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.
Level | Prof Bonus | Features | Rages | Rage Damage |
---|
1 | +2 | Rage, Unarmored Defense | 2 | +2 |
2 | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3 | +2 | Primal Path, Primal Knowledge | 3 | +2 |
4 | +2 | Ability Score Improvement | 3 | +2 |
5 | +3 | Extra Attack, Fast Movement | 4 | +2 |
6 | +3 | Path Feature | 4 | +2 |
7 | +3 | Feral Instinct, Instinctive Pounce | 4 | +2 |
8 | +3 | Ability Score Improvement | 4 | +3 |
9 | +4 | Brutal Critical (1 dice) | 4 | +3 |
10 | +4 | Path Feature, Primal Knowledge | 4 | +3 |
11 | +4 | Relentless Rage | 4 | +3 |
12 | +4 | Ability Score Improvement | 5 | +3 |
13 | +5 | Brutal Critical(2 dice) | 5 | +3 |
14 | +5 | Path Feature | 5 | +3 |
15 | +5 | Persistent Rage | 5 | +3 |
16 | +5 | Ability Score Improvement | 5 | +4 |
17 | +6 | Brutal Critical(3 dice) | 6 | +4 |
18 | +6 | Indomitable Might | 6 | +4 |
19 | +6 | Ability Score Improvement | 6 | +4 |
20 | +6 | Primal Champion | Unlimited | +4 |