closest to their bodies, their fists.
Path of the Bruiser Features
Barbarian Level | Loot | Raging Demon Die |
---|---|---|
3rd | Gentle Fist, Raging Demon | 1d6 |
6th | Brute Force, Martial Fury | 1d8 |
10th | Overwhelming Pressure | 1d10 |
14th | Unrivaled Strength | 1d12 |
Gentle Fist
Through rigorous training you have toned your body into that of a beast, with strength much greater then the average person.
Starting when you join this path at 3rd level, you become proficient with unarmed strikes. Your unarmed strikes use a d4 for their damage roll. When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to grapple the target.
If you did not already count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, you do so now.
Raging Demon
Also at 3rd level you've learned to channel your rage to the very extremities of your limbs.
While raging, the damage die of your unarmed strike increases to a d6 and increases further at specific levels; a d8 at level 6, d10 at level 10, and a d12 at level 14. You can add your rage damage to unarmed strikes you make using your strength.
Brute Force
Beginning at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistances to non-magical attacks and damage. Also any creature that would have immunity to your unarmed strikes (bludgeoning damage) has a resistance to them instead.
Martial Fury
As your rage further grows, you gain an untamed strength, increasing your fighting knowledge and prowess subconsciously. At level 6 you gain these benefits while you are raging:
-
When you make a successful shove attempt, the target of your shove takes damage equal to your unarmed strike damage die (bludgeoning), additionally if you chose to shove the target a distance you can increase that distance by 5 feet.
-
When you hit a creature, of equal or lesser size, with an unarmed strike on your turn, you can use a bonus action to attempt to shove the target prone, or a distance.
-
You gain the AC benefit of having a shield if you are currently grappling a target of at least size small, or larger. This benefit is only applied if you do not have a shield currently equipped.
Overwhelming Pressure
Even when you hold your rage back, your fury reveals itself to creatures as an otherworldly aura surrounding your body. At 10th level you become proficient in Intimidation (Charisma) checks if you aren't already, and you can add your Strength modifier as a bonus to these checks.
Additionally, your blood boils with a fierceness, helping purge effects that would otherwise keep you away from battle. You gain advantage on saving throws against effects that would cause you to be frightened, paralyzed, or restrained.
Unrivaled Strength
Reaching the peak of your fury, your rage aura leaks and extends itself along the length of your body, strengthing your muscles and giving you superhuman reflexes. At level 14 you gain these benefits while you are raging:
-
You count as one size larger for the sole purposes of grappling.
-
When a creature within 5 feet of you misses you with a melee attack, as a reaction, you can attempt to grapple the creature if you have a free hand available.
-
When a creature would hit you with a single target ranged spell or ranged weapon attack (barring saving throws), you can interpose a creature you are grappling inbetween you and the attack, using your reaction. Make a Strength (Athletics) check contested by the grappled creature's Strength (Athletics) or Dexterity (Acrobatics) check (the creature chooses which to use). If you succeed, the ranged attack hits the grappled creature instead.
Path of the Storm Herald
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. 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.
Path of the Storm Herald Features
Barbarian Level | Feature |
---|---|
3rd | Storm Aura |
6th | Storm Soul |
10th | Shielding Storm |
14th | Raging Storm |
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. This aura increases in size to 15 feet at 6th level, 20 feet at 10th level, 25 ft at 14th level, and 30 ft at 20th level.
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 of your choice in your aura take 2 fire damage equal to your proficiency modifier 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 you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Storm Soul
At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.
Desert. You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
Tundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
Shielding Storm
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul 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**, or half as much on a success.**
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.
Path of the Totem Warrior Features
Barbarian Level | Feature |
---|---|
3rd | Spirit Seeker, Totem Spirit |
6th | Aspect of the Beast |
10th | Spirit Walker |
14th | Totemic Attunement |
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 of the Player's Handbook.
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. The spirit of the bear makes you tough enough to stand up to any punishment. While raging, you have resistance to all damage except psychic damage.
Eagle. The spirit of the eagle makes you into a predator who can weave through the fray with ease. 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.
Elk. The spirit of the elk makes you extraordinarily swift. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.
Snake. The spirit of the snake empowers your attacks with deadly precision. When you make a melee weapon attack with a weapon that has the finesse property and use your Dexterity for the attack and damage roll, you add your rage damage as if you had attacked using Strength. Additionally, once per turn you can deal an additional 1d6 damage when you attack with a weapon using your Dexterity instead of Strength.
Tiger. The spirit of the tiger empowers your leaps. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. As a bonus action you can attempt to grapple a creature.
Wolf. The spirit of the wolf makes you a leader of hunters. 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.
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. The elk spirit helps you roam far and fast. 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 spirit of the elk makes you weary of predators. You have advantage on perception checks while you are keeping watch during a short or a long rest.
Snake. You gain the heightened senses of a serpent. You have blindsight out to a range of 10 feet. If you already have blindsight, the range of your blindsight increases by 10 feet. Additionally you have advantage on Dexterity checks made while raging.
Tiger. The cat spirit hones your survival instincts. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The spirit of the tiger empowers your leaps. You can add 10 feet to your long jump distance and 3 feet to your high jump distance.
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. If you are falling, you can safely fall for a number of feet equal to your current walking speed without taking damage.
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.
Snake. While raging, you have a swimming and climbing speed equal to your walking speed. Additionally the bonus damage you deal when attacking with a finesse weapon increases to 2d6.
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 Wild Magic
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
Path of Wild Magic Features
Barbarian Level | Feature |
---|---|
3rd | Magic Awareness, Wild Surge |
6th | Bolstering Magic |
10th | Unstable Backlash |
14th |
Wild Surge
Starting when you chose this path at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Wild Magic
d8 | Magical Effect |
---|---|
1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 plus half your barbarian level necrotic damage. You also gain 1d12 plus half your barbarian level temporary hit points. |
2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
3 | An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 plus half your barbarian level force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. |
4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. |
5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 plus half your barbarian level force damage, as magic lashes out in retribution. |
6 | Until your rage ends, you are surrounded by multi colored, protective lights. You gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. This bonus increases to +2 at 10th level. |
7 | Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. |
8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 plus half your barbarian level radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
Magic Awareness
Additionally when you chose this path at 3rd level, you can open your awareness to the presence of concentrated magic as an action. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Bolstering Magic
Starting at 6th level you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
- For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
- Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Unstable Backlash
Beginning at 10th level when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.
Controlled Surge Greater Wild Surge
Beginning at 14th level whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. you can now have two wild magic surge effects at once. When you enter a rage, roll twice and both rolled effects are produced. If you roll the same number on both dice, you can ignore the numbers and choose any two effects on the table.
When you use Unstable Backlash, you can choose to reroll one or both effects.
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.
Path of the Zealot Features
Barbarian Level | Feature |
---|---|
3rd | Divine Fury, Warrior of the Gods |
6th | Fanatical Focus |
10th | Zealous Presence, Words of the Fallen |
14th | Rage Beyond Death |
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 re-roll it, and you must use the new roll. You can use this ability only once per rage.
Words of the Fallen
At 10th level, you gain the ability to request the divine source of your power to shunt a spirit back into its corpse to provide you information. When you do so, you cast the Speak with Dead spell, without using a spell slot or Material Components and subject the spirit to the effects of the Zone of Truth spell. Wisdom is your spellcasting ability for these spells. After you use this feature, you can't use it again until you finish a short or long rest.
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.
Homebrew Changes
Rage
- Barbarian can maintain their rage as a bonus action on their turn, even if they have not attacked a hostile creature or taken damage.
Ability Score Increase
- Added the Proficiency Versatility from the Class Features UA
Fast Movement
- Changed Fast Movement name to Barbaric Speed
- Added the Instinctive Pounce from the Class Features UA as an option
Barbarian Paths
- Added homebrew path: Path of the Bruiser
Ancestral Guardian
Eyes of the Spirits
- Can see into ethereal plane and invisible creatures within 30 ft while raging. Can also attack creatures on the ethereal plane as if you were there while raging.
Battlerager
Armor Training
- Added the Armor Training feature - Gives the barbarian heavy armor proficiency, allowing them to rage while wearing heavy armor, and allowing them to sleeep in armor without penalty
Battlerager Armor
- Added the ability to construct spiked armor out of any suit of regular armor
- Removed the requirement that the barbarian be raging in order to use their armor spikes attack
- Changed grapple piercing damage from 3 to 1d4 + Strength modifier and can deal the damage again at the start of your turn to grappled creatures, requiring no action.
Enchanted Strikes
- Added the Enchanted strikes feature - Magic armor that is converted into spiked armor deals magic damage whenever it is used to deal damage, allowing it to overcome resistance/immunity
Spiked Retribution
- Changed damage from 3 to 1d4 + Strength modifier and no longer requires the barbarian to be raging to function
Beast
Form of the Beast
- Bite - Can recover HP no matter hit point state
- Tail - Increased to 1d10 damage
Shape of the Beast
- Can change natural weapon as a bonus action
Berserker
Quick Recovery
- Added the Quick Recovery feature - remove a level of exhaustion over a short rest, once per long rest.
Intimidating Presence
- Changed saving throw to be based off of 10 + half Barbarian level rather than Charisma
Storm Herald
Storm Aura
- Aura size increases by 5 ft at 6th, 10th, 14th, and 20th level
- Desert aura affects creatures of the barbarians choice
- Desert aura deals damage equal to the barbarians proficiency modifier
Raging Storm
- Desert aura deals damage equal to barbarian level, or save for half
Totem Warrior
Totem Spirit
- Tiger - Removed jump modification, added ability to grapple as a bonus action.
Aspect of the Beast
- Elk - Removed travel speed, added advantage on perception checks while on watch during short/long rest
- Tiger - Removed skill proficiency, added jump modification from original level 3 feature
Totemic Attunement
- Eagle - Added addendum where you don't suffer fall damage if you fall a distance less than or equal to your movement speed.
Wild Magic
Wild Magic Surge
- Increased damage dealing effects to deal an additional 1/2 barbarian level damage
- Increased AC in surge 6 from +1 to +2 at level 10
Controlled Surge Greater Wild Surge
- Can be affected by two surges at once, if same surge is rolled can choose any two effects
- Unstable Backlash allows you to reroll one or both effects
Zealot
Words of the Fallen
- Can cast Speak with Dead combined with Zone of Truth once per day, uses Wisdom as casting ability