The Epic Barbarian
Level | Proficiency Bonus | Rage Damage | Class Features |
---|---|---|---|
21st | +7 | +5 | Ability Score Improvement, Fast Movement (+20 ft.) |
22nd | +7 | +5 | Blindsight |
23rd | +7 | +5 | Strong Mind |
24th | +7 | +5 | Indomitable Vigor |
25th | +8 | +6 | Ability Score Improvement, Fast Movement (+30 ft.) |
26th | +8 | +6 | Unmatched Brutality |
27th | +8 | +6 | Primal Path Feature |
28th | +8 | +7 | Extra Attack (2), Unmatched Strength |
29th | +9 | +7 | Ability Score Improvement, Spell Breaker |
30th | +9 | +8 | Primal Instinct, Nigh Unkillable |
Ability Score Improvement
When you reach 21st level, and again at 25th and 29th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Contrary to earlier levels, you can now improve your ability scores up to 24 using this feature.
Fast Movement
Your speed increases by an additional 10 feet while you aren’t wearing heavy armor, for a total of 20 feet. At 25th level your speed increases by another 10 feet while you aren’t wearing heavy armor, for a total of 30 feet.
Blindsight
Your senses have become so honed that you surpass the sensory limitations of mere mortals, being able to accurately predict an opponent’s movements even with your eyes closed. You gain blindsight with a range of 5 ft., and an additional 10 ft. of blindsight while raging.
Strong Mind
At 23rd level, your constant raging now contains greater mental control. You gain proficiency in Wisdom saving throws. If you already have proficiency in Wisdom saving throws, you can gain proficiency in Charisma or Intelligence saving throws instead.
Indomitable Vigour
If your total for a Constitution check or a Constitution saving throw is less than your Constitution score, you can use that score in place of the total.
Unmatched Brutality
You strike with irresistible ferocity, smashing through the enemies defenses like no other and even decimating magic. Once on each of your turns when you hit a target with a weapon attack, you can cause the weapon to deal an additional die of damage. If you do so when you hit a creation of force on your turn, such as those created by the forcecage or wall of force spells, you create a 5-foot-diameter hole in the force until the end of turn.
Primal Path Feature
You gain a feature from your chosen path, detailed at the end of the class description or one from another source.
Extra Attack
You can attack three times whenever you take the Attack action on your turn.
Unmatched Strength
Beginning at 28th level, you can hold melee weapons with the two-handed property in one hand, and use the largest dice if the weapon is versatile. Your size counts as gargantuan for the purpose of pushing, shoving and carrying things.
Spell Breaker
Your might allows you to shrug off spells many would fall to. If you start your turn and are under an effect of a spell, roll a strength saving throw against the DC of the spell to end its effect instantly. If a creature within your melee attack range casts a spell, can make an attack against them as a reaction. On a hit, the creature must succeed on a concentration saving throw or fail to cast the spell and lose the spell slot.
Primal Instinct
Choose a primal instinct from below and gain its features. You can’t later change this choice.
- Brutal. Your critical hits threaten to obliterate your foes. You can roll a total of six additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
- Savage. Taking injuries while raging fuels the fire within you. While raging, whenever you are hit with a melee attack, you gain a number of Savagery Dice equal to the damage taken divided by 5. You can never have more than 3 Savagery Dice at any one time. Your stored Savagery Dice last until your rage ends, until you are healed, or after 1 minute. When you hit a creature with a melee weapon attack, you can expend any number of Savagery Dice you have stored and add the dice to the attack’s damage roll. The damage of your Savagery Dice equals your weapon damage die.
- Tribal. Your very presence makes your allies more resilient. While raging, your allies within 5 feet of you are resistant to bludgeoning, piercing, and slashing damage.
- Undaunted. You are near impossible to kill. If you drop to 0 hit points and don’t die outright, you can make a DC 5 Constitution saving throw with advantage. If you succeed, you drop to 1 hit point instead, and your rage is automatically activated if it isn’t already. 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 5. This feature replaces your Relentless Rage feature.
- Wild. Your vitality is unmatched. Your hit point maximum increases by 30.
Nigh Unkillable
Your battle hardened physicality has made you very difficult to kill. You make death saving throws with advantage.
Primal Path Feature
Path of the Ancestral Guardian
Ancestral Conduit
27th-Level Epic Path of the Ancestral Guardian Feature
You roll 4d12 when using your Spirit Shield feature, and your Vengeful Ancestors does force damage equal to twice the amount that your Spirit Shield prevents.
Path of the Battlerager
Battlethorn
27th-Level Epic Path of the Battlerager Feature
You can move through other creatures no matter their size. The first time you enter a creature’s space on your turn, you deal piercing damage equal to half your rage damage, rounded down. If you are raging, this damage instead equals to twice your rage damage. If you end your turn in another creature’s space, you take 1d10 bludgeoning damage and are ejected to the nearest unoccupied space.
Path of the Berserker
Crazed Frenzy
27th-Level Epic Path of the Berserker Feature
When you go into a frenzy while you raging, you can make two melee weapon attacks as a bonus action rather than one.
Path of the Storm Herald
Tempestuous Harbringer
27th-Level Epic Path of the Storm Herald Feature
Starting at 27th level, you can change your environment choice for your Storm Aura whenever you finish a long rest. In addition, the range of your storm aura increases to 30 feet, and the environmental effects that can be activated are improved:
Desert. When this effect is activated, all other creatures in your aura each take fire damage equal to twice your rage damage.
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. The target takes 4d12 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 twice your rage damage, as icy spirits inure it to suffering.
Path of the Totem Warrior
Totem Symbiosis
27th-Level Epic Path of the Totem Warrior Feature
Choose one of the following totems to gain its features. You can’t later change this choice.
Bear. While raging you cannot be knocked prone or moved against your will by any means as long as you are not incapacitated.
Duck. While raging you add twice your Rage Damage to your melee attacks that hit a creature frightened of you. You ignore immunities to the frightened condition when using any of your features that can instill fear in others.
Eagle. You don’t take damage from falling 30 feet or less, and when you fall longer distances you take only half as much damage from the fall.
Wolf. While you’re raging, you can use a bonus action to attempt to grapple an opponent.
Elk. Your movement speed cannot be reduced by any means, and it only costs you 5 feet of movement to stand up from prone.
Tiger. You have advantage on Stealth checks and you can take the Hide action as a bonus action.
Path of the Zealot
Undying Zealotry
27th-Level Epic Path of the Zealot Feature
Starting at 27th level, when you would otherwise die, you instead regain hit points equal to half your hit point maximum.
Once you use this feature, you can’t use it again until you finish a long rest.