Alternate Barbarian
Level | Proficiency Bonus | Features | Rages | Rage Damage | Rages Known |
---|---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 | 1 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 | 1 |
3rd | +2 | Combat Instincts, Primal Path | 3 | +2 | 2 |
4th | +2 | Ability Score Improvement | 3 | +2 | 2 |
5th | +3 | Extra Attack, Primal Body | 3 | +2 | 2 |
6th | +3 | Path feature | 4 | +2 | 2 |
7th | +3 | Feral Instinct | 4 | +2 | 2 |
8th | +3 | Ability Score Improvement | 4 | +2 | 3 |
9th | +4 | Relentless Rage, Combat Instincts | 4 | +3 | 3 |
10th | +4 | Path feature, Primal Knowledge | 4 | +3 | 3 |
11th | +4 | Brutal Strikes, Combat Instincts | 4 | +3 | 3 |
12th | +4 | Ability Score Improvement | 5 | +3 | 4 |
13th | +5 | Combat Instincts | 5 | +4 | 4 |
14th | +5 | Path feature | 5 | +4 | 4 |
15th | +5 | Persistent Rage | 5 | +4 | 4 |
16th | +5 | Ability Score Improvement | 5 | +4 | 5 |
17th | +6 | Combat Instincts | 6 | +5 | 5 |
18th | +6 | Indomitable Might | 6 | +5 | 5 |
19th | +6 | Ability Score Improvement | 6 | +5 | 5 |
20th | +6 | Primal Champion | 6 | +5 | Unlimited |
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.
Ability Score
You gain a +1 to your Strength or Constitution Score.
Starting Wealth
You start the game with 50gp or 2d4 x 10 gp which you can spend on equipment and supplies.
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action, gaining the benefits of your rage if you are not wearing heavy armor, unless otherwise stated. While raging, you can change the type of rage you are in with a bonus action.
You learn one rage of your choice. You can only have one rage activate at once. You learn one additional rage of your choice at 3rd, 8th, 12th, 16th level and an unlimited amount at 20th level.
If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't directly dealt damage to a hostile creature, forced a hostile creature to make a saving throw, or taken damage since your last turn. You can also end your rage on your turn as a bonus action.
Once you have entered a rage the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Danger Sense
At 2nd level, your instincts are so honed that you have advantage on initiative rolls. If you are surprised when you roll initiative you can choose to act normally so long as you Rage as part of your first turn.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Combat Instincts
Start at 3rd level, you gain proficiency with improvised weapon attacks. Your improvised weapons have a maximum thrown range equal to three times your Strength score.
Additionally, you learn how to channel the raw power of your rage into powerful weapon maneuvers. At 3rd level you gain one Weapon Mastery point. At 11th level, you gain an additional Weapon Mastery point.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th. and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Primal Body
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor, your maximum carrying capacity is increased by a number of slots equal to your strength modifier and the weight you can push, drag, or lift is doubled.
Additionally, as part of the bonus action you take to enter your rage, you can move up to half your speed.
Feral Instinct
The primal power that fuels your Rage in combat has honed your senses as well. At 7th level, you gain the benefits below:
- Your Rage lasts for 10 minutes
- You gain Blindsense out to a range of 10 feet
- You have advantage on Wisdom (Perception) checks that rely on smell or hearing.
- You have advantage on Dexterity saving throws against effects that you can see (such as traps and spells) so long as you are not, blinded, deafened, or incapacitated.
Relentless Rage
Starting at 9th level, when raging you enter a trance-like single minded state of furious bloodlust helping ignore debilitating mental and physical ailments. While raging, when you are forced to make an Intelligence, Wisdom, or Charisma saving throw you may expend a Hit Die and add 1d12 to your roll. If the result of the d12 is lower than your Constitution modifier, you can use your Constitution modifier in place of the result.
Additionally, If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Primal Knowledge
Beginning at 10th level, you gain proficiency in one skill of your choice between Animal Handling, Nature, and Survival.
Brutal Strikes
Your unchecked anger increases the ferocity and devastation of your attacks. Beginning at 11th level, your Reckless Attacks with a weapon in your main hand deal your Rage Damage bonus twice. Your Reckless Attacks with a weapon in your main hand that are critical hits deal your Rage Damage bonus four times.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Indomitable Might
Your physical power and stamina rival the heroes of legend. Starting at 18th level, if you make a Strength or Constitution check and the result of your roll is lower than your Strength score, you can use your Strength score in place of result.
Additionally, your mighty strikes can tear apart even magical creations. As an action, you can strike a creation of magical force and any magic creation of 3rd-level or lower is instantly destroyed. Anything made of force such as a Wall of Force or Forcecage is treated as if it was hit by a Disintegration spell. Anything such as a Prismatic Sphere, has one layer destroyed.
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Rages
Tapping into your primal fury, you gain the additional benefits below while raging.
Primal Carnage. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Save DC = 8 + your proficiency bonus + your Strength or Constitution modifier (your choice)
Bloodthirst Rage
It doesn’t matter how much blood you lose, as long as your enemies lose more.
- You have advantage on Constitution checks and saving throws.
- As a bonus action, you can expend one Hit Die and deal 1d12 damage to yourself that can’t be resisted. If you do, until the start of your next turn, your melee weapon attacks deal an additional 1d6 damage. If your target’s current hit points are less than its maximum hit points, your melee weapon attacks deal an additional 1d12 damage instead.
- Your weapon attacks score a critical hit on a roll of 18 or higher if you are below half of your maximum hit points.
- You gain resistance to bludgeoning, piercing, slashing and psychic damage while your current hit points are less than half of your maximum hit point total.
Cruel Steel Rage
Your blade fills the air, and those who come too near shall bleed for it.
- You have advantage on Dexterity checks and saving throws.
- You deal 1d6 additional damage with your melee weapon attacks if three or more hostile creatures are within 5 feet of you.
- While you are fighting with two weapons, you attack once with each weapon when making an attack of opportunity.
- When you make a Reckless Attack with your offhand weapon, you can make two attacks with a it as part of your attack action instead of one.
- You gain resistance to piercing, and slashing damage dealt by creatures within 5 feet of you.
Coiling Power Rage
Like the coils of a constrictor, your strength is inescapable, a gradual doom to any in your grasp
- You have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.
- You can grapple a creature or attempt to escape a grapple as a bonus action.
- You can grapple creatures two sizes larger than you.
- While you are dragging a grappled creature that is a least one size smaller, your speed isn't reduced.
- A creature that starts its turn grappled by you suffers 1d4 + your Strength or Constitution modifier bludgeoning damage. A creature that attempts to escape your grapple and fails suffers this damage as well. This feature continues until you release the creature, even if your rage ends first.
- You gain resistance against damage from weapon attacks dealt by a creature that you are grappling or that is grappling you.
Hammerfist Rage
You fend off groups of attackers with powerful shoves.
- You can enter this rage while wearing heavy armor.
- You have advantage on Strength checks and saving throws.
- As a bonus action, you can choose one creature within 5 feet of you and make a Shove attack against it.
- When you do not have disadvantage on the roll and successfully Shove a creature, you can choose another creature adjacent to the first and make a Shove attack against it with disadvantage.
- You cannot be knocked prone unless you are knocked unconscious
- Your rage does not end early if you have taken the Dodge action before the end of your turn.
- You gain resistance to bludgeoning damage and thunder damage.
Iron Will Rage
By sheer strength of will you hold back your rage, allowing your mind, body and spirit to be unhindered.
- You have advantage on Intelligence and Wisdom and saving throws.
- As an action you can end one effect on yourself that is causing you to be charmed or frightened.
- When a creature attempts to hit you with a weapon attack, you can use your reaction to impose disadvantage on the attack, provided you can see the attack.
- Allies within 5 feet of you have the benefits of half cover.
- You gain resistance to all damage except psychic damage.
Proud Lion Rage
You utter powerful roars that bring courage to your allies and dread to your foes.
- You can enter this rage while wearing heavy armor.
- You have advantage on Charisma checks and saving throws.
- As a bonus action, you can roar to bolster yourself and your allies. Choose up to three creatures within 30 feet of you that can hear you. You and your chosen targets gain temporary hit points equal to half your barbarian level plus your Charisma modifier (minimum of 1).
- As an action, you can roar to unsettle your foes. Choose up to six creatures within 30 feet that can hear you to roll Wisdom saving throws. On a failed save, the first attack they make before the beginning of your next turn suffers disadvantage, and if you are the target of the attack, they suffer 2d6 psychic damage when they declare the attack.
- You gain advantage on saving throws against the frightened condition, and you gain resistance against thunder and psychic damage.
Stone Strength Rage
You are as unmoving and destructive as the wrath of Titans.
- You have advantage on Strength checks and Strength saving throws.
- All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d12 weapon damage.
- You cannot be forcibly moved from your current position except by magic that teleports you, or by a creature that is size Huge or larger.
- You gain advantage on saving throws against the stunned and paralyzed condition and resistance to bludgeoning, piercing, and slashing damage.
Tiger's Rage
You use extraordinary speed for short bursts of movement, pouncing on enemies to tear them to pieces.
- You have advantage on Dexterity checks and saving throws.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
- Your speed increases by 10 feet, your jumping distance triples, and your speed cannot be reduced.
- You can move up to half your speed as a reaction when there is no hostile creature you can see adjacent to you.
- Your rage does not end early if you have taken the Dash action before the end of your turn.
- You gain advantage on saving throws against effects that incapacitate you and against the frightened condition.
Primal Paths
At 3rd level, you choose the Primal Path that best represents the ferocity and skills of your barbarian. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Path of the Ancestral Guardian
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Ancestral Warriors
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks.
Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
Ancestral Guidance
Additionally at 3rd level your connection to the spirits help them provide guidance to you. Whenever you make a Wisdom (Animal Handling), Wisdom (Medicine), or Intelligence (Nature) check, you do so with the Guidance spell cast on you.
Spirit Shield
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
Consult the Spirits
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.
Ancestral Protectors
At 14th level, your ancestral spirits grow powerful enough to physically protect you. When you use your Spirit Shield to reduce the damage of an attack, you gain temporary hit points equal to the damage that your Spirit Shield prevents. Temporary hit points gained this way are stacked with each other.
Path of the Battlerager
Battleragers specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.
Savage Smith
When you choose this Primal Path, you learn the smithing skills necessary to maintain your unique armor. You gain proficiency with both smith's tools and heavy armor.
You can also Rage in heavy armor without any drawbacks.
Battlerager Armor
When you choose this path at 3rd level, when you have a spiked shield or armor equipped, you gain the following benefits:
- You deal piercing damage equal to your Strength Modifier to your target when you make a successful shove, grapple, or attack
- Creatures grappled by you or grappling you take piercing damage equal to your Strength Modifier at the start of each of their turn until the grapple ends.
- When a creature makes a melee attack against you, you can use your reaction to bristle your spikes. when you do so, until the start of your next turn, any creature that makes a melee attack against you, including the triggering attack, takes piercing damage equal to your Strength Modifier.
Battlerager's Stance
Beginning at 6th level, you can make opportunity attacks or attack creatures the first time they enter your reach on a turn, without using your reaction, so long as the attack is a Shove attack.
Ruthless Charge
Starting at 10th level, after you move at least 10 feet while raging, you can use an action to make a Ruthless Charge.
When you do so, you move up to your speed in a strait line, and you can make a shove attack against each creature that ends up being within 5 feet of you at any point during your charge. On a successful shove, a target is pushed 5 feet away from you (on one of your sides, as you push it out of your way), and is knocked prone. On a failed shove, your charge ends.
Alternatively, if there is no creature on your way during the charge but you encounter a structure (a wall, a door, a tree etc.), you deal bludgeoning damage with the siege property to that structure equal to the distance (in feet) you have run during your charge before hitting it.
Battlerager's Retribution
Beginning at 14th level, when a creature hits you with a melee attack while you are Raging and wearing your Battlerager Armor, it instantly takes piercing damage equal to your Strength modifier.
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.
Form of the Beast
At 3rd level when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the weapon's form each time you rage:
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Bestial Soul
Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:
- You gain a swimming speed equal to your walking speed, and you can breathe underwater.
- You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.
Savage Mastery
Additionally, each time you Rage, you manifest two of the natural weapons from of your choice Form of the Beast. At 10th level, you manifest all three of your natural weapons when you Rage.
Infectious Fury
Starting at 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- The target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Call of the Hunt
At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).
You gain 10 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Path of the Berserker
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage, gaining additional benefits to your rage.
If you do so, for the duration of your rage, you ignore the effects of exhaustion, your rage damage bonus is doubled, your speed increases by 10 feet, and when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier + your Barbarian level (minimum of 1). When your rage ends, you suffer one level of exhaustion.
Mindless Rage
Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Intimidating Presence
Beginning at 10th level, as an action, you can force all creatures you choose within 30 feet that can see or hear you to make a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus). On a failed save, it is frightened of you until the end of its next turn.
Creatures frightened by you in this way have their speed reduced to 0 and have the duration of the frightened condition extended to the end of their next turn if you target them with this feature again on subsequent turns.
Berserker's Fury
Starting at 14th level, while raging, whenever you take damage from a hostile creature, you can make a single melee weapon attack against a creature that is within your reach.
Path of the Brute
While most barbarians hail from the wild places of the world, brutes discovered their Rage in the underbelly of civilization. Their abilities stem from a combination of street smarts and sheer destructive might. All those who follow this Path share one thing in common, they prefer to solve their problems with their fists.
The Wrong Crowd
Beginning when you choose this Primal Path at 3rd level, if you spend a night carousing in a settlement of any size, you have advantage on ability checks to gather information on that settlement, its culture, factions, and important figures.
Unarmed & Dangerous
At 3rd level, you have honed your body into a deadly weapon. Beginning at 3rd level, your unarmed strikes deal bludgeoning damage equal to 1d4 + your Strength modifier on hit. If you have two free hands, the d4 damage die becomes a d6.
Moreover, you gain the following benefits while Raging:
- When you take the Attack action on your turn and make only unarmed strike attacks, you can make an additional unarmed strike as part of that same Attack action.
- Once per turn, when you hit with an unarmed strike, you can attempt to grapple the target as part of that same attack, so long you have a free hand to grapple the target.
Powerful Strikes
Beginning at 6th level, the heft of your blows is enough to send anyone reeling. When you hit a creature with a melee weapon attack, you can push them up to 10 feet back and then immediately move up to it. This movement does not provoke attacks of opportunity.
Iron Grip
Once you have a hold of something it is nearly impossible for it to escape. At 10th level, you gain the following benefits:
- The size of creatures that you can grapple increases by one size. When you grapple a creature more than one size larger than you, it can move as normal, but you move with it so long as there is an unoccupied space adjacent to it.
- While you are dragging a grappled creature that is one size larger than you or smaller, your speed isn't reduced.
- While Raging, the damage die for your unarmed strikes becomes 1d6, or 1d8 if you have two free hands.
- You gain a climbing speed equal to your walking speed.
Demolishing Fists
At 14th level, your attacks tear through stone and metal as if it were flesh. While you are raging, your weapon attacks gain the siege property, and your attacks treat the target's Armor Class as 2 lower.
Additionally, once per turn as an action you can make a special unarmed melee weapon attack. If the attack hits the creature must succeed on a Constitution saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus) or have their Armor Class reduced by an amount equal to your Strength modifier until the start of your next turn.
Path of the Storm Herald
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects
Raging Storm
Also at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Whenever you finish a long rest, choose firestorm, thunderstorm, or blizzard. Your aura’s effect depends on that chosen storm, as detailed below.
Additionally, you learn a cantrip based on the storm type you choose; control flames for Firestorm, gust for Thunderstorm, and shape water for Snowstorm. Constitution is your spellcasting ability for these cantrips. You know the cantrip and can cast it until you choose a different storm.
Firestorm. Hostile creatures that enters your aura for the first time in a turn or ends their turn in your aura take fire damage equal to your proficiency bonus.
Thunderstorm. Hostile creatures in your aura are deafened and have their movement speed reduced by 10 feet.
Snowstorm. Allied creatures in your aura gain the benefits of half cover, as icy spirits inure it to suffering.
Storm Soul
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the storm type you chose for your Raging Storm.
Firestorm. You gain resistance to fire damage, and you don't suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
Thunderstorm. You gain resistance to lightning or thunder damage (your choice when you select thunderstorm), and you don't suffer the effects of extreme wind and rain. Moreover, as an action, you can summon wind, rainfall and the faint sounds of thunder in the distance. These effects only occur within a 10ft radius of you, and water from the rainfall vanishes 1 minute after you leave the area.
Snowstorm. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can freeze and shape water in a 5-foot cube into ice sculptures, which melt after 1 minute. This action fails if a creature is in the cube.
Shielding Storm
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in the aura of your Raging Storm.
Fury of the Storm
At 14th level, the power of the storm you channel grows mightier, and you can force it out of your body, lashing out at your foes. The effect is based on the storm type you chose for your Raging Storm.
Firestorm. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your barbarian level + your Constitution modifier, or half as much damage on a successful one.
Thunderstorm. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature takes lightning or thunder damage equal to half your barbarian level + your Constitution modifier and is knocked prone, or half as much damage and not knocked prone on a successful one
Snowstorm. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Constitution saving throw as magical frost covers it. On a failed save, the creature takes cold damage equal to half your barbarian level + your Constitution modifier and its speed is reduced to 0 until the start of your next turn, or half as much damage and its speed is not reduced on a successful one.
Path of the Warden
Hailing from the wild places of the world where the power of nature reigns supreme, Wardens are servants of the natural order who use the raw power of their Rage to channel spirits of the natural world. They often serve as defenders of sacred groves, Druidic Circles, and other places of natural power.
Primal Magic
When you adopt this Primal Path at 3rd level, you learn to channel the primal power of spirits to cast spells, much like a Shaman.
Cantrips. You learn one cantrip of your choice from the warden spell list. Upon reaching 10th level in this class you learn one additional Warden cantrip of your choice.
Spell Slots. The Warden Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of the warden spells you know of 1st-level or higher, you must expend a spell slot. You regain all of your expended spell slots each time you finish a short or long rest.
Spells Known of 1st-Level and Higher. You learn two 1st-level spells of your choice from the warden spell list. The Spells Known column of the Warden Spellcasting table shows when you learn more warden spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
When you gain a level, you can choose a warden spell you know and replace it with another spell from the warden spell list, which must be of a level for which you have spell slots.
Spellcasting Ability. As you draw your magic from your connection to primal spirits, Wisdom is your spellcasting ability for your warden spells. You use Wisdom when a spell refers to your spellcasting ability, when setting the saving throw DC for a spell, or when making an attack roll with one.
Spell save DC
Spell attack modifier
Primal Rage
Starting at 3rd level, you have learned to draw on primal magic, even in your Rage. You can cast warden spells while you're Raging, but you have disadvantage on any Constitution saving throws you make to maintain concentration on your warden spells.
Also, casting a spell of 1st-level or higher allows your Rage to continue, even if you don't meet the other requirements.
Guardian's Fury
Beginning at 6th level, whenever you take the Attack action while Raging, you can cast a Warden cantrip in place of one of your attacks.
Moreover, you can use Reckless Attack when you cast a warden spell that requires a spell attack roll.
Ward of the Ancients
At 10th level, your connection with the natural world shields you from magic. As a reaction when you would take damage from a spell, you can expend one of your Warden spell slots to grant yourself resistance to all damage from the triggering spell and a number of Hit Points equal to the damage resisted.
Improved Guardian's Fury
At 14th level, your Rage and connection with primal spirits have fused to become something that rivals the great destructive forces of nature. When you take the Attack action while Raging, you can cast a Warden spell in place of one of your attacks.
Warden Spellcasting
Barbarian Level | Spells Known | Spell Slots | Spell Level |
---|---|---|---|
3rd | 2 | 1 | 1st |
4th | 2 | 2 | 1st |
5th | 3 | 2 | 1st |
6th | 3 | 2 | 1st |
7th | 4 | 2 | 2nd |
8th | 4 | 2 | 2nd |
9th | 5 | 2 | 2nd |
10th | 5 | 2 | 2nd |
11th | 5 | 2 | 2nd |
12th | 5 | 2 | 2nd |
13th | 6 | 2 | 3rd |
14th | 6 | 2 | 3rd |
15th | 6 | 2 | 3rd |
16th | 6 | 2 | 3rd |
17th | 7 | 2 | 3rd |
18th | 7 | 2 | 3rd |
19th | 7 | 2 | 4th |
20th | 7 | 2 | 4th |
Warden Spell List
Here's the list of spells you consult when you learn a Warden spell. It is organized by spell level, not character level.
Cantrips (0 Level)
- control flames
- create bonfire
- druidcraft
- frostbite
- guidance
- gust
- magic stone
- mold earth
- primal savagery
- shape water
- shillelagh
- spare the dying
- thorn whip
- thunderclap
1st Level
- absorb elements
- armor of agathys
- compelled duel
- cure wounds
- earth tremor
- ensnaring strike
- entangle
- fog cloud
- hellish rebuke
- inflict wounds
- searing smite
- thunderous smite
- thunderwave
2nd Level
- dust devil
- earthbind
- flame blade
- gust of wind
- magic weapon
- protection from poison
- shatter
- spike growth
- warding wind
3rd Level
- elemental weapon
- plant growth
- sleet storm
- thunder step
- tidal wave
- wall of sand
- wall of water
- wind wall
4th Level
- control water
- elemental bane
- fire shield
- grasping vine
- guardian of nature
- ice storm
- staggering smite
- storm sphere
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. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
Divine Fury
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
Warrior of the Divine
At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
Fanatical Focus
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
Zealous Presence
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
Rage beyond Death
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you're raging, having 0 or less hit points, you do not suffer the effects of Mortally Wounded. You still suffer the normal effects of taking damage while at 0 hit points. However, you don't die until your rage ends, and you die then only if you have 0 or less hit points.