The Barbarian Nobody Asked For

by crazyfuton

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The Barbarian Nobody Asked For

The Barbarian Nobody Asked For


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.

Barbarian Class Table
Level Proficiency Bonus Features Rages Rage Damage Die
1st +2 Rage, Unarmored Defense 1 1d4
2nd +2 Danger Sense, Reckless Attack, Primal Knowledge 1 1d4
3rd +2 Primal Path 1 1d4
4th +2 Ability Score Improvement 1 1d4
5th +3 Extra Attack, Crushing Blows 1 1d4
6th +3 Path Feature, Carnal Presence 2 1d4
7th +3 Unleashed Fury, Improved Critical 2 1d4
8th +3 Ability Score Improvement 2 1d4
9th +4 Rage Burst, Crushing Blows(2) 2 1d6
10th +4 Path Feature 2 1d6
11th +4 Persistent Rage, Carnage 2 1d6
12th +4 Ability Score Improvement 2 1d6
13th +5 Resolute, Crushing Blows(3, 2x) 3 1d6
14th +5 Path Feature 3 1d6
15th +5 Rage Burst(2), Relentless Rage 3 1d6
16th +5 Ability Score Improvement 3 1d6
17th +6 Improved Critical(2) 3 1d8
18th +6 Indomitable Might 3 1d8
19th +6 Ability Score Improvement 3 1d8
20th +6 Rage Burst(3), Primal Champion Unlimited 1d8

Creating a Barbarian

To create a Barbarian, consult the following lists, which provide Hit Points, proficiencies, and the class' core features. If you’re making a 1st-level character, also consult the “Step-by-Step Characters” section of the Player's Handbook. Should you require starting equipment, work with your DM to have equipment that is appropriate. Refer to the Fighter Class listed in the 2014 PHB publication for general idea of starting equipment.

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.

Rage

1st-level Barbarian feature
In battle, you fight with primal ferocity.

On your turn, you can enter a rage as a Bonus Action, provided you aren’t wearing Heavy Armor. While raging, you gain the following benefits:

  • Strength Advantage. You have advantage on Strength checks and Strength saving throws.
  • Rage Damage. When you make a melee attack using Strength, you gain a bonus damage die added to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage Die column of the Barbarian table.
  • Damage Resistance. You have resistance to bludgeoning, piercing, and slashing damage.
  • No Concentration or Spells. If you are able to cast spells, you can’t cast them or concentrate on them while raging.

The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one or more of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

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 short or long rest before you can rage again.

Unarmored Defense

1st-level Barbarian feature

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.

In addition, your speed increases by 5 feet while you aren’t wearing armor. At 5th level, your speed increases by an additional 5 feet.

Reckless Attack

2nd-level Barbarian feature
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 attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense

2nd-level Barbarian feature

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 Knowledge

2nd-level Barbarian feature

You gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through and around you.

Primal Path

3rd-level Barbarian feature

You choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

4th-level Barbarian feature

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Crushing Blows

5th-level Barbarian feature
Your martial prowess maximizes the effects of your mightiest blows, empowering your critical hits.

Choose two of the following effects. You learn additional one additional critical effect at 9th level and 13th level.

When you score a critical hit, you can apply one of the effects that you know. Starting at 13th level, you can apply two effects that you know.


  • Rampage. You can forgo the extra damage to immediately make one additional attack against the same target. This additional attack cannot benefit from this feature.
  • Knockdown. If the target is no more than one size larger than you, you knock the target prone.
  • Brutal Critical. You can roll an additional 1d12 damage die when determining the extra damage from a critical hit with a melee weapon attack.
  • Run Through. You can immediately use up to 10 feet of your movement to move that same distance without provoking opportunity attacks. If the target is no larger than one size larger than you, you can move it with you and its final position is determined by you, but its final position must be within 5 feet of you after the movement.
  • Sunder. All of your subsequent attack rolls against the target gain +5 until the end of your next turn.
  • Blood Rush. You gain temporary hit points equal to one roll of your Rage Damage die + your Constitution modifier, and your speed increases by 20 feet until the end of your next turn.

Extra Attack

5th-level Barbarian feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Carnal Presence

6th-level Barbarian feature
Your methodology to battle seeps further into the way you interact with others — and how they interact with you.


Choose one of the following:

Vigorous. People respond favorably to your vigor. After you are able carouse, fraternize, or otherwise express your vigor, you can add your Constitution modifier to any Persuasion checks made against targets familiar with the breadth of your brawn.

Forceful. You turn your toughness into a tool when imposing upon others. At the DM's discretion and presented with the opportunity in a crowd, tavern, or other social gathering, you can make an Intimidation check while loudly declaring something, on a success you become the momentary focus of attention.

Formidable. It’s commonly thought that it’s best not to ask you for too much clarification or detail. When you fail a Deception check against a creature, it makes a Wisdom saving throw against a DC equal to your passive Deception score. On a failure, it thinks twice about your dishonesty and your Deception check becomes a success.

Improved Critical

7th-level Barbarian feature

Beginning at 7th level, your melee weapon attacks score a critical hit on a roll of 19 or 20.

Starting at 17th level, your melee weapon attacks score a critical hit on a roll of 18 - 20.

Unleashed Fury

7th-level Barbarian feature

Your instincts are so honed that you have advantage on initiative rolls, and you may enter your rage when you roll initiative (no action required). If you were surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you entered your rage when you rolled initiative.

Additionally, whenever you enter your rage, your speed increases by 20 feet until the end of your turn.

Rage Burst

9th-level Barbarian feature
You gain the ability to unleash feats of immense power. You learn one of following Rage Bursts and can use your known Bursts once between long rests, and only while you are raging.

If a Burst requires a saving throw, it uses the following:
Rage Burst DC = 8 + your Strength modifier + your proficiency bonus.

At Later Levels. You learn one additional Rage Burst and gain one additional use between long rests at 15th level, and again at 20th level.

Rage Bursts

  • Bull Rush. As an Action, move up to 30 feet in a straight line ignoring attacks of opportunity and occupied spaces along the way (you must end this movement in an unoccupied space). Make a melee attack against each creature within range along the path you traveled. Each creature you hit must make a Strength saving throw. On a failed save, they are knocked prone or you can move them up to 15 feet along the path you traveled, placing them in an unoccupied space within 5 feet of the path you traveled.

  • Fleet of Foot. As a Bonus Action, you can enter a anchor like state. For 1 minute, you gain the following benefits:

    -- Your movement is unaffected by difficult terrain.

    -- You cannot be moved against your will by a creature one size larger than you or smaller.

    -- You cannot be knocked prone.

    -- Your AC cannot be less than 18.

    -- Spells and other magical effects can neither reduce the your speed nor cause you to be paralyzed or restrained.

    -- You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.

  • Primal Convergence. You can emit a 30 foot aura from you (no action required) for 1 minute. As a Reaction when a creature within the aura takes damage, they take half damage and you take half damage. After taking this damage, if the source was an attack, you can move up to your speed towards the attacker, and make one melee weapon attack against the attacker if you end your movement within range.


  • Run Riot. You gain this at the start of your turn (no action required). For this turn, your speed increases by 30 feet, your jump height and distance is tripled, and if you take the Attack action, you can make one additional attack. The first creature you hit with an attack this turn takes 2d12 additional force damage and must make a Constitution saving throw. On a failed save, the target is stunned until the end of your next turn.
  • War Cry. As an Action, you can issue a mighty cry, forcing any hostile creature in an adjacent 30-foot cone that can hear you to make a Wisdom saving throw. On a failed save, creatures drop whatever they are holding and are Frightened of you for one minute. If a creature ends its turn in a location where it doesn’t have line of sight to you, it can repeat the saving throw, ending the effect on a success.
  • War Stomp. As an Action, you pound the ground causing a fountain of churned earth in a 20 foot square originating from you. Each creature in that area must make a Dexterity saving throw. A creature takes 5d12 bludgeoning damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Persistent Rage

11th-level Barbarian feature

Your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. The Rage still ends early if you have the Incapacitated condition or don Heavy Armor.

Carnage

11th-level Barbarian feature
Whether its savagery, brutality, vitriol, spite, love, or malice.

Whatever drives you, deepens your rage, and hones your ferocious edge. Once, on each of your turns when you hit a target while raging, if your Rage Damage Die rolls higher than one of the weapon's damage die, you can reroll that weapon's damage die and must use the new value.

Resolute

13th-level Barbarian feature
You can overcome mind altering effects through sheer force of will.

If you are under the effects of any charm or fright effects, you can choose to end all such effects (no action required). You can do so even if the effect incapacitates you, or otherwise prevents you from taking actions.

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

Relentless Rage

15th-level Barbarian feature
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 15 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.

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 15.

Indomitable Might

18th-level Barbarian feature

Whenever you make a Strength or Constitution based check or attack, roll a d12 with the d20. You can replace the roll of the d20 with the roll of the d12.

Primal Champion

20th-level Barbarian feature
You embody the power of the wilds.

Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Primal Paths

Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

Path of the Berserker

Intro inspired from u/dirtyrooster

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. At your option, you can pick from or roll on the Berserker Quotes table to create one of your character's more memorable quotes.

Berserker Quotes
d6 Quotes
1 "RAAAAAAARGHHHHH!"
2 "DEATH, DEAATH, DEAAAAAATH!"
3 "Don't make me angry... you won't like me when I'm angry."
4 "BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!"
5 "WAAAAAAAAAAGH!"
6 "STRIP THE FLESH! SALT THE WOUND!"

Frenzied Rage

3rd-level Path of the Berserker feature
When you rage, you unleash all your barbaric might and go into a battle frenzy.

During your rage, you can make one attack as a Bonus Action, but after the attack you gain 1 level of Strain. For each level of Strain, you suffer a stacking -1 penalty to attack rolls. All Strain is removed when your rage ends.

Powerful Build

3rd-level Path of the Berserker feature
As a Berserker, you epitomize brawn.

Whenever you make a long or high jump, you can roll a d10 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Additionaly, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. This feature does not stack with a similar feature granted by any other feature from your class or race.

Intimidating Presence

6th-level Path of the Berserker feature
You can manifest your dreadful mien in a multitude of dire ways.

You gain access to the following Dread Abilities, each causing fright in some manner. You can only use one dread ability per turn. Your dread abilities require a Wisdom saving throw, with a DC of 8 + your Constitution modifier + your proficiency bonus.

You can use your dread abilities a combined number of times equal to 1 + your proficiency bonus. You regain all uses of your dread abilities after finishing a long rest.


  • Crushing Grasp: While you have a creature Grappled, you can replace one of your attacks with a special intimidation attack. You force the creature to make a saving throw with disadvantage, or become Frightened of you until the end of your next turn.
  • Death Blow: When you reduce a creature to 0 hit points, you can choose a creature within 15ft of you, that creature must make a saving throw or become Frightened of you until the end of your next turn.
  • Mortal Coil: As an action, you can focus your ire on a target within 15ft. The target must succeed on a saving throw or become Frightened of you for the next minute. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Overpower: After you deal damage with a melee weapon wielded with both hands, you can use a Bonus Action to force the creature to make a saving throw, or become Frightened of you until the end of your next turn.

Paralyzed by Fear

10th-level Path of the Berserker feature

Creatures that are Frightened by you have their speed halved. Whenever you attack a creature Frightened by you, the attack ignores all levels of Strain you have.

Gory Retaliation

14th-level Path of the Berserker feature

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. Should this attack hit, this attack and your future attacks against that creature until the end of your next turn gain one additional rage damage die on hit.

Path of the Relentless Storm

There is a dormant primordial power which shaped the land and the realm. The relentless storm is the manifestation of the ancient primordials that shaped this land. Barbarians who follow the Path of the the Relentless Storm manifest this power of the storm as destructive, wild, primal magic. This unleashed fury which swirls around them in waves of natural power and raw magic.

Barbarians of the Relentless Storm are called upon to protect the natural order and defend the those whom chaos seeks to harm. Heralds of this storm often work alongside druids, rangers, and others sworn to protect nature, defending the lands where the storm's power surges. At your option, you can pick from or roll on the Relentless Storm Quirks table to create a quirk for your character. Your quirk may change as you shift between different elements.

Relentless Storm Quirks
d8 Quirks
1 Your skin assumes the appearance of molten lava when you rage.
2 Wooden objects slowly char in your presence.
3 Small bolts of electricity crackle through your hair.
4 Your laughter booms like thunder.
5 Frost slowly spreads across surfaces you sit on.
6 Your skin is freezing cold to the touch.
7 Motes of earth swell around each of your foot steps.
8 Popping your knuckles makes a noise of breaking stone instead.

Call the Storm

3rd-level Path of the Relentless Storm feature
Channeling the undulations of a mighty storm within you, you can manifest this relentless power.

After finishing a long rest, you determine how the storm inside you manifests itself. This manifestation lasts until you choose to change it using this feature. Choose one of the following: Fire, Earth, Air, Water

When you enter your rage, and later while raging as a Bonus Action, you can choose to evoke your storm's might. The resulting effect is based on your chosen manifestation. If one of your features requires a saving throw, the DC equals 8 + your Constitution modifier + your proficiency bonus.

Flamelash (Fire)

You create a vitriolic wave of oppressive heat.

Creatures of your choice within 10 feet of you not behind total cover must succeed on a Constitution saving throw or suffer disadvantage on their next attack roll or ability check made before the end of their next turn, and take fire damage equal to one roll of your rage damage die.

Mountain's Grasp (Earth)

Like a towering mountain, you move bend solid stone.

Choose one creature within 30 feet of you that you can see. The chosen creatures must make a Strength saving throw, as the force of the earth pulls the target towards you. On a failed save, the target is pulled up to 25 feet towards you and takes bludgeoning damage equal to one roll of your rage damage die + your Constitution modifier.

Thunderclap (Air)

You create a momentary vortex of storm clouds.

Choose up to 2 creatures within 15 feet of you that you can see. The chosen creatures must make a Dexterity saving throw, as lightning arcs from you. On a failed save, the target takes lightning damage equal to one roll of your rage damage die + your Constitution modifier, and their speed is halved until the end of their next turn.

Tidal Surge (Water)

You can create an enveloping nova of frost.

Choose up to 2 willing creatures within 15 feet of you (you can choose yourself). They gain temporary hit points equal to one roll of your rage damage die, as icy spirits inure it to suffering. These temporary hit points last for a maximum of 1 minute. While a creature has these temporary hit points, they gain advantage on Strength, Dexterity and Constitution saving throws.

Gift from the Ancient Swell

3rd-level Path of the Relentless Storm feature
Your bond with the primordials has gifted you with understanding and subtle elemental control.

You learn to speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Additionally, you can mold your element in subtle ways. As an action, you can manipulate your chosen elemental if it is within 15 feet of you in one of the following ways:

  • Cause up to a 5-foot cube of your element to shape itself into a crude form you designate or move to a place within range. This movement does not involve enough force to cause damage.
  • Transform the physical properties of up to a 5-foot cube of your element, such as lighting or snuffing out a small fire, freezing water or creating mist, or turning sand into sandstone.
  • Create a harmless, instantaneous sensory effect related to your element, such as a shower of sparks, a puff of wind, a spray of light mist, or a gentle rumbling of stone.

Storm Soul

6th-level Path of the Relentless Storm feature
The storm grants you benefits even when you're not raging.

The benefits are based on your storm's manifestation.

Fire. 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.

Earth. You gain resistance to psychic damage, and you ignore the first 30 feet of fall distance when determining fall damage. You also gain a climb speed of 30 feet.

Air. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

Water. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide.

Crashing Storm

10th-level Path of the Relentless Storm feature
Flashing like lightning, you can leap great distances.

On your turn while raging, you can sacrifice any amount of your speed to leap that same distance plus an extra 30 feet. This movement does not provoke opportunity attacks. Upon landing, you can choose to emit a powerful nova. Each creature within 10 feet of you must succeed on a Strength saving throw or have their speed reduced to 0 until the end of their next turn.

Once you use this feature you cannot use it again until you enter a new rage.

Fury of the Storm

14th-level Path of the Relentless Storm feature
You gain the ability to unleash mighty storms.

Each of your Raging Storm manifestations improve in the following way.

Cyclone of Cinder (Fire)

The radius of the aura increases to 30 feet instead of 10 feet.

Additionally, once per short or long rest as an action, you can create a fire cyclone centered on you. Each creature of your choice within 30 feet of you that is not behind total cover must succeed on a Strength saving throw or be pulled up to 25 feet towards you and knocked prone. Afterwards, each creature that is within 5 feet of you takes 2d10 fire and 2d10 bludgeoning damage, and has their speed reduced to 0 until the end of their next turn.

Fissure (Earth)

If the chosen target has a flying speed and fails its save, the target's flying speed is reduced to 0 for up to 1 minute. The target can repeat this save at the end of each of its turns, ending the effect on a success.

Additionally, once per short or long rest as an action, you open a 15 feet wide by 50 feet long fissure centered on a point you can see within 120 feet of you. The fissure floods with molten lava until the end of your next turn. When the fissure opens, each creature within its space must succeed on a Strength saving throw be knocked prone. Large or larger creatures have disadvantage on this save.

While flooded with lava, any creature that enters the area for the first time on a turn or starts its turn there must make a Dexterity saving throw and suffer 6d10 fire damage on a failure, or half as much on a success. The area of the fissure is considered to be difficult terrain for the next hour.

Thunderstorm (Air)

You can choose up to 4 targets instead of 2, within 30 feet instead of 15 feet.

Additionally, once per short or long rest as an action, you can summon a lightning bolt to crash down upon a target you can see within 120 feet of you. The target and each creature within 10 feet of the target must succeed on a Dexterity saving throw. On a failure, a creature takes 8d6 lightning damage and blinded until the end of their next turn. On a success, the creature takes half as much on a success and is not blinded.

Blizzard (Water)

You can choose creatures within 30 feet of you to gain the temporary hit points, instead of within 10 feet.

Additionally, once per short or long rest as an action, you choose one creature you can see within 10 feet of you. That creature must succeed on a Strength saving throw or takes 4d12 cold damage and is then entombed in magical ice for up to 1 minute. On a success, the creature takes half as much damage and is not entombed. An entombed creature is paralyzed for the duration, and can repeat this save at the end of each of its turns, ending the effect on a success.

Path of the Totem Warrior

Subclass inspired from u/dirtyrooster

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. At your option, you can pick from or roll on the Totem Warrior Quirks table to create a quirk for your character.

Totem Warrior Quirks
d6 Quirks
1 Your bear totem makes you unusually broad and hairy.
2 When raging, your totemic power gives you the yellow eyes of an eagle.
3 You have a glorious leonine mane of hair.
4 Your skin is leathery and wrinkled like that of an elephant.
5 You have the unblinking gaze of a snake, and elongate your s'es.
6 You have to repress the urge to sniff new acquaintances.

Spirit Seeker

3rd-level Path of the Totem Warrior feature
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts.

You learn the druidcraft cantrip. You also gain the ability to cast animal friendship, beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section. Wisdom is your spellcasting ability for these spells.

Totem Spirit

3rd-level Path of the Totem Warrior feature
When you adopt this path, you choose a totem spirit and gain its feature.

Most barbarians 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. Each totem spirit conforms to an archetype, which are listed below.

Ironhide Totem

Suggested Spirit Animals: Bear, Armadillo, Tortoise.

While raging, you have resistance to acid, cold, fire, lightning, thunder, and poison damage. Your spirit animal is renowned for its toughness, and grants you the ability to stand up to nature's punishment.

Swiftstride Totem

Suggested Spirit Animals: Eagle, Elk, Shark.

While you’re raging, you gain three benefits as your spirit animal is renowned for its speed or agility, and grants you the ability to weave through the fray with ease.

  • Other creature's attacks of opportunity made against you are made with disadvantage.
  • You can take the Dash action as a Bonus Action on each of your turns.
  • Your speed increases by 5 feet.
Packleader Totem

Suggested Spirit Animals: Wolf, Orca, Oxen.

While you’re raging, your allies have advantage on melee attack rolls against any creature within 10 feet of you that is hostile to you. Your spirit animal travels in mighty herds or hunting packs, making you a leader of warriors.

Venomfang Totem

Suggested Spirit Animals: Scorpion, Snake, Spider.

While you’re raging, the first creature you hit on each of your turns with a weapon attack takes additional weapon damage equal to 1d6 + half your barbarian level. Your spirit animal is famed and feared for its venom, and grants you potent attacks in battle.

Aspect of the Beast

6th-level Path of the Totem Warrior feature

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.

Ironhide's Strength

You gain the legendary might of your spirit animal. 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.

Additionally, you have advantage on checks and saving throws to avoid being moved or knocked prone against your will.

Swiftstride's Speed

You gain the roaming speed of your spirit animal. Your speed increases by 10 feet, you can move across vertical surfaces without falling on your turn, and you gain a climbing or swimming speed (your choice) equal to your walking speed.

Packleader's Alertness

Your spirit animal gives you keen senses to look out for predators that threaten your herd. You gain the following:

  • You can add your Strength modifier to your Initiative checks.
  • 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.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
  • You gain darkvision out to a range of 30 feet. If you already have darkvision, its range is increased by 30 feet.
Venomfang's Cunning

Your gain the sinister hunting abilities of your spirit animal. You gain proficiency in one skill from the following list: Athletics, Acrobatics, Stealth, or Survival, and you gain a tool proficiency of your choice.

You can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

Spirit Walker

10th-level Path of the Totem Warrior feature

You can cast the animal messenger, and commune with nature spells, without using a spell slot or material components. When you cast commune with nature in this way, 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. Wisdom is your spellcasting ability for these spells.

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


Additionally, after finishing a long rest, you can change the choices you've made from each of your other Path of the Totem Warrior features. This reflects your ever growing reverence to the animal spirits, and their ease in uniting with you.

Totemic Attunement

14th-level Path of the Totem Warrior feature

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.

Bellowing Ironhide

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. Additionally, an enemy that attempts to leave a space within 5 feet of you must use half their movement to do so. An enemy is immune to this effect if it can’t see and hear you.

Soaring Swiftstride

While you're raging, you have a Fly Speed equal to your Speed, provided you aren’t wearing any armor.

Inspiring Packleader

While you’re raging, you inspire your allies to heightened ferocity in battle. So long as you are not Frightened, friendly creatures within a 30 foot aura of you cannot be Frightened.

Additionally, once per turn when you hit a creature with an attack, you can mark that creature until the start of your next turn. Once per turn, each ally in your aura can deal 1d6 bonus damage to a marked target when they hit it with an attack.

Venomfang's Vengeance

While you’re raging, you can attempt to inject a potent paralytic neurotoxin with your attacks. When you hit a creature with a melee attack, you can Weaken the creature. This weakened state lasts for up to 1 minute. A weakened creature can make a Constitution saving throw (DC of 8 + your Constitution modifier + your proficiency bonus) at the end of each of their turns, ending the effect on a success.

Once you weaken a creature, you cannot do so again until you enter a new rage.


While Weakened, a creature suffers the following effects:

  • Their speed is halved.
  • Their AC is reduced by -2.
  • They suffer disadvantage on their first attack that uses Strength or Dexterity each turn.
  • If they cast a spell, they must make a Constitution saving throw against this effect's DC or have the spell fail.

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. Zealots are often marked by their God as the chosen. You can choose how you were marked or determine it by rolling on the Zealot Markings table.

Zealot Markings
d6 Marking
1 A large faintly glowing rune of your God has been emblazoned on your chest.
2 While raging, the tattoos down your arms twist and join with your weapon.
3 Each of your belongings has an etching of your God.
4 An amulet of your God has been fused to your body.
5 You have a brand marks from the searing pain of your indoctrination.
6 While raging, you gain a halo of your God.

Divine Fervor

3rd-level Path of the Zealot feature
You can channel the power granted to you from your divine into your weapon.

While you’re raging, each of your weapon attack deals extra damage equal to 1d6. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. This damage is a manifestation of the divinity granted by your god.

Additionally, you are the conduit for your god, and serve to protect those who fight along side you. When another creature within 30 feet of you takes damage, you can use your Reaction to transfer half of the damage taken to you. This damage cannot be reduced. Once per rage, after taking this damage, you gain temporary hit points equal to your Constitution modifier + your Barbarian level. These temporary hit points are lost when your rage ends.

Warrior of the Gods

3rd-level Path of the Zealot feature
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.

Zealous Presence

6th-level Path of the Zealot feature
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.

Disciple of Diplomatic Dogma

6th-level Path of the Zealot feature

As an action, you can touch a creature, forcing them to make a Charisma saving throw against a DC of 8 + your Proficiency Bonus + your Constitution modifier. You know if they pass or fail. On a failure, you know if they deliberately lie or speak falsity for 10 minutes. If a creature succeeds on their saving throw, they are immune to this effect for 24 hours.

Fanaticism

10th-level Path of the Zealot feature

Once per turn, when you hit a creature with a melee weapon attack, you can taunt that creature into openly assaulting you. That creature must make a Wisdom saving throw (DC of 8 + your Proficiency Bonus + your Constitution modifier) or immediately use it's Reaction to make an opportunity attack against you. They can willingly fail this save. If they attack you, each other creature (other than you) within 5 feet of it may use their Reaction to make an opportunity attack against that creature.

Rage beyond Death

14th-level Path of the Zealot feature

The divine power that fuels your rage allows you to shrug off fatal blows. While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

Path of the 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.

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

3rd-level Path of the Beast feature

When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a beastial hide and natural weapons.

You can manifest natural weapons from your body. They counts as simple melee weapons for you, and deals 1d8 damage on hit. 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, such as a great bite, claws, or spiked tail. Your natural weapons deal piercing, slashing, or bludgeoning damage based on the natural weapon form you choose to manifest.

Additionally, your beastial form grants you access to the following special beastial abilities for the duration of your rage. You can use a beastial ability as a Bonus Action on your turn.

Recover. You regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit point maximum.

Shift. You move a creature within 5 feet of you to a different space within 5 feet of it. If that creature is unwilling, it must succeed on a contested Strength(Athletics) check to not be moved.

Hunt. You move up to 20 feet towards an exposed creature.

Defend. Choose a creature within 5 feet of you. So long as they stay within 5 feet of you, the first attack targeting them must subtract a d6 from their attack roll.

Rend. Choose a creature within 5 feet of you and make a contested Strength(Athletics) versus Strength(Athletics) or Dexterity(Acrobatics) (their choice) check. If you succeed, their speed is becomes 10 feet until the start of your next turn.

Blood in the Water

3rd-level Path of the Beast feature

Any creature you damage with a melee attack becomes exposed to you for 1 minute.

If an exposed creature is within 60 feet of you, they gain no benefit from invisibility and you know their exact location, so long as they are not behind total cover.

Whenever you attack an exposed creature and gain advantage from your Reckless Attack feature you can roll three d20s and use the highest roll of the three.

Additionally, you gain advantage on Perception checks to find an exposed creature.

Bestial Soul

6th-level Path of the Beast feature

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:

Climbing. 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.

Jumping. 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.

Swimming. You gain a swimming speed equal to your walking speed, and you can breathe underwater.

Hunting Grounds

10th-level Path of the Beast feature

On your turn while you are raging you can create a 100 foot radius zone centered on you (no action required). This zone is your Hunting Grounds. The zone does not move once placed, and lasts for the duration of your rage.

While you are withing in your Hunting Grounds you gain the following benefits:

  • Your speed increases by 10 feet.
  • When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you gain resistance to the damage.
  • Other creatures provoke opportunity attacks from you if they move while remaining within your reach. You may only use your natural weapon to make this opportunity attack. If this attack hits, their speed is halved for the rest of their turn.
  • You can make a single attack using your natural weapon as a Bonus Action on each of your turns.
  • When an exposed that is in your Hunting Grounds attempts to teleport, they must first make a Charisma saving throw against a DC of 8 + your Constitution modifier + proficiency bonus or have their teleport fail.

You can create your Hunting Grounds twice, regaining all expended uses when you finish a long rest.

Call the Hunt

14th-level Path of the Beast feature
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, each chosen creature can use the Bonus Action abilities granted by your Form of the Beast feature.

Additionally, when you end your turn and are within your Hunting Grounds, you can cause your Hunting Grounds to pulse with the energy of your beastial rage. Choose a number of creatures up to your Constitution modifier (minimum of one creature) that you can see and who are also within your Hunting Grounds. Each chosen creature 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):

  • They are overcome by fear. They are Frightened of you until the end of your next turn.
  • They are enraptured by you. Until the end of your next turn, they cannot willing move further away from you. If they use an ability or cast a spell that creates an area of effect, you must be included in that area of effect.
  • They are filled with an infectious fury. They must immediately use their Reaction to make a melee attack against another creature of your choice that you can see.

You can cause a pulse of each of your Hunting Grounds twice.

Path of the Remnant Soul

Many departed souls linger in this world, awaiting their next stage. It is through remembrance that a spirit is not lost to time nor scorned to be a spector of malediction, but preserved, honored, and granted the ability to complete their passing. Barbarians who follow this path have a deep reverence for the departed souls, and find themselves bound to the soul of someone who's lost, but not forgotten. When a barbarian who follows this path rages, the barbarian contacts their otherworldly spirit, calling on them for aid.

Such a barbarian might hail from a tribe who's culture reveres their ancestors, or a bound soul of lost loved one. You can choose the origin of your remembered spirit or determine it by rolling on the Origin of the Remembered table.

Origin of the Remembered
d4 Origin
1 A revered ancestral warrior of your tribe has bound itself to you, guiding and aiding your cause.
2 The soul of a beloved one passing lingers, now you share in their destiny.
3 You spoke the name, and their spirit answered; whether by force or necessity they now share your fate.
4 A resurrection ritual performed by a mighty cleric failed; in doing so you had an awakening, their presence finding new life with you.

The Remembered

3rd-level Path of the Remnant Soul feature

A departed soul, a spirit of the dead has bound itself with you, guiding and aiding you. This spectral spirit is intangible and invulnerable. You learn the guidance cantrip, as the spirit grants its wisdom to you and your companions.

While raging, the spirit manifests itself. Once on each of your turns, you can command the spirit to attack a creature within 50 feet of you that you can see (no action required). The spirit's attack modifier is your Constitution modifier + your proficiency bonus, and on hit it deals force damage equal to one roll of your Rage damage die + your proficiency bonus.

Looming Mist

3rd-level Path of the Remnant Soul feature

When you rage, you can summon an ethereal mist in a 30 foot aura around you. Creatures of your choice in the mist gain half cover against attacks and spells originating outside of the aura.

Additionally, 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 the mist takes damage, you can use your Reaction to reduce that damage by 1d4 to a minimum of 0.

When you reach certain levels in this class, you can reduce the damage by more: by 2d4 at 6th level, 3d4 at 10th level, and by 4d4 at 14th level.

Mistwalk

6th-level Path of the Remnant Soul feature

As a Bonus Action, you can briefly surround yourself with silvery mist. You teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can have your spirit teleport instead of you. If you do, you can choose one creature within 50 feet of you. That creature must succeed on a Charisma saving throw (DC of 8 + your Constitution modifier + your proficiency bonus) or be teleported 30 feet to an unoccupied space you can see. The creature can willing fail this save.

Once you use this feature, you can't do so again until you enter a new Rage.

Harrow

6th-level Path of the Remnant Soul feature
Your spirit grants its wisdom to you and your allies.

You and friendly creatures within 10 of you gain a bonus to their Intelligence, Wisdom, and Charisma saving throws equal to your Constitution modifier. This bonus does not stack with similar features, such as a Paladin's Aura of Protection.

The radius of this feature increases to 30 feet at 10th level.

Consult the Spirits

10th-level Path of the Remnant Soul feature
You gain the ability to consult with the 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 your spirit to the chosen location. After you cast either spell in this way, you can’t do so again until you finish a long rest.

Additionally, you can touch the course of any creature you have slain within the last hour. When you do, you can converse with the corpse as if you had cast speak with dead.

Beyond the Hallow

14th-level Path of the Remnant Soul feature

As a Reaction you can take while raging, you can momentarily veil yourself and creatures of your choice that are within your Looming Mist with an escutcheon from the ethereal plane. Until the end of the current turn, the chosen creatures become intangible and invulnerable. Once you use this Reaction, you cannot use it again until you complete a long rest.


Additionally, once per short or long rest, your spirit can attempt to assert their will upon another creature. As an action, a creature within 50 feet of you that you can see must make a Charisma saving throw (DC of 8 + your Constitution modifier + your proficiency bonus). On a failed save, it becomes possessed by your spirit for up to 1 minute. Creatures that are immune to charm are immune to this effect. During this time, your spirit cannot make attacks of its own.

For the duration, your link with your spirit lets you issue commands to the creature while you aren't incapacitated (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

Each time the target takes damage, it makes a new Charisma saving throw. If the saving throw succeeds, the possession ends.

The Barbarian

The Barbarian is a fan favorite and a force to be reckoned with. However, gaining a flat bonus to your damage is less fun than rolling more dice. Additionally, at higher tiers of play, its expected that the Barbarian will rely on critical hits to keep pace. This revision slightly adjusts the core class to align with the design philosophy that the Barbarian's combat advantage is: Roll attacks with advantage to score critical hits. A new feature to key off criticals, and gaining higher odds of scoring criticals at higher tiers of play. Having a higher critical hit chance combos nicely with a rage damage die instead of a flat modifier, further encouraging a critical hit play style.

Artistic Credits:
Cover: Aurore Folny
Page 2: Wizards of the Coast
Page 7: Wizards of the Coast
Page 9: Happy-Mutt
Page 11: Toni Guerola
Page 13: Russell Dongjun Lu
Page 14: u/gallanabina

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