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Barbarian

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
hit dice: 1d12
hit points at 1st level: 12+con
hit points at higher levels: 1d12+con
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: N/A
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
spellcasting:
class features:
Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.   While raging, you gain the following benefits if you aren't wearing heavy armor:   You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.     Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.     Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.     Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.     Primal Path At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels     Primal Knowledge When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.     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.     Feral Instinct By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.     Instinctive Pounce 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. This increases to two additional dice at 13th level and three additional dice at 17th level.     Relentless Rage Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.     Persistent Rage Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.     Indomitable Might Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.     Primal Champion At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
subclass options:

Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.     Ancestral Protectors Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.     Spirit Shield Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.     Consult the Spirits At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.     Vengeful Ancestors At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.        

Path of the Battlerager

Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.     Battlerager Armor When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.     Reckless Abandon Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.     Battlerager Charge Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.     Spiked Retribution Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.        

Path Of The Beast

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.     Form of the Beast Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage:   Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.   Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.   Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.     Bestial Soul Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:   You gain a swimming speed equal to your walking speed, and you can breathe underwater.   You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.     Infectious Fury At 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):   The target must use its reaction to make a melee attack against another creature of your choice that you can see. Target takes 2d12 psychic damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.     Call the Hunt At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.        

Path of the Berserker

For some barbarians, rage is a means to an end – that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.     Frenzy Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.     Mindless Rage Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage     Intimidating Presence Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.     Retaliation Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.        

Path of the Storm Herald

Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.     Storm Aura When you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.   Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.   Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.     Storm Soul At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.   Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.   Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.   Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.     Shielding Storm At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.     Raging Storm At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.     Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Barbarian level.   Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.   Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.        

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.     Spirit Seeker Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.     Totem Spirit At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.   Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.   Eagle. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.   Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.   Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.   Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters     Aspect of the Beast At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.   Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.   Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.   Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.   Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.   Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace     Spirit Walker At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.     Totemic Attunement At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.   Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.   Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.   Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.   Tiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.   Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack        

Path of Wild Magic

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.     Magic Awareness When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.     Wild Surge Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.   If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
d8 Effect
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
Bolstering Magic Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:   For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest. You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.     Unstable Backlash At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.     Controlled Surge At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.        

Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their rage into powerful displays of divine power.     Divine Fury Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.     Warrior of the Gods At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.     Fanatical Focus Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.     Zealous Presence At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.     Rage Beyond Death Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.          

Path of the Drowned

The Path of the Drowned is walked by those who fall into the dark depths of the sea and survive. Most of these barbarians did not choose this fate. Instead, their all-consuming rage is the legacy of a prolonged brush with death. Some belong to tribes who venerate the power of the sea and willingly give themselves to the waves for a chance at such strength. Falling somewhere between the living and the dead, barbarians who walk this path remember the rattling of chains and crashing waves when they rage. Their spectral powers control the battle- field around them as they drag their enemies into the cold and crushing depths to suffer their own grim fate.     Flooded Lungs Starting at 3rd level, you take on certain characteristics that walk the brink of life and death. You gain the following benefits: • You gain a swimming speed of 30 feet. • You are immune to the effects of being underwater at a depth greater than 100 feet. • You no longer need to breathe. • You appear dead to spells and magical effects used to determine your status, and are indistinguishable from a corpse while you remain motionless.     Spectral Chains Also at 3rd level, your memories of the crushing depths cause you to manifest spectral chains that wrap around you or hang off your person. The chains are visible to only you when you are not raging and can’t travel more than 10 feet away from you. The chains can be used to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The chains can’t perform any task that requires careful handling, attack, activate magic items, or carry more than 10 pounds. When your Spectral Chains require a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.     Oppressive Haul When you choose this path at 3rd level, you learn to fully embrace your spectral powers by summoning a ghostly anchor that connects to your chains. When you enter a rage, you can hurl the anchor at a creature within 30 feet of you. The creature must succeed on a Strength saving throw or be pulled up to 15 feet in a straight line towards you by your Spectral Chains. While you’re raging, you can use a bonus action on your turn to toss the anchor again, targeting the same creature or a different one.     Heave-To Beginning at 6th level, you can cause your Spectral Chains to bind and harm your foes. When a creature fails its save against your chains, its speed is halved until the start of your next turn. In addition, the creature takes 1d6 cold damage. When you reach certain levels in this class, the damage dealt by your chains increases: 2d6 at 10th level and 3d6 at 14th level.     Dead Men Talking At 10th level, your connection to the dead is strong enough to contact them directly. When you do so, you cast the speak with dead spell without using a spell slot or material components. Rather than speaking with the corpse’s mouth, you see a spectral image of the creature as it was in life hovering above the body. After you cast the spell in this way, you can’t use this feature again until you finish a short or long rest.     Batten Down the Hatches Starting at 14th level, you can call upon the drowned to restrain the living with your chains. When you take damage from a creature that is within 5 feet of you, you can use your reaction to wrap that creature in Spectral Chains. The creature must succeed on a Dexterity saving throw or be restrained until the end of your next turn.        

Path of the Comet

Blasting across the battlefield in a shell of fire and ice, barbarians who follow the path of the comet are blessed with tremendous speed and power. As with the celestial voyagers that pass overhead, so too do these warriors put on brilliant displays, engraved in the hearts and minds of those that witness them.     Coldfire Slam Starting when you choose this path at 3rd level, you channel the power of comets when you slam into enemies. While you are raging, you can surround yourself with a layer of either fire or ice. When you shove a creature, it takes damage equal to your Strength modifier plus your rage bonus damage if you win the contested ability check. The damage is cold or fire; you choose the type of damage when you begin your rage.     Comet Dash At 3rd level, the cosmic powers you emulate allow you to barrel through your opponents. While you are raging, when you move straight towards a creature and then make a melee weapon attack or shove, the creature takes an additional 1d6 damage for each 10 feet you move straight toward it before the attack or shove, up to a maximum of 3d6. This maximum increases to 4d6 at 6th level, 5d6 at 10th level, and 6d6 at 14th level. The damage is the same type as your Coldfire Slam.     Shoot Across the Sky At 6th level, your speed empowers your ability to leap. While you are raging, your jump distance is tripled, and you do not take fall damage from a height of less than 100 feet.     Coldfire Aura At 10th level, the comet that surrounds you expands. At the start of your turn while you are raging, each creature within 5 feet of you takes 1d6 damage. The damage is the same type as your Coldfire Slam.     Cosmic Charge At 14th level, your charge is nigh unstoppable. When you take the Dash action, you can move through the spaces of Large or smaller creatures. Each creature you move through must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, they are knocked prone.        

Path of the Blazing Sun

There are many cultures, particularly in the harsh outlands that many barbarians call home, that revere the power of the sun. Barbarians who follow the Path of the Blazing Sun take this reverence a step further, and learn to how to transform and harness this power. These barbarians transform their rage into a dazzling display of magic, where powerful flames leap from their weapons and their movement becomes impossible to track as they disappear in a flash of light only to reappear moments later, ready to strike down their foes with radiant energy.     Sunlit Fury Starting when you choose this path at 3rd level, the burning rage in your heart manifests as white-hot fire and dazzling radiance. While you rage, you can enhance the first attack you make each turn with either fire or radiance. The weapon’s damage type for the attack becomes fire or radiant, respectively, and it gains a secondary effect, outlined below:   Fire. Upon hitting your primary target, you can choose up to two secondary targets that are also within your weapon’s reach. If the attack roll you made against the primary target would also hit a secondary target, the arcing flames cause that target to take fire damage. This fire damage equals 1d6 + half your Barbarian level if you chose a single secondary target, or 1d4 + a third of your Barbarian level if you chose two secondary targets.   Radiance. Your reach for this attack is increased by 15 feet. Immediately after you declare your attack’s target, you teleport to an unoccupied space within 5 feet of the target in a flash of light, and complete the attack. If there is no space available within 5 feet of the target, you remain at your original location and the attack fails. In order to select this option, your speed can’t be 0.     Aspect of the Sun Beginning at 6th level, the warm touch of the sun can invigorate you. When you take a short rest and spend the entire rest in sunlight, you regain an additional 1d6 hit points if you spent at least one hit die during the rest, and you regain 1 additional hit point for every hit die you spend. Also, you are provided with enough nourishment to sustain yourself for one day. Also, you gain both the control flames cantrip and the light cantrip if you don’t already have them. Your spellcasting ability for these spells is Constitution.     Radiant Steed At 10th level, you learn to form the radiance and fire of your soul into a separate entity—a mighty steed. You can cast the phantom steed spell at-will, without expending a spell slot. For you, this spell summons a semi-transparent steed made from light and fire. The steed sheds bright light in a 10-foot radius, and dim light 10 feet beyond that.     Blazing Retribution At 14th level, when a creature within your weapon’s reach hits you with an attack while you’re raging, you can use your reaction to cause magical energy to streak towards your attacker. Choose fire or radiance. The creature must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Constitution modifier. It then suffers one of the following effects:   Fire. The creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.   Radiance. On a failed save, the creature is blinded until the start of its next turn.        

Path of the Celestial Avatar

Some barbarians revere the celestial spirits that roam the lands and skies, and seek them out to be their guides and personal connection to the divine. A few barbarian clans have pre-established connections to celestial spirits, and for those clans taking this path is merely proving yourself worthy of that creature’s power. For many barbarians, however, taking this path requires them to search far and wide for a celestial creature willing to let them become an avatar. Most any celestial creature is capable of granting a barbarian this path. The most common among these are unicorns, couatls, and low-ranking angels, who accept righteous barbarians as their avatars—extensions of their power that help them carry out their divine will. For some barbarians that take this path, their rage becomes reminiscent of divine possession—in rage, their personality can take on some of the attributes of their celestial guide’s personality.     Avatar of Might When you adopt this path at 3rd level, you gain a celestial guide that you will serve as its avatar. In return for your service, the guide bestows upon you the ability to channel divine magic through your rage. You gain access to the following spells: compelled duel, divine favor, and heroism. Wisdom is your spellcasting ability for all the spells granted by this feature. As part of the bonus action used to start your rage, you can cast one of the spells you gained with this feature without expending a spell slot or using material components. The spell is cast at 1st level, doesn’t require concentration if it normally does, and lasts for the duration of rage rather than the spell’s normal duration. At 10th level, you cast all the spells you gain with this feature at 2nd level, and you gain access to the following additional spells: silence, spiritual weapon, and warding bond. At 14th level, you cast all the spells you gain with this feature at 3rd level, and you gain access to the following additional spells: beacon of hope, crusader’s mantle, and elemental weapon. After your spellcasting improves at 10th and 14th levels, if you would cast a spell with this feature that doesn’t benefit from being cast at a higher level, you gain 5 temporary hit points for each slot level above the spell’s base level. These temporary hit points last for the duration of your rage.     Celestial Blessing At 6th level, you gain resistance to radiant and necrotic damage. Additionally, once per rage you can use your bonus action to become momentarily incorporeal, as your body and all of your equipment appears to transform into brilliant starlight. For the next 10 feet of movement you make on your turn, you can move through other creatures and objects as if they weren’t there, and your movement doesn’t provoke opportunity attacks. If this movement ends and you’re still inside an object or creature, you are transported to the nearest unoccupied space outside of it, and take 2d6 force damage.     Divine Guidance At 10th level, you can cast the divination spell, but only as a ritual. The entity you are put in contact with for this spell is the celestial guide you chose when you selected this subclass.     Avatar of Light Starting at 14th level, you can cause your rage to give off divine light. For the duration of your rage, bright light extends 15 feet from you in every direction, and dim light extends 15 feet beyond that. Creatures of your choice within the bright light gain resistance to radiant damage, necrotic damage, and one other damage type of your choice that isn’t bludgeoning, piercing, or slashing damage. You choose the damage type whenever you activate your rage.        

Path of Blood

The Path of Blood is a path taken by only the most ruthless and battle-hungry barbarians. They do not care when they shed their own blood - in fact, they use that energy to empower their rage even farther, using their suffering to inflict wounds upon their foes through magical bonds of blood. While at first glance the Path of Blood appears to be powered by the same forces as the Path of the Berserker, the Path of Blood is far more magical in nature. Bloodragers use their blood in a form of hemomancy - a magic that utilizes blood sacrifices.     Bloodrage Starting when you select this path at 3rd level, you can choose to ignite your blood with magical power during you rage. At the end of each of your turns while raging, you can choose to take 1d4 + half your barbarian level necrotic damage to release a burst of necrotic energy. Each creature of your choice within 10 feet of you takes necrotic damage equal to the necrotic damage you took. The necrotic damage you take ignores resistance or immunity.     Scent of Death At 6th level, you gain the ability to smell the scent of the injured from up to a mile away, and accurately pinpoint the scent’s direction. Once you get within 1000 feet of the source, you can make a DC 15 Wisdom (Perception) check to determine its exact identity. On a success, you know the exact identity of the creature if you have encountered it before; otherwise you only determine its type and the severity of its injury. Either way on a success, you know the exact distance and direction to the injured creature. On a failed check, you know that you failed the check and can’t make another one for 1 hour.     Sanguine Visions Starting at 10th level, touching spilled blood allows you to see the circumstances under which the blood was spilled. As an action, you can touch at least a drop of blood that has been spilled within the last 48 hours. For the next 12 seconds, you become blind and deaf to your own senses as your mind experiences the minute that led to that blood being spilled, from the point of view of the one whose blood was spilled.     Path of Destruction Beginning at 14th level, whenever a creature within 10 feet of you is reduced to 0 hit points while you’re raging, you can use your reaction to move up to half your speed without provoking opportunity attacks, and make a single melee weapon attack. As part of the same reaction, you may also spend a hit die to heal yourself. If you choose to do so, roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).        

Path of the Aboomination

There are whispers of barbarian tribes that possess otherworldly abilities, able to take on grotesque forms that defy the laws of the natural world. Some say these barbarians happened upon a long forgotten elder being, or they are the remains of a once knowledgeable cult driven mad by the things they discovered. Others say they are not native to the material plane at all but instead travelled here from the Far Realm millenia ago. Regardless of their origin, these vile warriors often perform ancient and evil magic rituals of mutilation to transform their flesh. These actions warp both their bodies and minds in horrific ways that augment their already profound combat abilities.     Eldritch Transformation 3rd-level Path of the Abomination feature You begin to perform vile rituals to improve your capabilities and strike terror into the hearts of your foes. These manifest as horrific physical transformations during the height of your fury. When you rage, choose a transformation from one of the options detailed below. Your choice lasts for the duration of the rage. If your transformation’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.   Bloated Form. While raging, your body swells to an unnatural bloated state. You increase in size by one category-- from Medium to Large, for example, your carrying capacity is doubled, and you have advantage on saving throws that would move you or knock you prone.   Corrupted Flesh. While raging, your skin hardens in a scaly or scab-like manner, granting you a +1 bonus to your AC. As a reaction, when you fail a Constitution or Dexterity saving throw you can shed the skin to reroll, using the new result. If you do so, the bonus to your AC ends.   Reprehensible Stench. While raging, you emit a foul- scented cloud of decaying matter, potentially sickening those in an area around you. When a creature within 5 feet of you hits you with a weapon attack, it takes 1d4 poison damage. The damage die increases when you reach certain levels in this class, increasing to 1d6 at 10th level, 1d8 at 15th level, and 1d10 at 20th level.     Aberrant Form 6th-level Path of the Abomination feature Your dedication to the maddening forces of ancient evils has granted you a permanent benefit. Choose one of the following options.   Unsightly Visage. Your appearance takes on a permanent repulsive form-- perhaps additional eyes on your neck or tiny tentacles across your face. You gain advantage on Charisma (Intimidation) checks but disadvantage on Charisma (Persuasion) checks against creatures that can see you. Gruesome Appendage. A partially-functional extra arm or tentacle grows from your torso. The appendage cannot wield weapons or a shield, but can manipulate simple objects. While the appendage is not carrying anything, you can use a bonus action to take the Use an Object action. Slithering Skin. Your body begins to produce an oily and repulsive slime. You have advantage on saving throws to avoid being grappled or restrained as well as advantage on ability checks made to escape a grapple.     Monstrous Manifestation 10th-level Path of the Abomination feature Your body has been so heavily warped by eldritch forces that you have become hardened to that which would hinder lesser beings. You are immune to poison.     Twisted Metamorphosis 14th-level Path of the Abomination feature You have mastered ancient techniques and dark rituals to be able to truly become an unrecognisable shadow of your former self. As part of a long rest, you can spend 1 hour performing a ritual to transform yourself in one of the ways detailed below. The metamorphosis lasts until you use this feature again or until you finish a long rest. Unstoppable Bulk. Your body becomes a mass of writhing flesh. While raging, you can use a bonus action to take the Dash action. If you end the dash next to a creature, it must succeed on a Strength saving throw or be pushed 15 feet away from you and take bludgeoning damage equal to 1d12 + your Strength modifier. Vile Presence. Your appearance becomes the stuff of nightmares, preventing enemies from escaping through sheer terror. While you’re raging, you can use a reaction after hitting a creature to force it to make a Wisdom saving throw. On a failed save, the creature takes 2d8 psychic damage and falls prone. On a successful save, the creature is immune to this effect for 24 hours. A creature is also immune to this effect if it can’t see or hear you or if it can’t be frightened.   Tentacled Fury. You can transform your arms into powerful eldritch tentacles. While you are raging, you can use a bonus action to increase your reach with melee weapon attacks by 15 feet until the end of your turn. If you hit a target while using this feature, you can choose to drag the creature towards you. The target must succeed on a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier, or be pulled up to 10 feet in a straight line toward you.              

Path of Infiltration

To barbarians who follow the Path of Infiltration, rage does not mean battle cries and violent screams. Instead, it means deafening silence and uncertain shadows. Drawing upon magic from the Shadowfell, these infiltrators breathe in sound and light and hold it within, suppressing it as they lay waste to enemies, doors, and any other barriers between them and their goal. In the world of Ravnica, House Dimir makes ample use of these barbarians. In the Forgotten Realms, the Zhentarim includes such ranks. Thieves’ guilds, cults, or noble houses might also recruit these silent terrors as thieves or assassins.   Breaking and Entering 3rd-level Path of Infiltration feature You become adept at finding a way past nearly any obstacle: • You deal double damage to objects. • You can use a bonus action on each of your turns to make a single weapon attack against an object that isn’t being worn or carried. • While you are raging, your rage doesn’t end early as long as you end your turn in dim light or darkness.     Silent Rage 3rd-level Path of Infiltration feature Whenever you enter a rage, you can inhale light and sound to create a magical aura of silence and shadow. The aura extends 10 feet from you in every direction, but not through total cover. Your aura lasts until you dismiss it as a bonus action or your rage ends. Your aura acts as the areas of both a silence spell and of a pass without trace spell. You can still use your Danger Sense even while you are deafened by your aura. If you are targeted by a dispel magic spell, your aura counts as a spell with a level equal to half your barbarian level.   Improved Infiltration 6th-level Path of Infiltration feature Whenever you hit an object with an attack, the hit is a critical hit. In addition, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.   Traceless Intruder 10th-level Path of Infiltration feature While you’re raging, you are under the effects of a nondetection spell, and whenever you would trigger an abjuration spell, such as by walking through the area of an alarm or glyph of warding, you can make a Constitution saving throw (DC 10 + the spell’s level). On a successful save, the spell isn’t triggered. Additionally, while you benefit from your Danger Sense, the damage you take from traps is halved. This includes magical traps, such as the glyph of warding or symbol spells.   Stride of Shadows 14th-level Path of Infiltration feature As an action on your turn, you can take on an incorporeal, shadowy form. Until the end of the turn, you can move through creatures and objects as if they were difficult terrain. If you occupy the same spot as a solid object or creature when the turn ends, you are immediately shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet you are moved. If you take this action while raging, your rage doesn’t end early at the end of the turn.      

Path of the Wilds

Among all the people of the world, few spend as much time in the wilderness as barbarians. Consequently, the men and women called to this life are more likely than anyone else to come into contact with fey creatures. Some even journey in the Feywild itself, testing their strength against the sylvan colossi and their survival skills against the deepest, darkest forests and swamps. Warriors who walk the Path of the Wilds tend to be jovial and good-natured sorts who eschew the mindless fury of the berserker or the ritualistic traditions of the totem warrior in favor of a more organic aesthetic.     Serene Grace When you choose this path a 3rd level, you learn to channel your rage into an otherworldly calmness. Taking the Dash or Hide actions on your turn counts as attacking a hostile creature for the purposes of sustaining your rage.   Language of Flowers Also at 3rd level, you gain the ability to speak to both mundane plants and plant creatures as if you shared a language. Plants that aren't creatures can't speak to you, but can be persuaded to perform simple tasks, such as opening or closing flowers, moving branches or shedding leaves.     Fey Trickery At 6th level, you learn some of the secret tricks of the fey folk. When you activate your rage, you come under the influence of a blur spell that lasts for the duration of that rage. The effect ends early if it is dispelled or you take damage from any source.     Unearthly Charm Starting at 10th level, you can use your action to seduce someone with your mysterious presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed by you until the end of your next turn, regarding you as a trusted friend. On subsequent turns, you can use your action to extend the duration of this effect on the charmed creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.     Phase Leap When you reach 14th level, your connection to the Feywild enables you to blink from place to place. While you are raging, you can use all of your movement to teleport up to 30 feet to any unoccupied space you can see.    

Path Of The Fractured

Barbarians are defined by their rage, channeling emotion to unleash brief but potent destruction on their enemies. A rare few study esoteric psychological techniques that split their rage off from the rest of their psyche, dividing their identity into two parts: ego and id. When their ego is in control, the Fractured—as these barbarians are known—are capable of a degree of self-control and cunning few other barbarians are. When they allow their id to take control, their countenance turns monstrous and their bodies swell with the power of rage made physically manifest.     Face of Rage Starting at 3rd level, when you enter your rage, your features distort and your body swells such that your appearance completely changes. Creatures who don’t witness your transformation and have not witnessed it in the past do not recognize you. In addition, while raging, you gain the following benefits if you aren’t wearing heavy armor: • You can roll a 1d8 in place of the normal damage of your unarmed strike, and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. • When you use the attack action with an unarmed strike and are not wielding a shield, you can make one unarmed strike as a bonus action. • You count as one size larger when determining who you can target and who can target you with grappling, and your reach with unarmed attacks increases to 10 feet.     Mask of Civility Also at 3rd level, you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Medicine, Nature, Persuasion, or Religion. In addition, you gain proficiency with one artisan’s tool kit of your choice or learn to read, speak, and write one language of your choice.     Brains and Brawn At 6th level, while you are not raging, you have resistance to psychic damage. While you are raging, you have resistance to all damage except psychic damage.     Cunning and Brutal At 10th level, while you are not raging, you can take a bonus action on each of your turns to take the Disengage or Help action. While you are raging, your unarmed strikes score a critical hit on a roll of 19 or 20.     Better Half At 14th level, when you take damage that would reduce you to 0 hit points, you can use your reaction to drop to 1 hit point instead and gain temporary hit points equal to half your maximum hit points. In addition, if you were raging your rage ends, and if you weren’t raging, you enter a rage (even if you have no remaining uses of your rage). You lose all remaining temporary hit points after 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.        

Path Of The Primal Spirit

Many barbarians are in tune with the natural world, but few are as mystically intertwined with it as those who walk the Path of the Primal Spirit. These barbarians forge powerful connections with the beasts and natural spirits of the world, inspiring such ethereal beings to manifest and journey with them on far-flung adventures. Barbarians who follow this path have a deep reverence for the ecological cycle of the natural world. Such barbarians are as likely to accept quests and pleas for aid from local wildlife as they are other humanoids. This respect for animals doesn’t cross into naivety—no barbarian better understands the circle of life and the delicate balance between the needs of predator and prey better than those who walk the Path of the Primal Spirit.     Primal Companion At 3rd level, you gain a primal companion, a spirit that accompanies you on your adventures and instinctively fights alongside you. Select either the Primal Guardian or Primal Striker, and one of land, sea, or sky. Its in game statistics can be found on one of the following cards, which uses your proficiency bonus (PB) in several places. You determine your companion’s appearance; however, this does not affect its game statistics. Despite taking on a physical form, your primal companion does not need to breathe, eat, or sleep. You and your primal companion can communicate with one another telepathically while you are both on the same plane. As an action, you can temporarily dismiss your primal companion or summon it within 30 feet of you. In combat, your primal companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your companion can take any action of its choice. You can spend one minute caring for your primal companion. When you do, the spirit regains 2d6 hit points. Your primal companion regains all lost hit points at the end of a long rest. If your primal companion dies, the spirit manifests in a form of your choice the next time you finish a long rest.     Shared Rage Also at 3rd level, while you are raging, your primal companion has resistance to bludgeoning, piercing, and slashing damage.   Kin to Beasts At 6th level, you can cast the animal friendship and speak with animals spells using Constitution as your spellcast- ing ability. Once you cast a spell using this feature, you can’t cast either spell until you finish a short or long rest.     Skinrider’s Trance At 10th level, you can use an action and choose your primal companion or one beast currently under the effect of your animal friendship spell to enter a trance. For the duration of this trance, you possess the chosen creature. While possessing a creature, you sense the world through the target’s senses, you have total control over its movement and actions, you use the beast’s physical statistics and abilities instead of your own, and keep your mental attributes. This possession ends if you choose to exit the trance (no action required by you), the beast you’re possessing is reduced to 0 hit points, or you and the beast are on different planes of existence. While in this trance, you are blinded and deafened in regard to your own senses and cannot move or take ac- tions. You can remain in the trance for a number of hours up to half your level in this class + your Constitution mod- ifier. Once you use this feature to enter the trance, you cannot do so again until you finish a long rest.     Shape of the Wild At 14th level, you can use a bonus action on your turn to choose a new form for your primal companion, causing it to transform instantaneously. When you cause your primal companion to transform in this way, its current hit points change to its new maximum hit points. Once you use this feature, you can’t use it again until you finish a short or long rest.        

Path of the Fin

Tribal communities exist all across the realms, in all manner of locales and climes. While their customs often change, one steadfast certainty, seen time and time again, is the reverence for particular animals local to that tribe. These are often wildly varied; northern tribes may revere the Wolf or the Bear, those of the deserts follow the Hawk or the Jackal, and those of the jungle may aspire to the Ape, or the Tiger. It is in this tradition that the Path of the Fin, island warriors capturing the bloodthirsty essence of the great Shark, arose.     Feeding Frenzy Fin barbarians, as opposed to their land-locked brothers, undergo much in the way of physical transformation when they enter a rage. Starting at 3rd level, while raging, you sprout rows of razor-sharp shark teeth and gain a melee bite attack which deals 1d8 slashing damage on a hit. When you attack a living creature with this bite, you heal a number of hit points equal to half the damage dealt.     Blood Sense A fully-grown shark can smell a single drop of blood in the water almost a mile away. At 6th level, you gain an amazing sense of smell. You gain advantage on all Investigation and Perception checks dealing with smell, you can automatically track a single living creature whose scent you know so long as the trail is no older than a week old. By spending a minute concentrating, you can detect the scents of all living creatures in a 100-yard radius, or up to a mile in the water.     Mako Starting at 10th level, your bite attack damage increases to 1d10, and a creature you bite must make a Dexterity save (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.     Shark Force At 14th level, you become a total amalgamation of shark and man. You gain gills, a small dorsal fin, and your skin becomes rough, like that of a shark. You gain a 40-foot swim speed, you can breathe underwater, and your armor class increases by 2. Additionally, your bite damage increases to 1d12.        

PATH OF THE ANCESTORS

While other barbarians lose themselves to their fury, the Path of the Ancestors channels the power of the ancient spirits of a tribe through rage. When the rage takes you, the spirits of the ancients flow through your body, granting you their strength and wisdom. Barbarians on the Path of the Ancestors are often leaders, or respected advisors, with the strength to bring greater tempers to heel.   WISDOM OF THE ANCIENTS Starting when you choose this path at 3rd level, when you rage, the spirits of your ancestors inhabit your body and lend you their might. You have advantage on Wisdom saving throws against spells and other magical effects.     SPIRITUAL LEADER Beginning at 6th level, you can cast calm emotions once. You regain the ability to do so when you finish a short or long rest. The save DC for this spell is equal to 8 + your proficiency bonus + your Wisdom modifier.     WRATH OF THE ANCIENTS Beginning at 10th level, while raging, your melee weapon attacks deal additional psychic damage equal to your Wisdom modifier (minimum of 1).     UNFETTERED SOUL Starting at 14th level, while raging you are under the effect of a freedom of movement spell. You don’t need to concentrate to maintain this effect.        

Path of the Blighted

The Path of the Blighted is a path of unholy origin, traced back to the same origin of the Blights: the Gulthias Tree. By gaining power from this evil source, you can channel your rage to shift your physical form, becoming a monstrous abomination of vines and branches. While transformed, you engulf and constrict your enemies as you tear them apart.         Blighted Transformation Starting when you choose this path at 3rd level, you become a blighted monster when you rage. For the duration of your rage, when you hit a creature with a weapon attack on your turn, you can use a bonus action to attempt to grapple the target with blighted vines that sprout out of your body. This grapple does not require a free hand, but otherwise follows all of the rules for grappling. You can have 1 creature grappled with this feature at a time. If you already have a creature grappled with this feature, this bonus action instead constricts the target, causing them to take bludgeoning damage equal to half your barbarian level, rounded up.     False Appearance Beginning at 6th level, your body is now able to become temporarily plantlike to hide from foes. As an action, you can camouflage yourself against the surface of a plant, such as the bark of a tree, a large bush, or an area of thick vines. When you do so, you make a Dexterity (Stealth) check with advantage, remaining camouflaged until you move or take an action.     Unnatural Growth At 10th level, you can cast the plant growth spell once with this feature, and you regain the ability to cast it this way once you finish a long rest.     Reactive Tendrils Starting at 14th level, whenever you take damage from a creature within 5 feet of you while you’re raging, you can use your reaction to release grasping vines at the attacker, attempting to grapple the target. This grapple does not require a free hand, and you can have 1 creature grappled with this feature at a time. If you use your Blighted Transformation feature to constrict a creature you’re grappling, you deal damage to both the creature you’re grappling with Blighted Transformation as well as the creature you’re grappling with Reactive Tendrils.        

PATH OF THE HIVE TENDER

The bearfolk of the Northlands are renowned for their use of bee hives as sources of sustenance and defense. Among the most powerful of these northern bearfolk warriors are the Hive Tenders of the Bear Maiden. Their deep connection with the primal magic of the Bear Maiden allows them to summon and control swarms of magical bee spirits who aid them in defending the tribes.     HONEY OF THE BEAR MAIDEN When you choose this path at 3rd level, you can forage for 1d4 servings of blessed honey each day. To forage, you must be in an environment where bees are naturally found. A creature can use its action to consume one serving of blessed honey. Each serving of blessed honey can have one of the following effects. Golden! Nonmagical light sources you are carrying do not shed dim light, instead they shed golden, bright light to the limit of their range until the end of your next long rest.   Hearty! You recover one additional level of exhaustion after you finish your next long rest, and the honey provides you with enough nourishment to sustain you for two days.   Smooth! A single bee escorts you until the end of your next long rest. You can use a bonus action to command the bee to sting one creature within 30 feet of you for 1 piercing damage. The bee dies after dealing this damage.   Sweet! You exude a sweet, floral aroma until you finish a long rest. While exuding this aroma, you have advantage on Wisdom (Animal Handling) checks when interacting with beasts with an Intelligence of 3 or lower.   A creature can benefit from only one serving of blessed honey at a time. Once you use this feature, you can’t use it again until you finish a long rest.     RAGING SWARM At 3rd level, magical bee spirits appear within 5 feet of you when you rage. The bees can’t be targeted by attacks, spells, or effects, and they vanish when your rage ends. As a bonus action, you can command the bee spirits to swarm around a single creature within 60 feet of you. The bee spirits return to you at the start of your next turn. While the bee spirits are swarming the target, it has disadvantage on ranged weapon attack rolls, and, if the target casts a spell with a somatic component, it must succeed on a Constitution saving throw or fail to cast the spell, losing the action but not the spell slot. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier.     DEFENSIVE FORMATION Beginning at 6th level, while raging, you have resistance to poison damage and can’t be poisoned. If you are poisoned when you enter your rage, the effect is suspended for the duration of the rage.     UPON BUZZING WINGS When you reach 10th level, you can use a bonus action while raging to command the bee spirits to lift you into the air. If you do so, you gain a flying speed of 30 feet until the end of your turn.     BEES FOR TEETH At 14th level, you can use a bonus action while raging to make a bite attack. This attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. A creature damaged by this attack must succeed on a Constitution saving throw or be poisoned until the end of its next turn. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier.    

PATH OF THE SHADOW CHEWER

Bearfolk who live in their enclaves of light in the shadow realm keep the darkness at bay thanks to the green magic of Freyr and Freya. When the shadows gather too close to the borders of their land, the bearfolk call upon the wild warriors known as the Shadow Chewers. Sometimes called “Angels of Freyr,” these fearsome heroes bring tooth, claw, and radiance to bear against the darkness.     TEETH OF THE SUN When you adopt this path at 3rd level, your bite’s damage die is a d8. At 7th level, your bite attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and your bite’s damage die is a d10. At 11th level, your bite’s damage die is a d12.     CHEW SHADOWS At 3rd level, you are imbued with radiant power when you rage. While raging, you shed bright light in a 10-foot radius and dim light an additional 10 feet. This light is immune to the effects of magical darkness and can’t be dispelled; however, it can’t pass through solid objects and otherwise behaves like normal light. In addition, while raging, you can choose for your bite attack to do radiant damage instead of piercing damage.     DIVINE SUSTENANCE As a bonus action at 6th level, each creature of your choice, including yourself, in the light shed by your Chew Shadows feature regains hp equal to half your barbarian level. This feature can restore a creature to no more than half its hit point maximum. You can use this ability only once per rage.     EMBOLDENING LIGHT Starting at 10th level, you and friendly creatures in the bright light shed by your Chew Shadows feature are immune to the frightened condition. When you reach 18th level, this benefit extends to friendly creatures in both the bright and dim light shed by your Chew Shadows feature.   RAGE OF THE ROARING SUN As a bonus action at 14th level, each creature of your choice in the light shed by your Chew Shadows feature takes radiant damage equal to half your barbarian level. You can use this ability only once per rage.        

Path of the Kegger

Restraint is not a barbarian’s forte. They rage with the same ferocity as they do in battle, as if it were their last days on Earth. Leveraging their prodigious fortitude (and the fortitude of their livers) barbarians who follow the Path of the Kegger indulge in quantities of alcohol which would kill normal men. They take this in stride, as they travel from party to party, tavern to tavern, picking barfights and making merry wherever they go.     Barroom Brawler Starting at 3rd level when you take this subclass, you gain extreme skill in the subtle art of bashing drunk people in the head. You gain proficiency with improvised weapons, and your unarmed strikes deal 1d4 bludgeoning damage. While you are raging, your unarmed strikes and improvised weapons you wield deal increased damage as shown on the table below:
Barbarian Level Unarmed Damage
3 1d6
6 1d8
10 1d10
14 1d12
Starting at 6th level, your unarmed strikes and improvised weapons you wield count as magical for the purposes of ignoring damage resistance and immunity.     Smashed Starting at 3rd level, whenever you enter a rage while you have 1 or more level of drunkenness, you can become completely Smashed for the duration of your rage. While Smashed, whenever you hit a creature with a melee weapon attack, you can use your bonus action to deal that creature an additional amount of damage equal to half your barbarian level. While Smashed, your ability to control yourself is even more compromised than normal: whenever you make an attack, you must use the Reckless Attack feature if you can.     Chug By 6th level, you can consume any drink or potion as a bonus action, instead of as an action. Additionally, you can consume any drink to continue your rage in lieu of attacking a creature or taking damage.     Party Foul At 10th level, whenever a creature makes an attack roll against you or a friendly creature within 5 feet of you with advantage, you can use your reaction to remove advantage from that attack.     Total Rager Starting at 14th level, you really learn how to throw a killer party. When you choose to become Smashed while entering a rage, you can shout a rallying cry to your friends and fellow partygoers. Any number of friendly, willing creatures you choose within 20 feet of you who have at least 1 level of drunkenness also become Smashed. Creatures who are affected by this ability can use their bonus action to deal damage equal to half your barbarian level when they hit a creature with a melee weapon attack. This effect ends when your rage ends. Once you use this ability, you can’t use it again until you finish a long rest.        

Path of the Cosmic Juggernaut

Within the depths of the Astral Plane are the githyanki, psions who manifest their intellect and force of will to shape reality around them. Barbarians who follow the Path of the Cosmic Juggernaut manifest similar power. When they enter a rage, they enter an intensely focused state, channeling psychic energy and draw upon the Astral Plane to bend time and space itself.     Psionic Shunt 3rd-level Path of the Cosmic Juggernaut feature You can bend space and move matter to manipulate your surroundings. As a bonus action, you can move a Large or smaller creature or object that isn’t being worn or carried. The target must be within 30 feet of you and you can move it up to 10 feet in any horizontal direction. If the target is a creature, it must succeed on a Strength saving throw to avoid being moved (DC 8 + your profi- ciency bonus + your Constitution modifier). When you reach 10th level, the distance increases to 20 feet. If the target strikes something during this movement, the target and what it strikes each take 1d6 bludgeoning damage. If the target strikes a creature, the creature can make a Dexterity saving throw against the same DC to avoid this damage. When you reach 10th level, the damage increases to 2d6.   Transmute Terrain 6th-level Path of the Cosmic Juggernaut feature You can transmute the terrain around you as you move to ease your passage. Moving through difficult terrain costs you no extra movement. Moreover, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. While raging, you can remain standing on the surface or liquid, rather than falling at the end of your move.     Matter Over Mind 10th-level Path of the Cosmic Juggernaut feature Your strength of body grants you strength of mind. Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to make a Constitution saving throw against the effect instead.     Gravity Smash 14th-level Path of the Cosmic Juggernaut feature You can use your action to strike the ground, distorting time and space around you. Each creature within 10 feet of you must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be lifted 5 feet upwards and become stunned and suspended in the air until the end of your next turn. You can use this feature only once per rage, and your rage doesn’t end early if you end a turn during which you use this feature.        

Path of Gainz

Often called a Brobarian or Babearian, you are motivated primarily by one thing: Gains. Getting bigger. Not just growing stronger, but becoming the strongest, most efficient version of yourself that you could possibly be. Your strength is not born of your heritage (though that may play a significant part), nor is your strength born from a belief in a higher being or some arbitrary magical force. No, your strength comes from your dedication to becoming a force to be reckoned with, and your controlled rage ensures that none are mightier than you.     Meal Prep At 3rd level you become proficient with cook’s utensils, and can use them to meal prep once per long rest in order to create 1d3 + 1 Brotein Shakes. Preparing Brotein Shakes requires time spent working with your cook's utensils, at least one minute per shake.     Brotein Shake The Brotein Shake is the primary source of power for a Brobarian. When consumed, it initiates a rage. Non-brobarian characters who drink the Brotein Shake initiate a rage with effects equivalent to a level 1 Barbarian. The Brobarian uses this potion to transform their rage into a roid-rage, and later to initiate Swoleness of Body. A Brobarian who does not use their bonus action to rage in the same turn they consume a Brotein Shake enters a level 1 barbarian rage as if they were a non-Brobarian character. Brotein Shakes expire after 1 day.     Pre-Workout When you rage, you may use your action to consume a Brotein Shake, transforming your rage into a roid- rage, and granting the following benefits: • While roid-raging, you crit on a roll of a 19 or 20. • You gain a bonus to your attack rolls equal to your rage damage bonus. • You are proficient with improvised weapons. When you exit a roid-rage, you are poisoned until you finish a short or long rest.     Brain Gainz Through your experience and long-term exposure to Brotein Shakes, you have learned much about how the body works. At 6th level, if you are not proficient in Medicine, you are now proficient. If you were already proficient, you now have expertise. Additionally, when you meal prep, you may make a Wisdom (Medicine) check with a DC of 14. If you succeed, the Brotein Shakes you make have the added benefit of adding 1d8 + your Constitution modifier temporary hit points that last the duration of the rage they initiate.     Lift Big, Get Bigger You have spent an enormous amount of effort on picking things up and putting them down. As a result, at 10th level, you gain the following benefits during a roid-rage: • Proficiency in Heavy Armor. • All melee weapons without the Reach property count as Light weapons when you wield them and can be used for two-weapon fighting.     Swoleness Of Body You know the value of a recovery period, and over time, you have maximized the efficiency of your body’s recovery. At 14th level, you may use an action to enter into a recovery period until your next turn. During the recovery period, you may not take reactions. If you are conscious at the start of your next turn, you may expend 1 or more hit die to regain health as if you had taken a short rest.
LevelProf BonusFeaturesRagesRage Damage
1+2Rage, Unarmored Defense2+2
2+2Reckless Attack, Danger Sense2+2
3+2Primal Path, Primal Knowledge3+2
4+2Ability Score Improvement3+2
5+3Extra Attack, Fast Movement4+2
6+3Path Feature4+2
7+3Feral Instinct, Instinctive Pounce4+2
8+3Ability Score Improvement4+3
9+4Brutal Critical (1 dice)4+3
10+4Path Feature, Primal Knowledge4+3
11+4Relentless Rage4+3
12+4Ability Score Improvement5+3
13+5Brutal Critical(2 dice)5+3
14+5Path Feature5+3
15+5Persistent Rage5+3
16+5Ability Score Improvement5+4
17+6Brutal Critical(3 dice)6+4
18+6Indomitable Might6+4
19+6Ability Score Improvement6+4
20+6Primal ChampionUnlimited+4

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Kipper_Dagon.

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