Barbarian 5e Class and Subclass Changes/Additions

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Barbarian

Primal Champion

20th-level barbarian feature

At 20th level, you embody the power of the wilds. You gain the following effects:

  • Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
  • Your weapon attacks score a critical hit on a roll of 19 or 20.
  • When you land a critical hit while raging, you max out all the damage on the dice rolled.

Barbarian Paths

Path of the Storm Herald

Storm Aura (Revised)

When you select this path 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 blizzard, sandstorm, thunderstorm, tornado, wildfire. Your aura's effect depends on that chosen aura attunement, as detailed below. You can change your environment choice whenever you finish a long rest.

If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Blizzard. When this effect is activated, you and each other creature of your choice in your aura gain 1d4 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 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

Sandstorm. When this effect is activated, each creatures in your aura other than you must make a Constitution saving throw. On a failed save, the target takes 1d4 magical bludgeoning damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

Thunderstorm. When this effect is activated, choose one creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d8 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 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Tornado. When this effect is activated, one creature of your choice in your aura must make a Strength saving throw or be pushed 15 feet in a direction of your choice. You can choose yourself as the targeted creature. A creature can willingly fail this save. This movement doesn’t provoke opportunity attacks. The distance moved increases when you reach certain levels in this class. 30 feet at 5th, 45 feet at 11th level, and 60 feet at 17th level.

Wildfire. When this effect is activated, all creatures in your aura other than you take 1d6 fire damage. The damage increases when you reach certain levels in this class. Increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Storm Soul (Revised)

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

Blizzard. 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.

Sandstorm. You gain resistance to bludgeoning damage, and you ignore the effects of difficult terrain. Moreover whenever you enter your rage, your resistance to bludgeoning becomes a full immunity to bludgeoning damage.

Thunderstorm. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of equal to your movement.

Tornado. You gain resistance to thunder damage, and you do not suffer the effects of high altitude environments. In addition your jump distance is tripled as you become carried by the wind.

Wildfire. 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.

Shielding Storm (Revised)

At 10th level, you learn to use your mastery of the storm to protect others. Your aura no longer effects those you consider allies. Additionally, each creature of your choice gains the properties of your Storm Soul feature while the creature is in your Storm Aura.

Fury of the Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. Your storm's aura increases to 20 feet from you in every direction, but not through total cover. The effect is based on the attunement you chose for your Storm Aura.

Blizzard. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Constitution saving throw as magical frost covers it. On a failed save, the creature takes cold damage equal to half your barbarian level and its speed is reduced to 0 until the start of your next turn, or half as much damage and its speed is not reduced on a successful one.

Sandstorm. As a reaction to a creature being targeted by an attack roll or spell within your aura, you can give them the benefits of the Dodge action. They become cloaked by your sandstorm, gaining the benefit until the start of your next turn.

Thunderstorm. When you a creature gets hit by your aura effect you can overcharge the the target with electricity. You can use a reaction to effect every creature within 60 feet of the target must make a Dexterity saving throw. On a failed save, the creature take lightning damage equal to half your Barbarian level, or half as much on a success.

Tornado. Immediately after you hit a creature in your aura with an attack, you can your reaction to force that creature to make a Constitution saving throw. A creature takes thunder damage equal to half your barbarian level and is knocked prone, or half as much damage and not knocked prone on a successful one.

Wildfire. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Barbarian level, or half as much on a success.

Path of Wild Magic

Magic Awareness

When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. For the next minute, 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

Also 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

Beginning 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.

  • Roll a d4. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). If you roll a 4 on the d4, then the spell slot (the level of which is 3rd or lower) gained doesn't have to be previously expended.

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

Unstable Backlash

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

At 14th level, 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.

Barbarian's Wild Magic Table

d20 Effect
1 Your wild magic surge is delayed by 1d4 turns. When the final turn ends you can roll again ignoring this result.
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 1d6 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 force, 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 multicolored, 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. The terrain follows with you as you move around.
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 1d6 radiant 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.
9 A flurry of bubbles begin to carry around you. Until your rage ends, you gain a hover flying speed equal to your walking speed.
10 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
11 A surge of arcane infused adrenaline floods through your body. You can immediately take one additional action.
12 Your limbs grow extra joints or become like that of taffy. Your melee attacks with either your unarmed strikes or weapon gain an additional 5 feet of reach.
13 A jolt of electromagnetism floods through your body. Choose one creature you can see within 60 feet, that creature must make a Strength saving throw or be magnetically pulled to an unoccupied space within 5 feet of you. Objects cannot be worn or carried to be pulled. Until your rage ends you can attempt this action again as a bonus action.
14 Your skin becomes as reflective as a diamond. Whenever you make a successful saving throw against a spell that only targeted you, you can use your reaction to make the caster make the same saving throw using your Wild Surge DC. If the reflected spell requires concentration, the caster focuses on it.
15 You sneeze open portal to the hells. You cast Summon Greater Demon and instantly lose concentration on the summoned demon. The protective snot circle appears in your space where you raged.
16 Your next melee weapon attack becomes infused with your wild magic. On a successful hit, the target must make Charisma saving throw or roll on the Sorcerer's Wild Magic table twice and take the worse of the two options.
17 Time slows down around you as you begin to speed forward. Your current movement speed doubles and your movement can't provoke attacks of opportunity. While raging, you can use your bonus action to use the dash action.
18 You polymorph into a white rabbit. All of your statistics change except for your Strength Stat. In this form, you are able to maintain your rage and use any of your barbarian class features. If your hit points hit 0, your form reverts.
19 Your voice booms out. You have Advantage on all Charisma (Intimidation) checks and Disadvantage on all Dexterity (Stealth) checks. Choose one creature of your choice within 120 feet to make a Wisdom saving throw or be forced to follow a one word command. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
20 Your eyes glow bright as you gain visions of the near future. Keep this natural 20 written down. Anytime before your rage ends when you make an attack roll, ability check, or saving throw, you can choose to replace the roll that you would make with this natural 20.
 

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