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 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 their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue, but a sign of weakness. The strong embrace nature—valuing 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
A barbarian plays an important role as a protector of their 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.
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 another land 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.
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 focus.
-Seret, archwizard
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.
It can be tempting to play a barbarian character that is a straightforward application of the classic archetype—a brute, and usually a dimwitted one at that, who rushes in where others fear to tread. But not all the barbarians in the world are cut from that cloth, so you can certainly put your own spin on things. Either way, consider adding some flourishes to make your barbarian stand out from all others; see the following sections for some ideas.
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. |
Barbarian
Level | Proficiency Bonus | Features | Battle Focus Uses | Powerful Strike Damage | Fighting Styles Adopted | Unarmored Movement | Battle Enthusiasms |
---|---|---|---|---|---|---|---|
1st | +2 | Battle Focus, Enthusiastic Combat, Fighting Styles, Powerful Strike, Primal Path, Unarmored | 2 | 2d6 | 1 | +10ft | 3 |
2nd | +2 | Conditioned Warrior, Danger Sense | 2 | 2d6 | 1 | +10ft | 3 |
3rd | +2 | Moving Strike, Presence of Barbarism | 2 | 2d6 | 1 | +10ft | 3 |
4th | +2 | Ability Score Improvement | 2 | 2d6 | 1 | +10ft | 3 |
5th | +3 | Extra Attack, Improved Critical (19-20) | 3 | 2d6 | 2 | +15ft | 4 |
6th | +3 | Path Feature | 3 | 2d8 | 2 | +15ft | 4 |
7th | +3 | Instincts | 3 | 2d8 | 2 | +15ft | 4 |
8th | +3 | Ability Score Improvement | 3 | 2d8 | 2 | +15ft | 4 |
9th | +4 | Advanced Prowess, Relentless Warrior | 4 | 2d8 | 2 | +20ft | 4 |
10th | +4 | Path Feature | 4 | 2d8 | 2 | +20ft | 4 |
11th | +4 | Extra Attack (2), Improved Critical (18-20) | 4 | 2d10 | 3 | +20ft | 5 |
12th | +4 | Ability Score Improvement | 4 | 2d10 | 3 | +20ft | 5 |
13th | +5 | Persistent | 5 | 2d10 | 3 | +25ft | 5 |
14th | +5 | Path Feature | 5 | 2d10 | 3 | +25ft | 5 |
15th | +5 | Indomitable Might | 5 | 2d10 | 3 | +25ft | 5 |
16th | +5 | Ability Score Improvement | 5 | 2d12 | 3 | +25ft | 5 |
17th | +6 | Extra Attack (3), Improved Critical (17-20) | 6 | 2d12 | 4 | +30ft | 6 |
18th | +6 | Champion of Might | 6 | 2d12 | 4 | +30ft | 6 |
19th | +6 | Ability Score Improvement | 6 | 2d12 | 4 | +30ft | 6 |
20th | +6 | Power | ∞ | 2d12 | 4 | +30ft | 6 |
Class Features
As an 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 8) + your Constitution modifier per barbarian level after 1st
Proficiencies
Armour: Shields
Weapons: All weapons
Tools: Herbalism kit, and choose one musical instrument
Saving Throws: Constitution, Strength
Skills: Choose any four
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons or a two handed martial weapon
- (a) two handaxes or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Four javelins and four daggers
Alternatively, you can purchase your starting equipment with a starting wealth of 6d4 x 10gp.
Battle Focus
Starting at 1st level, in battle, you fight with a focused ferocity, be that focus derived from anger or from a psychopathic level of awareness. You can enter a battle focus as a bonus action or reaction.
While focusing, you gain the following benefits if you aren’t wearing heavy armor:
- Your movement speed is increased by 15 feet.
- You have advantage on Strength, Dexterity, and Constitution checks and saving throws.
- You can add your Proficiency Bonus to damage rolls you make.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You're Immune to the Charmed, Frightened, and Poisoned Conditions, and become cleansed of them if you have them prior.
Your battle focus lasts for 1 minute. It ends early if you are knocked unconscious, die, or don't take the attack action for more than one round. You can also end your rage on your turn as a bonus action or reaction. If you're able to cast spells, you can’t cast them or concentrate on them during battle focus.
You have a number of battle focus uses as shown for your barbarian level in the Battle Focus Uses column of the Barbarian table, you must finish a short or long rest before you can battle focus again.
Enthusiastic Combat
Also at 1st level, you have learned the unique abilities of your own self that allow you to excel at combat without wasting any excess energy. These abilities are called Battle Enthusiasms, you gain three battle enthusiasms, and gain more as shown on the Battle Enthusiasms column of the Barbarian class table.
Saving Throws
If one of your Battle Enthusiasms requires a creature to make a saving throw, your Battle Enthusiasms saving throw DC is calculated as follows:
Enthusiasm Save DC
Fighting Style
Additionally at 1st Level, you adopt a particular style of Fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style more than once. You adopt more Fighting Styles at later levels as shown in the Fighting Styles Adopted column.
Attrition
Your hit point maximum increases by 1 and then increases by 1 whenever you gain a level in this class. As a bonus action, you can choose to recover 12 hit points. You can do this once per short or long rest.
Blind Fighting
You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Elemental Combatant. (HB)
Pick one of the following damage types: cold, fire, or lightning. You gain resistance to this damage type, and you can add 1d6 damage of your chosen damage type to all damage you deal. Once chosen you cannot change your damage type.
Great Weapon Fighting
When you roll a 1-3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can choose to take the average roll for that die rounded up. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d8 + your proficiency bonus (to a minimum of 0 damage).
If you're not wielding a shield or weapon when taking this reaction, you take half of the damage that you reduced.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +3 bonus to the damage roll.
Two-Weapon Fighting
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack. If you have the extra attack feature, then it applies to off hand attacks that you make as well.
Unarmed Fighting
Your unarmed strikes can deal 1d6 bludgeoning damage + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll you gain a +1 bonus to AC. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Powerful Strike
Also at 1st level, you can throw aside concern for defense to attack with fierce carelessness. When you make your first attack on your turn, you can decide to make a powerful strike dealing an extra 2d6 damage. Doing so gives you advantage on attack rolls made using Strength during this turn, but attack rolls against you have advantage until the start of your next turn.
At later levels, your powerful strike damage increases as shown on the Powerful Strike Damage column of the Barbarian class table
If you land a Critical hit with your Powerful Strike, you triple the extra damage dice.
Primal Path
At 1st level, you choose a path that shapes the nature of your rage. Your choice grants you features at 1st level and again at 6th, 10th, and 14th levels.
Unarmored
Finally at 1st level, while you are not wearing any armor you gain the following benefits as shown below:
Unarmored Defense: Your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Unarmored Movement: Your speed increases by 10 feet while you are not wearing armor. This bonus increases when you reach certain barbarian levels, as shown on the Barbarian table.
You can use this movement to move along vertical surfaces and across liquids on your turn without falling during the move.
Conditioned Warrior
Thanks to your intense training, you've become conditioned to the world around you. At 2nd level, you gain a swimming and a climbing speed equal to your movement speed, your jump distance is multiplied by half your level (rounded up), you have advantage on Constitution saving throws to avoid Exhaustion. Also you count as one size larger when determining your weaponry, carrying capacity and the weight you can push, drag, or lift.
Danger Sense
Also 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 and Wisdom saving throws against effects such as traps and spells, and you have advantage on Dexterity (Acrobatics) and Wisdom (Insight) Checks. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Moving Strike
Also at 3rd level, thanks to your martial prowess, you can make split second decisions in the midst of combat with ease. When you take the Dash action, you can make an attack at a target of your choice.
Presence of Barbarism
Finally at 3rd level, you carry danger within every step you make, your mere presence can change an entire conflict. You can add your Strength and Constitution Modifiers to Charisma (Intimidation) Checks that you make.
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.
Using the "optional" feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
At 5th level, you can attack twice instead of once, whenever you take the attack action. Moreover, you can cast one of your cantrips in place of one of those attacks if you know a cantrip that requires an action to cast.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.
Improved Critical
Also at 5th level, your attacks now score a critical hit on rolls of 19-20. Moreover, when you land a critical hit, you can add your Powerful Strike Damage to the damage total, even if you've already added it pior.
The number that you can roll for your attacks to score a critical hit lowers to 18-20 when you reach 11th level in this class, and to 17-20 when you reach 17th level in this class.
Instincts
At 7th level, your combat instincts are so honed that you can add your Constitution Modifier to initiative rolls you make.
Additionally, if you're surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your battle focus before doing anything else on that turn.
Advanced Prowess
Starting at 9th level, your martial capabilities have advanced so far to the point of being supernatural. All attacks you make and damage you deal, counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.
Additionally, you can add half your Proficiency Bonus (rounded down) to attack and damage rolls you make. However, if you have a magical weapon that provides a higher Attack and Damage Bonus than this feature, the weapon overrides this feature.
Relentless Warrior
Also at 9th level, your battle focus can keep you fighting despite grievous wounds. If you drop to 0 hit points during your battle focus and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
After coming back from the brink, the damage that reduced you to 0 hit points cannot do so again until you're reduced to 0 hit points again.
Each time you use this feature after the first, the DC increases by 1. When you finish a short or long rest, the DC resets to back 10.
Persistent
At 13th level, your battle focus is so fierce that it ends early only if you fall unconscious or if you choose to end it at any moment similar to concentrating on a spell.
Additionally, when you fail a saving throw, you can choose to reroll it with advantage. You can do so once per turn.
Indomitable Might
At 15th level, if your total for a Strength, Dexterity, or Constitution check is less than your Strength Score, you can use that score in place of the total.
Champion of Might
At 18th level, you embody power, might, and durability. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Power
At 20th level, your martial talent has reached its apex, you can challenge immortals, go toe to toe with even giants, and spar with demigods.
You can add your Barbarian level to all damage rolls that you make, and you can add your Constitution modifier to Death Saving Throws that you make.
Primal Path: The Ancestral Guardian
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
You decide the origin of where your guardian spirits come from. Be it brothers in arms, or those that founded your tribe, the origins of these guardians require some association with you. You can choose the origin of your guardian spirits or determine it by rolling on the Origins of the Guardians table.
Origin of your Guardians
d6 | Origin |
---|---|
1 | Your guardian spirits are those of the long dead that started your tribe in an effort to save their young. They now guide the new generation long after their deaths. |
2 | Your guardian spirits are brothers and sisters in arms that choose to assist you, long after their own deaths. |
3 | Your guardian spirits are the victims with which you cleaved through. They now haunt you and force you to live the rest of your life in service to others. |
4 | Your guardian spirits are close family members that saved you from a terrible foe that slayed them, and now wish you to pay the same to others. |
5 | Your guardian spirits are prisoners that helped you escape but died in the process and wish to see how you live your life, be it sin, fury, or love. |
6 | Your guardian spirits are immortal entities from beyond the veil for which have chosen to watch over your bloodline and have done so or will do so for generations. |
Ancestral Protectors
Starting at 1st level, spectral warriors appear when you enter your battle focus. While you're in your battle focus, 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 -5 on any attack roll that isn't against you, and when the target hits a creature other than you with an attack they take 1d6 force damage, and that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your battle focus ends.
Ancestral Proficiencies
Also at 1st level, your guardians provide you with knowledge on matters that you may otherwise not be the best at. You gain proficiency with two skills and one tool of your choice that you're not already proficient in. You can change these proficiencies upon finishing another long rest.
Spirit Shield
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 2d8 + your barbarian level.
At later levels the damage you can reduce increases: 3d8 + your barbarian level at 10th level and to 4d8 + your barbarian level 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 that your Spirit Shield prevents.
Primal Path: The Beast
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.
Origin of the Beast
d6 | 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. |
5 | You received a blessing from a god of the hunt, and can now take on primal aspects of the hunter |
6 | A mad alchemist used you in their experiments making you into a chimera of beastly strength. |
Form of the Beast
Starting at 1st level, whenever you enter your battle focus, you can transform, revealing the bestial power within you. Until your battle focus ends, you manifest natural weapons. They count as simple melee weapons for you, and you add your Strength modifier to the attack and damage rolls when you attack with them, as normal.
You gain the following weapons 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 a short or long rest:
- You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
- You gain a burrowing speed equal to your walking speed, and with your when you use your climbing speed you can climb horizontal surfaces without needing to make an ability check.
- You gain a fly speed equal to your walking speed and you are immune to bludgeoning damage you take from falling.
Infectious Fury
At 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw against your Enthusiasm Save DC or suffer one of the following effects (your choice):
- Target takes 2d12 poison or psychic damage (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 becomes frightened of you and can only use their movement to go the opposite direction of you for 1 minute.
Call 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 battle focus, 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 your battle focus ends, the chosen creatures can 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.
Primal Path: Barbarian: The Berserker
For some barbarians, rage is a means to an end – that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Such a barbarian might be taken in by their own desires, be descended from wrathful god, or drugged up to the hells and back. You can choose the source of your crazed might or determine it by rolling on the Source of your Frenzy table.
Source of your Frenzy
d6 | Source |
---|---|
1 | You were given an alchemical concoction that made you into a weapon of war. |
2 | You ancestors were acknowledged by a war god and blessed by them for their courage and violence. |
3 | You were trained to become violent on a moments notice through a specific feeling. Such as a smell, visual, or feeling. |
4 | You desire to spill the blood and guts of as many as you can, but you contain it until it bursts. |
5 | One of your ancestors was raised to godhood, and through your blood relation to them have been given near uncontainable strength when unleashed. |
6 | You have an undivided control of your physical faculties and can overload your body with adrenaline. |
Berserker Rage
Starting at 1st level, you can go into a frenzy when you enter battle focus. If you do so, for the duration of your battle focus you ignore all levels of exhaustion that you have unless it kills you, and you can take twice the amount of attacks that you can normally make. After your battle focus ends you suffer a level of exhaustion.
Mindless Rage
At 6th level, your mind becomes null to all mental afflictions. You become immune to spells and effects from or similar to the Enchantment school of magic, and you cannot be paralyzed.
Intimidating Presence
Beginning at 10th level, you can use your bonus action to to put the fear of death into your target. 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 against your Enthusiasm Save DC. The target takes 4d8 psychic damage and becomes frightened of you on a failed save, or just half as much damage on a successful one.
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.
A creature has disadvantage on this saving throw if you've damaged them before using this feature.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Gory Combatant
Finally at 14th level, you take pleasure when in the heat of battle and suffering heavy injury. When you take damage from a creature that is within 5 feet of you, you can use your reaction to make an attack against that creature with advantage.
Additionally, you can choose to take extra damage equal to your barbarian level from a single attack, and on your next available attack you can add half your barbarian level (rounded up) to your attack roll and deal the damage that you took from that one attack that you added damage to, back to your attacker to them.
Primal Path: The Giant
Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.
Source of Might
Your giant might had to come from somewhere, you can decide where or roll on the table below.
d6 | Source |
---|---|
1 | Your ancient ancestors interacted with the first giants and they blessed your lineage. |
2 | You were given a spark of giant magic when you where younger. |
3 | You beat a giant in a contest of strength, and they blessed you with their power. |
4 | In your time of need, the All-Father granted you the power you required. |
5 | One of your parents is of close relation to giantkin. |
6 | You found a giant rune and inscribed it on yourself to remember only for you to gain your giant might. |
Giants Fist
Starting at 1st level when you choose this path, your battle focus pulls strength from the primal might of giants, transforming you into a hulking force of destruction. While in battle focus, you gain the following benefits:
Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add 1d6 to damage that you deal. This damage increases to 1d12 at 14th level in this class.
Giant Stature. Your reach increases by 5 feet, and you become a size larger, along with anything you are wearing. If there isn’t enough room for you to increase your size, the structures around you break from your strength. Your reach increases by 10 feet, and you become two sizes larger at 14th level.
Strength of the Giants. Your Carrying Capacity, Push, Drag, Lift, High Jump, and Long Jump, are all multiplied by your Constitution Modifier.
Glint of the Giants
Also at 1st level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either druidcraft, prestidigitation, or thaumaturgy. Wisdom is your spellcasting ability for this spell.
Elemental Cleaver
At 6th level, you've learned to harness the primordial spark of magic that the giants imbued into you and infuse your tools with elemental power.
When you enter your battle focus, you can choose one weapon that you're holding and infuse it with one of the following damage types: acid, cold, fire, poison, thunder, or lightning.
While you wield the infused weapon during your battle focus, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 30 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.
While in battle focus and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.
Mighty Impel
At 10th level, your giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action or attack action while in battle focus, you can choose one creature that's a size smaller than you within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw against your Enthusiasm Save DC to avoid the effect.
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.
All-Fathers Might
Finally at 14th level, the primordial might of your battle focus intensifies.
While in your battle focus, as an action you can choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 40-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw against your Enthusiasm Save DC. A creature takes 5d12 bludgeoning damage on a failed save, or half as much damage on a successful one.
Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
Once you use this action, you can’t use it again until you finish a short or long rest, or until you expend a use of your battle focus to use this action again.
Primal Path: The Storm Herald
Typical barbarians harbor a fury that dwells within. Their battle focus grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their focus into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to 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 hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
Storm Aura
Starting at 1st level, you emanate a stormy, magical aura while in your battle focus. 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 battle focus, 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 take a a short or long rest.
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, all creatures of your choice in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 2d4 at 5th level, 3d4 at 10th level, 4d4 at 15th level, and 5d4 at 20th level.
Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 4d6 at 15th level, and 6d6 at 20th level.
Tundra. When this effect is activated, each creature of your choice in your aura gains 1d4 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 2d4 at 5th level, 4d4 at 10th level, 6d4 at 15th level, and 8d4 at 20th level.
Storm Soul
At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.
Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed equal to twice your movement speed, and you ignore any drawbacks caused by a deep underwater environment.
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.
Storm Aegis
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.
In addition, your attacks are considered magical for the purposes of overcoming resistance. While in your Storm Aura, once per turn, your attacks can cause a special effect when you strike a target.
Desert. You deal additional 3d4 fire damage, burning away or melting nonmagical equipment in the spot your strike.
Sea. Any hostile creature within 15 feet of your target when you land a hit, take 1d12 lightning damage.
Tundra. When you land a hit, you can reduce your targets movement speed by half until the start of your next turn.
Raging Storm
At 14th level, you and 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. You gain immunity to fire damage, and immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your twice Barbarian level.
Sea. You gain immunity to lightning damage, and when you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Constitution saving throw. On a failed save, the creature is knocked prone and paralyzed for 2 rounds taking lightning damage equal to your Barbarian level, as if struck by a bolt of lightning or an electrified wave.
Tundra. You gain immunity to cold damage, and 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 and the creature take cold damage equal to your Barbarian level until the start of your next turn, as magical frost covers it.
Primal Path: The Totem Warrior
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. Starting at 1st level, you learn the druidcraft cantrip, and you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.
Totem Spirit
Also at 1st level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear. While in battle focus, 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 in battle focus 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 or attack action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
Elk. While in battle focus and aren't wearing heavy armor, your walking speed increases by 15 feet. Additionally, you can't be knocked prone unless you choose to be. The spirit of the elk makes you extraordinarily sure-footed and swift.
Tiger. While in battle focus, you can use a bonus action to grapple a target. While a target is grappled by you, you can use a bonus action or attack on each of your turns to crush it, dealing bludgeoning damage equal to 1d6 + your Strength Modifier. The spirit of the tiger makes you a deadly predator in close quarters.
Wolf. While in battle focus, your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. And hostile creatures have disadvantage on attack rolls against your allies while they can hear or see 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 1st level or a different one.
Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is multiplied by your Constitution Modifier, 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 in battle focus, once per turn, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw against your Enthusiasm Save DC. On a failed save, the creature is knocked prone.
Eagle. While in battle focus, you have a flying speed equal to your current walking speed.
Elk. While in battle focus, you can move freely through the space of a Large or smaller creature. Additionally, when you decide to shove a creature, you can push it up to 10 feet away from you and knock it prone, dealing bludgeoning damage equal to 1d12 + your Strength modifier.
Tiger. While in battle focus, 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 two additional melee attacks against it.
Wolf. While in battle focus, 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.
Primal Path: The Wild Soul
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 Soul. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
Magic Awareness
Starting at 1st 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 or creature 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 short or long rest.
Wild Surge
Also at 1st level, the magical energy roiling inside you sometimes erupts from you. When you enter your battle focus, roll on the Wild Magic table shown at the end of the page to determine the magical effect produced.
If the effect requires a saving throw, you use your Enthusiasm Save DC.
Bolstering Magic
Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
- For 10 minutes, the creature can roll a d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
- Roll a d4. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). When a creature uses the spell slot that was restored, then they roll on your Wild Magic table.
You can take this action a number of times equal to your Constitution Modifier, and you regain all expended uses when you finish a long rest, or until you expend a use of your battle focus to use it again.
Unstable Backlash
At 10th level, when you are imperiled during your battle focus, the magic within you can lash out; immediately after you take damage or fail a saving throw while in battle focus, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled.
Controlled Surge
At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Wild Magic
d10 | Effect |
---|---|
1 | All creatures 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 battle focus ends, you can use this effect again on each of your turns as a bonus action. |
3 | You cast fireball centered on yourself. Damage caused by this feature ingores fire resistance but cannot reduce a creature to 0 hit points. |
4 | 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 10 feet of it must succeed on a Dexterity saving throw or take 1d10 force damage. You can use this effect again, summoning another spirit, on each of your turns as a bonus action for the duration of your battle focus. |
5 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
6 | 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. |
7 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 2d6 force damage, as magic lashes out in retribution. |
8 | Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +2 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
9 | Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. |
10 | 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 1d10 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. |
11 | A singe target of the your choice within 30 feet of you turns into a potted plant for one round, or until the target takes 10 points of damage. |
12 | You cast blink. |
Primal Path: The Zealot
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their focus into powerful displays of divine power worthy of their diety.
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.
Such barbarians may be inhabited by a divine spirit or a paladin who failed their oath. You can choose the source of your divine might or determine it by rolling on the Source of your Divine Might table.
Source of your Divine Might
d6 | Source |
---|---|
1 | Oathbreaker. You found your oath to be untrue to yourself, but did not have a dark heart and found a new way to serve the world. |
2 | Warpiest. You are or were a war priest or shaman to a god of battle, through your servitude you have been blessed with divine strength. |
3 | Divine Spirit. When you were younger, you were possessed by a divine spirit for means you may not remember. This spirit can be both a blessing and a curse. |
4 | God Child. You are from a long line of descendants born from a god or demigod and their blood runs thick in your veins. |
5 | Constellation. You saught the wisdom of the ancient powers of the stars through the constellations that bare them. And they provided. |
6 | Revelation. You woke upon a dawn that you'd never see again, and found yourself bearing the power of the celestials before you knew it. |
Divine Power
Starting at 1st level, you can channel divine powers that be at your behest, be it fury or mercy. You have a pool of d6s that you spend to fuel these abilities. The number of dice in the pool equals 2 + your barbarian level. following abilitiess:
Fury. Once per turn, when you deal damage with an attack, you can expend any number of d6's maximum up to your Proficiency Bonus to deal radiant or necrotic damage (choose before the damage roll).
When used during your battle focus, you can add your barbarian level to the additional damage.
Mercy. As a bonus action, you can spend any number of d6's maximum up to your Proficiency Bonus to heal a target of your choice within 15 feet of you for the amount rolled.
When used during your battle focus, you can remove the blinded, charmed, frightened, paralyzed, poisoned, and stunned conditions that are effecting the target of your healing.
You regain a number of d6's equal to your Proficiency Bonus upon finishing a short rest, and you regain all of your d6's upon finishing a long rest.
Warrior of the Gods
Also at 1st level, your soul is marked for endless battle. You have resistance to necrotic and radiant damage you're immune to disease and poison, and you cannot be forcefully aged in any way. And 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 you can protect you as well. If you fail a saving throw during your battle focus, you can spend a d6 from your divine power pool to reroll it with advantage, and you must use the new roll.
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 heal for a number of temporary hit points equal to your barbarian level and gain advantage on attack rolls and saving throws for 1 minute.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Rage Beyond Death
Finally at 14th level, the divine power that fuels your battle focus allows you to shrug off fatal blows.
During your battle focus, 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.
Battle Enthusiasms
Advance
As an action or bonus action, you can increase your heart beat and force yourself beyond just barely beyond your limits. For 1 minute, your movement speed increases by 15 feet, and you gain a number of temporary hit points equal to your Barbarian level + your Constitution modifier.
If in battle focus when using this enthusiasm, you deal extra damage to your targets equal to your Constitution modifier.
Brace
As a reaction to being damaged, you can choose to reduce that damage by a number equal to your Barbarian level + your Constitution Modifier. You can reduce the damage to 1 point and no lower.
If in battle focus when using this enthusiasm, you can add your Proficiency Bonus to the damage reduction and can reduce it to 0.
Parry
As a reaction to being attacked, you can add your Strength modifier to your AC until the start of your next turn.
If in battle focus when using this enthusiasm, you can add half of your Proficiency Bonus (rounded down) to your AC as well.
Quick
You're speed is just as important as your strength, you have trained it well. You can take the Dash action as a bonus action
If in battle focus when using this enthusiasm, you can take the dash action as an attack action.
Retaliate
As a reaction to being damaged by a melee attack, you can take the Shove attack action against your attacker. On a successful shove, you deal bludgeoning damage equal to your Strength modifier.
If in battle focus when using this enthusiasm, you can add your Constitution modifier bludgeoning damage dealt.
5th Level Enthusiasms
Bashing Smite
As an action with a weapon that deals bludgeoning damage, you can create a 40 foot-long 10 foot-wide line of pure bludgeoning force. All targets within the line must make a Strength, Dexterity, or Constitution saving throw (your choice). A target takes 6d6 + your weapons damage in bludgeoning damage on a failed save, or half as much damage on a successful save.
All loose objects and wood and stone structures within the strike are damaged and on the verge of crumbling.
If in battle focus when using this enthusiasm, you deal an extra 4d6 bludgeoning damage and the line increases to 50 foot-long 20 foot-wide.
Cleaving Strike
As an action with a weapon that deals slashing damage, you can create a cutting wave in a 20 foot Radius centered on you. All targets within the radius must make a Strength, Dexterity, or Constitution saving throw (your choice). A target takes 3d12 + your weapons damage in slashing damage on a failed save, or half as much damage on a successful one.
All loose objects and wood and stone structures caught within the strike are slashed all the way through at the same angle of the slash.
If in battle focus when using this enthusiasm, you deal an extra 2d12 slashing damage and the radius increases to 40 feet.
Thousand Piercing Strikes
As an action with a weapon that deals piercing damage, you can create a wave of piercing blows in a 30 foot-cone. All targets within the cone must make a Strength, Dexterity, or Constitution saving throw (your choice). A target takes 9d4 + your weapons damage in piercing damage on a failed save, or half as much on a successful save.
All loose objects and wood or stone stone structures caught within the strike are pierced with holes all the way through.
If in battle focus when using this enthusiasm, you deal an extra 6d4 piercing damage and the cone increases to 50 feet.
11ths Level Enthusiasms
Calamity Resistance
Your body has become attuned to the elements. You gain resistance to Acid, Cold, Fire, Lightning, Poison, and Thunder damage. Additionally, you gain immunity to the frightened, grappled, and petrified conditions.
When you use your battle focus with this enthusiasm, you can coat yourself in elemental energy, all attacks you make will deal one of the listed damage types equal to half your Barbarian level.
Physical Mastery
Your body has become naturally resilient to physical damage. You gain resistance to Bludgeoning, Piercing, and Slashing damage, and when you take damage of the types listed you can move up to 10 feet in a direction of your choice without provoking attack of opportunity. Additionally, you gain immunity to the frightened, grappled, and restrained conditions.
When you use your battle focus with this enthusiasm, you gain immunity to the listed damage types.
Planar Strength
Your body has become attuned to raw supernatural energy. You gain resistance to Force, Psychic, Necrotic, and Radiant damage. Additionally, you gain immunity to the frightened, grappled, and paralyzed conditions.
When you use your battle focus with this enthusiasm, you can teleport up to 60 feet as a bonus action.
17th Level Enthusiasms
Mountain Tosser
You are are strength itself, able to destroy the tangible world with your bare hands. Once per day while in your battle focus, you can infuse your body, mind, and soul into the environment and rip out a chunk of land equivalent only in size and weight to a mountain. You can then choose to push, pull, or throw the mountain. No matter the result you choose, anything that you hit with the mountain, must make a Dexterity saving throw. A target takes 30d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
Push/Pull. If you choose to push or pull the mountain, you can move it around to a location of your choice for a number of minutes equal to your Strength and Constitution Modifier.
Throw. If you choose to throw the mountain, you can throw it up to a number of miles equal to 10 x your Strength Ability Score.
Anything that would change as a result of the land moved from the ground; Such as an entire city being destroyed or moved from one side of the country to the other should be discussed with the DM as to how it will impact the world.
Nation Slayer
You can kill an army with just a look, destroy a kingdom with just a word, slay a nation with a swift motion! Once per day while in your battle focus, as an action, you can infuse yourself into the environment around you and make one swift and decisive strike, all creatures of your choice within the borders of the nation itself that have 50 hit points or fewer, die. Otherwise, this enthusiasm has no effect.
Plane Ripper
You can rip reality itself to sunders with your shear strength alone. Once per day while in your battle focus, as an action, you can rip a hole in reality to a plane of your choice. All targets that you choose within a 1 mile radius must make a Charisma saving throw. A target takes 24d10 force damage and is pulled into the plane you've chosen on a failed save, or only half as much damage on a successful one.
Alternatively, you can choose to cast the spell planeshift without the need for spell components.
Practice
Proper
Barbarism
With This
Homebrew
Base 5e barbarians kinda suck, I've decided to give them a few "touch ups" here and there. And now there's this, keep throwing rocks, but the rocks with only get bigger and bigger. Keep putting an axe through the skulls of your enemies no matter if they're mortal or god.
If you use this brew, you'll never fall behind a wizard in the late game, and if you do, then tell me. Also tell me if you find out who the artist for the cover is.
Cover Art: Unknown, I'd set the link up here if I did
More Credits
Fill this later.