Barbarian

A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.
A hobgoblin snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Rage, Unarmored Defense 0
2nd +2 Reckless Attack, Danger Sense 300
3rd +2 Primal Path, Primal Knowledge 1,000
4th +2 Ability Score Improvement 3,000
5th +3 Extra Attack, Fast Movement 6,000
6th +3 Primal Path Feature 10,000
7th +3 Feral Instinct, Instinctive Pounce 20,000
8th +3 Ability Score Improvement 40,000
9th +4 Brutal Critical (2 Times), Resolute Will 60,000
10th +4 Primal Path Feature 80,000
11th +4 Relentless Rage 100,000
12th +4 Ability Score Improvement 120,000
13th +5 Brutal Critical (3 Times), Stored Strength 140,000
14th +5 Primal Path Feature 160,000
15th +5 Persistent Rage, Gifted Strength 180,000
16th +5 Ability Score Improvement 200,000
17th +6 Brutal Critical (4 Times), Shared Strength 225,000
18th +6 Indomitable Might 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Primal Champion 350,000

Class Information

Hit Dice. 1d12 per Barbarian Level
1st Level Hitpoints. 12 + your Constitution Modifier
Higher Level Hitpoints. 1d12 (or 7) + your Constitution Modifier per Barbarian Level after 1st
Armor Proficiencies. Light Armor, Medium Armor, and Shields
Weapon Proficiencies. Simple Weapons and Martial Weapons.
Tool Proficiencies. None
Saving Throw Proficiencies. Strength and Constitution.
Skill Proficiencies. Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment. One Simple or Martial Melee Weapon, two Simple Weapons, one Equipment Pack, and five Javelins

Rage

At 1st level you can enter a state of mindless, focused, flow, often channeled as rage and wrath. On your turn you can enter Rage as a Bonus Action, if you aren’t wearing Heavy Armor, you gain the following benefits.

  • You have advantage on Strength Checks and Saving Throws
  • You make an attack with a weapon using Strength you gain a bonus to damage equal to your Proficiency Bonus
  • You have Resistance to Bludgeoning, Piercing, and Slashing Damage

You cannot cast Spells or Concentrate on effects while Raging. Your Rage lasts for 1 minute, but ends early if you fall Unconscious or end your turn without performing an attack or if you haven’t been attacked since the end of your turn. You can also end it early as a Free Action. You can use this feature a number of times equal to your Proficiency Bonus, retaining expended uses at the end of a Long Rest.


Unarmored Defense

Also starting at 1st level, while you are not wearing armor, you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.


Reckless Attack

Starting at 2nd level, you gain the ability to abandon defense to effectively harm your foes. When you make an attack with a weapon using Strength on your turn, you can choose to gain advantage on that attack and all future attacks that use Strength that you make on your turn, but all attack rolls against you have advantage until the start of your next turn.


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.
Additionally, you have advantage on Dexterity Saving Throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be Blinded, Deafened, or Incapacitated.


Primal 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 you gain one of the following Proficiencies, or another Proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival


Ability Score Improvements

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a feat instead of taking this increase to ability scores.

Extra Attack

At 5th level you can perform an additional attack as part of the Attack action.
If you have multiple copies of this feature and achieve a certain level threshold, the number of attacks you can perform increases. At 5th level if you have one copy of the feature, you can perform one extra attack, at 11th level if you have two copies of the feature you can perform two extra attacks, and at 20th level if you have three copies of the feature you can perform three extra attacks.


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 and cannot be surprised.


Instinctive Pounce

Also 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, deal 2 times the attack's max damage when determining the extra damage for a critical hit with a melee attack.
This increases to 3 times the max damage at 13th level and 4 times the max damage at 17th level.


Resolute Will

Also at 9th level, you gain the ability to use your resolute well of power to improve your day to day activities. When you make a skill check, you can expend a hit die to add a d12 to the roll. You can add this bonus before or after you make the roll, but before the DM says whether or not you succeed,


Primal Knowledge

When you reach 10th level you gain one of the following proficiencies, or another proficiency if you already have all of them: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival


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.
If you suffer a critical hit while you’re raging, you can make a Constitution Saving Throw. If you succeed, the attack becomes a normal hit instead.
This Constitution Saving Throw has a DC of 10 which increases by 5 each time you use this feature. When you finish a long rest, the DC resets to 10.


Brutal Critical

At 13th level, you deal 3 times the attack's max damage when determining the extra damage for a critical hit with a melee attack.
This increases to 4 times the max damage at 17th level.


Stored Strength

Also at 13th level, you gain the ability to recover long-term vitality by sacrificing temporary health. As a bonus action, you can reduce your current hit points by 5. If you do, you recover a hit die.

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.


Gifted Strength

Also at 15th level, you gain the ability to invite others into your strength. As a bonus action, you can touch a creature including yourself and expend a Hit Die. The target creature gains one of the following effects you choose:

  • The target heals a number of Hit Points equal to your Constitution Modifier
  • The target gains Resistance to a type of damage of your choice for 1 minute
  • The target gains a Climbing Speed or Swimming Speed equal to your Walking Speed for 1 hour.

Brutal Critical

At 17th level, you deal 4 times the attack's max damage when determining the extra damage for a critical hit with a melee attack.


Shared Strength

Also at 17th level, when you hit on an attack roll, you can expend a hit dice to heal up to two other creatures within 15ft of you a number of hit points equal to 1 roll of the hit dice you expended + your Constitution Modifier (minimum 1).


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.

Primal Paths

Path of Ancestral Guardians

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, causing them to surround and harass that creature.
Until the start of your next turn, that creature 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 dealt by the attack. The effect on the target ends early if your rage ends.

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 another 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.
You can cast either spell in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a 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 equal to the damage that your Spirit Shield prevents.

Path of Battleragers

Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you.

Imbue Spikes

When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. When you finish a long rest you can touch a set of medium armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).
If the set of medium armor was magical in any way, that benefit is transferred to your Spike Armor.

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, you gain spikes which deasl 1d8 Piercing Damage and can be used as an unarmed attack.

Grappling Spikes

Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier. At the start of the creature's turn, it takes this Damage again if it is still grappled and you are still raging.

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

Also at 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action.

Vice Grip

At 10th level, you become a natural at grappling creatures. Whenever you take the Attack Action, you can also attempt to grapple a creature as part of that action.
Also, are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger then you.

Spiked Retribution

At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause them to take Piercing Damage equal to your Proficiency Bonus

Path of Beasts

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. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.

Form of the Beast

Starting at 3rd level when you choose this subclass, 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. It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
  • Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
  • Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Bestial Soul

At 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a long rest, choose one of the following benefits, which lasts until you finish your next or long rest:

  • Climbing. 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.
  • Jumping. 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.
  • Swimming. You gain a Swimming Speed equal to your Walking speed, and you can breathe underwater.

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.
  • The 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 each 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.

Path of Berserkers

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 go into a frenzy while raging. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one.

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 Crucibles

Some Barbarians bottle up their rage, causing physical heat to boil inside of them, eventually overheating and exploding out in pure fury. These hot-headed ragers walk the Path of Crucibles

Thermal Core

Starting when you chose this path at 3rd level, you slowly build up kinetic energy and heat while raging, eventually letting it out uncontrollably. During your rage, every time you hit on a weapon attack roll, and you are hit by a weapon attack roll, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain levels in this class, at 6th level (d6), at 10th level (d8), at 14th level (d10), and at 18th level (d12).
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.
When you would gain a Core Temperature Dice while you are at your maximum number, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.
When this occurs, all other creatures within 30ft of you when you would gain a Core Temperature Die that would exceed your maximum must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier. On a failed Save, creatures take fire damage equal to a combined roll the maximum number of Core Temperature Dice that you can currently hold.

Burning Heart

Also at 3rd level, your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.

Blazing Core

Beginning at 6th level, your inner forge allows you to provide light, and protection to your allies, warding them from the bitter frost of death.
Your body becomes constantly wreathed in harmless flames. These flames give off bright light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed dim light for an additional number of feet equal to this radius.
Additionally, when a creature within 15ft of you makes a Death Saving Throw, you can use your Reaction to grant that save advantage.

Molten Core

At 10th level, you learn to control your inner fire. You gain the following ways to spend your Core Temperature Dice:

  • When you hit on a weapon attack, you can expend a Core Temperature Dice to deal additional Fire damage to the target equal to two rolls of your Core Temperature Dice.
  • You use your stored kinetic energy to leap through fire, as a Bonus Action you can expend one of your Core Temperature Dice to teleport a number of feat equal to 5 times your Proficiency Bonus. When you do so, you deal fire damage equal to your Proficiency to all creatures within 5ft of you.
  • A burst of magma leaps from your chest to a nearby creature. When you take the attack actions, you can expend any number of Core Temperature Dice to replace that number of attacks with a Ranged Weapon Attack Roll using your Constitution that Deals Fire Damage equal to two rolls of your Core Temperature Dice and has a range of 15/60ft, you apply your Rage Damage to these attacks.

Overheat

Beginning at 14th level, you can transfer your own spent heat to your allies. When you use a feature that expends all of your Core Temperature dice, fiery energy lingers around you. Until the end of your next turn, whenever a friendly creature within 15 feet of you hits with a weapon attack, they can also deal an amount of additional fire damage equal to one Core Temperature die.

Path of Giants

Barbarians who walk the Path of Giants draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might. During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.

Giant Power

When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Constitution is your spellcasting ability for this spell.

Giant’s Havoc

Also at 3rd level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:

  • When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.
  • Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to become Large, your size doesn’t change.

Elemental Cleaver

At 6th level, your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it. While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types, you can also use a bonus action to change the infused weapon.

Mighty Impel

At 10th level, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

Demiurgic Colossus

At 14th level, the primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.

Path of Glaciers

Born from the frigid and daunting realm of the Northern Continent of the Wild-Plains, barbarians who follow the Path of Glaciers have learned to harbor the resolute stillness, patience, and unwavering determination and destruction of the icy landscape. These warriors transform their bodies into powerful moving bunkers that are as difficult to take down as they are to escape from.
Barbarians that follow this path are often trained hunters who enjoy the patient stalking of prey. They thrive on the peril they impose on their fleeing targets, and take special pride in their slow-and-steady approach.

Permafrost

Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.
In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage after taking the Dodge action, you can choose to maintain it instead.

Frostbite

Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.

Cold Fortress

By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour. You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.

Deep Sleep

At 10th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.
You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.

Icy Burst

Also at 10th level, you can use an action to send out a shockwave of ice. All creatures in a 30ft emanation must make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your Constitution Modifier. All creatures that fail the Save take a number of d8s of cold damage equal to your proficiency bonus and are Slowed until the end of your next turn, and taking half as much damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Never-Ending Fortitude

At 14th level, you become as unstoppable as a mighty glacier. When you take damage, you can use your Reaction to reduce that damage by 2d12. Additionally, you can only be knocked Prone if you choose to be, and you are immune to being Frightened and Slowed.

Path of Impulse

All barbarians are well acquainted with the concept of harnessing from a deep emotional well. However, some barbarians learn to explore facets of their emotional spirit other than rage alone, tapping into the varied emotional experience of a mortal mind.

Emotional State

When you choose this path at 3rd level, whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.
Sorrow. You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take damage that you are resistant to, you can use your Reaction to reduce the damage that you take by 3. This damage reduction is applied after you calculate resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.
Fury. You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic damage, as your fury burns corrupting forces from your body. Additionally, your additional rage damage is equal to double your Proficiency bonus, instead of your Proficiency.
Joy. You are overtaken by giddy excitement in the rush of battle. You gain resistance to Force, Fire, and Lightning damage, as your own energy burns as hot as magical force. Additionally, your movement speed increases by 5 feet. This additional movement speed increases to 10 feet at 9th level and to 15 feet at 16th level. This movement speed is in addition to the movement speed increase granted by Fast Movement.

Ardent Strikes

Starting at 6th level, the emotional energy within you begins to suffuse your weapons. While you are raging and in an Emotional State, you may cause any weapon attacks you make to deal one of the damage types that your chosen Emotional State grants you resistance to, rather than the weapon’s usual damage.
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.

Drain Passion

At 10th level, you gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions spell and use your Constitution for your spellcasting ability
You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest. When you enter an Emotional State, you can cast this spell as part of the same bonus action, expending one use of this ability. You can not lose concentration on this spell due to entering your rage. However, you can still lose concentration by other methods, such as failing a saving throw to maintain concentration or becoming incapacitated.

Catharsis

Starting at 14th level, you can release your pent-up emotions in a single burst. When you hit with an attack affected by your Ardent Strikes ability, you can choose to immediately end your rage. If you do so, the attack immediately deals an additional 3d12 damage of the chosen damage type.
Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest.

Path of Ravenous Warriors

Some who walk the path of boundless rage gain an eternal and endless hunger. This hunger. fuels them, but to compensate, their appetites grow, consuming foes even on the battlefield. These are the Barbarians who walk the Path of Ravenous Warriors

Bottomless Stomach

At 3rd level, your body is used to a constant hunger. For every level of Exhaustion you have, you subtract half that much (rounded down) from any Attack Roll, Ability Check, or Saving Throw you make, rather then subtract that must. Additionally, while raging, you are immune to the effects of exhaustion, and finishing a Long Rest removes two levels of exhaustion.

Hunger

You gain Proficiency with Cook's Utensils. Additionally while raging, if you hit on a weapon attack roll, you can gain one level of exhaustion, spending a massive reserve of your energy, to choose one of the following effects:

  • If the creature you hit is Large or smaller, it falls prone and is pushed 10ft in a direction of your choice.
  • You recover Hit Points equal to half the damage your dealt by your attack.
  • For this attack you ignore the target's damage resistances.
  • You immediately make two additional attacks, targeting two creatures which you haven't attacked this turn.

Breakfast

At 6th level, you’ve learned how to cook meals that give you an edge in battle. If you spend one hour cooking, you may expend a Hit Die to create a meal that can be eaten as an action, removing one level of exhaustion once eaten. A meal gives one of the following benefits, chosen when made. Its additional benefits last for six hours, or until you eat another one of these meals.

  • Medicinal. Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the Poison condition
  • Spicy. Whenever you take Cold damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme cold.
  • Chilled. Whenever you take Fire damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the effects of extreme heat.
  • Filling. You gain Temporary Hit Points equal to your level. You also have advantage on Constitution Checks and Saving Throws.

Each time you create a meal this way, you create a number of portions equal to your Wisdom Modifier + your Proficiency Bonus. They spoil after a number of hours equal to your Wisdom Modifier.

Lunch

Starting at 10th level, the pit of hunger in your stomach grants you a terrible power. If you have four or more levels of exhaustion while raging, you gain Consume as a Melee Weapon Attack, dealing 2d12 Piercing Damage. On a hit, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of exhaustion, and you lose a level of exhaustion.
If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28.

Dinner

At 14th level, you can replicate the effects of a 1st level Absorb Elements spell at will, however, you can use it with the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, and thunder. The somatic components for this effect are chewing and swallowing, and you do not need a free hand to use it.

Path of Storm Heralds

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

Storm Aura

Starting 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 of your choice in your aura take 1d4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 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 cannot take bonus actions until the start of your next turn and takes 1d6 lightning damage on a failed save and half as much damage on a successful one and can take bonus actions. 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 1d4 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 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. 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, or increase your swimming speed by 10ft if you already have one.
  • Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold. 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 half 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 Strikers

Strikers harness the primordial power of the storm to wreak havoc upon their foes, through stealing their sight, their movement, or simply crushing them before they have the chance to act at all. They are a unique type of defender for their allies, their protection being somewhat a byproduct of the sheer devastation they inflict upon the enemy. They are not simply a conduit for the wrath of the storm, though, but instead wield it with thought and practice, shaping it into devastating strikes and unique abilities some would almost comparable to spellcraft, mimicing the sometimes unpredictable and sudden wrath of a tempest, changing these abilites like the weather with the seasons. Though they may seem dangerous and collateral-prone, Strikers are mindful to shape their lightning around and away from their allies, diffusing it through a combination of sheer will and practiced talent.
Your Striker could develop their powers in a number of ways. Some may be from a long lineage of Strikers, or were caught in a freak magical storm and left with some of that residual energy. However you came to be a Striker, you embody chaos and control in equal measure, proving that the best defense is an overwhelming offense.

Titan

At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. Additionally, you gain Proficiency and Expertise in Athletics.

Fists of Havoc

Also at 3rd level, your rages are empowered by your thunderous might. While raging, you gain the following benefits:

  • You gain Resistance to Lightning Damage, and your unarmed strikes deal Lightning Damage instead of their normal damage type.
  • Your jump heights and distances are doubled.
  • Whenever you grapple or shove a creature, they take Lightning damage equal to 1d4+ your Proficiency Bonus.
  • As a part of the bonus action to Rage, and as a bonus action during your Rage, you may make one Unarmed Strike attack

Storm’s Arsenal

At 6th level, your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description. You may change one or both of these abilities to another from the same list at the end of a a long rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a long rest.
A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.
You have advantage on any saving throws and take half damage from your Reach effects, and are immune to them while raging.
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to (8 + your proficiency bonus + your Constiution modifier)

Trample

At 10th level, nothing alive or otherwise can stop the storming force that you’ve become. Lightning damage you deal ignores resistance.
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects.

Thundercrash

At 14th level, you have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.
You have also mastered the ultimate Striker technique; The Thundercrash.
As an Action, you can give yourself a Flying Speed of 150ft until the end of your turn. Once you begin moving, you cannot take any other actions or reactions until your flying movement is exhausted. If you stop moving at any point while using this fly speed, any of your remaining fly speed from this ability is exhausted.
You can pass through the space of hostile creatures while you have this flight, treating that space as difficult terrain. The first time you pass through a hostile creature’s space during this movement, they take Lightning Damage equal to 2d6 + double your Proficiency Bonus. If you end the movement in the air, you float harmlessly down to the ground at a rate of 30 feet per second.
If you end the movement touching a surface, you create a devastating shockwave, and all hostile creatures within a 30 foot cube of the impact must make a Dexterity saving throw against your Arsenal DC, or take 4d6 Lightning and 4d6 Thunder damage, and are knocked prone and blinded. On a successful save, they take half damage and are only knocked prone or blinded (your choice).
For one minute after your Thundercrash, any hostile creatures that ends their turn within 30 feet of the impact point need to make a dexterity saving throw, or take 2d6 Lightning Damage on a failure, and half as much on a success.
Once you use this ability, you must finish a long rest before you can use it again.

Storm’s Reach

All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.
They appear as Tiny objects, whose appearance you choose.
They are summoned to your hand when you choose to attack with them, and dissapear in a small shower of sparks as soon as their effects conclude, or if they exit their range. If you miss an attack roll with a Reach, it will fly past the target of the attack, until it hits another creature or surface, or exits its range.
Thunderclap Reach. This reach sticks to any creature or surface it hits, and faces back towards you. As soon as it hits a surface or creature, and at the start of your next turn, all creatures of your choice within a 15 foot cone out from the surface or creature this Reach hits must make a Dexterity Saving Throw against your Arsenal DC. They take 3d6+ your Rage damage bonus in lightning damage on a fail, or half as much on a save.
Blinding Reach. As soon as this Reach impacts a creature or surface, all creatures of your choice within a 15 foot cube take lightning damage equal to your Rage damage bonus, and need to make a Constitution Saving Throw against your Arsenal DC, or be blinded until the start of your next turn.
Pulsing Reach. As soon as a this reach impacts a creature or surface, all creatures of your choice within a 15 foot cube need to make a Strength Saving Throw against your Arsenal DC, or take 1d6+ your Rage damage bonus in Lightning damage, and be knocked prone. On a save, a creature takes half damage and is not knocked prone.

Storm’s Strike

Seismic Strike. When you take the Dash action, you can run directly into a creature, and make an unarmed strike attack (no action required). If the attack hits, deal extra lightning damage equal to your rage damage bonus, and the creature must make a Constitution Saving Throw against your Arsenal DC, or be Deafened until the start of your next turn.
Ballistic Strike. When you are at least 10 feet in the air, choose a point you can see on the ground. This point can be an equal distance away from how high in the air you are, to a maximum of (10 x your barbarian level). You slam down to that point, taking no fall damage, and you then make an unarmed strike attack against all creatures of your choice within 5 feet of the impact. If an attack hits, it deals extra lightning damage equal to your Rage damage bonus.
Chaining Strike. When you hit a creature with a melee attack that deals any Lightning damage, a number of other creatures of your choice within 10 feet, up to a number equal to your proficiency bonus, take Lightning damage equal to 1d4 + double your Proficiency Bonus damage bonus.

Path of Subjugators

Those who follow this path grant no mercy and ask for none. Weakness is seen as consent to be crushed by the strong. Those that are conquered are expected to serve not only in life, but also in death.
There are no great numbers of tribes that follow this path, for the path of the one who would rule the dead is a path made alone, save for the wailing that follows them.

Grisly Treasure

At 3rd level, you draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy if it was killed in a combat you took part in.
Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.
You can hold a number of trophies equal to your proficiency bonus and taking a new trophy causes the trophy of the lowest CR creature you bear to crumble to dust and be destroyed. You cannot take more than one trophy from a single enemy for use with the features of this path.

Savage Lore

At 3rd level, you can summon the spirit of your fallen foe. As an Action, you hold forth a creature's trophy to summon its shade to an unoccupied space you can see within 30 feet of you.
The shade has the same appearance and statistics that the creature had in life, but it is translucent and has gray tone to it.
The shade can only obey simple commands such as guarding a location, or following an ally.
In combat, the shade disregards commands, mindlessly pursuing the closest enemy, making a single attack against that enemy at the end of your turn. The shade's attacks deal Psychic Damage and use the statistics of the creature it's based off of. The shade disappears if it's reduced to 0 hit points, you summon another shade, or after it makes a number of attacks equal to your proficiency bonus.
When a shade disappears, the trophy that was used to summon it crumbles to dust and is destroyed.

Grim Countenance

At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, on a failure the target is Slowed and Frightened of you until the end of your Next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who's trophy you bear.

Primal Sovereignty

By 10th level, your dominance over the dead is implacable.
Your Grisly Treasure feature now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead spell and perceive you as an ally, though you can still only ask 5 questions. In addition, you can now use a Bonus Action to precisely direct a shade's movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding legendary, mythic, villain, and lair actions. You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Dread Knowledge

At 14th level, you can call upon the greater powers that your enemies possessed in life.
As an action, you hold forth a trophy to absorb the spirit held within it.
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently upon the battlefield it disappears and is drawn into yourself.
As part of the action you use to absorb the spirit, and on subsequent turns as an action, you may use any single action, legendary action, or spell that was available to the creature that the spirit was in life. This state persists until you use that creature's action or use this feature again.
Once you absorb a spirit, you can't do so again until you finish a long rest.

Path of Totem Warriors

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.
  • Chimera. While you’re raging, you have advantage on saving throws to resist spells and magical effects. In addition, you gain the benefits of your Danger Sense feature even when you are blinded or deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.
  • Eagle. While you’re raging, 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 are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
  • Hydra. While you’re raging, you can, as a Bonus Action, regain hit points equal to half your barbarian level. If you take fire damage, you cannot use this trait until the end of your next turn. The spirit of the hydra makes you incredibly tenacious in combat.
  • Sphinx. While raging, you have resistance to psychic damage. In addition, you have advantage on saving throws to see past illusions and resist being charmed. The spirit of the sphinx makes your mind impenetrably sharp.
  • 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.
  • Chimera. You gain the magical senses of a chimera. You can cast Detect Magic, but only as a ritual. Additionally, you gain proficiency in Arcana.
  • 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.
  • Hydra. You gain the relentless endurance of a hydra. As an action, you can reduce your exhaustion level by 1. You can use this action once per long rest. The hydra’s spirit grants you the strength to persevere through the most difficult of circumstances.
  • Sphinx.you are immune to any effect that would sense your emotions, read your thoughts, or magically discern your location. In addition, when you make a Charisma (Deception) check, if the roll on the d20 is lower than your Constitution Score, you can increase your roll to be equal to that score. The spirit of the sphinx makes you proud and imperious.
  • 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.
  • Chimera. While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell is interrupted and the caster takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage.
  • 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 modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
  • Hydra. While you’re raging, if you attack at least two different creatures when you take the Attack action, you can make one additional melee weapon attack as a bonus action.
  • Sphinx. While you are raging, you can use your action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.
  • 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 a melee weapon attack.

Path of Wild Magic

As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.

Magic Awareness

At 3rd level you can open your awareness to the presence of concentrated magic. As an action, 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.

Wild Magic
d8 Effect
1 Shadowy tendrils lash around you. 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 1d12 temporary hit points.
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 must 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

Starting 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, you gain masterful control over your surges. Instead of rolling on the Wild Magic Table, you choose an effect from the table.

Path of Wrestlers

Spectator sports and martial arts go together hand-in-hand. One of these sports is the traditional world of wrestling. By honing their bodies through practice and physical conditioning, a wrestler can face any opponent and bring them down with ease.

Ready to Go

Starting at 3rd level when you choose this path, your rage empowers your strength. While raging, you add your Proficiency Bonus to your Strength ability checks and Strength Saving Throws in addition to any Proficiency Bonus already added to these rolls.
You have a Wrestler Save DC equal to 8 + your Proficiency Bonus + your Strength Modifier.

Vice Grip

Also at 3rd level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
The size of creatures that you can grapple increases by one size. When you grapple a creature more than one size larger than you, it can move as normal, but you move along with it so long as there is an unoccupied space adjacent to it.
You may use your Bonus Action to make a Strength (Athletics) check to Grapple or Shove a creature. While you are grappling a creature that is one size larger than you or smaller, you are not Slowed.
In addition, your Unarmed Strikes deal Bludgeoning damage equal to 1d6 + your Strength Modifier on a hit.

Putting Our Heads Together

At 6th level, when grappling two creatures at once, you may replace one of your Attacks with an attack targeting each grappled target as you crush them against each other.
In addition, your Unarmed Strikes count as magical for the purposes of overcoming Resistances and Immunities to nonmagical attacks and damage.
Finally, when you Grapple a creature, or a creature attempts to escape your Grapple, if you roll lower on your check then your Wrestler Save DC, you may replace your result with your Wrestler Save DC.

Weight of the World

At 10th level, you learn to slam your opponents into the ground. As an Action, you can cause a creature you are currently grappling to fall Prone, ending the Grapple. The target takes 4d6 Bludgeoning damage plus your Strength Modifier and Proficiency Bonus.
You may choose to fall Prone instead, maintaining your Grapple, and Restraining the target while you are Prone and Grappling it.

Immovable Champion

At 14th level, you have become an immovable champion, gaining the following benefits:

  • When you roll for Initiative, you may choose to stomp the ground at your feet with earth-shaking power. Creatures of your choice within 30ft of you must make a Strength Saving Throw against your Wrestler Save DC, being knocked Prone and taking Bludgeoning Damage equal to 1d6 + your Strength Modifier + your Proficiency Bonus.
  • When you Grapple a creature, or a creature attempts to escape your Grapple, in addition to the contested check, the creature must make a Strength Saving Throw against your Wrestler Save DC. The creature must succeed both the contested check and the Strength Save in order to not be grappled or escape from the grapple.
  • You can only be knocked Prone if you choose to be.
  • You are unaffected by forced movement unless you choose to be.

Path of Zealots

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 Three

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.

Zelous 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.

Changes

Short Rests

Anything that recharges once on a short rest, instead recharges Proficiency Bonus number of times per long rest.

Core Class

Starting Equipment

Greataxe or Melee Martial Weapon | Any Simple or Martial Melee Weapon
Two Handaxes or 1 Simple Weapon | Two Simple Weapons
Explorer's Pack | Equipment Pack
Four Javelins | Five Javelins

Additional Rage Damage

Changed Rage Damage to be based on Proficiency Bonus (+2, 1-4th. +3, 5-8th. +4, 9-12th. +5, 13-16th. +6, 17-20th), rather then seemingly arbitrary bonuses (+2, 1-8th. +3, 9-15. +4, 16-20th), this results in an average Rage Damage increase of +1.65, and with a singular extra attack, a +3.3 DPR increase (+4.95 DPR if duel wielding or Path of Berserkers, and +6.6 if duel wielding and Path of Berserkers)

Rage Uses

Rage uses are based on Proficiency Bonus, rather then arbitrary amounts, also based on long rests versus short rests.
PB Based 2 uses, 1-4th. 3 uses, 5-8th. 4 uses, 9-12th. 5 uses, 13-16th. 6 uses, 17-20th, per long rest.
Arbitrary Based 2 uses, 1-3rd. 3 uses, 4-5th. 4 uses, 6-11th. 5 uses, 12-16th. 6 uses, 17-20th, per short or long rest.
On average this is less rages (+0.25 rages), and you lose the short rest regeneration.

Feature Changes

Extra Attack now scales if you have more copies of the feature and reach certain levels (2 copies at 11th level, 3 copies at 20th level)
Feral Instinct changed from "you ignore surprise if the first thing you do is rage" to "you can't be surprised"
Relentless Rage now allows you to try resist Critical hits.

Added Features

Primal Knowledge at 3rd and 10th level
Resolute Will at 13th level
Gifted Strength at 15th level
Shared Strength at 17th level

Subclasses

Subclass Changes

Added the Chimera, Hydra, and Sphinx as options for Path of Totem Warriors
Completely reworked Path of Battlerager

Added Subclasses

Added Path of Crucibles
Added Path of Giants
Added Path of Glaciers
Added Path of Impulse
Added Path of Ravenous Warriors
Added Path of Strikers
Added Path of Subjugators
Added Path of Wrestlers