Barbarian (Revised)

by Smug Coffee Man

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Barbarian (Revised)

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.

Transcendent Fury

The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian's driving force comes from a place that transcends mere emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls.

“I have witnessed the indomitable performance of barbarians on the field of battle, and it makes me wonder what force lies at the heart of their rage.” — Seret, archwizard

Personal Totems

Barbarians tend to travel light, carrying little in the way of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal totem is significant because it has a mystical origin or is tied to an important moment in the character's life—perhaps a remembrance from the barbarian's past or a harbinger of what lies ahead.

A personal totem of this sort might be associated with a barbarian's spirit animal, or might actually be the totem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle's feather as a personal totem.

Consider creating one or more personal totems for your character—objects that hold a special link to your character's past or future. Think about how a totem might affect your character's actions.

d6 Totem
1 A tuft of fur from a solitary wolf that you befriended during a hunt
2 Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate
3 A necklace made from the claws of a young cave bear that you slew singlehandedly as a child
4 A small leather pouch holding three stones that represent your ancestors
5 A few small bones from the first beast you killed, tied together with colored wool
6 An egg-sized stone in the shape of your spirit animal that appeared one day in your belt pouch

Tattoos

The members of many barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's ancestors, or which symbolizes a feeling or an attitude. As with personal totems, a barbarian's tattoos might or might not be related to an animal spirit.

Each tattoo a barbarian displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent?

d6 Tattoo
1 The wings of an eagle are spread wide across your upper back.
2 Etched on the backs of your hands are the paws of a cave bear.
3 The symbols of your clan are displayed in viny patterns along your arms.
4 The antlers of an elk are inked across your back.
5 Images of your spirit animal are tattooed along your weapon arm and hand.
6 The eyes of a wolf are marked on your back to help you see and ward off evil spirits.

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.

If your barbarian character has any superstitions, were they ingrained in you by your family, or are they the result of personal experience?

d6 Superstition
1 If you disturb the bones of the dead, you inherit all the troubles that plagued them in life.
2 Never trust a wizard. They're all devils in disguise, especially the friendly ones.
3 Dwarves have lost their spirits, and are almost like the undead. That's why they live underground.
4 Magical things bring trouble. Never sleep with a magic object within ten feet of you.
5 When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body.
6 If an elf looks you in the eyes, she's trying to read your thoughts.
The Barbarian
Level Proficiency Bonus Features Strikes Known Rages Rage Damage Die Barbarian Talents
1st +2 Fighting Style, Rage, Unarmored Defense - 2 1d4 -
2nd +2 Danger Sense, Martial Talents, Reckless Attack 1 2 1d4 2
3rd +2 Primal Path, Primal Knowledge 1 3 1d4 2
4th +2 Ability Score Improvement, Martial Versatility 1 3 1d4 2
5th +3 Fast Moement, Multi-Attack, Power Attack 1 3 1d6 3
6th +3 Path Feature 1 4 1d6 3
7th +3 Feral Instinct, Instinctive Pounce 2 4 1d6 3
8th +3 Ability Score Improvement 2 4 1d6 4
9th +4 Brutal Critical (1 Die), Primal Mind 2 4 1d6 4
10th +4 Ability Score Improvement, Path Feature 2 4 1d8 4
11th +4 Relentless Rage, Unbreakable 2 4 1d8 5
12th +4 Ability Score Improvement 2 5 1d8 5
13th +5 Brutal Critical (2 Dice) 3 5 1d8 5
14th +5 Path Feature 3 5 1d8 6
15th +5 Persistent Rage 3 5 1d10 6
16th +5 Ability Score Improvement 3 5 1d10 6
17th +6 Brutal Critical (3 Dice) 3 6 1d10 7
18th +6 Indomitable Might 3 6 1d10 7
19th +6 Ability Score Improvement 3 6 1d10 7
20th +6 Primal Champion 3 Unlimited 1d12 8
Multiclassing

Ability Score Minimum: Strength 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: shields
Weapons: Simple Weapons, Martial Weapons

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.

Class Features

  • 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: One of your choice.
Saving Throws: Strength, Constitution
Skills: Choose any four Skills.

Equipment

You start with the following equipment, in addition to the equipment granted 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 could begin with starting wealth of 2d4 x 10 gp and purchase starting items of your choice.

Fighting Style

Beginning at 1st level, you adopt a particular style of fighting. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you 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.

Brutish Fighting

You learn one Martial Strike of your choice from among those available to the Fighter class. If a Strike 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 Constitution modifier (your choice).

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.

Superior Technique

You learn one maneuver 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 Constitution modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

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.

Wild Fighting

As long as you are not wearing armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

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 roll an additional die of damage. The size of this die increases as you level, as shown on the Rage Damage Die column of the Barbarian class 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 for your barbarian level, you must finish a short or long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th and recover all uses when you finish a Short or Long Rest.

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.

At 10th level, you gain +1 AC while using this feature. At 17th level, you treat Critical Hits as normal hits while using this feature.

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.

Martial Talents

Also at 2nd level, you gain access to Martial Talents. Refer to the list on page [page] for a list of options. At 2nd level, you learn 2 Martial Talents. You learn an additional Martial Talent at 5th, 8th, 11th, 14th, 17th, and 20th level.

When you gain a level in this class, you may substitute one Martial Talent for a different one for which you meet the prerequisites.

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.

Martial Strikes

Also at 2nd level, you learn to leverage your overwhelming might into special attacks called Martial Strikes. These strikes replace one attack you make with the Attack Action. You may only use a Strike once per turn and you cannot use a Strike and a Maneuver on the same attack.

You learn one strike of your choice from the list below.

You learn an additional strike of your choice at 7th and 13th level.

Saving Throws. Most Strikes require your target to make a saving throw to avoid that Strike. The saving throw DC is calculated as follows:

Strike save DC= 8 + your proficiency bonus + your Strength or Constitution modifier (your choice)

Strikes

The strikes are presented in alphabetical order.

Charge. Cannot be used with a Ranged Weapon. You move up to half of your movement speed towards a creature that you can see. If you get within 5 feet of that creature, you can make an attack against them with advantage.

You can move up to your full movement speed when you reach 18th level in this class.

Cleave. Must be wielding a Melee Weapon with the two-handed property to use. Each creature within cone with a maximum length and width of 10 feet in front of you must make a Dexterity Saving Throw as you swing your weapon in front of you. Creatures take a roll of your weapon's damage dice and the next attack made against them has advantage on a failed save or take half as much damage and the next attack made against them does not have advantage on a successful save.

The length and width of the cone increase to 20 feet when you reach 18th level in this class.

Convince. If you fail a Persuasion Skill Check, you can use this Strike to re-roll that check and must use the new result.

When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).

Crush. Cannot be used with Ranged weapons. Each creature within a 15-foot radius circle that begins in front of you must make a Dexterity Saving Throw as you slam your weapon or a fist into the ground in front of you. Creatures take a roll of your weapon or unarmed strike's damage dice and are knocked prone on a failed save or half as much damage and are not knocked prone on a successful save.

The radius of the circle increases to 30 feet at 18th level in this class.

Dash. Cannot be used with Ranged weapons. You move up to half of your movement speed + 5 feet in a straight line in front of you. Each creature that you pass through make a Dexterity Saving Throw as you cut down any foes in your way. Creatures take a roll of your weapon or unarmed strike's damage dice + your strength or dexterity modifier (you choose which when you choose this Strike) on a failed save or half as much damage on a successful save.

The radius of the circle increases to 30 feet at 18th level in this class.

Deflect. Cannot be used with Ranged weapons. When you would take damage from a ranged weapon attack, you can roll 1d10 + your Strength Modifier and reduce the damage taken by that much. If you reduce the damage to 0, you can use your reaction to force a creature within 15 feet of you to take the damage you would have instead.

When you reach 18th level in this class, you can also use this feature against ranged spell attacks.

Endure. If you fail a Saving Throw, you can use this Strike to re-roll that check and must use the new result.

When you reach 18th level in this class, you gain a bonus to the re-rolled saving throw equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).

Impose. If you fail an Intimidation Skill Check, you can use this Strike to re-roll that check and must use the new result.

When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).

Knockback. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed back 15 feet in a straight line or takes half as much damage and is not pushed back on a successful save.

The distance the target is pushed back is increased to 30 feet when you reach 18th level in this class.

Overcome. If you fail an Athletics Skill Check, you can use this Strike to re-roll that check and must use the new result.

When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).

Pillar. Must be wielding a Melee Weapon with the reach property or a ranged weapon to use. Each creature within a line with a width of 5 feet and length of 15 feet in front of you must make a Dexterity Saving Throw as you unleash a straight thrust or shot in front of you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one. Ranged Weapons instead treat the length of this Strike as half of their effective range rounded down to the nearest 5, to a minimum of 15 feet.

The length and width of the line increase to 25 feet when you reach 18th level in this class. Ranged Weapons instead use their full effective range at 18th level in this class.

Pull. Must be wielding a Ranged Weapon or a weapon with the Thrown property to use. You can use this Strike to force a creature make a Strength saving throw as you fire a projectile with a line attached to drag a foe towards you. The creature takes a roll of your weapon's damage dice on a failed save and is pulled 15 feet in a straight line towards you or takes half as much damage and is not pulled towards you on a successful save.

React. If you fail a Perception Skill Check, you can use this Strike to re-roll that check and must use the new result.

When you reach 18th level in this class, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which when you learn this Strike).

The distance the target is pushed back is increased to 30 feet when you reach 18th level in this class.

Shove. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed 5 feet to the left or right (your choice) or takes half as much damage and is not pushed on a successful save.

The distance the target is pushed is increased to 10 feet when you reach 18th level in this class.

Volley. Must be wielding a Ranged Weapon to use. Choose one creature. That creature and each creature within a 15 foot radius centered on that creature must make a Dexterity Saving Throw as you fire a volley of shots at the creatures. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.

The radius of this feature increases to 30 feet when you reach 18th level in this class.

Whirlwind. Must be wielding a Melee Weapon to use. Each creature within a 5 foot radius centered on you must make a Dexterity Saving Throw as you spin your weapons around you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.

The radius of this feature increases to 15 feet when you reach 18th level in this class.

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.

Primal Knowledge

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice.

Additionally, choose one Skill that you gained proficiency in when you took your first level in the Barbarian Class. Your proficiency bonus is doubled for any ability check you make that uses that skill.

Barbaric Might

At 3rd level, you now count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.

Additionally, you can use weapons for creatures one size larger than you without disadvantage but if you do so your movement speed is reduced by 10 feet. At 9th level, you count as two sizes larger for all parts of this feature. At 15th level, you count as three sizes larger.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Martial Versatility

At 4th level and again whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to barbarians.
  • You can replace one battle maneuver or martial strike you know with a different maneuver or strike.
  • If you have any Arcane Shot options from the Arcane Marksman Fighter archetype, you can replace one of those options with a different one.

Multi-Attack

Starting at 5th level, when you take the Attack action, you can make attacks equal to your Proficiency Bonus.

Power Attack

Also at 5th level, once per Turn when you make an attack, you can take a penalty equal to your proficiency bonus to that attack. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus.

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.

Instinctive Pounce

Starting at 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.

Brutal Critical

Beginning at 9th level, you can roll one additional 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.

Additionally, at 13th level any damage you deal with a Critical Hit ignores resistance and immunity. At 17th level, you score a Critical Hit on a roll of 18, 19, or 20.

Primal Mind

At 9th level, you gain proficiency in Wisdom saving throws.

Additionally, once per rage, you can re-roll a Wisdom saving throw you fail. You must use the new result, even if it is lower than the first.

At 13th level, you are immune to the Charmed and Frightened conditions while raging.

Unbreakable

At 11th level, you become unbreakable. You add half of your Proficiency Bonus (rounded down, minimum 1) to any Saving Throws you lack proficiency in.

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. Your maximum for those scores is now 24.

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.

Battlerager

Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf 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. This style of combat is mainly the realm of dwarves, but some have taken trusted friends and taught them the ways of the battlerager, meaning that there are some non-dwarven battleragers. These are mainly close friends of dwarves or those who were raised among dwarves as one of their own.

Battlerager Armor

When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.

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

Additionally, when you use the Attack action to grapple a creature, the target takes piercing damage equal to your Proficiency Bonus if your grapple check succeeds.

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Proficiency Bonus + 1. They vanish if any of them are left when your rage ends.

Battlerager Charge

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

Spiked Retribution

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

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.

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, 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 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

Starting at 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 psychic damage.

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

Call of the Hunt

At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).

You gain 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.

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.

Bloody Rage

Starting when you choose this path at 3rd level, you can draw upon the pain of those you strike to extend your rage. When you deal damage to a creature on your turn while raging and not using your Reckless Attack feature, you increase the number of turns in your rage's duration by 1 round. You cannot extend your Rage's duration by more than a number of Rounds equal to your Proficiency Bonus.

At 15th level, this feature instead grants temporary hit points equal to your Constitution Modifier, with the maximum amount of temporary hit points you can gain from this feature being Your constitution modifier x your proficiency bonus.

Numbing Fury

Also at 3rd level, while raging you reduce all damage you take not reduced by your Rage by an amount equal to your Proficiency Bonus.

Mindless Rage

Beginning at 6th level, you have advantage on Intelligence and Charisma saving throws made while raging.

Primal Roar

Beginning at 10th level, you can replace one Attack on your turn with a savage, terrifying roar. 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 constitution modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can replace one Attack 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.

Bloody Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, that creature takes Force damage equal to your Proficiency Bonus.

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.

Desert. When this effect is activated, when a creature enters your aura, or when a creature ends its turn in your aura, it takes fire damage equal to your Rage Damage die + your Proficiency Bonus. You do not take this damage.
Sea. When this effect is activated and at the end of each of your turns, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 2 x your Rage Die in lightning damage on a failed save, or half as much damage on a successful one.
Tundra. When this effect is activated, each creature of your choice in your aura gains temporary hit points equal to your Proficiency Bonus x 2, as icy spirits inure it to suffering.

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the 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 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm 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 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.

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, but only as rituals, as described in chapter 10.

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.

When you reach a level in the Barbarian class where you would gain an Ability Score Increase, you may exchange any totem option from any feature granted by this path that you have access to for another from the same feature.

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, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. 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 can move stealthily while traveling at a normal pace.

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 during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + 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.

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.

Magical Awareness

At 3rd level, as an action, you can 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.

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.

d8 Magical Effect
1 Shadowy tendrils lash around you. 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 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 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 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 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.

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 d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled 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 proficiency bonus, 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

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.

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; you choose the type of damage when you deal damage with 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 ability only once per rage.

Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

You may use this feature a number of times equal to your Proficiency Bonus, and regain all expended uses when 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.

Barbarian Martial Talents

Arcane Sight

Prerequisites(s): Proficient in the Arcana skill

You can cast detect magic at will, without expending a spell slot.

Barbaric Speed

Prerequisite(s): 10th level, Dexterity 16 or higher.

You gain 5 extra feet of movement. You gain 5 more feet of movement at 15th and 20th level.

Beast Sight

Prerequisite(s): 3rd level, Path of the Beast

You gain 60 feet of darkvision that allows you to see through both magical and non-magical darkness. If you already have Darkvision from another source, it is instead increased by 30 feet and you can now see through magical and non-magical darkness.

Blademaster

Prerequisites(s): 5th level, Proficiency with at least one Martial Weapon.

Select one type of martial weapon with which you are proficient. While you are wielding this weapon, it counts as magical for the purpose of piercing resistance and immunity.

Boiling Blood

Prerequisite(s): 3rd level, Path of the Berserker

If a creature deals damage to you while you are raging, you can use your Reaction to cause that creature to take your Rage Die + your Proficiency Bonus in Fire damage that ignores resistance and immunity.

Additionally, when you deal damage to the attacking creature, you also force every creature within 5 feet of you of your choice to succeed on a Dexterity Saving Throw or take a single roll of your Rage Die in fire damage.

Duel of Honor

Prerequisites(s): Proficient in the Deception or Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.

You can cast compelled duel at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).

Divine Shield

Prerequisites(s): 3rd level, Path of the Zealot

While not wearing armor or using a shield, you have a +2 to AC as if under the effects of the Shield of Faith Spell. This means that you cannot benefit from that Spell while this talent is in use.

Durable Spikes

Prerequisites(s): 3rd level, Path of the Battlerager

When you take damage from a Melee Weapon Attack or Unarmed Strike, you can reduce that damage by your Proficiency Bonus. This cannot reduce the damage you take below 1.

Elemental Protection

Prerequisites(s): 5th level, Constitution 18 or higher.

You can cast absorb elements at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest.

Expert

Prerequisites(s): N/A
You choose one Skill or Tool with which you gained proficiency from this Class. You add double your profociency bonus when you make an ability check using this skill or tool. This talent can be taken up to two times, and you must choose a different skill or tool to benefit from this Talent for each.

Giantslayer

Prerequisites(s): N/A

You gain a climbing speed equal to your walking speed if you don't already have one. If you already have a climbing speed, your movement is increased by 30 feet while using it. You can use your climbing speed to scale creatures that are at least one size larger than you. At the start of each of your turns while you are climbing this creature, you must make a Strength (Athletics) skill check contested by a Strength (Athletics) skill check from the creature you are climbing.

While you are climbing a creature in this way, you have advantage on your melee attack rolls against it while that creature has disadvantage on attacks against you. The creature you are climbing has advantage on a Strength (Athletics) Skill Check made to grapple you while you are climbing it.

Hard Landing

Prerequisite(s): Constitution 14 or higher.

You halve any falling damage you take. At 10th level, you reduce any damage you would take from falling to 0.

Merciless Rage

Prerequisite(s): 5th level, Strength 18 or higher.

When you deal damage while raging, you can use your reaction to deal additional damage equal to your Proficiency Bonus. You may only deal this additional damage once per round.

Mighty Blows

Prerequisites(s): 10th level, Strength or Dexterity 18

Once per turn, when you deal damage with a Melee Weapon Attack or Unarmed Strike, you can deal extra damage equal to your Proficiency Bonus.

Mythical Charm

Prerequisites(s): Proficient in the Persuasion Skill. Intelligence, Wisdom, or Charisma 14 or higher.

You can cast charm person at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).

Pincer Strike

Prerequisites(s): 10th level, Strength 18 or higher, Two-Weapon Fighting Fighting Style, Twin Strikes Martial talent

When you engage in two-weapon fighting using two of the same type of weapon and make a Power Attack with the weapon in your primary hand, you can use your Reaction to strike with your offhand weapon as if it gained the bonus from Power Attack. You must finish a Long Rest to use this talent again.

Resistant Rage

Prerequisite(s): Constitution 16 or higher.

Choose one damage type other than Psychic or Force. You gain resistance to that damage type while Raging.

Scathing Words

Prerequisites(s): Proficient in the Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.

You can cast silvery barbs (SCoC) at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent). You cannot give the advantage granted by this spell to yourself.

Silver Fists

Prerequisites(s): 5th level, Unarmed Fighting Style

Your Unarmed Strikes count as magical for the purpose of piercing resistance and immunity.

Spirit Sight

Prerequisites(s): 3rd level, Path of the Ancestral Guardian

While raging, you can see any invisible creatures within a 10-foot radius of you. If you still have this Talent at 10th level, this radius becomes a 30-foot radius.

Spellbane Fury

Prerequisites(s): 5th Level, Constitution 18

When you take damage from a spell that targets you while raging, you can use your reaction to force the caster to make a Constitution saving throw against 8 + your Strength modifier + your proficiency bonus. On a failure, they take your Proficiency bonus in the same damage they dealt to you. This damage ignores resistance and immunity.

Spellslayer

Prerequisites(s): 10th level, Spellbane Fury talent

While raging, you have advantage on Wisdom and Intelligence saving throws made against spell effects.

Storming Strike

Prerequisites(s): 3rd level, Path of the Storm Herald

Once per turn, when you deal damage to a creature with a Melee Weapon Attack or Unarmed Strike while you're raging, you can deal an additional 1d6 damage to that creature. The Damage Type depends on your Storm Aura type; Fire for Desert, Lightning for Sea, and Cold for Tundra.

If you still have this Talent at 10th level, the damage die for this feature increases to 1d8.

Superhuman Leap

Prerequisites(s): Proficient in the Athletics skill.

Your jumping distance and height are tripled, and if you would land within 5 feet of a creature you can force that creature to make a Dexterity saving throw against 8 + your Strength modifier + your proficiency bonus or take 1d6 Bludgeoning damage for every 10 feet you fell vertically onto them.

Superhuman Speed

Prerequisites(s): N/A

You gain additional walking speed equal to 5 x your Dexterity Modifier (Minimum 5 feet of additional movement). If you have another type of movement speed from a Barbarian Martial Talent or your Race, it matches your Walking Speed.

Superhuman Strength

Prerequisites(s): Proficient in the Athletics skill.

The amount of weight you can carry, push, pull, and lift is doubled. This applies to you even if you would already double your carry, push, pull, and lift weights from another source.

Superhuman Swimmer

Prerequisites(s): N/A

You can hold your breath for three times as long, and you gain a swimming speed equal to your walking speed if you do not already have one.

Totemic Tracker

Prerequisite(s): 3rd Level, Path of the Totem Warrior

You gain proficiency in the Perception and Nature Skills if you are not already proficient in those skills, and double your proficiency bonus whenever you make an ability check using either of these skills.

Additionally, you have advantage on Perception Skill Checks made to track a creature.

Twin Strikes

Prerequisites(s): Two-Weapon Fighting Fighting Style

When you engage in two-weapon fighting using two of the same type of weapon, you deal +1 damage with both weapons. For example, if you were wielding two Shortswords, you would gain this bonus but if you were wielding a Shortsword and a Dagger you would not.

Wild Chance

Prerequisite(s): 3rd Level, Path of Wild Magic

When you roll on your Surge Table, you can re-roll the d8 once and must use the new result. You must finish a Short or Long Rest to use this talent again.

Worldly Warrior

Prerequisite(s): Intelligence 14 or higher.

You can speak, read and write two additional languages of your choice.

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Changes: Me, SmugCoffeeMan

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Changelog

1.01

  • Unarmored Defense goes up by +1 at 10th level. At 17th level, a barbarian using Unarmored Defense is immune to crits ala Adamantine Armor.
  • Rage now recovers on Short or Long Rests.
  • Fixed wording on Primal Knowledge.
  • Brutal Critical gains more benefits at 13th and 17th level, ignoring resistance/immunity and an 18-20 crit range respectively.

1.02

  • Power Attack now scales with proficiency bonus.

1.03

  • Added a new feature at 9th level - Primal Mind.
  • Added a new feature at 3rd level - Barbaric Might.

1.04

  • Buffed Power Attack. It is now - Prof bonus/+ (prof bonus x 2)

1.05

  • Removed Extra Attack.
  • Added Multi-Attack at 5th Level.
  • Added Unbreakable at 11th Level.

1.06

  • Improved the damage for Desert and Sea Storm Barbarian's auras. This makes them much more deadly and a more appealing option.

1.07

  • Updated formatting for all Subclasses.
  • Added Martial Talents to the document.

1.08

  • You can now choose 4 skills with no limitations, as per other martial classes and a Tool Proficiency.
  • Reworked Primal Knowledge to go with the Skill Changes.

1.09

  • Added Superhuman Speed, a new Talent.
  • Removed limitations from Superhuman Swimmer.
  • New Feature - Martial Strikes
  • Two new fighting styles
  • New feature - Martial Versatility