Preface
The primary purpose of this document is to redesign the barbarian class in Dungeons and Dragons 5th edition. Its aim is to deliver the fantasy of the warrior from outside civilization, who overcomes challenges by preternatural physical prowess that is often fueled by a force so primal and nebulous it can only be described as rage.
While the stereotypical potrayal of the barbarian is mainly inspired from pulp fiction, it is clear that the barbarian concept itself can be much more diverse than "raging musclehead who likes to swing and swing big".
Rage can be a mystical force that connects the barbarian to nature, their ancestors, their faith or the unpredictable whims of wild magic.
On the other hand, it can be simply be an expression of raw adrenaline or finely honed instincts of an apex hunter, survivor and soldier - skills developed while steeped in constant battle.
In any case, the barbarian class must provide the mechanical flexibility to create a character that lands on either end of this spectrum or anywhere in between.
The main design ideas behind this rework are 1) the base class itself must provide options for mobility, survivability and a modicum of control without having to get these exclusively from a subclass 2) the barbarian must be encouraged to feasibly challenge even late game monsters in contests of strength.
Another key issue to address is that the rage feature can fizzle out in battle due to dynamic encounters, interesting terrain and NPC interactions all of which are necessary for a good tabletop game but could result in the barbarian not attacking or taking damage in a round, thus wasting a valuable player resource.
Changes to Base Class
In light of the above principles, the following changes have been made to the barbarian base class:
- Number of rages and rage damage scales better.
- Rage is persistent from 1st level and works on all Strength based attacks.
- Unique fighting styles (including Reckless Attacks) that provide build options for different roles in combat.
- Primal Magic - limited spell casting that can be activated along with rage and lasts until rage ends.
- Feral Instinct now accompanies Extra Attack.
- Primal Fortitude provides some protection against conditions the barbarian is infamously vulnerable to. It also encourages battlefield control via improved grappling and shoving capabilities.
- Brutal Critical now also includes an improved critical hit range so it comes into play more often.
- Primal Magic Surge provides higher level spell options for activating with rage once per day. The spell selection primarily provides defensive options.
- Primal Champion now provides additional fighting style and a strong buff to unarmored defense at L15.
- The capstone feature is renamed to Primal Paragon.
With these changes, the hope is to provide the barbarian base class tools to sustain moderate amount of damage while increasing survivability even in higher tiers of play as well as to make sure some key features come online before the 11th level.
Changes to subclasses
- Paths of Ancestral Guardian, Zealot are exactly the same as in the original sourcebook with the exception of expanded spell options for Primal Magic.
- Paths of the Beast, Wild Magic are exactly the same as in the original sourcebook.
- Paths of the Battlerager, Berserker and Storm Herald are completely reworked.
- Path of the Totem Warrior gets expanded spell selection for Primal Magic, Aspect of the Beast is reworked and eagle totem features are modified.
Changes to Path of the Battlerager
- Removed race and gear restrictions
- Primal Tactics: 13 new and unique moves equivalent to the Battlemaster Fighter's maneuvers.
- Primal tactics are limited in use but provide assured damage with elements of battlefield control.
- A limited use ritual for armor augmentation at level 6.
- Ability to consume armor augments to make thrown weapon attacks for a limited number of times.
- More powerful version of Hunter's Mark while raging.
Changes to Path of the Berserker
- Added a CON save against exhaustion.
- Added a limited use ritual to remove one exhaustion level and an ability to more efficiently use hit die.
- Intimidating Presence now takes a bonus action to continue the fear effect instead of an action.
- The charm and fear immunity while raging comes online at 10th level since the base class itself provides some protection at 7th level.
- The 14th level feature now lets you consume a hit die and make two weapon attacks with your bonus action during a frenzied rage.
Changes to Path of the Storm Herald
- More options for Primal Magic spells with flexibility in elemental damage type options.
- Tamer of the Elements: A modified version of Absorb Elements that works during rage. Allows stacking of resistances to take quarter damage instead of half. No additional weapon damage on next turn.
- Damage resistance to one type of elemental damage and immunity to environmental hazard - both of which can be changed after a rest. Swim speed.
- Damage resistance in a 10ft aura while raging. Ritual casting of Waterbreathing and Water Walk spells.
- Reaction to make a target vulnerable to elemental damage while raging. Tamer of the Elements now allows additional weapon damage in the next turn. The damage type can be chosen before hit.
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. With each step, he grows in size while the frost giant widens its eyes in shock.
A half-orc snarls and leaps 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 face her companions who falter in their steps, fearful as they witness their friend's terrible demise.
These barbarians different as they might be, are defined by their preternatural rage: unbridled and unquenchable fury. No mere emotion, this rage is fueled by a primal force far beyond the understanding of even the greatest of scholars.
For some, their rage springs from a communion with fierce animal spirits, souls of their forebears, planar entities, the elements themselves or even raw magical essence. Others draw from a reservoir of anger at a world of pain. Whatever be the source, every barbarian is at home in the midst of battle, their bodies and minds honed to do whatever it takes to not just survive but thrive where lesser souls would flee for their lives.
Class Features
As a barbarian, you gain the following class features
Hit Points
- Hit Dice: 1d12 per barbarian level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer's pack and two javelins
The Barbarian
Level | Proficiency Bonus | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 |
2nd | +2 | Fighting Style, Danger Sense | 2 | +2 |
3rd | +2 | Primal Path, Primal Magic | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Feral Instincts | 3 | +3 |
6th | +3 | Primal Path Feature | 4 | +3 |
7th | +3 | Primal Fortitude | 4 | +3 |
8th | +3 | Ability Score Improvement | 4 | +3 |
9th | +4 | Brutal Critical (1 dice) | 4 | +4 |
10th | +4 | Primal Path Feature | 5 | +4 |
11th | +4 | Relentless Rage | 5 | +4 |
12th | +4 | Ability Score Improvement | 5 | +4 |
13th | +5 | Brutal Critical (2 dice), Primal Magic Surge (6th level) | 5 | +5 |
14th | +5 | Primal Path Feature | 5 | +5 |
15th | +5 | Primal Champion, Primal Magic Surge (7th level) | 6 | +5 |
16th | +5 | Ability Score Improvement | 6 | +5 |
17th | +6 | Brutal Critical (3 dice), Primal Magic Surge (8th level) | 6 | +6 |
18th | +6 | Indomitable Might | 6 | +6 |
19th | +6 | Ability Score Improvement | 6 | +6 |
20th | +6 | Primal Paragon, Primal Magic Surge (9th level) | Unlimited | +6 |
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 an attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, 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, except via the Primal Magic feature.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if you end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you cannot rage again unless you finish a 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.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, if you later get to choose again. You must make attack rolls using Strength to gain the benefits of these fighting styles.
- Bulwark: When you successfully hit a creature with a melee weapon attack, you can choose to do no damage to the target and gain temporary hit points equal to 1d12 + half your Barbarian level (rounded up) instead.
- Reckless Attacks: You can decide to attack recklessly when you make your first attack in your turn, giving you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.
- Up Close and Personal: When you successfully grapple or shove a creature, you deal bludgeoning damage equal to 1d8 + your Strength modifier, and you have advantage on melee weapon attack rolls against creatures you have currently grappled. Grapples and shoves are considered Strength based attacks. They count as magical when you reach 3rd level in this class.
- Vanguard: You have advantage on melee weapon attack rolls when there are no friendly creatures within 5ft of you or your target.
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.
Primal Magic
When you reach 3rd level, the Primal Force that drives your Rage enhances you with magical abilities.
When you spend a bonus action to activate your Rage, you can also choose to gain the effects of a spell, as part of the same bonus action.
The spell can be chosen from any row in the following table, if your level in this class is no lesser than specified in the Minimum Barbarian Level column of that row.
Minimum Barbarian Level | Spell Options |
---|---|
3 | Expeditious Retreat, Heroism, Jump, Longstrider, Zephyr Strike |
5 | Blur, Enlarge/Reduce, Kinetic Jaunt, See Invisibility |
9 | Fear, Haste, Protection from Energy |
13 | Freedom of Movement |
17 | Far Step |
The spell takes effect at 1st level when you gain this feature. It changes to 2nd, 3rd, 4th and 5th level when you reach 5th, 9th, 13th and 17th level in this class.
For example, a 10th level barbarian can pick any spell from the first three rows of the table to activate along with their rage. It then takes effect as a 3rd level spell.
Quirks of Primal Magic
Your magic comes from a source more fundamental than the distinctions of mundane, arcane, profane and divine. As such, its working confuses even the most erudite of magical scholars. A spell that manifests through your Primal Magic has the following features:
- If the spell does not have range Self or Touch, its range becomes Self. If the range is Touch, you can only cast it on yourself or an object you wear/hold. For example, only you can benefit from Heroism or Enlarge/Reduce.
- You ignore verbal, somatic and material components specified by the spell.
- The maximum duration of the spell is 1 minute. The effect of the spell ends when your Rage ends - unless the spell specifies a different end condition, you lose concentration, or when you use your bonus action to activate your Rage again.
- If the spell ends while Rage is still active, you continue to gain the benefits of Rage for the remaining duration.
- When you make a Constitution saving throw to sustain concentration on the spell effect, you can treat a roll of 9 or lower on the d20 as a 10.
- If the spell requires a melee or ranged spell attack, you can make a melee or ranged weapon attack instead.
- The spell save DC is 8 + Proficiency Bonus + your Constitution modifier.
- If the spell is upcast, you do not gain any benefits at higher levels specified in the spell description, other than increased damage and/or temporary hit points.
- Activating the spell effect cannot be Counterspelled, however it can be Dispelled.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to barbarians.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Feral Instincts
By 5th level, your instincts are so honed that you gain the following benefits while not wearing heavy armor:
- Your speed increases by 10 feet.
- You have advantage on initiative rolls.
- If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, provided you enter your rage before doing anything else on that turn.
Primal Fortitude
Beginning at 7th level, your Primal Magic bolsters your physical and mental strength.
You can add your Constitution modifier to saving throws that would cause the charmed or frightened conditions. You may use this feature a number of times equal to your Proficiency Bonus and regain all spent uses after a long rest. When you reach 15th level in this class, you can add twice your Constitution modifier.
Additionally, you count as one size larger for grappling and shoving checks as well as to determine carrying capacity and the weight you can push, drag, or lift.
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. Additionally, your melee attacks score a critical hit on a roll of 19 or 20.
Additional damage dice increases to two 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.
Primal Magic Surge
Beginning at 13th level, you are able to tap into an unimaginable reservoir of Primal Force.
You may cast a spell from the following table via Primal Magic. The spell can be chosen from any row in the table below, if your level in this class is no lesser than specified in the Minimum Barbarian Level column of that row.
Minumum Barbarian Level | Spell |
---|---|
13 | Globe of Invulnerability |
15 | Draconic Transformation (you may choose any appearance) |
17 | Mind Blank |
20 | Invulnerability |
Once you use this feature, you cannot do so until you finish a long rest.
Primal Champion
At 15th level, you can choose a second option from the Fighting Style class feature.
You can use your Strength modifier instead of your Dexterity modifier for your Unarmored Defense.
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 Paragon
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.
Path of the Battlerager
Some barbarians lead a life of constant war. Their unnatural rage and unparalleled strength make them stand out even in pitched battles, evoking terror as they leave behind a trail of death and destruction. For the barbarians that walk the Path of the Battlerager, there can be no turning back.
Primal Tactics
When you choose this path, your experience in countless battles and braving the wilds bear fruit in the form of special attacks or reactions.
Tactics Known: You know three tactics from the Primal Tactics list. You learn two additional tactics of your choice at 6th, 10th, and 14th level in this class.
Each time you learn new tactics, you can also replace one tactic you know with a different one.
Number of Uses: You can use only one tactic per turn. You may use these tactics a number of times equal to twice your Proficiency Bonus. You regain all spent uses after you finish a long rest.
Damage Dealt: Damage dealt by Primal Tactics is 1d6 and increases to 2d6, 3d6 and 4d6 when you reach 5th, 11th and 17th levels in this class.
Primal Tactics Save DC = 8 + your proficiency bonus + your Strength modifier.
Augmented Armor
At 6th level, you learn to perform a 10 minute ritual to augment any worn armor/garment or your natural armor with battlefield debris such as bones, horns, pieces of metal. While you are thus augmented, your AC increases by 1 and successfully grappling or shoving a creature also deals bludgeoning, piercing or slashing (your choice) damage equal to your Rage Damage.
You may perform this ritual a number of times equal to half your Proficiency Bonus rounded up, regaining all expended uses when you finish a long rest.
Weaponized Armor
Starting at 10th level, with a bonus action, you can detach and attack with a part of your Augmented Armor. It is treated as a light, thrown weapon with range 20/60 ft. On a hit, it deals bludgeoning, piercing or slashing (your choice) damage equal to 1d6 + your Strength modifier.
You can use this feature a number of times equal to half your Proficiency Bonus rounded up and lose your Augmented Armor when all uses are expended.
Further, the damage caused due to your Augmented and Weaponized Armor is considered magical.
Grim Reaper
Starting at 14th level, your rage makes you an avatar of death on the battlefield. When you activate your rage, you can mark a creature you see within 30ft of you. Once per turn when you hit a marked creature, you deal 2d6 additional weapon damage. If it dies while you are still raging, you can use a bonus action on your turn to mark another creature you see within 30ft of you.
Further, when you enter rage and have no uses of Primal Tactics remaining, you regain 1 use.
Primal Tactics
List of Primal Tactics available to the Battlerager are presented in alphabetical order:
Attention Seeker: When you hit a target with a ranged weapon attack, it takes 1d6 additional weapon damage and makes a Wisdom saving throw. On failure, the creature uses its Reaction to move a distance equal to its speed towards you. If there is no path to you, the creature reaches the nearest point it can. Prerequisite: The weapon used has thrown property.
Battle Cry: You can use your Attack action to let loose a roar of encouragement, exhorting your allies to give their all into vanquishing your enemies. Choose a number (upto your Rage Damage) of friendly creatures within 10ft of you that can hear you. The next time each of these creatures hits an enemy with a melee or ranged weapon attack, it deals 1d6 additional weapon damage.
Blood Bath: When you hit a creature with a melee weapon attack it takes 1d6 additional slashing damage and must succeed a Constitution saving throw, or take 1d6 slashing damage at the end of its next turn unless it uses an Action to staunch its wounds. Prerequisite: The weapon used deals slashing damage.
Collision Course: If you move 10ft or more in a straight line towards a creature, on hitting it with a melee weapon attack, you deal 1d6 additional bludgeoning damage. The target makes a Strength saving throw. On failure, it falls prone in an unoccupied space of your choice 10ft away from you and must expend its full movement on its turn to end the prone condition. Prerequisite: The weapon used deals bludgeoning damage or a shield is equipped.
Crack the Shell: When you hit a creature with a melee weapon, it takes 1d6 additional weapon damage and makes a Dexterity (if it is wearing armor) or Constitution (if it has natural armor) saving throw. On failure, its AC is reduced by a number equal to your Rage Damage till the end of your next turn. Prerequisite: The weapon used deals piercing damage.
Destroy Morale: When you kill a creature with a melee weapon attack, you can use your Reaction to make a gruesome display. Each hostile creature within 10ft of the dead creature that can see you must succeed on a Wisdom saving throw, or it has disadvantage on all attack rolls and ability checks until the end of its next turn.
Disruptive Clangs: You can use your Attack action to make a series of strikes against your shield producing disconcertingly loud noises and disrupting the thought patterns of your enemies. Each hostile creature within 10ft of you that can hear you, must succeed on an Intelligence saving throw, otherwise it takes 1d6 psychic damage and subtracts d6 from any saving throw it makes until the end of its next turn. On a successful save, it takes half damage. Prerequisite: Shield must be equipped.
Meat Shield: When you successfully grapple a creature on your turn, your AC increases by an amount equal to your Rage Damage against any attacker other than the grappled creature. You may gain this benefit only from one creature at a time.
Push Comes to Shove: When you successfully shove a creature, you may choose to move it into another creature's space within 5ft of it. The second creature is then moved to an unoccupied space 5ft away from its current position and must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be knocked prone. On a successful save, the originally shoved creature takes 1d6 bludgeoning damage.
Reflexive Dodge: When a hostile creature makes a melee attack against you, whether it hits or misses, you can use your Reaction to move a distance of upto half your speed. This movement does not provoke attacks of opportunity.
Seize the Moment: When you use your Reaction to make an attack of opportunity against a creature, you may instead choose to grapple it.
Thundering Slam: When you hit a creature with a melee weapon attack, each creature within a 15ft cone originating from and including the original target must succeed on a Strength saving throw, otherwise it takes 1d6 thunder damage and is flung to an unoccupied space 5ft away from you. If there is no such space, it is moved to a random unoccupied space within 5ft of its current position. On a successful save, it takes half damage. Prerequisite: The weapon used deals bludgeoning damage or has heavy property.
Whirlwind Strikes: When you hit a creature with a melee weapon attack, choose a number (upto your Rage Damage) of creatures within reach. Each of these creatures take 1d6 weapon damage, if the original attack roll would hit it. Prerequisite: Dual wielding.
Method in Madness
"It is foolish to dismiss these techniques as just a savage flailing about. This is the outcome of repeatedly surviving against overwhelming odds. We cannot teach this in our academies. No. One must learn it on the field or die trying." - Ser Angriff Brightblade, Knight of the Sword.
Path of the Berserker
For some barbarians, rage is a means to an end – that end being violence. The Berserker's Path is marked by both their untrammeled fury and rigid discipline. You hone your body to be prepared; for when you enter the berserker's rage, you thrill in the chaos of battle, heedless of everything, including 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. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you must make a DC 10 Constitution saving throw or suffer one level of exhaustion. The DC increases by 5 for each subsequent time you enter a frenzied rage and resets to 10 after you finish a long rest.
Berserker's Trance
Beginning at 6th level, you can enter into a 10 minute ritualistic trance at the end of which you are able to remove 1 level of exhaustion. You may also spend a number of hit die upto your Proficiency Bonus during this ritual. You can use this feature a number of times equal to your Proficiency Bonus, regaining spent uses after you finish a long rest.
Further, when you use your barbarian hit die to recover health and roll a 10 or above on the d12, you gain the benefits of rolling the hit die without consuming it.
Mindkiller
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 bonus 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.
Further, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the condition ends.
Berserker's Fury
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.
Additionally, when you are in a frenzied rage and spend a bonus action to make a melee weapon attack, you can spend one hit die to make an additional melee weapon attack as part of the same bonus action.
Path of the Storm Herald
Barbarians who follow the Path of the Storm Herald learn to wield their Primal Magic to tap into the fury and might of nature and create powerful magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds travel the world, honing their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, and deep in active volcanoes.
Storm Herald Magic
When you choose this path, you gain the following additional options to use along with your Primal Magic.
Barbarian Level | Spell |
---|---|
3 | Armor of Agathys |
5 | Dragon's Breath |
9 | Ashardalon's Stride |
13 | Fire Shield |
17 | Chromatic Weapon* |
When you activate your Rage and use your Primal Magic to gain a spell effect that does acid, fire, cold, lightning or thunder damage, you may choose a different damage type within the same list at the time of activation. The spell now does damage of the chosen type instead.
Tamer of the Elements
When you take acid, cold, fire, lightning or thunder damage, you can use your Reaction to gain resistance to the triggering damage type until the start of your next turn. If you are already resistant to the triggering type, you take quarter damage, minimum of 1, when you would normally take half. You can use this Reaction a number of times equal to your Rage Damage and regain all spent uses after a long rest.
Storm Soul
Starting at 6th level, you are able to align your Primal Magic to grant you the following benefits to adapt to your environment, whether or not your rage is active. For each benefit, you may pick a different choice when you finish a short or long rest.
- You gain resistance to acid, cold, fire, lightning or thunder damage (your choice).
- You don't suffer the effects of extreme cold, extreme heat, heavy precipitation or strong winds (your choice), as described in the Dungeon Master's Guide.
Additionally, you gain a swimming speed equal to your walking speed, and the amount of time you are able to hold your breath is doubled.
Weather the Storm
At 10th level, your inner storm protects your allies from external elements.
Each creature of your choice within 10ft of you gains the benefits of damage resistance from your Storm Soul while you are raging.
You are able to cast the Water Breathing and Water Walk spells as rituals, without needing material components. Constitution is your spellcasting ability for these spells.
Raging Storm
At 14th level, the power of the inner storm you channel grows mightier, lashing out at your foes. You gain the following benefits:
- While you are raging, if a creature within 10ft of you takes acid, cold, fire, lightning or thunder damage, you can use your Reaction to make it vulnerable to that damage. You can do so a number of times equal to your Rage Damage and regain all expended uses after you finish a long rest.
- Additionally, when you use your Reaction to gain resistance to incoming elemental damage via the Tamer of the Elements feature, your weapon is sheathed with primal energy. The first time you hit with a melee attack on your next turn, the target takes an extra 4d6 acid, cold, fire, lightning or thunder (your choice) damage.
*Chromatic Weapon
5th level Evocation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, upto 1 minute
You touch one weapon and imbue it with elemental energy - choose one damage type from acid, cold, fire, lightning or thunder. Weapon attacks made with it deal an extra 2d8 damage of the chosen type on a hit. If the weapon isn't already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of energy. Each creature of your choice that you can see within 30 feet of the weapon is subject to one of the effects listed below, depending on the chosen damage type.
If a target fails the specified kind of saving throw, it takes 4d8 damage of the chosen type and suffers the corresponding effect. On a successful save, a creature takes half as much damage and does not suffer the effect.
Damage Type | Saving Throw | Effect |
---|---|---|
Acid | Constitution | 4d8 acid damage at the end of its next turn |
Cold | Constitution | Speed becomes 0 till end of its next turn |
Fire | Dexterity | 4d8 fire damage at the start of its next turn |
Lightning | Dexterity | Unable to take Reactions till start of its next turn |
Thunder | Strength | Falls prone |
Path of the Totem Warrior
The Path of the Totem Warrior is the same as it appears in the Player's Handbook with following modifications.
Totem Warrior Magic
(Replaces 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.
You also gain the following additional options to use along with your Primal Magic.
Barbarian Level | Spell |
---|---|
3 | - |
5 | Spider Climb |
9 | Fly |
13 | Guardian of Nature |
17 | Tree Stride |
Totem Spirit
- Eagle. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you. Also while raging, you can move through the space of hostile and friendly creatures as if it were difficult and regular terrain respectively. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
Aspect of the Beast
At 6th level, you gain proficiency in two skills based on the totem animal of your choice. For each of the skills you are already proficient in, you gain expertise in it. You need not choose the same totem animal you selected at 3rd level.
-
Bear. Athletics and Intimidation. Additionally, you can use your Strength instead of Charisma for Intimidation.
-
Eagle. Nature and Perception. Additionally, you have advantage on your Wisdom (Perception) checks made to spot hidden creatures.
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Wolf. Animal Handling and Survival. Additionally, you can track other creatures while traveling at a fast pace, and can move stealthily while traveling at a normal pace.
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.
- Eagle. While raging, when you take the Attack Action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
Path of the Ancestral Guardian
Remains same as in Xanathar's Guide to Everything with the addition of the following:
Ancestral Guardian Magic
When you choose this path, you gain the following additional options to use along with your Primal Magic.
Barbarian Level | Spell |
---|---|
3 | Protection From Evil and Good |
5 | Mirror Image |
9 | Spirit Shroud |
13 | Death Ward |
17 | Dispel Evil and Good |
Path of the Beast
Remains same as in Tasha's Cauldron of Everything
Path of Wild Magic
Remains same as in Tasha's Cauldron of Everything
Path of the Zealot
Remains same as in Xanathar's Guide to Everything with the addition of the following:
Zealot Magic
When you choose this path, you gain the following additional options to use along with your Primal Magic.
Barbarian Level | Spell |
---|---|
3 | Divine Favor |
5 | Spiritual Weapon |
9 | Crusader's Mantle |
13 | Aura of Life |
17 | Holy Weapon |
The Barbarian
ART CREDITS
Cover Art: Pinterest
Barbarian Art:
BattleRager Art: akizhao on DeviantArt
Berserker Art: dusint on DeviantArt
Storm Herald Art: Talexior on DeviantArt
By HighZenBurger