Unchained Barbarian

by Aussifer

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Unchained Barbarian

The Barbarian, Unchained

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.

 

The Unchained Barbarian is an unofficial homebrew publication created by /u/Ozzifer.


Please consider supporting the author for additional updates and future content!

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.

Superstitions

Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those deities in the cycles of nature and the animals they encounter. These barbarians believe that spirits inhabit the plants and animals of the world, and the barbarians look to them for omens and power.

Other barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.

Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group.

The Barbarian
Level Proficiency
Bonus
Features Rages Rage
Damage
Powers
Known
1st +2 Rage, Rage Powers, Unarmored Defense 2 +2 1
2nd +2 Danger Sense, Reckless Attack 2 +2 1
3rd +2 Primal Path, Tribal Knowledge 3 +2 2
4th +2 Ability Score Improvement 3 +2 2
5th +3 Extra Attack, Fast Movement 3 +2 2
6th +3 Primal Path feature 4 +2 3
7th +3 Feral Instinct 4 +3 3
8th +3 Ability Score Improvement 4 +3 3
9th +4 Brutal Critical (1 die) 4 +3 4
10th +4 Primal Path feature, Tribal Knowledge 5 +3 4
11th +4 Relentless Rage 5 +3 4
12th +4 Ability Score Improvement 5 +3 4
13th +5 Brutal Critical (2 dice) 5 +4 5
14th +5 Primal Path feature 5 +4 5
15th +5 Persistent Rage 6 +4 5
16th +5 Ability Score Improvement 6 +4 5
17th +6 Brutal Critical (3 dice) 6 +4 6
18th +6 Indomitable Might 6 +4 6
19th +6 Ability Score Improvement 6 +5 6
20th +6 Primal Champion Unlimited +5 6

Quick Build

You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.

Class Features

As a barbarian, you gain the following class features.

Hit Points

Hit Dice: 1d12
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.

Starting Equipment

You start with the following items, plus anything provided by your background.

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack, and four javelins

Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can't cast them or concentrate on them while raging.

 

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the maximum 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.

Rage Powers

You have developed powers that enable you to use your primal rage in new ways, showcasing your strength and skill. You learn a rage power of your choice, which is listed in the "Rage Powers" section at the end of the class description. You gain the benefits of your rage power only while you are raging; some of these powers are always active during your rage, while others can be activated by choice.

You gain additional rage powers when you reach certain levels in this class, as shown in the Powers Known column of the Barbarian table.

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, 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.

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.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Tribal Knowledge

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

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.

If your DM allows the use of feats, you may instead take a feat.

 

Additionally, when you reach a level in this class that grants you this feature, you can replace one of the Rage Powers you know with a different one you could learn at that level, reflecting a change in focus.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4, as does your maximum for those scores.

Primal Paths

Rage burns in every barbarian's heart, a furnace that drives him or her towards greatness. Different barbarians attribute this fire 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, or providence from the energy of the wilderness around them. The primal path you choose reflects the source of your rage. The options available for you to choose from are listed below.

  • The Path of the Ancestral Guardian, which calls upon the spirits of the departed to guide and protect.
  • The Path of the Battlerager, which surrenders the heart to the fury and pain of battle.
  • The Path of the Beast, which draws upon the bestial spark brimming within the soul.
  • The Path of the Berserker, which revels in the blood and chaos of unbridled, violent rage.
  • The Path of the Depths, whose adherents channel the trauma of the endless seas.
  • The Path of the Storm Herald, who transform and manifest their rage into the power of the elements.
  • The Path of the Totem Warrior, for whom their rage is tied to the shamanistic power of animals and totems.
  • The Path of Wild Magic, whose rages are as untamed and transformative as the otherworlds.
  • The Path of the Zealot, which directs the sternly devout to channel their rage into shows of divine fury.

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 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.

Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.

Path of the Battlerager

Known as Kuldjargh (literally "axe idiot") in Dwarvish, battle-ragers are followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

Battlerager Armor

When you choose this path at 3rd level, you gain the ability to turn your armor into spiked armor and use it as a weapon in battle. You can attach spikes to your armor as part of a long rest, provided you have raw materials on hand; these spikes have no impact on the armor's function.

While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your spiked armor against a target within 5 feet of you. You are proficient with these spikes, and if the attack hits, the spikes deal 1d6 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, whenever you successfully grapple a creature, the target takes 1d6 piercing damage from the spikes. You also deal this damage to a creature grappled by you when it fails in its attempt to escape the grapple.

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while you are raging, you also gain temporary hit points equal to your proficiency bonus. These temporary hit points vanish when your rage ends, or if you end your turn without you having hit a creature with a melee weapon attack during that turn.

Battlerager Charge

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

Additionally, when you move at least 20 feet in a straight line towards a creature and hit it with a melee weapon attack, that creature takes an extra 1d6 damage of the weapon's type. You can deal this extra damage no more than once per turn.

Spiked Retribution

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 1d6 piercing damage if you are wearing spiked armor and you aren't incapacitated.

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

Starting at 3rd level, you transform when you enter your rage, 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.

You choose the weapon's form each time you rage:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice), which 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 fewer than half your hit points left when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon while it is holding nothing, and which deals 1d6 slashing damage on a hit. Once on each of your turns when you take the Attack action and attack with a claw, 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 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.

Infectious Fury

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 the Hunt

By 14th level, the beast within you has grown 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 up to five other willing creatures you can see within 30 feet of you.

You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, you and the chosen creatures each gain a +1 bonus to attack and damage rolls.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Path of the Berserker

For some barbarians, rage is a means to an end ─ that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. Until the rage ends, you can make one melee weapon attack as a bonus action on each of your turns.

 

 

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 until the rage ends.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Path of the Depths

Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.

Gift of the Drowned Ones

At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed, and you can breathe underwater.

 

 

Dredge Line

Starting at 3rd level, you manifest an extra appendage when you enter your rage. This appendage can appear as a kraken tentacle, a spectral anchor, preternatural jaws, or another nautically-inspired aspect based on your history.

As a bonus action, including when you manifest it, you can use this appendage to lash at one Large or smaller creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.

Ghostwater Dive

Beginning at 6th level, you can burst into water and then materialize in a new location. As an action, you magically teleport, along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one melee attack as part of your action.

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.

Thalassic Aspect

At 10th level, your body shows outward manifestations of the deep. You gain resistance to cold damage.

In addition, at the end of a long rest, you gain one of the following benefits, which lasts until you finish a long rest:

Clutches of the Deep. A creature that fails its saving throw against your Dredge Line feature is also grappled by your appendage.

Eyes of the Deep. You gain blindsight with a range of 30 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.

Heart of the Deep. You can use a bonus action to gain temporary hit points equal to 1d12 + half your barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again.

Depth Charge

At 14th level, when you use your Ghostwater Dive feature, you can create surges of tidal force. When you teleport and again when you reappear, every creature of your choice within 10 feet of you must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes 3d6 cold damage and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone. A creature in the area of both surges is affected only once.

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.

If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. If an aura's effect involves rolling a die for multiple creatures, you roll the die once and apply the result to every creature.

Desert. When this effect is activated, every other creature within your aura takes 1d4 fire damage, as searing winds buffet them. The damage increases when you reach certain levels in this class, increasing to 1d6 at 6th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th 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. On a failed save, the target takes 1d6 lightning damage and can't use reactions until the start of its next turn; on a successful save, it takes half as much damage and suffers no additional effects. The damage increases when you reach certain levels in this class, increasing to 2d6 at 6th level, 3d6 at 9th level, 4d6 at 13th level, and 5d6 at 17th level.

Tundra. When this effect is activated, every creature of your choice within your aura gains 1d4 temporary hit points, as icy spirits inure them to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1d6 at 6th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.

Desert. You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.

Sea. You gain resistance to lightning damage, you gain a swimming speed equal to your walking speed, and you can breathe underwater.

Tundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice gains the benefits of your Storm Soul feature while within your aura.

Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to 1d6 + half your barbarian level, or half as much damage on a successful one.

Sea. Once on each of your turns when you hit a creature in your Storm Aura with a melee attack, you can 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 Constitution 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 beast sense and speak with animals spells. Once you cast one of these spells in this way, you can't do so again until you finish a long rest, but you can still cast them as rituals, as described in chapter 10 of the PHB (see "Casting a Spell").

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object ─ an amulet or similar adornment ─ that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Tiger. While raging, your jump distance is tripled. The spirit of the tiger empowers your leaps.

Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.

Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.

Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you have advantage on Wisdom (Perception) checks that involve smell.

Spirit Walker

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

 

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Elk. While raging, you can use a bonus action to attempt to shove a Large or smaller creature, but only to push it away from you. If the attempt succeeds, the target also takes bludgeoning damage equal to 2d6 + your Strength modifier.

Tiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Path of Wild Magic

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Magic Awareness

When you choose this path at 3rd level, you can use an action to open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wild Surge

Starting at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Bolstering Magic

At 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, the creature can roll a d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • The creature regains one expended spell slot, the level of which equals half your proficiency bonus (rounded up) or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.

You can take this action a number of times equal to your Constitution modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Unstable Backlash

Starting at 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Controlled Surge

By 14th level, you can exert your own influence over the surging magic of your rage. Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Wild Magic
d8 Magical Effect
1 Shadowy tendrils lash around you, an each creature of your choice that you can see within 30 feet of you must make a Constitution saving throw. A creature takes 1d12 necrotic damage on a failed save, or half as much damage on a success. You also gain 1d12 temporary hit points.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d8 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to psychic, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multi-colored, protective lights. You gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take radiant damage equal to 1d6 + your Constitution modifier (minimum of 1 damage) and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

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, 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 (your choice when you gain this feature).

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can 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 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. You gain a number of temporary hit points equal to 1d6 + your barbarian level, and up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

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

Rage Beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.

Rage Powers

The primal powers are presented in alphabetical order. If a primal power has prerequisites, you must meet them in order to learn it. You can learn a primal power at the same time you meet its prerequisites. A level prerequisite refers to your level in this class. Unless noted otherwise, you can't learn the same rage power more than once.

Blood Barrier

Prerequisite: 9th level


When a hostile creature damages you while you are raging, reduce the damage by 1 (to a minimum of 0 damage).

You can learn this power a second time starting at 13th level, and a third time starting at 17th level, increasing the damage reduction by 1 each time.

Clarity of Mind

Prerequisite: 13th level


When you fail a saving throw while raging, you can use your reaction to automatically succeed instead. If you do so, you rage immediately ends.

Cleaving Blow

Once on each of your turns while you are raging, when you reduce a creature to 0 hit points with a melee weapon attack, you can target another creature which is within 5 feet of the original target and also within your weapon's reach; if your original attack roll would also hit the second creature, any excess damage from the attack is applied to that creature (minimum of 0 damage).

Combat Frenzy

Prerequisite: 6th level


Choose one of the following Fighting Styles. While you are raging, you gain the benefits of your chosen style. You can't take a Fighting Style option more than once, even if you later get to choose again.

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

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

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

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

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit; if you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Focused Blow

When you make a weapon attack roll using Strength on your turn while raging, you can gain a bonus to the attack roll. The bonus equals your Constitution modifier (minimum of +1). Once you use this power, you can't use it again until your rage ends.

Heightened Reflexes

Prerequisite: 9th level


While raging, you gain an additional reaction, but you can't use both of your reactions on the same turn.

Hurling Throw

While raging, any one-handed melee weapon you are wielding gains the thrown property, with a normal range of 20 feet and a long range of 60 feet.

Inescapable

Prerequisite: 6th level


While you are raging, other creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

Iron Hide

When you are damaged by a hostile creature you can see while raging, you can use your reaction to reduce the damage by an amount equal to your barbarian level + your Constitution modifier (to a minimum of 0 damage). If you do so, your rage immediately ends.

Mad Strike

When you take the Attack action on your turn while raging and make a melee weapon attack, you can make one additional melee weapon attack with the same weapon as part of the same action. Once you use this power, you can't use it again until your rage ends.

Mad Vigor

As a bonus action while raging, you can spend one Hit Die and roll it, regaining hit points equal to the roll + your Constitution modifier (minimum of 1 hit point). Once you use this power, you can't use it again until your rage ends.

Mighty Swing

Prerequisite: 13th level


As an action while raging, you can focus all of your power to make one melee weapon attack against a creature you can see within your weapon's reach. The attack roll gains no benefit from advantage, but it can be affected by disadvantage. If you hit, the attack is a critical hit.

Immediately after you make the attack, your rage ends, regardless of whether you hit or missed.

Powerful Blow

Prerequisite: 6th level


When you hit a creature with a melee weapon attack while raging, you can deal extra damage to the target equal to your barbarian level. Once you use this power, you can't use it again until your rage ends.

Raging Pounce

Prerequisite: 6th level


As part of the bonus action you take to enter your rage, you can move up to half your speed without provoking opportunity attacks.

Renewed Vigor

At the start of each of your turns while raging, you regain 1 hit point if you have no more than half your hit points left. You don't gain this benefit if you have 0 hit points.

You can learn this power more than once, increasing the number of hit points you regain by 1 each time.

Siege Breaker

While raging, you deal double damage to structures.

Unchecked Ferocity

While raging, you treat your current level of exhaustion as though it is one level lower (to a minimum of 0 levels).

Wild Rover

While raging, you gain a climbing speed and a swimming speed equal to your walking speed.

Class Changes

The alterations to the barbarian class presented in this document were designed with two approaches in mind: firstly, to provide greater versatility and diversity of choices to the Rage feature, which takes the form of Rage Powers; and secondly, to equalize the discrepancies in utility and power present across some of the barbarian's subclass options. These changes are intended to allow the barbarian to have a wider pool of resources and options with which to act, while still maintaining the focus of the class on its iconic features and playstyle.

Rage. The damage bonus granted by this feature increases to +3 at 7th level, +4 at 13th level, and +5 at 19th level. Previously, the damage bonus increased to +3 at 9th level, and +4 at 16th level.

Rage Powers. This is a new feature, which augments the barbarian's abilities while they are raging. It includes Instinctive Pounce (previously a 7th-level feature) as one of its options.

Primal Path. A new subclass, the Path of the Depths, has been added.

Tribal Knowledge. Renamed from Primal Knowledge, this feature is otherwise unchanged.

Ability Score Improvement. The barbarian can swap out one of their Rage Powers each time they gain this feature from this class.

Path of the Battlerager

The changes to the Path of the Battlerager are listed below.

Restrictions. The path is no longer restricted to dwarves only.

Battlerager Armor. This feature now allows the barbarian to transform existing armor into spiked armor, instead of having to wear a suit of spiked armor in order to gain the feature's benefits. The spiked armor's damage is now 1d6 (previously 1d4), and this damage also applies to successful grapple checks to initiate or maintain grapples.

Reckless Abandon. The temporary hit points the barbarian gains now equal their proficiency bonus, but they vanish if the barbarian ever ends its turn without having hit another creature.

Battlerager Charge. This feature also grants additional weapon damage when the barbarian moves at least 20 feet before attacking a creature.

Spiked Retribution. This feature no longer requires the barbarian to be raging in order to deal damage.

Path of the Beast

The changes to the Path of the Beast are listed below.

Call the Hunt. The benefit granted to creatures which accept the call now includes the barbarian, and grants a +1 bonus to attack and damage rolls, instead of adding a d6 to the damage roll of an attack the creature makes each turn.

Path of the Berserker

The changes to the Path of the Berserker are listed below.

Frenzy. This feature no longer inflicts exhaustion upon the barbarian at the end of a rage. This change is intended to remove the harsh penalties associated with raging multiple times, especially considering that this feature is the hallmark of the Berserker subclass.

Intimidating Presence. The saving throw DC for this feature uses the barbarian's Strength modifier, instead of their Charisma modifier.

Path of the Storm Herald

The changes to the Path of the Storm Herald are listed below.

Storm Aura. The desert and tundra auras have been changed to facilitate dice-rolling instead of using static values. The rate at which each aura's effective values increase has also changed, and is now based off the barbarian's acquisition of Rage Powers rather than level multiples.

In the case of the sea aura, a creature that fails its saving throw against the aura's effect also can't take reactions until the start of its next turn.

Storm Soul: Sea. The barbarian gains a swimming speed equal to its walking speed, instead of a swimming speed of 30 feet.

Shielding Storm. Creatures within the barbarian's aura gain every benefit of its Storm Soul feature, instead of only the damage resistance granted by the feature.

Raging Storm: Desert. This feature's fire damage increases by 1d6, and a creature that succeeds on its saving throw takes half as much damage as it would on a failed save.

Raging Storm: Sea. This feature's effect can be activated once on each of the barbarian's turns, rather than as a reaction, in order to provide greater freedom to the barbarian's action economy.

Path of the Totem Warrior

The changes to the Path of the Totem Warrior are listed below.

Spirit Seeker. The barbarian can cast each of this feature's spells once between long rests, and can also then cast them as ritual spells.

Totem Spirit: Tiger. The barbarian's jump distance is tripled, insted of being discretely augmented.

Totemic Attunement: Elk. The barbarian can use this feature to push a creature and deal damage to it by making a shove attempt, instead of damaging a creature by moving through its space.

Path of Wild Magic

The changes to the Path of Wild Magic are listed below.

Wild Magic: Table. The first effect (1) now deals half as much necrotic damage on a successful save. The third effect (3) now deals 2d8 force damage, instead of 1d6. The fourth effect (4) changes the weapon's damage type to psychic, instead of force. The eighth effect (8) deals radiant damage equal to 1d6 + the barbarian's Constitution modifier (minimum of 1 damage; previously 1d6 damage). These changes are intended to allow all of the table's outcomes to remain useful to the barbarian even at higher levels.

Bolstering Magic. The die rolled for this feature's effects are d4s, instead of d3s, for ease of rolling. Additionally, this feature can be used a number of times equal to the barbarian's Constitution modifier (a minimum of once), instead of the barbarian's proficiency bonus.

Path of the Zealot

The changes to the Path of the Zealot are listed below.

Fanatical Focus. This feature can be used a number of times equal to the barbarian's proficiency bonus, instead of once per rage.

Zealous Presence. This feature now also grants the barbarian temporary hit points.

Art Credits

The artists below are credited in alphabetical order. Where possible, an art credit includes the website where the artist's work can be found, and the pages on which their illustrations appear.

  • Aleksandar Mihajlovic (ArtStation; p9)
  • Laurel D. Austin (© LaurelDAustinArt; cover)
  • Lee337 (CGSociety; p12)
  • Paizo (© Paizo; p5)
  • Wizards of the Coast (© Wizards; p2, p7)

Thank You ...

... for taking the time to read this reimagining of the Barbarian class! If you have any feedback or suggestions, please contact the author ─ /u/Ozzifer on Reddit ─ or consider joining their Patreon.

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      System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

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