Primal Instincts
Not all warriors learn to fight from expert soldiers or formal schools of war. Those known as Barbarians are born with a lust for battle in their blood. They are able to wield weapons of war with deadly force based on pure instinct. What they lack in technique, these wild warriors make up for with pure brute force. Like an animal backed into a corner, a Barbarian will fight with near-supernatural strength and ferocity.
Unbridled Rage
The source of every Barbarian's prowess in battle is the white hot Rage deep within their soul. How this Rage manifests is different for each primal warrior. For some Barbarians, it is an irresistible lust for blood that only subsides when each of their foes lays slain at their feet. For others, their Rage is an emotionless trance that allows them to ignore any emotions, loyalties, or injuries that would interfere with their fight.
No matter how this primal Rage manifests itself, it grants all Barbarians near-supernatural levels of might and allows them to shrug off blows that would fell a lesser warrior. The wild fury of Rage drives a Barbarian to be the first to engage their foe, no matter how deadly. Many Barbarians spend their lives seeking ever-greater foes to test the limits of their Rage, only satisfied when facing one who can match their strength.
hit dice:
1d12
hit points at 1st level:
12 + your Constitution modifier
hit points at higher levels:
1d12 (or 7) + your Constitutiton modifier per barbarian level after 1st
armor proficiencies:
light armor, medium armor, shields
weapon proficiencies:
Simple weapons, martial weapons
tools:
None
saving throws:
Strength, Constitution
skills:
Choose two of the following: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a greataxe, (b) greatsword, or a (c) maul
(a) two handaxes or (b) any simple weapon
hide armor, an explorer’s pack, and four javelins
spellcasting:
class features:
Rage
You fight with an unchecked primal ferocity in battle. Starting at 1st level, you can use a bonus action on your turn to enter a Rage. While your Rage lasts, you gain all the benefits listed below, so long as you aren't wearing heavy armor:
- You have advantage on any Constitution checks, Strength checks, and Strength saving throws that you make.
- When you make a weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels in this class as shown in the Rage Damage column of the Barbarian table.
- You resist all bludgeoning, piercing, and slashing damage.
- You cannot cast spells or concentrate on spells or effects.
Your Rage lasts until the end of your next turn, but it ends early if you become unconscious. You can extend your Rage to the end of your next turn by attacking a creature, taking damage, making a Strength check, or using a bonus action to extend it. You can maintain your Rage for up to 10 minutes.
Once you enter a Rage, you must finish a short or long rest before you can Rage again. As you gain Barbarian levels, you can Rage additional times between each short or long rest, as shown in the Rages column on the Barbarian table above.
Unarmored Defense
Also at 1st level, so long as you are not wearing armor, your Armor Class is equal to 10 + your Dexterity modifier + your Constitution modifier. You can use a shield with this feature.
Danger Sense
Starting at 2nd level, you have advantage on your initiative rolls. If you are surprised when you roll initiative you can act normally so long as you Rage as part of your first turn.
Savage Stunt
Also at 2nd level, you have gained savage abilities that enhance your martial skill on and off the battlefield:
Stunt Dice
The Barbarian table shows how many Stunt Dice you have to perform any Stunts you know. Most Stunts require you to expend these Dice in order to use them. You can only use one Stunt per attack, ability check, or saving throw, and you regain all Stunt Dice when you finish a short or long rest. Your Stunt Dice begin as d4s and increase in size as you gain levels in this class, as indicated in the Barbarian table.
Stunts Known
At 2nd level, you learn two Savage Stunts from the list at the end of this class. The Stunts Known column of the Barbarian table shows when you learn additional Stunts. To learn an Stunt you must meet any prerequisites that it may have, like a minimum ability score or Barbarian level.
Each time you gain a Barbarian level, you can replace one of the Savage Stunts you know with another Stunt of your choice, so long as you meet that Stunt 's prerequisites.
Saving Throws
If one of your Stunts requires a creature to make a saving throw, your Stunt saving throw DC is calculated as follows:
Stunt save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Primal Path
At 3rd level, you choose the Primal Path that best represents your Barbarian's style of combat and the source of your Rage: Path of the Berserker, Brute, Champion, or Totem Warrior,
Also included at the end of this class are Primal Paths inspired by official Barbarian options: Blood & Iron, the Conduit, the Lycan, Storm, Wild Sorcery, and the Zealot.
Also included at the end of this class are new Primal Path: The Cannibal, The Cannoneer, The Carver, The Deep, The Exulatant, The Favored, The Ginnungagap, The Inferno, The Mutant, The Packleader, The Reaver, The Titan, The Warden, The Wyrmblood
Your Primal Path grants you features at 3rd level, and again when you reach 6th, 10th, and 14th level in this class.
Path Stunts
Some Primal Paths have a list of Path Stunts that you learn at the Barbarian levels noted in that Primal Path description. They don't count against your number of Stunts Known and cannot be switched out for other Stunts. If you do not meet a Path Stunt's prerequisites, you learn it regardless.
Primal Knowledge
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice.
Additionally, choose one Skill that you gained proficiency in when you took your first level in the Barbarian Class. Your proficiency bonus is doubled for any ability check you make that uses that skill.
Barbaric Might
At 3rd level, you now count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.
Additionally, you can use weapons for creatures one size larger than you without disadvantage but if you do so your movement speed is reduced by 10 feet. At 9th level, you count as two sizes larger for all parts of this feature. At 15th level, you count as three sizes larger.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
Reckless
Also at 5th level, whenever you make a Strength-based attack on your turn, you can throw aside concern for your defense to make a Reckless Attack. When you do so, you have advantage on all Strength-based attacks and all attack rolls targeting you have advantage until the start of your next turn.
Power Attack
Also at 5th level, once per Turn when you make an attack, you can take a penalty equal to your proficiency bonus to that attack. If you do and the attack hits, you gain a bonus to your damage with that attack equal to 2 x your proficiency bonus.
Feral Instincts
The primal fury that fuels your Rage in battle also hones your senses. Upon reaching 7th level, you gain the benefits below:
- Your Rage lasts for its maximum duration, and only ends early if you become unconscious or you choose to end it.
- You have advantage on Dexterity saving throws against effects that you can see (such as traps and spells) so long as you are not, blinded, deafened, or incapacitated.
- You have advantage on Wisdom (Perception) checks.
Instinctive Pounce
Starting at 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack and your weapon attacks using Strength score a critical hit on a roll of 19 or 20.
Additionally, when you score a critical hit, you can treat one of the damage dice as having rolled the maximum result.
The number of dice you add on a critical hit increases as you gain levels in this class, increasing to two dice at 13th level and three additional dice at 17th level.
At certain Barbarian levels your critical hit range increases: at 13th level you score a critical hit on a roll of 18-20, and at 17th level you score a critical hit on a roll of 17-20.
Critical Strike
You ruthlessly exploit the weakness of your foes. Starting at 11th level, when you score a critical hit with a weapon attack while you are Raging, you can use a Savage Stunt you know as part of that attack without expending an Stunt Die.
Unbreakable
Also at 11th level, you become unbreakable. You add half of your Proficiency Bonus (rounded down, minimum 1) to any Saving Throws you lack proficiency in.
Relentless Rage
The white hot fury of your Rage burns ever brighter. Also at 11th level you gain the following benefits while Raging:
- When you drop to 0 Hit Points while your Rage is active, you can instead heal for a number of Hit Points equal to twice your Barbarian level. After you use this feature once you may make it again after you make a DC 10 Constitution saving throw. 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.
- When you are forced to make an Intelligence, Wisdom, or Charisma saving throw you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).
Persistent Rage
You have mastered your Rage, becoming one with your anger. Beginning at 15th level, when you Rage it lasts for 1 hour.
Indomitable Might
Your physical power and stamina rival the heroes of legend. Starting at 18th level, if you make a Strength or Constitution check and the result of your roll is lower than your Strength score, you can use your Strength score in place of the result.
This includes Strength Saving throws for this feature.
Primal Champion
You embody the raw power of the primal wilderness and have exceeded the physical limits of normal mortals. At 20th level, both your Strength and Constitution scores increase by 5, and your maximum for both of those scores is now 25.
Savage Stunts
Below are the Stunts available to Barbarians. If an Stunt has a prerequisite, like a minimum Ability Score or level, you can learn it at the same time you meet the prerequisites.
1st-Degree Stunts
Stunts of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by warriors with modest training and have no level prerequisite.
Bonebreaking Critical
Prerequisites: Strength of 11
When you score a critical hit on a creature with a weapon attack, you can expend one Stunt Die to cripple the target. For 1 minute, that creature deals only half damage with any attacks it makes that use its Strength.
The creature can make a Constitution saving throw at the end of each of its turns, ending this effect on a success.
Brace Up
Prerequisites: Constitution of 11
You steel yourself for combat, preparing yourself to take a hit. As a bonus action, you can expend one Stunt Die and gain temporary hit points equal to 1 + your Constitution modifier.
Breathless Critical
Prerequisites: Strength of 11
When you score a critical hit on a creature with a weapon attack, you can expend one Stunt Die to knock the air from your target's lungs. For 1 minute, that creature can speak only falteringly and its speed is halved.
The creature can make a Constitution saving throw at the end of each of its turns, ending this effect on a success.
Commanding Presence
Prerequisites: Charisma or Strength of 11
Whenever you make a Charisma (Persuasion) or Charisma (Intimidation) check you can expend one Stunt Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed.
Also, whenever you would make a Charisma (Intimidation) check, you can make a Strength (Intimidation) check instead.
Crushing Grip
Prerequisites: Strength of 11
When you grapple a creature, you can expend one Stunt Die to enhance your grip. When you initiate this grapple, and at the start of each of the grappled creature's turns, it takes bludgeoning damage equal to one roll of your Stunt Die.
Cunning Instinct
Prerequisites: Wisdom of 11
Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check you can expend one Stunt Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Destructive Strike
Prerequisites: Strength of 11
When you hit a nonmagical object with an attack, you can expend an Stunt Die, add it to the damage roll, and cause that attack to deal maximum damage in place of rolling.
Feat of Strength
Prerequisites: Strength or Constitution of 11
When you make a Strength or Constitution ability check you can expend Stunt Dice (up to your proficiency bonus), roll those dice, and add the result to your ability check. You can do so after you roll the d20, but before you know the result.
Heroic Fortitude
Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw you can expend an Stunt Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.
Hurl
Prerequisites: Strength of 11
In place of an attack, you can expend an Stunt Die to throw an object that you are holding at a target you can see within 60 feet. The target must succeed on a Dexterity saving throw or both the object and target take bludgeoning damage equal to one roll of your Stunt Die + your Strength modifier.
At 11th level, the range of this Exploit becomes 120 feet.
Lightstep
Prerequisites: Dexterity of 11
When you make a Dexterity (Acrobatics) or a Dexterity (Stealth) check you can expend one Stunt Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Mighty Leap
Prerequisites: Strength of 11
When you move at least 10 feet immediately before you jump, you can expend Stunt Dice (up to your proficiency bonus) to increase the distance of your jump by 10 feet for each Stunt Die expended, even if this exceeds your remaining speed.
Mighty Thrust
Prerequisites: Strength of 11
In place of an attack, you can expend an Stunt Die to force a target you touch to make a Strength saving throw. On a failure, it is knocked back in a line number of feet equal to 5 times your Strength modifier. Targets that are more than one size larger than you have advantage on this saving throw.
Rustic Intuition
Prerequisites: Wisdom of 11
When you make an Intelligence (Nature), Wisdom (Animal Handling), or Wisdom (Medicine) check you can expend an Stunt Die, roll it, and add the result to your ability check. You can do so after you roll, but before you know the result.
Ruthless Strike
Prerequisites: Strength of 11
When you hit a target with a melee weapon attack, you can expend Stunt Dice (up to your proficiency bonus), roll the dice, and add them to the damage roll of that attack.
Savage Rebuke
When a creature you can see hits you with a melee attack, you can use your reaction to expend one Stunt Die to make a melee weapon attack against that creature. On hit, you deal additional damage equal to one roll of your Stunt Die.
Skilled Rider
Prerequisites: Wisdom of 11
When your trained mount makes an ability check, attack roll, or saving throw, or you make a Wisdom (Animal Handling) check to control it, you can expend one Stunt Die, roll it, and add the result to your ability check. You can do so after you roll the d20, but before you know if you succeed or fail.
Sweeping Strike
When you hit a creature with a melee weapon attack, you can expend an Stunt Die and force it to make a Dexterity saving throw. On a failure, it takes bludgeoning damage equal to one roll of your Stunt Die and falls prone. A creature more than one size larger than you has advantage on its saving throw.
Take Down
Prerequisites: Strength of 11
As a bonus action, you can expend one Stunt Die to touch a creature and attempt to Shove or Grapple it, and add one roll of your Stunt Die to your Strength (Athletics) check.
Trampling Rush
Prerequisites: Strength of 11
When you move at least 20 feet toward a creature and hit it with a melee weapon attack, you can expend an Stunt Die and attempt to trample the creature. It must succeed on a Strength saving throw, or it takes additional damage equal to one roll of your Stunt Die and is knocked prone.
2nd-Degree Stunts
Stunts of the 2nd-degree represent the peak of martial skill and ability achievable by warriors without dedicated training. These can be learned by any Barbarian of 5th level or higher.
Aggressive Sprint
As a bonus action, you can expend one Stunt Die to move up to your walking speed toward a hostile creature that you can see and make a single melee weapon attack against it.
Arresting Critical
Prerequisites: 5th level, Strength of 13
When you score a critical hit on a creature with a weapon attack, you can expend one Stunt Die to critically disable its movement. For 1 minute, its speed is reduced to 0.
The creature can make a Constitution saving throw at the start of each of its turns, ending this effect on a success.
Bloodthirsty Critical
Prerequisites: 5th level, Strength of 13
When you score a critical hit on a creature with a weapon attack, you can expend an Stunt Die to instantly make one additional weapon attack against that creature. On hit, you deal additional damage equal to one roll of your Stunt Die.
If you score a critical hit with the attack granted by this Stunt, you cannot use this Stunt again to make another attack.
Concussive Blow
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Stunt Die to empower the attack and force it to make a Constitution saving throw. On a failed save, the target suffers the effects below until the beginning of your next turn:
- Its speed becomes 0.
- It can speak only falteringly.
- It has disadvantage on all attack rolls, ability checks, and Dexterity saving throws.
- Attack rolls against it have advantage.
Feral Senses
Prerequisites: 5th level, Constitution or Wisdom of 13
As an action, you can expend an Stunt Die to temporarily heighten your senses. For 10 minutes you gain a bonus to any Wisdom (Insight) Wisdom (Perception) or Wisdom (Survival) checks you make equal to one roll of your Stunt Die, so long as the checks rely on your sense of sight or smell.
You can also smell the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you, and identify the kind of poison, poisonous creature, or disease.
Your senses cannot detect anything behind full cover.
Greater Hurl
Prerequisites: 5th level, Strength of 13
As an action, you can expend an Stunt Die to touch one creature at least one size smaller than you and attempt to throw it. It must succeed on a Strength saving throw or be thrown at a space that you can see within 30 feet. A creature can choose to fail.
If the creature lands in an unoccupied space it falls prone. But, if it hits another creature, that creature must succeed on a Dexterity saving throw or take bludgeoning damage equal to one roll of your Stunt Die + your Strength modifier.
If a feature causes you to count as a size larger for your carrying capacity or the size of creatures you can grapple, you also count as one size larger for the creatures you can throw.
Glancing Blow
Prerequisites: 5th level
When you make a melee weapon attack and miss, you can expend an Stunt Die to immediately repeat your attack against another target within the reach of your weapon.
Honor Duel
Prerequisites: 5th level
As a bonus action, you can expend an Stunt Die and shout a challenge at a foe. One creature of your choice within 30 feet that can see or hear you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls it makes against targets other than you for 1 minute.
The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. This effect ends early if you attack a creature other than the target.
Immovable Stance
Prerequisites: 5th level, Strength or Constitution of 13
As a bonus action, you can expend an Stunt Die to enter an immovable stance that lasts until you move from the space. Each time a creature attempts to grapple, move you against your will, or move through your space while you are in this stance it must first succeed on a Strength saving throw. On a failed save, you can instantly grapple it or knock it prone.
Intimidating Command
Prerequisite: 5th level, Charisma of 13
As a bonus action, you can expend an Stunt Die to shout a one-word command at one creature that can hear you within 30 feet. It must succeed on a Wisdom saving throw, or it is compelled to obey your command to the best of its ability on its next turn unless its actions would be directly harmful to it.
Menacing Shout
Prerequisites: 5th level, Constitution or Charisma of 13
As a bonus action, you can expend one Stunt Die and forceone creature within 30 feet that can see or hear you to make
a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn and must use its action to move as far from you as possible without harming itself.
Rending Strike
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Stunt Die to rend its armor. It must succeed on a Dexterity saving throw or it takes additional damage equal to one roll of your Stunt Die and its Armor Class is reduced by 1 until the damage is repaired, or it finishes a long rest.
Ringing Critical
Prerequisite: 5th level, Strength of 13
When you score a critical hit on a creature with a weapon attack, you can expend one Stunt Die to daze your target. For 1 minute, that creature must roll a d4 and subtract the result from any attack roll and saving throw it makes.
The creature can make a Wisdom saving throw at the beginning of each of its turns, ending this effect on a success
Shattering Slam
Prerequisites: 5th level, Strength of 13
In place of an attack, you can expend an Stunt Die to strike the ground at your feet with a melee weapon. All creatures within 5 feet of you must succeed on a Dexterity saving throw or take bludgeoning damage equal to one roll of your Stunt Die + your Strength modifier and fall prone. On a successful save, they take half as much damage and don't fall prone.
Terrain in this area that is loose earth or stone becomes difficult terrain until a creature uses its action to clear it.
Thunderous Blow
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Stunt Die to empower your attack with immense force. The creature must succeed on a Strength saving throw or take additional damage equal to a roll of your Stunt Die and be knocked back in a straight line number of feet equal to 5 times your Strength modifier. A creature that is more than one size larger than you has advantage on its saving throw.
Whirlwind Strike
Prerequisites: 5th level, Strength or Dexterity of 13
In place of an attack, you can expend an Stunt Die and force each target within reach of a melee weapon you are wielding to make a Dexterity saving throw. Targets take damage equal to a roll of your Stunt Die + your Strength or Dexterity modifier (your choice) on a failed save, and half as much damage on a success.
3rd-Degree Stunts
3rd-degree Stunts are feats of savagery, and can be learned by Barbarians of 9th level or higher. Each 3rd-degree Stunt you know can only be used once per short or long rest.
Adrenaline Rush
Prerequisites: 9th level, Strength or Constitution of 15
As a bonus action on your turn, you can expend one Stunt Die to increase your speed, if only temporarily. For the next minute, you can take the Dash action as a bonus action on each of your turns, including as part of the bonus action that you use this Exploit.
Bewildering Blow
Prerequisites: 9th level, Strength or Dexterity of 15
When you hit a creature with a melee weapon attack, you can expend an Stunt Die and strike at its head with great force, dealing additional damage equal to two rolls of your Stunt Die and it must make a Wisdom saving throw. On a failure, it cannot take reactions and must roll a d10 at the beginning of each of its turns to determine its behavior, consulting the table below and the corresponding d10 roll:
d10 Behavior
- 1: It uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. It does not take an action this turn.
- 2-5: It does not move or take actions this turn.
- 6-7: It uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature in its reach, It does nothing this turn.
- 8-9: It can act and move normally.
- 10: It lays prone on the ground and takes no further actions or movement this turn.
This effect lasts for 1 minute, but the creature can make a Wisdom saving throw at the end of each of its turns, instantly ending the effects of this Stunt on a successful save.
Confounding Critical
Prerequisites: 9th level, Strength of 15
When you score a critical hit on a creature with a weapon attack, you can expend one Stunt Die to strike at the head, weakening its ability to think. For 1 minute, its thoughts are muddled and whenever it makes an attack roll, ability check, or Constitution saving throw to maintain its concentration, it must roll a d6 and subtract the result from its roll.
The creature can make an Intelligence saving throw at the start of each of its turns, ending this effect on a success.
Destructive Slam
Prerequisites: 9th level, Strength of 15
In place of an attack, you can expend Stunt Dice (up to your proficiency bonus) and strike the ground at your feet, forcing all creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to two rolls of your Stunt Die for each Stunt Die you spent + your Strength modifier and are knocked prone. On a success, they take half as much damage and don't fall prone. Objects in this area take the maximum amount of damage.
Moreover, the area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.
Disorienting Blow
Prerequisites: 9th level, Strength of 15
When you hit with a creature with a melee weapon attack, you can expend an Stunt Die to strike with overwhelming force, dealing additional damage equal to two rolls of your Stunt Die and it must succeed on a Wisdom saving throw or suffer the following effects for 1 minute:
- Its speed is halved and it cannot take reactions.
- Its Armor Class is reduced by 2.
- It has disadvantage on Dexterity saving throws.
- On its turn it can only take an action or a bonus action.
- It cannot make more than one attack during its turn.
It can make a Wisdom saving throw at the end of each of its turns, ending these effects on a success.
This Stunt's effects do not stack with the slow spell.
Primal Terror
Prerequisite: 9th level
As an action, you can expend one Stunt Die to attempt to drive a creature within 5 feet into a fit of primal fear, forcing it to make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. Each time it takes damage, it repeats the saving throw, ending this effect on a success.
The creature must choose the target of each attack and spell at random from among the creatures it can see in range.
If a creature provokes an opportunity attack from the affected creature, it must make that attack if it is able to.
Pack Tactics
Prerequisites: 9th level, Wisdom of 15
As a bonus action, you can expend one Stunt Die to signal your allies to fight as a pack. Until the end of your next turn, creatures of your choice that can see or hear you within 30 feet have advantage on attack rolls, so long as a conscious allied creature is within 5 feet of their target.
You can use a bonus action on your next turn to extend the effects of this Stunt to the end of the turn after that, though you do not need to expend an Stunt Die when you do so.
You cannot maintain this Stunt longer than 1 minute.
Mythic Athleticism
Prerequisites: 9th level, Strength or Constitution of 15
As a bonus action, you can expend Stunt Dice (up to your proficiency bonus) to enter a heightened state of physical performance which you must concentrate on as if you were concentrating on a spell. You gain the benefits listed below:
- Whenever you make a Strength or Constitution check, you can treat a roll of 9 or lower on the d20 as a 10.
- Your walking speed increases by a number of feet equal to 5 times your Strength modifier (minimum of 5 feet).
- You count as one size larger for the purposes of carrying capacity and the size of creatures that you can grapple.
- Both your long and high jump distances double, even if that distance would exceed your remaining movement.
The effects last for 10 minutes for each Stunt Die spent as part of this Exploit, and end early if you are incapacitated.
Mythic Resilience
Prerequisites: 9th level, Constitution of 15
When you take damage from an effect you can see, you can expend Stunt Dice (up to your proficiency bonus) to reduce the incoming damage. For each Stunt Die you expend you roll three Stunt Dice, adding your Constitution modifier to the total of all the dice. You reduce the damage by the total.
If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.
Roar of Triumph
Prerequisites: 9th level
When you score a critical hit, you can expend an Stunt Die to let out a cry that can be heard up to 300 feet away. You and a number of creatures of your choice who can hear you equal to your Constitution modifier (minimum of 1) gain temporary hit points equal to your level + your Constitution modifier.
Savage Defiance
Prerequisites: 9th level
As an action you can expend an Stunt Die to issue a savage challenge. Creatures of your choice within 60 feet that can hear you have disadvantage on attacks against targets other than you for 1 minute, or until they hit you with an attack.
Survey Wilderness
Prerequisite: 9th level, Strength or Wisdom of 15
You can expend an Stunt Die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:
- Any settlements or camps with five or more occupants.
- Prominent natural formations, bodies of water, and ruins.
- Local plants, animals, weather, and ecosystems.
- Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.
Once you use this Exploit to survey an area of wilderness you must finish a long rest before you can use it there again.
War Cry
Prerequisites: 9th level
As an action, you can expend one Stunt Die and issue a mighty cry, forcing creatures of your choice that can hear you in an adjacent 30-foot cone to make a Wisdom saving throw. On a failed save, they drop whatever they are holding and are frightened of you for 1 minute. If a frightened creature ends its turn and does not have line of sight to you, it can repeat the saving throw, ending the effect on a success.
4th-Degree Stunts
Stunts of this degree can only be learned by Barbarians of 13th level or higher, and each 4th-degree Stunt that you know can only be used once per short or long rest.
Devastating Critical
Prerequisites: 13th level, Strength of 17
When you score a critical hit on a creature with a weapon attack, you can expend one Stunt Die to shatter its focus. If it was concentrating on a spell or effect, it automatically loses concentration, and for 1 minute, it has disadvantage on all Intelligence, Wisdom, and Charisma saving throws, and any saving throws it makes to maintain concentration.
The creature can make an Intelligence saving throw at the start of each of its turns, ending this effect on a success.
Staggering Blow
Prerequisites: 13th level, Strength of 17
When you hit a creature with a melee weapon attack, you can expend an Stunt Die to strike with near-supernatural power, dealing additional damage equal to three rolls of your Stunt Die. The target must succeed on a Wisdom saving throw, or for the next minute it has disadvantage on all ability checks and attack rolls and it cannot take reactions.
The creature can make a Wisdom saving throw at the start of each of its turns, ending these effects on a success.
Strength of the Colossus
Prerequisites: 13th level, Strength of 17
As a bonus action you can expend Stunt Dice (up to your proficiency bonus) to enhance your strength to mythic levels, though you must concentrate on this Stunt's effect as if you were concentrating on a spell. For 10 minutes, or until you lose concentration, the amount of weight you can push, drag, pull, or lift is multiplied by the amount in the table below:
Exploit Dice | Total Weight
- Without Stunt 30 x Strength score
- 50 x Strength score
- 100 x Strength score
- 150 x Strength score
- 200 x Strength score
- 250 x Strength score
- 300 x Strength score
For each size category you are above Medium, the amount of weight you can move as part of this Stunt is doubled.
For example, a Medium-sized Barbarian with 20 Strength could expend 3 Stunt Dice to use this Exploit, multiplying their 20 Strength by 150, to lift up to 3,000 pounds. If they were Large, they would double this weight to 6,000 pounds.
When this Stunt ends you must succeed on a DC 17 Constitution saving throw or suffer a number of levels of exhaustion equal to the number of Stunt Dice you spent.
Subjugate Beast
Prerequisite: 13th level
As an action, you can expend one Stunt Die and attempt to intimidate one beast that can see or hear you within 30 feet, bending it to your will. The beast must succeed on a Wisdom saving throw or be considered charmed by you for 1 minute.
While it is charmed, you can use a bonus action to issue it a command, which it does its best to obey. You can specify a simple and general course of action. If it doesn’t receive direction from you, it defends itself to the best of its ability.
Each time the beast takes damage, it repeats the saving throw, ending the effects of this Stunt a success.
Sundering Strike
Prerequisite: 13th level, Strength of 17
In place of an attack, you can expend an Stunt Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage with a melee weapon you are wielding. Any magical creations created with a spell slot of 3rd-level or lower are instantly destroyed by your strike.
If the magical creation was created with a spell of 4th-level or higher, make a Strength check. The DC equals 10 + the level of the spell slot used to create it. On a successful check, the magical creation is instantly destroyed by your strike.
Unbreakable
Prerequisites: 13th level, Constitution of 17
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can spend Stunt Dice (up to your proficiency bonus) and fall to 1 hit point. For each Exploit Die you spent, you roll three Stunt Dice, and you gain temporary hit points equal to the total rolled.
5th-Degree Stunts
Stunts of the 5th degree are primal feats that rival mythic monsters and demigods. These Exploits can only be learned by Barbarians of 17th level or higher. Each 5th-degree Stunt that you know can only be used once per long rest.
Banishing Strike
Prerequisites: 17th level, Strength of 19
When you hit a creature with a melee weapon attack, you can expend an Stunt Die to strike with legendary power, dealing bonus force damage equal to four rolls of your Stunt Die. It must succeed on a Charisma saving throw, or be shunted to a harmless demiplane where it is incapacitated. At the start of your next turn it reappears in the unoccupied space nearest to the last space it occupied when you hit it with this attack.
Cataclysmic Slam
Prerequisites: 17th level, Strength of 19
As an action on your turn, you can expend Stunt Dice (up to your proficiency bonus) to strike the ground with mythic power. A shockwave of thunderous force erupts from you, forcing all creatures within 30 feet to make a Constitution saving throw. On a failure, they take bludgeoning damage equal to two rolls of your Stunt Die for each Stunt Die you spent + your Strength modifier and are knocked prone, and on a success, they take half as much damage and don't fall prone. Objects in this area take maximum damage.
The area becomes difficult terrain, and a creature can use its action to clear one 5-foot square of this difficult terrain.
Vorpal Critical
Prerequisites: 17th level, Strength of 19
When you score a critical hit with a melee attack on a creature, you can expend one Stunt Die to strike with brutal legendary force and deal additional damage equal to three rolls of your Stunt Die.
If the damage of this Stunt reduces the target's remaining hit points to 50 or fewer, you instantly cut off one of the its heads. If it can't survive without that head, it is killed.
Creatures can use Legendary Resistance to avoid being beheaded. Any creatures that don't have or don't need a head are immune to this Stunt's effects, but still take the additional damage on hit.
subclass options:
Path of the Berserker
The savage warriors known as Berserkers live for the chaos of battle. For these Barbarians, their Rage is a manifestation of their lust for violence and destruction. Often found on the front lines of battle, Berserkers only feel fully alive when they are risking life and limb to test their might against their foes.
Berserker Stunts
3rd-level Path of the Berserker feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
- 3rd: cunning instinct, savage rebuke
- 5th: bloodthirsty critical, menacing shout
- 9th: roar of triumph
Frenzy
3rd-level Path of the Berserker feature
Your fury in battle surpasses that of even other Barbarians, making you a terror to behold. The first time you hit with a Strength-based weapon attack on your turn, you deal bonus damage equal to two rolls of your Stunt Die.
Also you can make a single melee weapon attack as part of the bonus action to enter your rage or as a bonus action on each of your turns after this one. However ever time you use a bonus action to attack you gain a -1 to all attack rolls until the frenzy ends, this can stack.
Your fury also propels you headlong into battle. While you are Raging, your walking speed increases by 10 feet.
Mindless Rage
6th-level Path of the Berserker feature
You lose yourself in your wild Rage. You can't be charmed or frightened while Raging. If you are charmed or frightened when you Rage, the effect is suspended for the duration.
Moreover, while you are Raging, you can ignore the effects of the first five levels of exhaustion that you have.
Intimidating Presence
10th-level Path of the Berserker feature
Your presence inspires fear. You can use menacing shout without expending an Exploit Die a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.
If you hit a creature with a melee weapon attack on the same turn that you use menacing shout, that creature has disadvantage on its saving throw against menacing shout.
Shrug it Off
10th-level Path of the Berserker feature
Starting at 10th level, you are battle hardened to the point you can ignore injuries that would fell a lesser man. When you enter a rage, you gain a number of temporary hit points equal to your barbarian level + your Constitution modifier.
Unrivaled Fury
14th-level Path of the Berserker feature
The fury you direct at your foes in battle is unrivaled. You can use savage rebuke at will, without expending a Exploit Die.
Path of the Brute
While most Barbarians hail from the wild places of the world, Brutes discovered their Rage in the underbelly of civilization. Their abilities stem from a combination of street smarts and pure grit. All those who follow this Path share one thing in common, they prefer to solve their problems with their fists.
The Wrong Crowd
3rd-level Path of the Brute feature
You have a way of falling in with the roughest crowd in any town you find yourself in. When you spend a night carousing in a settlement of any size, you have advantage on all ability checks to gather information on that settlement, its culture, factions, and any important, infamous, or influential figures.
Brutish Stunts
3rd-level Path of the Brute feature
You learn certain Stunts at the Barbarian levels in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
- 3rd: commanding presence, crushing grip
- 5th: concussive blow, greater hurl
- 9th: confounding critical
Unarmed & Dangerous
3rd-level Path of the Brute feature
Your body is a deadly weapon. Your unarmed strikes deal bludgeoning damage equal to one roll of your Stunt Die.
In addition, whenever you take the Attack action while you are Raging and you make only unarmed strikes, grapples, or shove attacks, you can make one additional unarmed strike, grapple, or shove attack as a bonus action on that turn.
Brutal Strikes
6th-level Path of the Brute feature
While Raging, your unarmed strikes count as magical for the purposes of overcoming resistance to nonmagical attacks.
Also, when you hit a creature with an unarmed strike, you can use concussive blow without expending an Stunt Die.
You can use concussive blow in this way a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Iron Grip
10th-level Path of the Brute feature
Once you have a hold of something it is nearly impossible for it to escape. While you are Raging, you can grapple creatures up to two sizes larger than you, and your walking speed is no longer halved when you are dragging a grappled creature.
You also gain a climb speed equal to your walking speed.
Brutish Determination
14th-level Path of the Brute feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d4 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Path of the Champion
At the front of every great fighting force stands a Champion. These elite warriors are masters of battle who stand as paragons of honorable combat and fair play. Often, they seek out the most powerful of their foes and look to swiftly end conflicts with honorable duels or athletic competitions.
Champion Stunts
3rd-level Path of the Champion feature
You learn certain Stunts at the Barbarian levels noted in the table below. They don't count against your number of Stunts Known and can't be switched upon gaining a level.
- 3rd: feat of strength, mighty leap
- 5th: honor duel, thunderous blow
- 9th: mythic resilience
Fighting Style
3rd-level Path of the Champion feature
You supplement your Rage with martial training. You learn a Fighting Style from the list below. You can't learn a Fighting Style more than once, even if you gain this feature again.
Whenever you gain a level in this class, you can switch your Fighting Style for another option from the list below:
Dual Wielding
When you take the Attack action while two-weapon fighting, you can make the single additional attack with your off-hand weapon as part of your Attack action instead of your bonus action, and you add your ability modifier to the damage.
When you do, you cannot also make a bonus action attack.
Great Weapon Fighting
When you make a two-handed melee attack with a heavy weapon as part of your Attack action, you treat a total roll
of 5 or lower on the weapon's damage dice as a 6.
Improvised Fighting
You gain proficiency in improvised weapons, and when you use an object to make an improvised weapon attack you can roll the damage die twice and take the higher roll. When you do, the object is destroyed and can not be used for further attacks. You can't use this feature to destroy magical objects.
Strongbow
You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.
Versatile Fighting
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can also use your bonus action to make a single
grapple or shove attack, or take the Use an Object action.
Martial Training
3rd-level Path of the Champion feature
Your combat training has enhanced the potency of your Rage. Your total number of Exploit Dice increases by one. Also, whenever you use a Savage Exploit while Raging, the size of your Exploit Die increases by 1, to a maximum of a d12.
Mighty Blow
6th-level Path of the Champion feature
You can focus the full might of your Rage into a single mighty blow. When you hit a creature with a Strength-based weapon attack while you are Raging, you can instantly end your Rage and turn that attack into an automatic critical hit.
Once you use this feature you must finish a short or long rest before you can do so again.
Peak Athlete
6th-level Path of the Champion feature
Your physical abilities are peerless. You gain a climbing and swimming speed equal to your walking speed, and when you enter a Rage, you gain the benefits of the Dash action.
Invigorating Critical
10th-level Path of the Champion feature
A solid strike on a foe renews your will to fight. Whenever you score a critical hit with a Strength-based weapon attack, you can regain hit points equal to one roll of your Exploit Die + your Constitution modifier (minimum of 1 hit point).
Survivor
14th-level Path of the Champion feature
You are a nearly perfect physical specimen and have become exceedingly hard to kill. Whenever you start your turn with at least 1 hit point, you gain temporary hit points equal to your Constitution modifier (minimum of 1 temporary hit point).
Path of the Totem Warrior
Barbarians who follow the Path of the Totem warrior learn to bind themselves to primal bestial spirits of the natural world. Drawing upon this animalistic power, these warriors are able to take on the spiritual and physical abilities of these bestial spirits. Totem Warriors often serve as protectors of the wilds and have a special dedication to the beasts of the wilderness.
Totemic Stunts
3rd-level Path of the Totem Warrior feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
- 3rd: mighty leap, rustic intuition
- 5th: arresting critical, greater hurl
- 9th: savage defiance
Spirit Guide
3rd-level Path of the Totem Warrior feature
Your connection to the primal spirits of nature allows you to communicate with wild beasts. You learn the beast sense and speak with animals spells, but can only cast them as rituals.
Totemic Spirit
3rd-level Path of the Totem Warrior feature
Choose one of the animal spirits from the list below to gain its benefits. Once selected, this choice cannot be changed.
Bear. The resilient spirit of the Bear increases your ability to take physical hits. While Raging, you gain resistance to all types of damage except force and psychic damage.
Eagle. The fierce spirit of the Eagle grants you the ability to move fast as the wind. While Raging, you can use a bonus action to gain the benefits of the Dash and Disengage action, including the bonus action that you use to enter a Rage.
Elk. The noble spirit of the Elk makes you extraordinarily swift. While Raging, your walking speed increases by 15 feet.
Tiger. The ruthless spirit of the Tiger empowers your leaps in battle. Once per turn while Raging, you can use mighty leap at its lowest level without expending an Stunt Die.
Wolf. The cunning spirit of the Wolf enhances your ability to fight alongside your pack. While Raging, allied creatures of your choice have advantage on any melee attack roll they make against hostile creatures within 10 feet of you.
Totemic Aspect
6th-level Path of the Totem Warrior feature
You gain the benefits of a second animal spirit, choosing from the list below. Once selected, this choice cannot be changed:
Elephant. The spirit of the Elephant lends you its power. When you make a Strength (Athletics) or a Wisdom (Insight) check you can add your Constitution modifier to your roll.
Owl. The spirit of the Owl grants you its sight. When you make an Intelligence (Investigation) or Wisdom (Perception) check you can add your Constitution modifier to your roll.
Panther. The spirit of the Panther increases your cunning. When you make a Dexterity (Stealth) or Wisdom (Survival) check you can add your Constitution modifier to your roll.
Spirit Walker
10th-level Path of the Totem Warrior feature
You can turn to your Totem Spirits for spiritual guidance. You learn the commune with nature spell, but you can only cast it as a ritual, beseeching your Totem Spirits for information.
Moreover, once per long rest, you can cast commune with nature and replace one of your animal Totem Spirits with another animal Totem Spirit available at the same level.
Totemic Attunement
14th-level Path of the Totem Warrior feature
You gain the benefits of a final animal spirit, completing your training as a Totem Warrior. Choose from the list below:
Lion. The spirit of the Lion imbues you with regal power. While Raging, any hostile creatures within 5 feet of you have disadvantage on attack rolls against targets other than you.
Falcon. The spirit of the Falcon grants you its wings. While Raging, you gain a flying speed equal to your walking speed.
Rhino. The spirit of the Rhino lends you its power. While Raging, if you hit a creature that is one size larger than you or smaller with a Strength-based melee weapon attack, it must succeed on a Strength saving throw or be knocked prone.
Path of Blood & Iron
Reveling in the chaos of battle, the Barbarians of this Primal Path don their signature spiked armor and charge headlong into combat. Learning to channel their Rage while wearing their signature armor, these savage warriors fight as if they have no regard for their own life, only the thrill of battle.
Blood & Iron Stunts
3rd-level Path of Blood & Iron feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
- 3rd: crushing grip, mighty leap
- 5th: aggressive sprint, bloodthirsty critical
- 9th: savage defiance
Savage Smith
3rd-level Path of Blood & Iron feature
You have learned the skills necessary to craft and maintain your spiked armor. You gain proficiency in smith's tools and heavy armor.
You can also Rage while you are wearing heavy armor.
Spiked Armor
3rd-level Path of Blood & Iron feature
Over the course of an hour, which can be during a short or long rest, you can use smith's tools to affix spikes to a set of non-magical armor, turning it into Spiked Armor. Spiked Armor has the following properties when worn by you:
- It is a martial melee weapon with a reach of 5 feet, and on hit, the armor deals piercing damage equal to one roll of your Stunt Die + your Strength modifier.
- While you are Raging, you can use a bonus action on your turn to make a single Spiked Armor attack.
- If you successfully grapple a creature it takes piercing damage equal to one roll of your Stunt Die.
Reckless Abandon
6th-level Path of Blood & Iron feature
Your bloodlust propels you into battle. While Raging, first time you make a Reckless attack on each of your turns you gain temporary hit points equal to your Constitution modifier. These temporary hit points vanish when your Rage ends.
In addition, you can turn magic armor into Spiked Armor.
Wild Charge
10th-level Path of Blood & Iron feature
Your fury compels you to throw yourself headlong into battle. While you are Raging, you can use aggressive sprint without expending an Stunt Die. However, the attack that you make as part of this Exploit must be a Spiked Armor attack.
Spiked Retribution
14th-level Path of Blood & Iron feature
When a creature hits you with a melee attack while you are Raging and wearing your Spiked Armor, it instantly takes piercing damage equal to your Strength modifier.
If you are conscious, you can use your reaction to replace this damage with the damage of a Spiked Armor attack.
Path of the Conduit
Not all Barbarians are savages who revel in bloodlust. Some walk a Path of spiritual connection. Those who walk the Path of the Conduit form bonds with spirits who have passed from the mortal plane. Some stand as guardians of their ancestral tombs, others channel the power of legendary warriors, and others open themselves up to the power of any local spirit.
Conduit Stunts
3rd-level Path of the Conduit feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
- 3rd: heroic fortitude, rustic intuition
- 5th: arresting critical, thunderous blow
- 9th: mythic resilience
Conduit of Spirits
3rd-level Path of the Conduit feature
As a bonus action, you can expend a use of Rage to enter into a state of spiritual ecstasy and give control of your body over the spirits that you commune with. For the next 10 minutes, when you make an ability check that uses your Intelligence or Wisdom, you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).
This state of spiritual ecstasy ends early if you enter a Rage, if you fall unconscious, or you use a bonus action on your turn to end it.
Spectral Warriors
3rd-level Path of the Conduit feature
When you Rage, the Spectral Warriors that you commune with come to your aid, and remain with you for the duration of your current Rage.
Once per turn when you hit a creature with a melee attack, you can send these Spectral Warriors to harry that creature. Until the start of your next turn, the Spectral Warriors swirl around that creature, and it has disadvantage on any attack roll that it makes against targets other than you, and if it hits a creature other than you with an attack, its target has resistance to the damage dealt by that attack.
These Spiritual Warriors return to you if their target dies, or if your Rage ends.
Spiritual Ward
6th-level Path of the Conduit feature
You can call on your Spectral Warriors to protect your allies. When another creature that you can see within 30 feet takes damage while you are Raging, you can use a reaction to order your Spectral Warriors to intercept the attack, reducing the triggering damage by three rolls of your Exploit Die.
If your Spiritual Warriors are currently harrying an enemy when you use this reaction, the effects end for that creature.
Greater Conduit
10th-level Path of the Conduit feature
Your ability to conduct spiritual power has grown. While you are in a state of ecstasy from Conduit of Spirits, you can cast clairvoyance or commune without expending a spell slot or material components. However, after you finish casting either of these spells, your state of spiritual ecstasy ends.
When you cast clairvoyance in this way, the spell summons an invisible spirit you are communed with, and when you cast commune, you consult your bonded spirits for information.
Vengeful Spirits
14th-level Path of the Conduit feature
Your powerful connection to the spiritual world allows the long-dead warriors bound to you to once again strike at the living. When you use Spiritual Ward to reduce the damage of an attack, the attacker takes force damage equal to the amount of damage reduced by your Spiritual Ward.
Path of the Lycan
Lycanthropy is an ancient curse that changes those afflicted into mindless beasts with a wild hunger for flesh. While some Barbarians seek out this power, many have the curse thrust upon them. Those who follow this Path come to master their bestial curse, dominating it with the wild fury of their Rage.
Animal Form
3rd-level Path of the Lycan feature
You can control your lycanthropy, allowing you to shift your form at will. As an action, you can expend a use of your Rage to transform into the Animal Form of your lycanthropy, much like a Druid transforms using their Wild Shape feature.
Choose a beast of CR 1 or lower to represent the animal that your curse is based on. Common Animal Forms include boars, brown bears, dire wolves, tigers, and rats. Once it is chosen, your Animal Form cannot be changed.
When you transform into your Animal Form, you follow all of the rules of the Wild Shape feature from the Druid class, which can be found in Chapter 3 of the Player's Handbook.
You can use all of your Barbarian features, including Rage and Savage Exploits, while you are transformed.
You can remain in your Animal Form for up to 1 hour. You then revert to your normal form unless you expend another Rage as a bonus action to extend your transformation. You can also revert to your normal form as an action. You instantly revert to your normal form if you fall unconscious, drop to 0 hit points, or die.
Bestial Rage
3rd-level Path of the Lycan feature
When you Rage, you manifest a portion of your bestial power in the form of one of the natural weapons listed below, which lasts for the duration of that Rage. These weapons all count as simple melee weapons which you are proficient with, and use your Strength modifier for their attack and damage rolls:
Bite. You grow fangs that deal 1d8 piercing damage on hit. Once per turn when you hit a creature with this Bite, you gain temporary hit points equal to your Constitution modifier.
Claws. Your hands elongate into savage claws that deal 1d6 slashing damage on hit. Whenever you take the Attack action on your turn and make only Claw attacks, you can make one additional Claw attack as part of that Attack action.
Tail. You sprout a long thick tail that deals 1d8 piercing damage on hit and has the reach property. When a creature within 10 feet that you can see targets you with a weapon attack, you can use your reaction to add one roll of your Exploit Die to your Armor Class against that attack.
Lycan Stunts
3rd-level Path of the Lycan feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
- 3rd: cunning instinct, mighty leap
- 5th: aggressive sprint, bloodthirsty critical
- 9th: roar of triumph
Savage Prowess
6th-level Path of the Lycan feature
The ancient curse that flows in your veins greatly increases your physical abilities. You gain the benefits listed below:
- You gain a climbing speed equal to your walking speed.
- You can use both cunning instinct and mighty leap at will without expending an Exploit Die (as if you spent 1 Die).
- Your natural weapon attacks in your normal and Animal Form count as magical for overcoming resistances and immunities to non-magical attacks and damage.
Infectious Fury
10th-level Path of the Lycan feature
When you hit a creature with a natural weapon attack while Raging, you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw against your Exploit save DC or suffer one of the following effects of your choice:
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- The target takes 2d12 psychic damage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all uses each time you finish a long rest. If you have no uses left, you can expend an Exploit Die to use this feature again.
Primal Roar
14th-level Path of the Lycan feature
Your roar is fueled by the primal fury of your curse. You are no longer limited to using roar of triumph once per short or long rest, and can use it as long as you have Exploit Dice.
Moreover, while a creature has temporary hit points from roar of triumph it has advantage on the first melee weapon attack that it makes on each of its turns.
Path of the Storm
Dwelling in places of great elemental power, Barbarians who follow the Path of the Storm come to embody the destructive power of the elements themselves. The primal fury of their Rage turns them into walking disasters; swirling blizzards, devastating hurricanes, and sweltering storms of flame.
Storm Stunts
3rd-level Path of the Storm feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
- 3rd: hurl, destructive strike
- 5th: shattering slam, thunderous blow
- 9th: destructive slam
Storm Aura
3rd-level Path of the Storm feature
When you Rage, you emanate an Aura of primal power in a 10-foot radius, choosing Blizzard, Drought, or Hurricane for its effects. If your Aura requires a creature to make a saving throw, it does so against your Exploit save DC.
When you gain a level in this class, you can change the effect of your Aura for another option from the list below:
Blizzard. Any creature of your choice that starts its turn within range has its speed halved until start of its next turn.
Drought. At the end of each of your turns, creatures of your choice within range take fire damage equal to your Constitution modifier (minimum of 1 damage).
Hurricane. At the end of each of your turns you can force one creature within range to make a Dexterity saving throw. It takes lightning damage equal to two rolls of your Stunt Die on a failed save, and half as much damage on a success.
Elemental Body
6th-level Path of the Storm feature
Your connection to the forces of nature deepens and grants you the benefits below associated with your Storm Aura:
Blizzard. You gain resistance to cold damage, and when you deal damage with a Savage Stunt, you can choose for it to deal cold damage in place of its normal damage type.
Drought. You gain resistance to fire damage, and you learn the produce flame cantrip. Constitution is your spellcasting modifier for it, and you can cast it even while you are Raging.
Hurricane. You gain resistance to lightning and thunder damage, you gain a swimming speed equal to your walking speed, and you can breathe both air and water.
Storm Ward
10th-level Path of the Storm feature.
Your primal power overflows and infuses your companions. While Raging, creatures of your choice within your Storm Aura gain the benefits of your Elemental Body feature.
Primal Destruction
14th-level Path of the Storm feature
The elemental forces that fuel your Rage grows ever stronger. Your Storm Aura gains the following additional benefits:
Blizzard. When a creature begins its turn within your Storm Aura, you can use your reaction to force it to make a Strength saving throw. On a failed save, the creature's speed is reduced to 0 until the beginning of its next turn.
Drought. When a creature within your Storm Aura hits you with an attack, you can use your reaction to force it to make a Dexterity saving throw. On a failed save, it takes fire damage equal to two rolls of your Stunt Die.
Hurricane. When a creature within your Storm Aura hits you with an attack, you can use your reaction to force it to make a Strength saving throw. On a failed save, it is knocked back from you 10 feet in a straight line and falls prone.
Path of Wild Sorcery
For some Barbarians, their Rage boils up from an unrealized magical potential. When those born with an arcane spark fail to channel it in the correct way, this uncontrollable power can burst forth in a chaotic storm of magic-infused battle fury.
Magic Awareness
3rd-level Path of Wild Sorcery feature
As an action, you can open your awareness to the presence of magic. Until the end of your next turn, you know the location of spells or magic items within 60 feet that aren't behind total cover. When you sense a spell, you learn its school of magic.
You can use this feature once per short or long rest at no cost, after which you must expend an Exploit Die to use it.
Sorcerous Stunts
3rd-level Path of Wild Sorcery feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
- 3rd: heroic fortitude, mighty leap
- 5th: immovable stance, thunderous blow
- 9th: savage defiance
Wild Sorcery
3rd-level Path of Wild Sorcery feature
When you Rage, you roll on the Wild Sorcery table on the following page to determine the magic effect you produce.
If a Wild Sorcery effect requires a saving throw, targets make their saving throws against your Stunt save DC.
Sorcerous Infusion
6th-level Path of Wild Sorcery feature
As an action, you can touch a creature, including yourself, and confer one of the following benefits to that creature:
- Choose an ability score, for 10 minutes, when the target makes an ability check or saving throw with that ability score it gains a bonus to its roll equal to your Stunt Die.
- The creature gains temporary hit points equal to your level + your Stunt Die. For as long as the temporary hit points last, the target is immune to Wild Sorcery effects.
- You touch a target and expend any number of Stunt Dice. The target regains an expended spell slot of a level equal to the number of Stunt Dice you expend.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses each time you finish a long rest.
Unstable Sorcery
10th-level Path of Wild Sorcery feature
Your unpredictable magic lashes out to protect you. When you take damage or fail a saving throw while Raging, you can use a reaction to immediately roll on the Wild Sorcery table.
Sorcerous Warrior
14th-level Path of Wild Sorcery feature
Whenever you roll on the Wild Sorcery table you can roll twice and choose the magical result that takes place.
Path of the Zealot
Your Rage has been implanted in you by the divine powers of the heavens. Whether you are the descendant of a powerful celestial, or the chosen champion of a deity, you now carry in you a spark of divine wrath. Those who walk the Path of the Zealot stand as champions of the gods and divine causes.
Champion of the Gods
3rd-level Path of the Zealot feature
You have been chosen for a divine purpose. Spellcasters can cast spells that restore you to life (not undeath) such as raise dead, without needing the normal material components.
Divine Fury
3rd-level Path of the Zealot feature
Your weapon strikes are imbued with the celestial power of the god you serve. While you are Raging, the first creature you hit with a weapon attack on each of your turns takes bonus damage equal to one roll of your Exploit Die + your Constitution modifier (minimum of 1).
The type of this bonus damage changes depending on your alignment: Good (radiant), Neutral (thunder), Evil (necrotic).
Zealous Stunts
3rd-level Path of the Zealot feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
- 3rd: feat of strength, savage rebuke
- 5th: honor duel, menacing shout
- 9th: mythic resilience
Fanatical Focus
6th-level Path of the Zealot feature
Your divine cause propels you to find success when others would fail. When you fail a saving throw while Raging, you can expend an Stunt Die, roll it, and add the result to your saving throw, possibly turning a failure into a success.
Divine Mandate
10th-level Path of the Zealot feature
As a bonus action on your turn, you can issue a divine battle cry to your allies. Up to 10 creatures that can hear you within 60 feet have advantage on all attack rolls and saving throws until the beginning of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Rage Beyond Death
14th-level Path of the Zealot feature
The gods will not allow you to die while you still serve them. Being reduced to 0 hit points while Raging doesn’t knock you unconscious. While in this state, you still make death saving throws as normal, and you suffer the normal effects of taking damage while at 0 hit points. If you start your turn with three failed death saving throws you must succeed on a DC 10 Constitution saving throw to maintain your Rage.
If your Rage ends and you still have 0 hit points, you fall unconscious. If you have three failed death saves, you die.
Path of the Cannibal
Sensing fear in a mouthful of blood. Reading weakness in a drop of bile. Tasting cowardice in a morsel of heart. The terrifying barbarians who walk The Path of the Cannibal spend their battles and lives feasting on the flesh of their enemies to fuel their savagery, strength and spirit.
Whispered tales of their depravity and literal thirst for blood are told around campaign campfires, striking terror into the hearts of even the stoutest warriors. The Path of the Cannibal is a grisly journey into when rage consumes, and when some barbarian's persue a more intimate relationship with the flesh, and souls, of their foes.
Flesh Eater
3rd-level Path of the Cannibal feature
Starting at 3rd level, you can gain power from eating your prey. While raging, when you take the attack action, you may use one of your attacks to make an unarmed Bite attack against an enemy, using your mouth as a natural weapon to rip off and eat some of your foe. If successful, you deal 1d6 + Strength slashing damage and gain temporary hit points equal to the damage dealt. You may make a bite attack as a bonus action against a creature grappled by you.
At 6th level it becomes 1d8, 1d10 at 10th level, and 1d12 at 14th level.
Additionally, while taking a short rest you may Feast on an enemy corpse. While feasting, whenever you use a hit dice to regain hit points, you can treat a roll of 5 or lower as a 6.
Iron Stomach
3rd-level Path of the Cannibal feature
Starting at 3rd level, you are immune to poison and disease from things you consume, and resistant to poison from any other source.
Cannibal Stunts
3rd-level Path of the Cannibal feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
Barbarian Level Stunt
3rd: Crushing Grip, Heroic Fortitude
5th: Feral Senses, Immovable Stance
9th: Adrenaline Rush
Savor
6th-level Path of the Cannibal feature
The pain of your foes heightens your thirst for blood and leaves you wanting more.
Starting at 6th level, when you successfully Bite an opponent, you may use a bonus action to Savor their flesh. When a creature you have Savored takes damage from any source other than you, you may use your reaction to move up to half your movement speed towards them and make a Bite attack against them.
The first time a humanoid creature sees you Bite and Savor an enemy within 10ft of them, they must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.
Biting Rebuke
6th-level Path of the Cannibal feature
At 6th level, while in rage you can make a bite attack as a free reaction when struck in melee by an opponent.
Grave Marrow
10th-level Path of the Cannibal feature
At 10th level, you learn to suck the very essence of life from the bones of your slain enemies, giving you knowledge of the dead.
When you Feast on an enemy you can cast the spell Speak with the Dead, using salt as the material component.
Flesh of my Flesh
14th-level Path of the Cannibal feature
Beginning at 14th level, in addition to flesh, you can consume the powers and skills of your enemies, absorbing them into your body and mind, gaining new insight and capabilities.
When you Savor an enemy, you learn its resistances and immunities, movement speeds and senses. You may gain one set of these traits. Additionally, you can understand and speak any languages it knows. These traits last until you Savor another enemy or your rage ends.
When you Feast on an enemy, you may gain the same traits, and retain them until you Savor or Feast on another enemy, or finish a long rest.
Heart of Enemies
14th-level Path of the Cannibal feature
At 14th level, by consuming a heart of a humanoid you have participated in slaying within the past hour, you regain your full hit points as if finishing a long rest. You must finish a long rest to regain use of this feature.
Path of the Cannoneer
The rage of a barbarian is a wild and destructive power that many have tried to control only to be consumed by their own wrath in the process. Those who walk the Path of the Cannoneer have discovered that, through the use of mystical artifacts known as Arcane Blasters, their fury can be channeled into powerful bolts of magic. As this weapon drains from the very essence of the wielder’s emotions, only the mightiest of will and body can fully master the powers of the blaster.
Be it an ancient artifact or an technological wonder, arcane blasters can have many origins. You can consult the Arcane Blaster Nature table for ideas on how your blaster may look and operate.
Arcane Blaster Nature
d8 | Nature
- An ancient stone cannon in the shape of a dragon's open maw.
- An artificer's experimental contraption that channels raw emotions into devastating blasts.
- A wooden totem with carvings that shine with the power of the spirits within.
- A shifting and turning apparatus from the Far Realm that grows in power by consuming dark thoughts.
- A ceramic vase with a lid that when opened unleashes the fire of a demon trapped within.
- A handheld portal that shifts between the different elemental planes.
- The arcane ballista of an ancient fortress, carved with dwarven runes.
- The hollow trunk of an elder tree from the Feywild that still hums with fey magic.
Arcane Blaster
3rd-level Path of the Cannoneer feature
Starting when you choose this path, you channel your rage into blasts of magical energy through the use of a mystical weapon called an Arcane Blaster. When you enter your rage, you summon an Arcane Blaster, alternatively you power up an inactive blaster that you are carrying.
The Arcane Blaster is a Martial Ranged Weapon with the two-handed property, a normal range of 40 feet and a long range of 80 feet. The blaster doesn't consume ammunition, instead channeling energy directly from the power of your rage. You are proficient with the Arcane Blaster while you wield it and when you attack with it, you can use your Strength modifier for the attack and damage rolls. The blaster targets a single creature within reach, and on a hit deals 1d10 + your strength modifier + your Rage Damage of either acid, cold, fire, lightning, or thunder damage (you choose when you summon the blaster).
Whenever you fire your Arcane Blaster, you take damage equal to half your Rage Damage (rounded down). This damage can’t be reduced in any way.
When your rage ends, you can choose to dispel the Arcane Blaster, sending it to its own pocket dimension, or to have it depower, in which case it can't be fired until you rage again.
Cannoneer Stunts
3rd-level Path of the Cannoneer feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
Barbarian Level Stunt
- 3rd: Hurl, Mighty Leap
- 5th: Feral Senses, Greater Hurl
- 9th: Pack Tactics
Arcane Critical
6th-level Path of the Cannoneer feature
When determining the extra damage for a critical hit with your Arcane Blaster, you can roll one additional damage die.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Blast-Zone Protection
10th-level Path of the Cannoneer feature
The magic that powers your Arcane Blaster courses through your body and protects you from the backlash of your blasting. While raging you gain resistance to the damage type you chose when summoning your Arcane Blaster.
Heavy Artillery
14th-level Path of the Cannoneer feature
You can channel the power of your Arcane Blaster in new ways by either firing rapidly on an extended area or focusing its destructive power in a single explosive charge. While you’re raging you can take the following actions:
- Furious Barrage: You fire arcane blasts wildly in a direction of your choice, forcing each creature in a 30 ft. cone originating from yourself to make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier), taking 3d10 damage of the type chosen when you summoned the Arcane Blaster on a failure and half as much on a success. You can only use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
- Overloaded Blast: You focus the destructive power of your Arcane Blaster into a single charge and fire it at one point you can see within 80 feet of you, each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier), taking 8d6 damage of the type chosen when you summoned the Arcane Blaster on a failure and half as much on a success. Once you use this feature, you cannot use it again until you finish a short or long rest.
Path of the Carver
The Path of the Carver is a path taken by those who are resonant with the voices of the dead. Able to hear their silent wails, barbarians who follow this path often act as guardians to the afterlife, escorting lost souls to a peaceful rest. They serve as arbiters of the underworld, punishing those who were wicked in life with searing torture beyond the grave.
The psychic cacophony of the damned can be a harrowing song, however. Those who follow this path carve jack-o'-lanterns as ceremonial masks, channeling a particular emotion to steel their souls against the turbulent tide of the departed. When a carver rages, their soul burns bright with such fiery emotion that it singes nearby souls, reflected on the flickering faces of their mask.
Hollow Head
3rd-level Path of the Carver feature
You don a blazing pumpkin as a helmet in battle, sickly light seeping from its haunting expression. As a bonus action or as a part of your rage, you can sprout an enchanted jack-o'-lantern around your head that sheds bright light within a 5-foot radius and dim light for an additional 5 feet. The pumpkin appears to house an inextinguishable flame (your choice of color) where your head would be and lasts until you are knocked unconscious or you dismiss it (no action required).
When you enter your rage, the jack-o'-lantern's bright light radius grows to 15 feet and sheds dim light for an additional 15 feet. Additionally, creatures of your choice within 5 feet of you must succeed a Wisdom saving throw or take fire damage equal to your Barbarian level and become frightened of you until the end of their next turn.
Whenever this subclass requires a saving throw, the DC equals 8 + your proficiency bonus + your Charisma modifier.
Eerie Effigies
3rd-level Path of the Carver feature
Your strange craft extends beyond just carving faces, as you fashion uncanny bodies to house them. As a bonus action, you can raise a scarecrow in an unoccupied space within 10 feet of you. Its head is a jack-o'-lantern whose light behaves as specified in your Hollow Head feature. It is enchanted to magically resemble you (with a pumpkin head), though it is unnaturally still. When the scarecrow takes damage, its true nature is revealed as the illusion fades. It lasts until it is destroyed or until you dismiss it as a bonus action.
Your scarecrows are objects (same size as you) with AC 11, hit points equal to twice your Barbarian level, and are immune to psychic damage. When a creature that you can see within 5 feet of your scarecrow moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the scarecrow's space, the flame in your jack o' lantern dimming and reappearing in the scarecrow's head. If the opportunity attack hits, the target must succeed a Wisdom saving throw or become frightened of the scarecrow until the end of their next turn.
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.
Carver Stunts
3rd-level Path of the Carver feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
Barbarian Level Stunt
- 3rd: Bonebreaking Critical, Skilled Rider
- 5th: Intimidating Command, Menacing Shout
- 9th: primal terror
Haunted Visage
6th-level Path of the Carver feature
You draw upon the unextinguished will of the restless, renewing them as will-o'-wisps to channel their fleeting emotions. As a reaction to when a creature dies within 30 feet of you, you can imprison its untethered soul in a jack-o'-lantern (yours or a scarecrow's). Its face twists into a new expression, activating one of the following effects:
Joy. A wicked grin spreads across the jack-o'-lantern's face, toothy with glee. Creatures within 5 feet of the jack-o'-lantern must succeed a Wisdom saving throw or fall into a laughing fit as if affected by the Tasha's Hideous Laughter spell.
Woe. The jack-o'-lantern's expression wilts, whispering of despair and failure. For 1 minute, creatures within 20 feet of the jack-o'-lantern have disadvantage on attack rolls and ability checks. When a creature within the area fails a roll, they take psychic damage equal to your Barbarian level.
Ire. The pumpkin's glower blazes with burning rage. Creatures within 10 feet of the jack-o'-lantern must succeed a Dexterity saving throw or take a number of d6 equal to your proficiency bonus in psychic or fire damage (your choice) and spend their next action attacking the nearest creature.
The wearer of the pumpkin is immune to these effects. Additionally, a soul affected by this feature is not considered free for resurrection for 1 hour.
Bump in the Night
10th-level Path of the Carver feature
Your foes cannot flee your nightmarish hunt as your presence lurks in every unseen corner. You can use half of your movement speed to teleport to an unoccupied space within 5 feet of a frightened creature within 30 feet you can see or to swap places with one of your scarecrows that you can see.
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.
Phantasmagoria
10th-level Path of the Carver feature
You sow gnawing doubt among your foes, who learn to fear the faces of loved ones and dead men alike. Souls you capture are not free for up to 24 hours, and during this time you can use an action to transform the wearer of the soul's jack-o'-lantern (you or a scarecrow) into an illusory duplicate of the dead creature if it was a humanoid. Their appearance and voice is identical to the original. The transformation lasts until you dismiss it as a bonus action.
Additionally, while wearing a jack-o'-lantern, you can freely detach your head without being harmed.
All Hallows' Harvest
14th-level Path of the Carver feature
The foolhardy dismiss tales of a headless harbinger as nothing more than a bedtime bogeyman, blind to how its teller’s hands tremble as they lock up for nightfall. For the duration of your rage, you can gain the following benefits:
- You summon and mount a Nightmare under your control, riding it during your rage. It cannot make attack actions or fly, and disappears when your rage ends.
- Your weapon twists into a soul-reaping scythe, blade, or chain, maintaining its special properties and damage die. You can choose to have it deal fire or psychic damage instead of its original damage type, and hitting a creature with it rips away a shard of their soul which counts as a captured soul for this subclass's features. The weapon always returns to your hand at the beginning of your turn.
- Once per turn, you can activate your Hollow Head feature after making an attack. Additionally, you can toss your head as a natural ranged weapon attack that deals 2d6 fire damage on a hit. You can recall your head to your hands or neck (no action required).
Path of the Deep
Encounters with the great and terrible things that dwell deep beneath the waves often irreparably shatter the minds of the weak-willed. However, some who survive these traumatic and otherworldly experiences awaken with an eldritch Rage that is rarely experienced on the material plane.
Those who walk the Path of the Deep are mortals who have survived an experience with the unexplained depths and gained extraordinary, and often unsettling, eldritch abilities.
Deep Stunts
3rd-level Path of the Deep feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
Barbarian Level Stunt
- 3rd: crushing grip, cunning instinct
- 5th: immovable stance, rending strike
- 9th: primal terror
Gift of the Depths
3rd-level Path of the Deep feature
You have been irreparably changed by your exposure to the mysterious depths. You gain a swimming speed equal to your walking speed and you can breathe both air and water.
Otherworldly Grasp
3rd-level Path of the Deep feature
Your eldritch power becomes apparent when you Rage. Whenever you Rage, you instantly manifest one additional appendage, the appearance of which reflects the nature of
the being which infused you with otherworldly eldritch power. Your eldritch appendage lasts for the duration of your Rage, and can be attacked as part of you.
As a bonus action, you can use this appendage to force a target you can see within 15 feet to make a Strength saving throw against your Stunt save DC. On a failure, it is pulled up to 15 feet toward you. Any target larger than you has advantage on its Strength saving throw.
Reality Warp
6th-level Path of the Deep feature
Your mind-altering experiences allow you to identify, and slip through, the cracks in reality. As an action, you can teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet. This does not provoke opportunity attacks. Immediately before, or after, you do so, you can make one attack as part of the same action.
When you reach 14th level in this class, you can use this feature as part of the bonus action you use to enter a Rage.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all uses when you finish a long rest. When you have no uses left, you can expend an Stunt Die to use this feature again.
Eldritch Tendrils
10th-level Path of the Deep feature
The strange eldritch power inside you allows your body to mutate further. When you Rage, you manifest two additional appendages which last until the end of your Rage.
As a bonus action, you can cause both of your appendages to use Otherworldly Grasp, or grapple a creature you can see within 15 feet. Each of your appendages can target the same, or different, creatures. If they target the same creature, the target has disadvantage on its saving throw (Otherworldly Grasp) or ability check (grapple). Each appendage can use the same, or a different feature as part of the same bonus action.
When you reach 14th level in this class, the range of your additional appendage abilities increases to 20 feet.
The Horrors Below
14th-level Path of the Deep feature
When you travel through the cracks in reality, you can reveal the eldritch horrors beyond this world. When you use Reality Warp, you can force creatures within 10 feet of the point you appear to make a Wisdom saving throw against your Exploit save DC. On a failure, creatures take psychic damage equal to two rolls of your Stunt die and are frightened of you until the start of your next turn. On a successful save, creatures take half as much psychic damage and are not frightened of you.
Creatures that are immune to the frightened condition automatically succeed on the saving throw and take no psychic damage.
Path of the Exultant
Although most barbarians revel in the opportunity of a good fight, the reasons for their battle-crazed inclination vary: some fight for glory, some fight to quench an immeasurable anger within them - and some just do it for fun. Barbarians of the Path of the Exultant definitely fall within this last category, as they find joy in battle and delight in violence, facing their enemies with a smile on their face and no hesitation whatsoever. Their rage is in equal parts frenzied bursts of physical prowess and gleeful expressions of elation: dancing and jumping across the battlefield, Barbarians of the Path of the Exultant are just happy to be there, perpetually seeking the next most fun – and usually unbelievably violent – thing to do.
Joyful Rage
3rd-level Path of the Exultant feature
Your rage is an expression of the unending love for the fight you harbor. While in this exalted state, few things can distract you or dissuade you from plunging head first into the thing that looks most amusing at the moment. While you are raging, you have advantage on saving throws against being frightened, charmed, and to resist any kind of mind reading.
Moment of Blissful Violence
3rd-level Path of the Exultant feature
In battle, there are times when your merry furor hits just right, rewarding you with a shower of delight and making you burst with energy at every such occasion. While you are raging, when you score a critical hit with a weapon attack on your turn, until the end of that turn you can take a bonus action to make one weapon attack or move up to half your movement speed.
Exultant Stunts
3rd-level Path of the Exultant feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
Barbarian Level Stunt
- 3rd: Lightstep, Trampling Rush
- 5th: Concussive Blow, Ringing Critical
- 9th: Bewildering Blow
Reckless Abandonment
6th-level Path of the Exultant feature
When fighting, you give your whole being to the present moment, uncaring of your personal safety, to reach even more incredible heights of fun-having. When you use your Reckless Attack feature, after you make the attack roll with advantage but before knowing whether you hit or miss, you can reroll one of the dice once, and must keep the new result. If you do, until the start of your next run, creatures that attack you can reroll one of their attack dice once and must keep the new result.
Moment of Ferocious Admiration
6th-level Path of the Exultant feature
In combat, you don't just find elation in your own awesome deeds of battle prowess: you appreciate the mighty deeds of both your allies and your enemies, pushing you to go above and beyond the limit and making you enjoy the fight even more. While you are raging, whenever a creature other than you that you can see scores a critical hit, you can use your reaction to make a weapon attack or move up to half your movement speed.
Critical Pursuit
10th-level Path of the Exultant feature
Taking the brutal honesty that defines your fighting style to a new level, you give up on all semblance of caution for good, in the pursuit of senseless, absurdly violent confrontation. When you use your Reckless Attack feature, until the end of your turn your melee weapon attacks score a critical hit on a roll of 18 to 20. Until the start of your next turn, attack rolls made against you score a critical hit on a roll of 18 to 20.
Savage Feast
14th-level Path of the Exultant feature
The gaiety you exude in battle has reached such an intensity that it spreads among your allies, involving them in a surreal display of collective battle-crazed cheerfulness. When you enter your rage, you can choose a number of other willing creatures within 30 feet of you that you can see equal to your Constitution modifier (minimum of one creature). While you are raging, when you hit a creature with a melee weapon attack, you can reroll one damage die for each creature that accepts this feature, and must keep the new roll. Each die can only be rerolled once.
Additionally, until your rage ends, the chosen creatures gain the same benefits that you do from your Moment of Blissful Violence and Moment of Ferocious Admiration features.
Path of the Favored
For most Barbarians, their Rage is drawn from their lust for battle or a desire for revenge, but for others, their Rage is a gift. Warriors who walk the Path of the Favored receive their Rage from an outside source. Some are blessed by Fate to be mighty warriors, others are the scions of gods or Archfey, and others may be the descendants of legendary adventurers.
Whatever the source of your supernatural blessing, you have a knack for finding success when others would surely fail, turning bitter enemies into stout allies, and overcoming obstacles that would seem impossible to all but you.
Favored Stunts
3rd-level Path of the Favored feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
Barbarian Level Stunt
- 3rd: feat of strength, heroic fortitude
- 5th: ringing critical, thunderous blow
- 9th: mythic athleticism
Favored Presence
3rd-level Path of the Favored feature
There is something about your physicality that makes others view you more favorably. When you meet a creature for the first time, its starting attitude is one level higher than normal. For example, a hostile creature would view you indifferently, or a creature that would view you indifferently may consider you friendly.
This feature has no effect on those you travel with.
Touched by Fate
3rd-level Path of the Favored feature
An outside force has blessed you to succeed, especially in battle. When you are Raging, you gain the following benefits:
- Whenever you roll a 1 on an Stunt Die, you can roll it again. You must keep the new roll, even if it's another 1.
- When you are hit by an attack, you can use your reaction to expend an Stunt Die, roll it, and add the result of the roll to your Armor Class against the triggering attack.
- When you miss with a Strength-based weapon attack, you can expend an Stunt Die, roll it, and add the result of your roll to your attack roll for that attack.
Glorious Cause
6th-level Path of the Favored feature
Your near-supernatural ability to succeed motivates all who follow you into battle. When you Rage, roll an Stunt Die. You, and a number of creatures of your choice within 30 feet, up to your Constitution modifier (minimum of 1 creature), gain temporary hit points equal to 1 + your Stunt Die roll.
Tireless Hero
6th-level Path of the Favored feature
Whatever the source of your favor, it has empowered you to find success where others would fail. When you use feat of strength, you can roll a d4 and add it to your roll instead of expending an StuntDie.
At 14th level in this class, this bonus becomes a d6.
Wondrous Success
10th-level Path of the Favored feature
You have learned to channel the supernatural power that guides your favored path through life. When you make an ability check, attack roll, or saving throw, you can choose
to use your Barbarian level in place of the d20 roll. You can use this feature after you roll, but before you know if your ability check, attack roll, or saving throw succeeds or fails.
Once you use this feature, you must finish a short or long rest before you can use it again.
Strength Overwhelming
14th-level Path of the Favored feature
You have become something more than mortal, and are able to perform feats of supernatural strength that rival the great heroes of legend. You learn strength of the colossus, but it doesn't count against your total number of Exploits Known. When you use strength of the colossus, you calculate the base amount of weight you can push, drag, pull, or lift as if you had spent one additional Stunt Die (maximum of 6).
If you already know this Stunt, you learn another Stunt of your choice from those available to the Barbarian.
Path of The Ginnungagap
Willing or unwilling, barbarians who follow the path of Ginnungagap are agents of the primordial nothingness that birthed the universe. With every action they strip something out of creation, pushing it ever so slightly to return to the void. They wield emptiness as a weapon, consuming magic and feeding on its energy, sapping the life force out of their foes and feasting on it. Theirs is a path that brings destruction without renewal.
Null Warrior
3rd-level Path of The Ginnungagap feature
The nothingness of Ginnungagap shields you from harm, consuming magical and physical threats alike. While you are raging, you have advantage on saving throws made to resist spells and magical effects.
Additionally, while you are raging, if a creature targets you with an attack and scores a critical hit, you can use your reaction to turn that hit into a normal hit. Any effects triggered by a critical hit are canceled. You can only take this reaction once per rage.
Void Stunts
3rd-level Path of The Ginnungagap feature
You learn certain Stunt at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
Barbarian Level Stunt
- 3rd: Destructive Strike, Sweeping Strike
- 5th: Immovable Stance, Rending Strike
- 9th: Destructive Slam
Magic Syphoning
6th-level Path of The Ginnungagap feature
You have learned to briefly harness the Void, allowing you to snuff magic before it is unleashed while bolstering your battle rage. While you are raging, when a creature you can see within 60 feet of you begins casting a spell, you can take a reaction and attempt to interrupt the casting of that spell. Make a Constitution check. The DC equals 10 + the spell's level. On a success, the spell fails and has no effect, and the next time you hit a creature with a weapon attack, that attack deals extra damage equal to double the spell's level.
Once you successfully interrupt the casting of a spell, you can't use this feature again until you take a bonus action to enter a rage.
Spell Eater
10th-level Path of The Ginnungagap feature
The Void within you can now consume ongoing magic and use it to fuel itself and your own resilience. As an action, you can target one creature, object or magical effect within 30 feet of you. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a Constitution check. The DC equals 10 + the spell's leveI. On a successful check, the spell ends. You regain a number of hit points equal to your barbarian level + the sum of the levels of the spells you ended, and you gain the same amount of temporary hit points.
You can use this feature a number of times equal to your Constitution modifier. You regain expended uses when you finish a long rest.
Herald of The Ginnungagap
14th-level Path of The Ginnungagap feature
While you are raging, when you hit a creature with a weapon attack, you can empower the attack to rend space and time from your target. The target creature must make a Constitution saving throw. On a failed save, the target is under the same effects of the slow spell for 1 minute. On a success, the target can't take reactions until the end of their next turn. The target can make a Constitution saving throw at the end of each of their turns, ending the effect of this feature on themselves on a success.
The DC of saving throws forced by this feature equals 8 + your proficiency bonus + your Constitution modifier.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Path of the Inferno
Across the lower planes, the eternal conflict between law and chaos rages. Devils against Demons, vying for control of the hells. Sometimes this conflict spills over into material plane and the corrupting influence of the Abyss infects the hearts of mortals. Sometimes cultists and worshipers of Archdemons seek the affliction of this overwhelming power.
No matter their origin, those who survive the corruption rise as soldiers of the Abyss, and become Inferno Warriors.
Infernal Stunts
3rd-level Path of the Inferno feature
You learn certain Stunt at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
Barbarian Level Stunt
- 3rd: commanding presence, trampling rush
- 5th: bloodthirsty critical, menacing shout
- 9th: primal terror
Abyssal Hide
3rd-level Path of the Inferno feature
The corruption of the Abyss overtakes you when you Rage, causing your physical features to become demonic. When you are Raging you gain the following benefits:
- As a bonus action, you can move up to your full speed toward a hostile creature that you can see.
- When a creature hits you with an opportunity attack you can reduce the damage by your Constitution modifier.
Hellish Presence
3rd-level Path of the Inferno feature
When you adopt this Primal Path you learn to speak, read, and write Abyssal, the demonic language of the Abyss.
Moreover, whenever you use commanding presence, you can roll a d6 and use it instead of expending an Stunt Die.
Unbridled Fury
6th-level Path of the Inferno feature
The chaos of the Abyss enhances your Rage. The first time you make a Reckless attack on your turn while Raging, you gain temporary hit points equal to your Constitution modifier. These temporary hit points vanish when your Rage ends.
Corrupt Resilience
10th-level Path of the Inferno feature
The sinister power of the Abyss has increased your physical resilience. You gain resistance to both fire and poison damage.
Also, when you are forced to make a saving throw to resist either the charmed or frightened condition, you gain a bonus to your roll equal to one roll of your Stunt Die.
Chaos Overwhelming
14th-level Path of the Inferno feature
You can draw out the full power of the Abyssal influence that fuels your Rage. When you Rage, you gain one of the abilities below for the duration of that Rage. As a bonus action while you are Raging, you can expend an Stunt Die to switch to your current feature to another feature.
- Accursed Reach. Your limbs become unnaturally muscular and lengthen. Your walking speed increases by 10 feet, you can take the Dash action as a bonus action, and the reach of your melee weapon attacks and grapples increases by 5 feet.
- Defiled Hide. Your skin becomes blighted and covered in coarse hair, boils, or oily scales. You gain immunity to all bludgeoning, piercing, and slashing damage from non-magical weapons. Any attacks made with silvered weapons ignores this special damage immunity.
- Hulking Form. Your body bulges and grows in unnatural ways. You grow by one size category as if you had been the target of an enlarge/reduce spell. While enlarged in this way, you can add your Consitution modifier to Strength checks.
- Vile Flight. You sprout leathery demonic wings from your back which burst through any clothing you are wearing. You gain a flying speed equal to your walking speed.
Path of the Mutant
Barbarians that follow this Primal Path make use of alchemy and dark transmutation magic to mutate their physical form. The savage fury of their Rage triggers massive physiological changes thanks to reagents in their blood. These mutants are often on a quest to evolve their bodies into the ultimate form.
Mutagenic Stunts
3rd-level Path of the Mutant feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
Barbarian Level Stunt
- 3rd: crushing grip, feat of strength
- 5th: rending strike, whirlwind strike
- 9th: confounding critical
Aberrant Alchemy
3rd-level Path of the Mutant feature
You have a deep knowledge of sinister side of alchemy. You gain proficiency in Nature and with alchemist's supplies.
This knowledge allows you to create mutagens which, when combined with your Rage, radically alter your body.
Mutations Known. You know three Mutations of your choice from the list at the end of this subclass description.
During a long rest, so long as you have access to your alchemist's supplies, you can spend 1 hour to replace one Mutation you know with another Mutation of your choice.
You learn two additional Mutations of your choice when you reach 6th level, 10th level, and a final two at 14th level.
Manifest Mutations. When you Rage, you manifest a number of Mutations equal to your Constitution modifier. These Mutations last until the end of your current Rage.
Enduring Mutation
6th-level Path of the Mutant feature
Your advances in the dark alchemy of mutation have evolved. At the end of each long rest, choose one Mutation you know. You gain the benefits of that Mutation, even when not Raging, until the end of your next long rest.
However, when you Rage, this Mutation counts against the total number of Mutations you can manifest for that Rage.
Noxious Strike
10th-level Path of the Mutant feature
You can weaponize the toxins in your blood. When you hit a creature with a melee attack, you can expend an Stunt Die and force it to make a Constitution saving throw against your Exploit save DC. On a failed save, roll a d6, and the creature suffers the corresponding condition from the table below:
d6 Effect
- blinded
- charmed
- deafened
- frightened
- paralyzed
- poisoned
This effect lasts for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on its saving throw is immune to the effect of this ability for the next 24 hours.
Rapid Mutation
14th-level Path of the Mutant feature
You have gained mastery over your body's mutability. While Raging, you can use a bonus action to end one Mutation and replace it with another Mutation that you know.
You can use this ability a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Mutations
Listed below are Mutations available to Barbarians of the Path of the Mutant. If a Mutation has prerequisites, like your Barbarian level, you can learn it at the same time you meet it.
Aberrant Sight
You sprout unnatural eye stalks or manifest additional eyes. You gain darkvision out to a 60-foot radius. If you already have darkvision its range increases by 60 feet.
In addition, you have advantage on Wisdom (Perception) checks you make that rely on your sense of sight.
Alchemical Resistance
Your experiments grant you resistance to the elements. When you manifest this Mutation choose acid, cold, fire, poison, or lightning, and you gain resistance to that damage.
Aquatic Adaptation
You sprout unnatural gills or your skin becomes permeable and amphibious. You gain a swimming speed equal to your walking speed, and you can breathe both air and water.
Deviant Glide
You grow bat or fish-like skin flaps that you use to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating fall damage, and you can move horizontally 2 feet for every 1 foot you fall.
Enhanced Movement
Your legs grow unnaturally thick or powerful. Your walking speed increases by a number of feet equal to 5 times your Constitution modifier (minimum of 5 feet), and you add your Constitution modifier (minimum of +1) to the distance of any long jump or high jump you make.
Oozing Form
Your body becomes slimy and pliable. As a bonus action, you can automatically escape a grapple or nonmagical restraints. Also, your body, along with any equipment you are wearing or carrying, can squeeze through spaces as narrow as 1 inch.
Synthetic Carapace
Your skin hardens resembling that of a terrible insectoid or reptilian creature. You gain a bonus to your Armor Class equal to half your Constitution modifier (rounded down).
Unnatural Physicality
Your muscles and veins engorge with toxic chemicals that grant you unnatural power and maneuverability. You gain a bonus to any Strength (Athletics) and Dexterity (Acrobatics) checks you make equal to one roll of your You gain a flying speed equal to your walking speed Stunt Die.
Corrosive Secretions
Prerequisite: 6th-level Barbarian
Your body can expel a corrosive acid at your enemies. When you are hit by an attack and the attacker is within 30 feet, you can use your reaction to deal acid damage to the attacker equal to on roll of your Stunt Die + your Constitution modifier.
Inoculated Vigor
Prerequisite: 6th-level Barbarian
Your experiments have hardened your body against toxins. You gain resistance to both acid and poison damage, and you have advantage on saving throws you make to resist the poisoned condition.
Toxic Vitality
Prerequisite: 6th-level Barbarian
Your body mends itself as you fight. At the start of your turns while Raging, you gain temporary hit points equal to your Constitution modifier (minimum of 1 temporary hit point).
Viscous Grip
Prerequisite: 6th-level Barbarian
Your hands and feet secrete a sticky substance. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces without making an ability check.
Acidic Bile
Prerequisite: 10th-level Barbarian
You can spew a corrosive substance forth from your mouth. You learn the acid splash cantrip, using Constitution as your spellcasting modifier. You can cast this cantrip while Raging, and when you do, it deals additional damage equal to your Constitution modifier (minimum of +1).
Grappling Appendages
Prerequisite: 10th-level Barbarian
You grow two appendages alongside your arms that resemble tentacles. They are natural weapons, which deal bludgeoning damage equal to your Exploit Die on hit. If you hit a creature with a melee attack, you can attempt to grapple it with these appendages as a bonus action. These appendages are not dexterous enough to use weapons or specialized tools.
Perverted Flight
Prerequisite: 14th-level Barbarian
You sprout a pair of unnatural leathery or insectoid wings. You gain a flying speed equal to your walking speed.
Path of the Packleader
Wild warriors all, Barbarians fight with a primal ferocity not seen in civilized soldiers. For some, this savage spirit calls out to the beasts of the wild, and a bond is forged. Known as Packleaders, these primal warriors fight side by side with a Savage Companion, hunting their foes in deadly tandem.
Beast Whisperer
3rd-level Path of the Packleader feature
You have a special way of connecting with beasts of the wild. You gain proficiency in Animal Handling, and when you make a Wisdom (Animal Handling) check related to wild animals, you gain a bonus to the roll equal to a roll of your Stunt Die.
Packleader Stunts
3rd-level Path of the Packleader feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
Barbarian Level Stunt
- 3rd: cunning instinct, trampling rush
- 5th: bloodthirsty critical, feral senses
- 9th: pack tactics
Savage Companion
3rd-level Path of the Packleader feature
You have forged a primal bond with a wild beast known as a Savage Companion. You determine its appearance, but this choice has no effect on its game statistics. Common Savage Companions are wolves, boars, bears, wildcats, and hyenas. Your Companion is friendly to you and your allies, and obeys your commands. It uses the Savage Companion stat block, which uses your proficiency bonus (PB) in several places.
In combat, your Savage Companion acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to command it to take an action from its stat block, or another action.
When you take the Attack action, you can command your Companion to take the Attack action in place of one attack.
If you are incapacitated, your Companion acts on its own.
If your Companion is reduced to 0 hit points, it makes death saving throws like a player character would. If your Savage Companion dies, you can spend time during a long rest to seek out a worthy beast from the wild to serve as your Companion, so long as such a beast exists. Once you bond with such a beast, it uses the Savage Companion stat block.
Wild Fury
6th-level Path of the Packleader feature
Your fury infects your Savage Companion. When you Rage, your Companion also gains resistance to bludgeoning, piercing, and slashing damage for the duration.
Leader of the Pack
10th-level Path of the Packleader feature
You and your Companion fight as one in battle. Both you and your Savage Companion have advantage on attack rolls against a creature if the other is within 5 feet of the target creature and they are not incapacitated.
Primal Howl
14th-level Path of the Packleader feature
Your savage spirit rivals the greatest predators of the wild. When you Rage, either you or your Savage Companion can let forth a primal howl, and force creatures of your choice that can hear it within 30 feet to make a Wisdom saving throw against your Exploit save DC. On a failed save, it is frightened of whoever howled for 1 minute.
A creature can repeat this saving throw at the start of each turn, ending the effect on a success. A target that succeeds on its saving throw is immune to the effects of this howl for the next 24 hours.
Path of the Reaver
While most Barbarians focus on overcoming their foes with raw power and brute force, those known as Reavers augment their impressive strength with martial technique and tactical maneuvers. These fearless warriors are often employed as advance forces, and their combat skill and resilience strikes fear into the heart of any who stand against them in battle.
Reaver Stunts
3rd-level Path of the Reaver feature
You learn certain Stunts tat the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
Barbarian Level Stunt
- 3rd: lightstep, savage rebuke
- 5th: aggressive sprint, glancing blow
- 9th: adrenaline rush
Reaver Superiority
3rd-level Path of the Reaver feature
You have studied martial techniques to enhance your skill in battle. Your total number of Stunt Dice increases by 1, and you learn one additional Stunt of your choice which doesn't count against your total number of Stunts Known.
Moreover, when you learn a new Stunt, you can choose to learn a Savage Stunt from those available to this class, or a Martial Exploit from those available to the Alternate Fighter.
If you choose to learn a Martial Exploit that has a certain Fighter level prerequisite, you can learn that Exploit if your Barbarian level meets the prerequisite level.
Swift Strides
3rd-level Path of the Reaver feature
Rather than become blinded by Rage, you enter a heightened state of focus and move with purpose. When you are Raging, opportunity attacks against you are made at disadvantage.
Restorative Rage
6th-level Path of the Reaver feature
Your combat skills rivals heroes of renown. When you Rage, you gain one of the following benefits:
- You regain one of your expended Stunt Dice.
- You gain a number of temporary hit points equal to one roll of your Stunt Die.
- Your walking speed is doubled for your current turn.
Unstoppable Warrior
10th-level Path of the Reaver feature
The chaos and danger of battle fuels your abilities. While Raging, you are under the effects of freedom of movement.
You also learn one additional Stunt of your choice which doesn't count against your total number of Stunts Known.
Storm of Flesh & Steel
14th-level Path of the Reaver feature
You have reached the pinnacle of your training, and woe to those who stand against you. Once per turn when you use an Stunt while you are Raging, you can roll a d4 in place of expending one of your Stunt Dice.
Path of the Titan
Some Barbarians draw their Rage from their ancestry. Those who walk the Path of the Titan fuel their Rage with the giant blood that flows in their veins. While some Titanic warriors are direct descendants of giants, some are unaware of their heritage until it manifests with their Rage. Unusually tall or strong for their race, mortals with giant blood in their veins are fairly obvious once you know the signs to look for.
Giant Bloodline
3rd-level Path of the Titan feature
Whether by magic or ancestry, you bear the power of giants. Choose the option below that best fits the type of giant whose power resides in you. This choice will affect features you gain later from this Path. You gain resistance to the damage type associated with that giant. This choice is permanent and can't be changed short of a wish spell or the magic of elder giants.
Giant Element
- Lesser: Poison
- Hill: Bludgeoning
- Stone: Psychic
- Frost: Cold
- Fire: Fire
- Cloud: Thunder
- Storm: Lightning
Titanic Stunts
3rd-level Path of the Titan feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
Barbarian Level Stunt
- 3rd: feat of strength, hurl
- 5th: greater hurl, shattering slam
- 9th: destructive slam
Fury of the Titans
3rd-level Path of the Titan feature
The fury of your Rage draws out the ancient power of your bloodline. When you Rage, you gain the following benefits:
- If there is room, you can choose to grow by one size category for the duration of that Rage. For example, you grow from Medium to Large. Your physical size doubles in all dimensions, and your weight is multiplied by eight.
- Your Strength-based weapon attacks deal bonus damage depending on your current size: Medium (1d4), Large (1d6), Huge (1d12), and Gargantuan (2d12).
- You can use hurl without expending an Stunt Die.
Titanic Vitality
6th-level Path of the Titan feature
Your Rage draws out an ever-increasing amount of resilience from the power that flows in your blood. When you Rage, you gain temporary hit points equal to your Barbarian level.
Awakened Bloodline
10th-level Path of the Titan feature
The power dormant within your blood is apparent even when not drawn out by your Rage. You manifest more specific traits dependent upon your Giant Bloodline, as detailed below:
Lesser Giant
Your appearance becomes knotted and grotesque. When you make a Strength (Intimidation) or a Charisma (Intimidation) check, you gain a bonus to your roll equal to one roll of your Stunt Die. Moreover, your strange knotted flesh grants you a +1 bonus to your Armor Class while you are Raging.
Hill Giant
Your body has grown strangely resilient. You have advantage on Constitution saving throws, and when you take damage while Raging, you can use a reaction to reduce the damage you take by your Constitution modifier (minimum of 1).
Stone Giant
You have become especially observant and thoughtful. You gain proficiency in Insight, and when you make a Wisdom (Insight) check you gain a bonus to your roll equal to one roll of your Stunt Die. Moreover, when you are forced to make a Wisdom saving throw while Raging, you gain a bonus to your saving throw roll equal to one roll of your Stunt Die.
Frost Giant
You are ruthless in war. When you use an Stunt that deals damage, you can cause it to deal cold damage. Also, each time you hit a target with an attack while Raging, its speed is reduced by 10 feet until the start of your next turn.
Fire Giant
You have begun to embody the cruelty of the fire giants. While you are wearing armor you can use your Constitution modifier, in place of Dexterity, to calculate your Armor Class. Also, when a creature hits you with a melee attack while you are Raging, you can use your reaction to deal fire damage to the attacker equal to one roll of your Stunt Die.
Cloud Giant
You have become more whimsical and lighthearted. You gain resistance to falling damage, and while you are Raging, you can take the Dash or Disengage action as a bonus action.
Storm Giant
You have grown in pride and presence. You gain a swimming speed equal to your walking speed, and you can breathe both air and water. Also, while you are Raging, you can cause your thrown weapon attacks and both hurl and greater hurl to deal lighting damage in place of their normal damage.
Titanic Wrath
14th-level Path of the Titan feature
You can strike with the power of a true giant. When you take the Attack action while Raging, you can focus all your power into one strike. You make one attack for this action, even if you have a feature that lets you make more than one attack. On hit, it becomes a critical hit, regardless of your attack roll.
You can use this ability a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Path of the Warden
Hailing from the wild places of the world where the primal power of nature reigns supreme, Barbarians that follow the Path of the Warden are servants of the natural order. They use the raw power of their Rage to channel spirits found throughout the natural world. They often serve as the defenders of sacred groves, Druidic Circles, and other places of natural power.
Primal Magic
3rd-level Path of the Warden feature
When you adopt this Primal Path, you learn to cast powerful primal spells, much like a Shaman does:
Cantrips. You learn one cantrip of your choice from the Warden spell list. At 10th level in this class you learn one additional Warden cantrip of your choice.
Spell Slots. The Warden Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of the Warden spells you know of 1st-level or higher, you must expend a spell slot. You regain all of your expended spell slots each time you finish a short or long rest.
For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and cast it as a 2nd-level spell.
Spells Known of 1st-Level and Higher. You learn two 1st-level spells of your choice from the Warden spell list. The Spells Known column of the Warden Spellcasting table shows when you learn more Warden spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.
When you gain a level, you can choose a Warden spell you know and replace it with another spell from the Warden spell list, which must be of a level for which you have spell slots.
Spellcasting Ability. As you draw your magic from your connection to primal spirits, Wisdom is your spellcasting ability for your Warden spells. You use Wisdom when a spell refers to your spellcasting ability, when setting the saving throw DC for a spell, or when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Primal Rage
3rd-level Path of the Warden feature
You have learned to draw on primal magic, even in your Rage. You can cast Warden spells while you're Raging, but you have disadvantage on any Constitution saving throws you make to maintain concentration on your Warden spells while Raging.
Also, casting a Warden spell of 1st-level or higher allows your Rage to continue until the end of your next turn, even if you don't meet the other requirements to extend your Rage.
Guardian's Fury
6th-level Path of the Warden feature
You can ruthlessly weave minor spells with weapon attacks. When you use your action to cast a Warden spell you can make a weapon attack as a bonus action on that turn.
Moreover, you can use Reckless Attack when you cast a Warden spell that requires a spell attack roll.
Ward of the Ancients
10th-level Path of the Warden feature
Your connection with the natural world shields you from magic. As a reaction when you would take damage from a spell, you can expend a Primal Magic spell slot to grant yourself resistance to all damage from the triggering spell.
Improved Guardian's Fury
14th-level Path of the Warden feature
Your Rage and connection with primal spirits have fused to become something that rivals the great destructive forces of nature. When you take the Attack action while Raging, you can cast a Warden spell in place of one of your attacks.
Finally, you no longer have disadvantage on Constitution saving throws you make to maintain your concentration on your Warden Spells while you are Raging.
Path of the Wyrmblood
Not all who have their blood mingled with dragons manifest sorcerous power. Some instead find themselves imbued with an unquenchable spark of fury. These tyrannical warriors are known as Wyrmbloods, Barbarians fueled by draconic magic.
Wyrmblood Stunts
3rd-level Path of the Wyrmblood feature
You learn certain Stunts at the Barbarian levels noted in the table below. These don't count against your number of Stunts Known and can't be switched upon gaining a level.
Barbarian Level Stunt
- 3rd: commanding presence, ruthless strike
- 5th: feral senses, intimidating command
- 9th: roar of triumph
Draconic Ancestry
3rd-level Path of the Wyrmblood feature
Whether by ritual, ancestry, or happenstance, your bloodline bears draconic power. Choose one of the Dragons below that best represents the dragon whose power resides within you. You gain resistance to your Dragon's associated Element.
You also learn to speak, read, and write Draconic.
- Amethyst: Force
- Black: Acid
- Blue: Lightning
- Brass: Fire
- Bronze: Lightning
- Copper: Acid
- Crystal: Radiant
- Emerald: Psychic
- Gold: Fire
- Green: Poison
- Red: Fire
- Sapphire: Thunder
- Silver: Cold
- Steel: Acid
- Topaz: Necrotic
- White: Cold
Draconic Fury
3rd-level Path of the Wyrmblood feature
The power of your draconic blood manifests itself in your fury. You gain the following benefits while you are Raging:
- You manifest draconic scales that grant you a +2 bonus to your Armor Class while using your Unarmored Defense.
- Your Rage damage bonus and your Savage Exploits deal your Element damage in place of their normal damage.
- Once per turn when you hit with a Strength-based weapon attack, you can roll two dice for your Rage damage bonus.
Tyrannical Resilience
6th-level Path of the Wyrmblood feature
Your blood protects you from magical effects. When you are forced to make an Intelligence, Wisdom, or Charisma saving throw against magic while Raging, you gain a bonus to your roll equal to one roll of your Stunt Die.
Breath of the Dragon
10th-level Path of the Wyrmblood feature
The magic of your bloodline allows you to exhale great blasts of draconic energy. As an action, you can force creatures in an adjacent 30-foot cone to make a Dexterity saving throw against your Stunt save DC. Creatures take 8d6 damage of your Element damage type on a failed save, and half as much damage of your Element's type on a successful save.
Once you use this feature you must finish a short or long rest before you can use it again. When you have no uses left, you can expend a use of your Rage to use this feature again.
Draconic Wings
14th-level Path of the Wyrmblood feature
You manifest the full power of your draconic bloodline. As a bonus action, you can manifest a pair of draconic wings. These wings grant you a flying speed equal to your walking speed, and last until you dismiss them as a bonus action.
Clothing that is not made to accommodate your wings is destroyed when you manifest them.
Level | Proficency Bonus | Features | Rages | Rage Damage | Stunts Known | Stunt Die | Stunt Dice |
---|
1 | +2 | Rage, Unarmored Defense | 1 | +2 | ─ | ─ | ─ |
2 | +2 | Danger Sense, Savage Stunts | 1 | +2 | 2 | d4 | 2 |
3 | +2 | Primal Path, Primal Knowledge, Barbaric Might | 1 | +2 | 2 | d4 | 2 |
4 | +2 | Ability Score Improvement | 1 | +2 | 2 | d4 | 2 |
5 | +3 | Extra Attack, Reckless, Fast Movement, Power Attack | 2 | +3 | 3 | d6 | 3 |
6 | +3 | Primal Path Feature | 2 | +3 | 3 | d6 | 3 |
7 | +3 | Feral Instincts, Instinctive Pounce | 2 | +3 | 4 | d6 | 3 |
8 | +3 | Ability Score Improvement | 2 | +3 | 4 | d6 | 3 |
9 | +4 | Brutal Critical | 2 | +3 | 5 | d6 | 3 |
10 | +4 | Primal Path Feature | 2 | +3 | 5 | d6 | 3 |
11 | +4 | Critical Strike, Unbreakable, Relentless Rage | 2 | +4 | 6 | d8 | 4 |
12 | +4 | Ability Score Improvement | 2 | +4 | 6 | d8 | 4 |
13 | +5 | Brutal Critical | 2 | +4 | 7 | d8 | 4 |
14 | +5 | Primal Path Feature | 2 | +4 | 7 | d8 | 4 |
15 | +5 | Persistent Rage | 2 | +4 | 7 | d8 | 4 |
16 | +5 | Ability Score Improvement | 2 | +4 | 7 | d8 | 4 |
17 | +6 | Brutal Critical | 3 | +5 | 8 | d10 | 5 |
18 | +6 | Indomitable Might | 3 | +5 | 8 | d10 | 5 |
19 | +6 | Ability Score Improvement | 3 | +5 | 8 | d10 | 5 |
20 | +6 | Primal Champion | Unlimted | +5 | 8 | d10 | 5 |