Subclasses: Barbarian

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Barbarian

Barbarian Subclasses
Primal Path Description
Path of the Elements Empowers combat with primal essences of fire, ice, or lightning
Path of Eruption Gains immense bursts of power by expending rage
Path of the Feral Forgoes weapons and armor to fight with fists and feet
Path of the Loony Movement and combat becomes highly animated with fey antics
Path of Primal Magic Learns druidic magic to use while raging
Path of the Totem Warrior Dinosaur, ram, shark, spider, and turtle options for the Totem Warrior
Path of Tranquility Becomes calm and focused while raging until ready to unleash the fury
Path of the War Chief Trained in the arts of leadership and tactics
Villainous Class Option: Path of the Cannibal Eats members of its own race for revitalizing sustenance
A Song of Ice and Fire: Path of the Dothraki Screamer A mobile combatant that is an effective mounted warrior
A Song of Ice and Fire: Path of the Wildling Excels at fighting prone creatures and overcoming obstacles

Path of the Elements

The Path of the Elements is about attuning to and harnessing the primal elements around you. Sometimes this is a spiritual journey to connect with nature, although sometimes the elements seem to choose a champion for themselves.

Elemental Attunement

3rd-level Path of the Elements feature

A natural element imbues you with its power. You may pick an element and gain powers based on its properties. Once you have selected your element, that is your element for any future features.

Fire. Your eyes light with fire; you make Charisma (Intimidation) checks are made with advantage. While raging, you are resistant to fire damage, and you may have any melee weapon damage you deal be fire damage.

Ice. Your skin coats with a thin layer of frost; you are immune to the grappled condition. While raging, you are resistant to cold damage, and you may have any melee weapon damage you deal be cold damage.

Lightning. Your muscles charge with electrical pulses; you gain 5 feet additional movement speed and +1 bonus to initiative rolls. While raging, you are resistant to lightning damage, and you may have any melee weapon damage you deal be lightning damage.

Environmental Attunement

6th-level Path of the Elements feature

Your elemental force mitigates extreme environments and travel.

Fire. You see any natural environment as bright light in a radius of 15 feet. You suffer no negative effects from Extreme Heat.

Ice. You can move across and climb icy surfaces without needing to make an ability check and difficult terrain composed of ice or snow doesn't cost you extra movement. You suffer no negative effects from Extreme Cold.

Lightning. You know the weather conditions for the next 24 hours. You do not gain exhaustion during a Forced March or suffer any disadvantage from Wisdom (Perception) checks in Heavy Precipitation if there is also lightning.

Elemental Radiance

10th-level Path of the Elements feature

You can harness your element into a burst of energy. Once you use this feature, you must finish a short or long rest before you can use it again.

Fire. As an action, fire erupts in a 15-foot radius around you. Each creature in the radius must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). Each creature takes 4d6 fire damage on a failed save, or half as much on a successful one.

Ice. As an action, you can have your body form armored ice. You gain 4d6 temporary hit points for a number of hours equal to your Constitution modifier. If a creature hits you with a melee attack while you have these hit points, the attacker takes cold damage equal to the temporary hit points you gained.

Lightning. As an action, you can travel as a 5 foot wide streak of lightning in a straight line up to 40 feet. Each creature in the line must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). Each creature takes 4d6 lightning damage on a failed save, or half as much on a successful one.

Superior Elemental Attunement

14th-level Path of the Elements feature

Your element permeates your body when you rage.

Fire. While raging, you are immune to fire damage, and your melee attacks deal an extra 1d6 fire damage.

Ice. While raging, you are immune to cold damage, and your melee attacks deal an extra 1d6 cold damage.

Lightning. While raging, you are immune to lightning damage, and your melee attacks deal an extra 1d6 lightning damage.

Path of Eruption

A barbarian's rage can explode into quick bursts of power and ability. The Path of Eruption allows you to harness more from your fury pushing yourself to your ultimate wrath. This can be viewed as reckless and shortsighted, even amongst other barbarians.

Harnessed Fury

3rd-level Path of Eruption feature

Your rage can grant you powerful abilities. You learn three explosive powers detailed under “Explosive Powers” below. You expend one use of your rage to use these explosive powers. You can only use one explosive power per turn. When you reach 20th level and use your explosive powers 9 times, you must finish a long rest before you can use another.

You learn one additional explosive power at the 6th, 10th, 14th and 20th level. Each time you learn a new explosive power, you can also replace one explosive power you know with a different one.

Amassed Rage

6th-level Path of Eruption feature

You gain one additional use of rage. You also gain an additional use of rage when you reach the 9th and 14th levels in this class.

Focused Fury

10th-level Path of Eruption feature

When you enter a rage, you may choose one creature you can see to be the target of that rage. Your rage damage is doubled against that target until your rage ends.

Exploding Rage

14th-level Path of Eruption feature

You can use your rage to lash out against your death. When you succeed your Relentless Rage saving throw, you can use your reaction to immediately take an extra turn, interrupting the current turn.

Once you use this feature, you must finish a long rest before you can use it again.

Explosive Powers

The explosive powers are presented in alphabetical order.

Burst of Power. You gain a +20 bonus to a Strength or Constitution check.

Burst of Speed. You quadruple your movement speed this turn.

Dull the Pain. As a reaction when you take damage, you become immune to all the triggering damage.

Energize. You reduce up to two levels of exhaustion and can spend a number of Hit Die equal to your Constitution modifier to heal yourself. For each Hit Die spent in this way, roll the die and add your Constitution modifier to it. You regain a number of hit points equal to the total (minimum of 1).

Forceful Strike. All successful attacks you make this turn are critical hits.

Frenetic Strikes. As an action, you may make 2 attacks against the same target. At fifth level, this becomes 4 attacks.

Hardened Muscle. You gain a number of temporary hit points equal three times your barbarian level.

Indomitable Strike. Any attacks you make this turn ignore any damage resistances and immunities.

Overpower. You may eliminate one of the following conditions you are under: frightened, paralyzed, poisoned, or stunned.

Predator’s Grasp. When you make an opportunity attack, you may also make a grapple attack against the target as a part of the same reaction and gain a +10 bonus to the roll.

Preternatural Instinct. You add a +15 bonus to your initiative.

Primal Roar. As an action, you give a thunderous shout. Each creature within a 30-foot cone originating from you must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). A target takes 6d12 thunder damage and is deafened for 1 minute or half as much on a save and are not deafened. You can make this be heard from up to 1000 feet away.

Power Leap. You jump 60 feet horizontally or 30 feet vertically. Neither jump costs you movement.

Raging Body. You add a +10 bonus to a Dexterity, Strength, or Constitution saving throw.

Raging Mind. You add a +6 bonus to a Wisdom or Charisma saving throw.

Terrorize. You add a +20 bonus to a Charisma (Intimidation) check, and one creature of your choice within 10 feet of you is frightened of you until the end of its next turn.

Tormenting Strike. When you damage a creature that is concentrating on a spell, you make the DC of the concentration check equal to the double damage you dealt.

Weakening Strike. After a successful attack, the target becomes vulnerable to the next damage type it takes.

Path of the Feral

Other people must rely on unnatural implements to fight. They protect themselves in cages of steel and manacle their hands with weapons. Weakness. They have lost their way. To defeat a creature with your own hands is the only glory. You have no need for the wood and steel of manufactured weapons; you were born with all the weapons you need.

Unburdened

3rd-level Path of the Feral feature

While you are raging and are not wearing armor or wielding a weapon or shield, your movement speed increases 15 feet, your jump distances are doubled, and you have a climbing and swimming speed equal to your walking speed.

Bare Hands

3rd-level Path of the Feral feature

Your unarmed strikes are all you need to fight. When you make an attack, you can make the attack one of the following special unarmed strikes which deals bludgeoning damage equal to a roll of the die listed + your Strength modifier.

Bash. 1d6. You may only make this attack if you are grappling a creature your size or smaller. You use the grappled creature to attack another creature. On a successful hit, grappled creature takes half the damage.

Smash. 1d10.

Stomp. 1d12. You may only make this attack against a prone creature.

Trample. 1d8. On a successful hit, if you moved 10 feet in a straight line immediately before making this attack, you may make a shove attack as a part of the attack. If you knock the target prone, you may move through its space without it costing you additional movement or provoking opportunity attacks from the target.

Feral Senses

6th-level Path of the Feral feature

While raging, you no longer have disadvantage on melee attacks when attacking an invisible or unseen target or while being blinded, and creatures do not gain advantage on melee attacks against you while invisible or unseen or while you are blinded. Also, if you are raging, you may still gain the benefit of your Danger Sense while blinded.

Feral Rage

10th-level Path of the Feral feature

When you enter a rage and are not wearing armor or wielding a weapon or shield, you can choose to enter a feral rage. if you do so, for the duration of the rage all damage you take is reduced by an amount equal to your Constitution modifier (minimum of 1), the damage of your unarmed strikes ignore resistances and immunities, and you have disadvantage to all Wisdom, Intelligence, and Charisma ability checks and saving throws. This effect ends early if you wear armor or wield a weapon or shield.

Welling Anger

14th-level Path of the Feral feature

You can channel the pain you sustain into greater rage. Each time a hostile creature deals damage to you and you are not wielding a weapon or a shield or wearing armor, your rage damage increases by 1 to a maximum total rage damage equal to your barbarian level. At the end of your rage, your rage damage reverts to its normal value.

Path of the Loony

In the Feywild, there exist extremely animated creatures. These wacky, goofy, daffy characters are able to defy the laws of nature with their comical movements and actions which they utilize to harass some deserving or undeserving creature. Barbarians of this path usual result as a jest from these fey, though some deliberately seek them out to learn their ways. Fighting and combat for these barbarians becomes more of a silly game with extreme acts of violence punctuated with a comedic gags. This dichotomy is where the Path of the Loony gets its name as many view these antics as insane; your rage making you more mad than mad.

Animated Character

3rd-level Path of the Loony feature

Your movements become impossibly lively and things affecting you become comically visual. Your proportions squash and stretch as you move. When stunned stars, colorful shapes, or birds may swirl around your head. Taking lightning damage may illuminate your skeleton, while taking fire damage may briefly char your entire body or taking cold damage may encase you in a block of ice for a moment before it shatters. Hits to your head may result in large sized welts. Falling from a great height may leave you completely flat momentarily when you hit the ground. Or after combat is finished, you may find yourself wrapped in cosmetic bandages and splints that do not aid your wounds that you immediately remove and throw away into thin air.

Expressive Anger

3rd-level Path of the Loony feature

Your rage manifests physically in some way. When you rage as a bonus action on your turn, you may choose one of the following benefits below:

Incendiary Rage. Your face turns a deep shade of red possibly accompanied by steam boiling out of your ears or a small fire igniting on your forehead. Until the end of your turn, your attacks deal additional fire damage equal to your barbarian level.

Super Strength. Your muscles bulge extraordinarily large in a ripple that moves throughout your body. You immediately end any effect causing you to be restrained, break free from all grapples and restraints, such as manacles, and stand up from prone without it costing movement.

Rabid Ramblings. Your words turn into gibberish as you let loose a tirade of nonsense while flailing in place. Each hostile creature within 10 feet of you that can hear you becomes frightened of you until the end of of its next turn.

Turbo Speed. Your legs travel in a whirlwind as you gather speed in place which you unleash in a burst of movement. Until the end of your turn, your movement speed is tripled and opportunity attacks made against you are at disadvantage.

Malleable Physics and Physicality

6th-level Path of the Loony feature

You can overcome some of the limitations of the natural world. You can continue moving onto thin air parallel to the ground you left for a total amount of feet equal to half your movement speed as if it were solid ground, after which you fall as normal. You also fall if you end your turn while in the air or if you look down while in the air.

Also, you can squeeze through the smallest of spaces often accompanied by a popping sound. You can now move through a hostile creature's space regardless of its size and can move 1 foot through an opening, if the opening is at least 1 square foot in total area. If the exit of the opening is further than 1 foot, you instead become stuck in the opening and must succeed a DC 16 Strength check to become unstuck and return to the entrance of the opening.

Hammerspace

10th-level Path of the Loony feature

You gain access to a pocket dimension behind your back that holds a variety of bludgeoning weapons. As a bonus action on your turn, you may draw one of these weapons which can take on a variety of shapes such as a giant club or mallet, an anvil, kitchen wash basin, or a frying pan. Regardless of its appearance, the weapon counts as a martial melee weapon with which you are proficient, and deals 3d10 bludgeoning damage on a hit. On a successful hit, the target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or become stunned until the end of your next turn. At the end of your turn, the weapon is returned to the pocket dimension.

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

Storm of Violence

14th-level Path of the Loony feature

When you reach 14th level, you may create a storm of violence as an action while you are raging. Each creature of size Medium or smaller within 5 feet of you must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failure, the creature is restrained by the storm. You are automatically restrained by the storm.

At the beginning of your turn, the storm moves 10 feet along the ground in a random direction, and any creature restrained by the storm moves with it. The storm will occupy a number of squares that the creatures restrained by it occupy. If at the start of your turn the storm is within 5 feet of a creature size Medium or smaller or moves within a creature size Medium or smaller during its move, the creature must make a Strength saving throw against the DC. On a success, it is pushed out of the way of the storm's path to the nearest unoccupied space. On a failure, it becomes restrained by the storm as well. A creature may choose at anytime to voluntarily join the fray and become restrained by the storm if it is within 5 feet of the storm (no action required).

A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the DC. If successful, the creature is no longer restrained by the storm and is flung 10 feet away from its edge in a random direction landing prone.

The storm is a heavily obscured area. Creatures in the storm are blinded and deafened to everything outside of the storm. And creatures outside see only a thick, swirling cloud of dust, fists, and weapons where the storm is and hear only the din of battle and cursing coming from it.

If a creature takes the Attack action while restrained by the storm, the creature makes a single weapon attack against each creature in the storm other than itself, instead of the normal number of attacks it usually makes. All creatures restrained by the storm are considered in range for this attack.

The storm ends when your rage ends, you become incapacitated, you are no longer restrained by the storm, or if you choose to end it as an action. When the Storm of Violence, ends you suffer one level of exhaustion.

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

Path of Primal Magic

An oddity for many barbarians, the Path of Primal Magic taps into the divine natural magics of the wild. While other barbarians cannot cast spells in their rage, the primal magic barbarian has been able to channel their anger into powerful magics.

Primal Magic

3rd-level Path of Primal Magic feature

Starting when you pick this path at 3rd level, you can cast spells to aid you and your companions in battle. In the Player's Handbook, see chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips. You learn two cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.

Spell Slots. The Primal Magic 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 thunderwave and have a 1st-level and a 2nd-level spell slot available, you can cast thunderwave using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level druid spells of your choice, two of which you must choose from the conjuration or evocation spells on the druid spell list. The Spells Known column of the Primal Magic table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a conjuration or evocation 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.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or evocation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn your spells through devotion and connection with the wild. 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 druid 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

Primal Magic
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
Multiclassing

If you have the Spellcasting or the Pact Magic class features in addition to the Primal Magic feature, you can use the spell slots you gain from Spellcasting or the Pact Magic feature to cast spells you know from the Primal Magic feature, and you can use the spell slots you gain from the Primal Magic to cast spells you know or have prepared from the Spellcasting or the Pact Magic class features.

Rage Magic

3rd-level Path of Primal Magic feature

You have found a balance between your rage and spellcasting. While raging, you can cast spells learned through Primal Magic. Any spell you cast which damages a creature or causes it to make a saving throw counts as an attack for the purposes maintaining rage. You add your rage damage to any spell damage you deal while raging. Finally, you can expend a 1st-level spell slot or higher to enter into a rage as a bonus action.

Magic Fortitude

6th-level Path of Primal Magic feature

Your magic shields you in your fury. While raging, you are resistant to damage from spells.

Magical Movement

10th-level Path of Primal Magic feature

You may cast either the transport via plants spell or the wind walk spell.

Once you use this feature, you must finish a long rest before you can use it again.

Combat Magic

14th-level Path of Primal Magic feature

Your attacks can boost your magic. While raging when you score a critical hit on an attack against a creature, it automatically fails its save on the next spell you cast on it before the end of your next turn.

Additionally, while raging when you reduce a creature to 0 hit points with a melee attack on your turn, you may cast a spell that has a casting time of an action as a bonus action this turn.

Path of the Totem Warrior

If you follow the Path of the Totem Warrior from the Player's Handbook, you have access to the options presented here.

Totem Spirit

3rd-level Path of the Totem Warrior feature

As with the spirits in the Player's Handbook, the options here require a physical object incorporating some part of the totem beast, and you might acquire minor physical attributes associated with your totem spirit, such as a black eyes if you have a shark totem spirit or long, slender fingers if you have a spider totem spirit.

Also, your totem spirit might be an animal similar to one listed here but more suitable to your homeland, such as a piranha or orca, rather than a shark, or other shelled animals like a pangolin, snail, or crab, rather than a tortoise.

Dinosaur. While you are raging and you make a Reckless Attack, you may reroll the damage dice and use either total. The spirit of the dinosaur unleashes your ferocity.

Ram. While you are raging, you may make headbutt as an unarmed strike as a bonus action. If you fail on the attack, you roll damage as normal and take the resulting damage. The spirit of the ram grants you a thick skull.

Shark. While you are raging and not wearing heavy armor, your movement speed increases by 10 feet until the end of your turn whenever you hit a creature with an attack. The spirit of the shark makes you into a mobile attacker.

Spider. While raging, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free, you ignore difficult terrain, and you are immune to the restrained and grappled condition. The spirit of the spider allows you to nimbly scurry across surfaces and avoid being captured.

Tortoise. While raging, your AC equals 14 + your Constitution modifier. The spirit of the tortoise provides extra protection.

Aspect of the Totem

6th-level Path of the Totem Warrior feature

These options are available to you when you choose a totem animal at 6th level.

Dinosaur. You gain the heartiness of a dinosaur. When you roll Hit Dice to regain hit points, you regain an additional 1 hit point for each die rolled.

Ram. You gain a ram's ease in scaling steep surfaces. You gain a climbing speed equal to your walking speed and take no falling damage if the fall is below 40 feet.

Shark. You gain the swimming abilities of a shark. You have a swimming speed equal to your movement speed.

Spider. You gain the toxicity of a spider. You have advantage on saving throws against poison, and you have resistance against poison damage.

Tortoise. You gain benefits when moving slow and steady as a tortoise. While not traveling at a fast pace, you have advantage on Dexterity (Stealth) and Wisdom (Perception) checks (see chapter 8 in the Player's Handbook for more information about travel pace).

Totemic Attunement

14th-level Path of the Totem Warrior feature

These options are available to you when you choose a totem animal at 14th level.

Dinosaur. While you are raging, you may become size Large and deal an extra 1d4 damage on melee weapon attacks for the duration of the rage.

Ram. While you are raging and make a successful unarmed strike, the target must make a Constitution saving throw (DC 8 + your Strength bonus + your proficiency bonus). On a failure, it is stunned until the beginning of its next turn.

Shark. While you are raging when you deal damage to a creature that is not a construct, ooze, plant, or undead on your turn, you may make a single melee weapon attack as a bonus action against that creature.

Spider. While raging, the area within 10 feet of you is considered difficult terrain for hostile creatures, and you may make a grapple attack on opportunity attacks.

Tortoise. While raging you can withstand certain effects, such as a white dragon's ice breath or the shatter spell. When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Path of Tranquility

Controlling your rage is what sets you apart from other barbarians. But that does not mean you are not angry, you merely hold the anger to give you clarity and focus in battle. And it does not mean you never rage as other barbarians do; just that when you do, your enemies would be wise to fear you.

Quiet Rage

3rd-level Path of the Tranquility feature

You may have your rage take on a controlled form. When you rage, you may choose to enter a quiet rage. While in a quiet rage you do not gain any normal benefits of rage listed in your Rage feature, but still adhere to any of the rules to maintain the rage and restrictions of it. While you are in a quiet rage, you have advantage on Intelligence and Wisdom saving throws and weapon attack rolls using Strength. If you take the Ready or Use an Object actions on your turn, you do not loose your rage at the end of your turn if you have not attacked a hostile creature since your last turn or taken damage since then.

At any time on your turn, you may turn your quiet rage into a regular rage (no action required). The total duration of your rage increases an amount equal to three times the length of your quiet rage. For every time your turn ended while you were in your quiet rage, your rage damage increases by 1, you regain 1d12 hit points, and gain 1d12 temporary hit points. When your rage ends, you lose any remaining temporary hit points and your rage damage resets to normal.

Clear Mind and Body

6th-level Path of the Tranquility feature

You can focus your mind when it is not clouded in anger. When you finish a short or long rest, you have advantage on Intelligence and Wisdom ability checks and are immune to disease and poison until the next time you rage.

Calming Presence

10th-level Path of the Tranquility feature

While you are in a quiet rage, you and allies within 10 feet are immune to the charmed and frightened conditions.

Pent Up Rage

14th-level Path of the Tranquility feature

When you choose to turn your quiet rage into a regular rage, you may make three melee attacks immediately (no action required). You can not move or take any other action between these attacks.

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

Path of the War Chief

The Path of the War Chief is the path of commanding your compatriots in battle, either through a natural ability or from training to become a tribal leader. While others have a senseless rage, your battle fury is honed in strategy and leadership.

Fighting Style

3rd-level Path of the War Chief feature

You have developed a fighting style through your study of battle. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense. While you are wearing armor, you gain a +1 bonus to AC.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by ldlO + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to ld6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal ld4 bludgeoning damage to one creature grappled by you.

Lead from the Front

3rd-level Path of the War Chief feature

You add your proficiency bonus to your initiative and gain an additional 20 feet to your movement speed in the first round of combat. Also, if you attack a creature in the first round of combat, all allies have advantage on attack rolls against the first creature you attacked until the end of the round.

Logistical Training

6th-level Path of the War Chief feature

You gain proficiency in your choice of vehicles (land) or vehicles (water). Also, you can subsist on half the daily amount of food and water normally required, you know when an enemy is below half its hit points, and during a Forced March, your group can travel an additional number of hours equal to your Charisma modifier (minimum 1) without risking exhaustion.

Strong Leadership

10th-level Path of the War Chief feature

Your strength exudes confidence and leadership. You have advantage on Charisma checks against anyone with a Strength score lower than yours. Also, when you enter a rage, creatures of your choice within 30 feet of you gain a number of temporary hit points equal to twice your Charisma modifier (minimum 1).

Rally the Troops

14th-level Path of the War Chief feature

Your victories in battle inspire your allies. When you reduce a creature to 0 hit points, each ally within 60 feet of you has advantage on attack rolls until the start of your next turn and may use its reaction to move up to their movement speed and make a single weapon attack.

Villainous Class Options

This subclass is from a series of subclasses based on the Villainous Class Options on pg. 96 of the Dungeon Master's Guide.

You can find more Villainous Class Options here.

Villainous Class Option: Path of the Cannibal

Cannibalism has happened in times of desperation in many places and times, but walking the Path of the Cannibal means taking something abhorrent a creature would only do as a last resort and turning it into a lifestyle. The reasons can vary from the belief that eating another creature grants you some of its power, to being used as a way to manifest dread in your foes, or to simply not waste available meat. In some cultures it is thought to be an addiction. That once someone begins to consume their own kind, they become driven to do it again and again.

Bite

3rd-level Path of the Cannibal feature

Your life as a cannibal has made your teeth a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You may make a bite attack as a bonus action against a creature grappled by you. When you make a successful bite attack against a creature that is the same creature type as you, you gain temporary hit points equal to the damage dealt.

Sustenance

6th-level Path of the Cannibal feature

When you finish a long rest after having consumed a meal of meat from a creature that is the same creature type as you within the last 24 hours, you regain all expended Hit Dice. Five successful bite attacks against a creature qualifies as a meal, although it may also be consumed outside of combat.

Savage Display

10th-level Path of the Cannibal feature

You prey on your foes' view of you as a savage monster. As a reaction to reducing a creature to 0 hit points, you may make a frightening display of gore and violence, such as bathing yourself in the creature's blood, presenting its beating heart, or ripping its body to shreds with your teeth. Each hostile creature within 30 feet of you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, it is frightened of you for 1 minute.

A creature frightened in this way makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

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

Powerful Jaws

14th-level Path of the Cannibal feature

Your bite attack scores a critical hit on a roll of 19 or 20 and increases in damage becoming 1d8 + your Strength modifier.

A Song of Ice and Fire Subclasses

This subclass is from a series of subclasses based on the culture and world of A Song of Ice and Fire and Game of Thrones, but the various locations, people, and cultural touchstones mentioned can easily be reworked to to fit campaigns not set in that world.

You can find more subclasses inspired by A Song of Ice and Fire here.

A Song of Ice and Fire: Path of the Dothraki Screamer

Numerous khalasars, a horde of Dothraki, ruled by khals roam the Great Grass Sea of Essos on horseback, pillaging what they can in battles and raids announced with their infamous war scream. The Dothraki's style of warfare and even its culture, religion, and authority revolve around horses. A khal who cannot ride, cannot rule.

The Dothraki are a wild, nomadic peoples only having one city, Vaes Dothrak. Reveling in violence, thet follow strength and often battle each other for possesions or the right to rule. Warriors keep their hair long and braided adding a bell after every victory and cutting off the braid upon a defeat.

Born in the Saddle

3rd-level Path of the Dothraki Screamer feature

You and your mount become a single fighting unit. While mounted and raging, your mount gains all the benefits of rage that you do.

Strong and Swift

3rd-level Path of the Dothraki Screamer feature

At 3rd level, you have learned to strike fiercely and move quickly. If you have made a Reckless Attack on your turn, you may use your bonus action to either take the Dash action or have your mount take the Dash action.

Mobile Khalasar

6th-level Path of the Dothraki Screamer feature

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).

Dothraki War Cry

10th-level Path of the Dothraki Screamer feature

Your infamous scream can truly terrify enemies. When you enter your rage, you may let loose a terrible cry. While certainly heard all around, the effect of this cry extends in a 30-foot cone from you. Any creature in the area must make a Wisdom saving throw (DC equal to your proficiency bonus + your Charisma modifier). On a failure, the creature is frightened of you for 1 minute.

It may make another Wisdom saving throw at the end of each of its turns, ending the condition on a success. Once a creature succeeds on its saving throw, it is immune to being frightened by you in this way for 24 hours.

If a creature was surprised, it automatically fails this saving throw, and only makes another saving throw at the end of its turns it is not surprised.

Galloping Attack

14th-level Path of the Dothraki Screamer feature

Your speed adds to your strength. Once on your turn, when you hit a Large or smaller creature with a melee weapon attack, you may also make a shove attack as a part of that attack. For every 15 feet you traveled in a straight line before the attack, you gain a bonus equal to that number to both the Strength (Athletics) check and the damage of the attack.

A Song of Ice and Fire: Path of the Wildling

Wlldlings, or the free folk as they call themselves, are the people who live beyond the Wall. They live in the harshest coldest environs and comprise hundreds of cultures, tribes, clans, villages, and raiding parties, varying from reasonably civilized to utterly barbaric. But what separates the Wildlings from the rest of Westeros is more than the Wall; it is their belief in the freedom to not be forced to kneel to lords and kings, but follow their own paths and choose whom to follow, if anyone.

No Mercy for Kneelers

3rd-level Path of the Wildling feature

You will not bend the knee and will punish those who do. While you are raging, you are immune to the prone condition, and when you successfully hit a prone creature, you deal an extra 1d8 damage to the creature.

North of the Wall

6th-level Path of the Wildling feature

Life in the north has prepared you in the ways of traversing freezing landscapes. You are resistant to cold damage, climbing does not cost you extra movement, you can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement. Also, you learn to speak, read, and write Giant.

Free Folk

10th-level Path of the Wildling feature

You have become resolute in your life of independence and are resistant to attempts to sway your mind and attitudes. You are immune to being charmed and gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Horn of Winter

14th-level Path of the Wildling feature

You have become imbued with the magic of Joramun's horn. As an action, you can let out a magical blast from your mouth in a 90-foot cone originating from you that can be heard from up to 1000 feet away. Any magical wall or structure in the area created from a spell of 6th-level or lower is dispelled. Any wall or structures in the area take 200 bludgeoning damage.

If a wall or structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a wall or structure's height must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

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