VERSION 1.0 Alpha
The Primal Barbarian
A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.
A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Primal Instinct
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
A Life of Danger
Not every member of the tribes deemed "barbarians" by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Creating a Barbarian
When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?
What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to "civilized" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.
Quick Build
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution.
Second, choose the outlander background.
Table of Contents
Class Features
As a barbarian, you gain the following class features.
Hit Points
- Hit Dice: 1d12 per barbarian level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: none
- Saving Throws: Strength, Constitution
- Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a two-handed melee weapon or (b) two one-handed melee weapons
- (a) two handaxes or (b) four javelins
- (a) leather armor, (b) scale mail, or (c) a shield
- An explorer's pack
The Barbarian
Level | Proficiency Bonus | Features | Rage Die |
---|---|---|---|
1st | +2 | Reckless Attack, Relentless Defense |
— |
2nd | +2 | Primal Rage, Fighting Style | d4 |
3rd | +2 | Primal Path | d4 |
4th | +2 | Ability Score Improvement | d4 |
5th | +3 | Extra Attack | d6 |
6th | +3 | Adrenaline Rush, Persistent Rage |
d6 |
7th | +3 | Primal Path Feature | d6 |
8th | +3 | Ability Score Improvement | d6 |
9th | +4 | Intimidating Presence | d6 |
10th | +4 | Mindful Rage | d6 |
11th | +4 | Primal Path Feature | d8 |
12th | +4 | Ability Score Improvement | d8 |
13th | +5 | Retaliation | d8 |
14th | +5 | Relentless Resolve | d8 |
15th | +5 | Primal Path Feature | d8 |
16th | +5 | Ability Score Improvement | d8 |
17th | +6 | Indomitable Might | d10 |
18th | +6 | Undying Rage | d10 |
19th | +6 | Ability Score Improvement | d10 |
20th | +6 | Rage Incarnate | d12 |
Reckless Attack
In battle, you fight with primal ferocity, throwing 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 during this turn, but attack rolls against you have advantage until your next turn.
Relentless Defense
Your inner fire helps you to shrug off many attacks.
Regardless of the armor you are wearing, your base AC cannot be lower than 10 + your Dexterity + your Constitution modifier.
A shield's benefits apply as normal while you use your relentless defense.
Primal Rage
Beginning at 2nd level, you can channel your primal nature into a powerful rage, turning yourself into a nigh unstoppable juggernaut.
If you aren't wearing heavy armor, you can enter a rage as a bonus action on your turn.
While you're raging, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- Once per turn, when you make an attack using Strength, you can add your Rage Die to the damage roll, as shown in the Rage Die column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You have advantage on saving throws against being charmed, frightened, or possessed.
However, while you're raging, you also suffer the following drawbacks:
- On your turn, you must move closer to and attack an enemy if possible, using your movement and actions as necessary.
- You can't take the Cast a Spell, Disengage, Dodge, Hide, or Ready actions. You also can't concentrate on spells.
- You have disadvantage on all your Intelligence, Wisdom, and Charisma checks.
Your rage lasts for 1 minute. It ends early if you become incapacitated. You can also end your rage on your turn as a bonus action.
You can use this feature any number of times, however, if you rage more than once before finishing a short or long rest, you suffer one level of exhaustion each time you rage after the first.
Rage save DC
Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Rage save DC = 8 + your proficiency bonus +
your Strength or Constitution modifier (your choice)
Fighting Style
Also at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Revised Fighting Styles are optional but recommended.
Blind (new)
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Brawling (new)
You gain proficiency with improvised weapons. In addition, you can treat your unarmed strike as a light simple weapon that deals 1d4 + your Strength modifier bludgeoning damage, and you can use your unarmed strike to engage in two-weapon fighting.
Dual-Wielding (revised)
former Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack and you can draw or stow an additional weapon on your turn.
Great Weapons (revised)
former Great Weapon Fighting
Whenever you roll damage for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the weapon's damage dice, but you must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Primal Path
At 3rd level, you choose a primal path that shapes the nature of your rage, which are detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 11th, and 15th 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.
Adrenaline Rush
Starting at 6th level, your rage propels you into battle.
While you're raging, your speed increases by 10 feet and your jump distance is doubled.
In addition, while you're raging, you ignore the effects of the exhaustion condition.
Persistent Rage
Also beginning at 6th level, you can continue your rage even when not in immediate battle.
Your rage no longer ends early unless you become unconscious (instead of incapacitated).
Intimidating Presence
Beginning at 9th level, you can frighten creatures with your menacing presence.
You can take an action to choose any number of creatures that you can see within 30 feet of you. If a creature can see or hear you, it must succeed on a Wisdom saving throw against your Rage save DC or be frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Mindful Rage
At 10th level, you have learned how to utilize your rage without it clouding your mind.
While you're raging, you no longer suffer the drawbacks listed for your Primal Rage. However, you still can't cast or concentrate on spells.
Retaliation
Starting at 13th level, you can lash out at those that harm you.
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.
Relentless Resolve
At 14th level, you cling to life when on the brink of death.
At the beginning of your turn, if you are raging, you can choose to gain a number of temporary hit points equal to one roll of your Rage Die.
Indomitable Might
Beginning at 17th level, your inner fire fuels your might.
You can add your Rage Die to all your Strength checks and saving throws, even when you are not raging.
Undying Rage
Starting at 18th level, your rage keeps you fighting despite grievous wounds.
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.
Rage Incarnate
At 20th level, you have fully embraced the primal power of your rage.
You can enter your rage as a reaction and you no longer gain levels of exhaustion when raging multiple times between rests.
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 Ancestral Guardian
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Ancestral Protectors
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage.
While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
Spirit Shield
Beginning at 7th 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 11th level and by 4d6 at 15th level.
Vengeful Ancestors
At 11th level, your ancestral spirits grow powerful enough to retaliate.
When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
Consult the Spirits
At 15th level, you gain the ability to consult with your ancestral spirits.
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.
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 part 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
Beginning 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
At 7th 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:
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.
Infectious Fury
Beginning at 11th level, when you hit a creature with your natural weapons while you're raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw against your Rage save DC 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 the Hunt
At 15th level the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt.
When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Path of the Feral
For some barbarians, rage is a means to an end — that end being violence. The Path of the Feral 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.
Danger Sense
Beginning when you choose this archetype at 3rd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Feral Charge
Also at 3rd level, your feral rage...
While raging, you can use your bonus action to take the Dash action or make a single unarmed strike.
In addition, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Feral Frenzy
At 11th level, your xxx.
Whenever you take the Attack action to make an attack with an unarmed strike while you're raging, you can make two unarmed strikes instead.
Feral Resistance
At 15th level, you xxx.
Path of the Stormbringer
xxx
Storm's Disciple
At 3rd level, you can summon thunder and lightning.
You know the lightning lure and thunderclap cantrips. Constitution is your spellcasting ability for these spells.
You can cast these spells instead of making an attack, and you can cast them even while you're raging.
Storm's Fury
Beginning at 3rd level, the fury of the storm accompanies your attacks.
While you're raging, your Rage Die can deal your choice of either lightning or thunder damage (instead of normal weapon damage). You can make this choice for each hit separately.
Tempest Shield
At 7th level, the power of the storm protects you from its elements.
You gain resistance to lightning damage and thunder damage.
Tempest Strike
At 11th level, you can call down the might of the storm onto your enemies.
When you hit a target with a weapon attack, you can use your bonus action to call down a lighting strike upon it.
Choose one of the spaces occupied by your target. The target and each creature other than you within 5 feet of that space must make a Dexterity saving throw against your Rage save DC.
A creature takes 2d10 lightning damage and 2d10 thunder damage on a failed save, or half as much damage on a successful one.
You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Ride the Lightning
At 15th level, you can harness the storms energies to travel short distances as fast as lightning strikes.
You can cast the thunder step spell at a level equal to your proficiency bonus and without expending a spell slot.
Constitution is your spellcasting ability for this spell and you can cast it even while you're raging.
You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Path of the Storm Herald
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.
Storm Aura
Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw against your Rage save DC. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Storm Soul
At 7th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.
Desert. You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
Tundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
Shielding Storm
At 11th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.
Raging Storm
At 15th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.
Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
Path of the Totem Warrior
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts.
At 3rd level when you adopt this path, you gain the ability to cast the animal friendship and speak with animals spells at will, without expending a spell slot.
In addition, while you're raging, you can cast the summon beast spell without expending a spell slot or material components and you can maintain concentration on it. The level of the spell equals your proficiency bonus.
Once you cast the spell, you can't use this feature again until you finish a short or long rest.
Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature.
At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem animal might be an animal with similar boons as the ones listed here but more appropriate to your homeland. For example, you could choose a boar in place of the bear, an elk in place of the eagle, or a tiger in place of the wolf.
Bear. Strength & Toughness
Eagle. Mobility & Hit & Run
Wolf. Hunting & Pack-Tactics
Protective Totem
At 7th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Spirit's Blessing
Also at 7th level, you can invoke a blessing of the spirit world.
You can cast either the enhance ability or healing spirit spell without expending a spell slot. Once you've cast either spell, you can't do so again until you finish a short or long rest.
Totemic Attunement
At 11th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Spirit Walker
At 15th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
One with the Spirits
At 15th level, you have become one with the spirits that guide you.
You can use the benefits of your Totem Boons even when you aren't raging.
Totem Boons
3rd level
Bear. Your carrying capacity (including maximum load and maximum lift) is doubled.
While you're raging, you can add your Rage Die on your Strength checks and you can try to grapple a creature or break a grapple as a bonus action on your turn.
Eagle. Dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
While you're raging, you can add your Rage Die to your Dexterity checks and take the Dash or Disengage action as a bonus action on your turn.
Wolf. You can track other creatures while traveling at a fast pace and you can move stealthily while traveling at a normal pace.
While you're raging, you can add your Rage Die on your Wisdom checks and take the Hide or Search action as a bonus action on your turn.
7th level
Bear. While you're raging, you have resistance to all damage except psychic damage.
Eagle. While you're raging, other creatures have disadvantage on opportunity attack rolls against you, and while aren't wearing heavy armor, your walking speed increases by 10 feet.
Wolf. While you're raging, you and your allies gain a +1 AC bonus against melee attack rolls from creatures for each ally that isn't incapacitated and that is within 5 feet of the attacking creature.
11th level
Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another creature with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
Eagle. Once on each of your turns while you're raging, you can pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw against your Rage save DC or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
Wolf. While you're raging, you and your allies have advantage on melee attack rolls against a creature, if you and at least one of your allies are within 5 feet of the target and neither of you is incapacitated.
Path of the Zealot
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.
A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
Divine Fury
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes.
While you're raging, you can choose your Rage Die to deal either necrotic or radiant damage (instead of normal weapon damage).
Warrior of the Gods
At 3rd level, your soul is marked for endless battle.
The time period for resurrection spells targeting you is doubled (e.g. revivify could be cast within 2 minutes of your demise, instead of just 1 minute), and the caster doesn't need material components to cast the spell on you.
Fanatical Focus
Starting at 7th 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 feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Zealous Presence
At 11th 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 short or long rest.
Rage beyond Death
Beginning at 15th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.
If you have three failed death saving throws, you can no longer regain lost hit points and you die at the end of your rage.
New and Revised Feats
These Feats are optional but recommended.
Combat Training (new)
replacing Fighting Initiate, Heavily/Lightly/Moderately Armored and Weapon Master
Prerequisite: Strength or Dexterity 13 or higher
You can select this feat multiple times.
You have practiced extensively with a variety of weapons.
You gain proficiency with all simple weapons and can choose two of the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- You gain proficiency with all martial weapons.
- You gain proficiency with all armor and shields.
- You learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Dual-Wielding Master (revised)
former Dual Wielder
Prerequisite: Strength or Dexterity 13 or higher
You master fighting with two weapons, gaining the following benefits:
- You learn the Dual-Wielding Fighting Style or you can increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- When you engage in two-weapon fighting, you do not expend your bonus action to make the second attack. You can still gain the benefits of two-weapon fighting only once during your turn.
Great Weapon Master (revised)
Prerequisite: Strength 13 or higher
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes.
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a weapon that you are wielding with two hands, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, your weapon deals additional damage equal to twice your proficiency bonus. You must be proficient with the weapon and it must have the two-handed or versatile property for you to gain this benefit.
Martial Adept (revised)
Prerequisite: Strength or Dexterity 13 or higher
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- If you already have superiority dice, you gain two more; otherwise, you have two superiority dice, which are d4s. See the fighter's Martial Superiority feature on how to use and regain your superiority dice.
- You also learn two combat maneuvers of your choice from among those available to the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Polearm Master (revised)
Prerequisite: Strength or Dexterity 13 or higher
You can keep your enemies at bay with reach weapons. You gain the following benefits:
- When you are wielding a javelin, quarterstaff, spear, or trident with one hand, the weapon gains the reach property.
- While you are wielding a weapon with the reach property, other creatures provoke an opportunity attack from you when they enter your reach.
- When you are wielding a glaive, halberd, quarterstaff, spear, or trident with two hands, you can treat the opposite end of the weapon as a club and use it to engage in two-weapon fighting against targets within 5 feet of you.
Sharpshooter (revised)
Prerequisite: Dexterity 13 or higher
You have mastered ranged weapons and can make shots that others find impossible. Whenever you make an attack with a ranged weapon that you are proficient with, you gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Before you make a ranged attack, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, your weapon deals additional damage equal to twice your proficiency bonus.
From a Fan
For Fans
I hope you will enjoy the might of The Primal Barbarian.
Additional Brews
The Focused Ranger
Always loved to play Rangers but were utterly disappointed by the way 5e treated them?
The Legendary Fighter
Always wanted to have Legendary Actions and Resistances yourself and use Combat Maneuvers with any subclass?
The Promised Warlock
Always thought the pact choice should have a bigger impact on your warlock and that the pact blade should work without the Hexblade Patron?
The Zealous Paladin
Always thought that Smite shouldn't use spell slots, but rather have you choose between healing the brave or smiting the wicked?
The Soulmonger
Always thought the Hexblade was just an obvious patch for the pact blade and rather wished for a less on the nose Patron from the Shadowfell?
Circle of Primal Might
Always dreamed of turning into giant dinosaurs and devour your enemies?
Path of the Stormbringer
Always wished you could become Thor - God of Thunder and Lightning?
Berserker Revised
Always loved the Berserker, but felt it was a little underwhelming?
Untamed Orcs
Always loved Orcs and wished they were portrayed as a more complex race?
Dragonborn Reborn
Always loved the Dragonborn but felt a little disappointed?
Humans
Always felt that Humans got the short end of the creative stick in 5e?
Warforged Reforged
Always loved the Warforged but felt a little disappointed?