Barbarian: Difference between revisions

863 bytes added ,  21:47, 13 November 2022
Line 229: Line 229:
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.<br>
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.<br>
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.
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.
<br><br>


==== Ancestral Protectors ====
==== 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.<br>
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.<br>
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.
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.
<br><br>


==== Spirit Shield ====
==== 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.
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.
<br><br>


==== Consult the Spirits ====
==== 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.<br>
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.<br>
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.
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.
<br><br>


==== Vengeful Ancestors ====
==== 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.
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.
<br><br><br>


== Path of Battleragers ==
== 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.  
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.  
<br><br>


==== Imbue Spikes ====
==== 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).<br>
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).<br>
If the set of medium armor was magical in any way, that benefit is transferred to your Spike Armor.
If the set of medium armor was magical in any way, that benefit is transferred to your Spike Armor.
<br><br>


==== Battlerager Armor ====
==== Battlerager Armor ====
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.<br>
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.<br>
While you are wearing spiked armor, you gain spikes which deals 1d8 Piercing Damage and can be used as an unarmed attack.
While you are wearing spiked armor, you gain spikes which deals 1d8 Piercing Damage and can be used as an unarmed attack.
<br><br>


==== Grappling Spikes ====
==== 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 each of the creature's turns, it takes this Damage again if it is still grappled and you are still raging.
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 each of the creature's turns, it takes this Damage again if it is still grappled and you are still raging.
<br><br>


==== Reckless Abandon ====
==== 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.
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.
<br><br>


==== Battlerager Charge ====
==== 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.
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.
<br><br>


==== Vice Grip ====
==== 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.<br>
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.<br>
Also, you are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger then you.
Also, you are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger than you.
<br><br>


==== Spiked Retribution ====
==== 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 that creature to take Piercing Damage equal to your Proficiency Bonus.
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 that creature to take Piercing Damage equal to your Proficiency Bonus.
<br><br><br>


== Path of Beasts ==
== 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.
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.
<br><br>


==== Form of the Beast ====
==== Form of the Beast ====
Line 279: Line 293:
*'''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.
*'''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.
*'''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.
<br><br>


==== Bestial Soul ====
==== Bestial Soul ====
Line 285: Line 300:
*'''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.
*'''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.
*'''Swimming.''' You gain a Swimming Speed equal to your Walking speed, and you can breathe underwater.
<br><br>


==== Infectious Fury ====
==== Infectious Fury ====
Line 291: Line 307:
*The target takes 2d12 Psychic Damage.
*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.
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.
<br><br>


==== Call the Hunt ====
==== 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.
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.
<br><br><br>


== Path of Berserkers ==
== 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.
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.
<br><br>


==== Frenzy ====
==== 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.
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.
<br><br>


==== Mindless Rage ====
==== 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.
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.
<br><br>


==== Intimidating Presence ====
==== 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.
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.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
<br><br>


==== Retaliation ====
==== 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.
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.
<br><br><br>


== Path of Crucibles ==
== 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  
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.
<br><br>


==== Thermal Core ====
==== Thermal Core ====
Line 319: Line 343:
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.<br>
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.<br>
When this occurs, all other creatures within 30ft must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you lost, or half as much on a successful Save.
When this occurs, all other creatures within 30ft must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you lost, or half as much on a successful Save.
<br><br>


==== Burning Heart ====
==== 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.
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.
<br><br>


==== Blazing Core ====
==== 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.<br>
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.<br>
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.
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.
<br><br>


==== Molten Core ====
==== Molten Core ====
Line 332: Line 359:
*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.
*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.
*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.
<br><br>


==== Blazing Mastery ====
==== Blazing Mastery ====
Line 338: Line 366:
Finally, as an Action on your turn you can expend all of your Core Temperature Dice to unleash a controlled burst of heat.<br>
Finally, as an Action on your turn you can expend all of your Core Temperature Dice to unleash a controlled burst of heat.<br>
All creatures of you choice within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you expended, or half as much on a successful Save.
All creatures of you choice within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Proficiency Bonus + your Constitution Modifier or take Fire Damage equal to a combined roll of the Core Temperature Dice you expended, or half as much on a successful Save.
<br><br><br>


== Path of Giants ==
== 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.
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.
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.
<br><br>


==== Giant Power ====
==== 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.
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.
<br><br>


==== Giant’s Havoc ====
==== Giant’s Havoc ====
Line 350: Line 381:
*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.
*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.
*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.
<br><br>


==== Elemental Cleaver ====
==== Elemental Cleaver ====
Line 355: Line 387:
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.
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.
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.
<br><br>


==== Mighty Impel ====
==== 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.<br>
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.<br>
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.
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.
<br><br>


==== Demiurgic Colossus ====
==== 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.
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.
<br><br><br>


== Path of Glaciers ==
== 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.<br>
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.<br>
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.
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.
<br><br>


==== Permafrost ====
==== 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.<br>
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.<br>
In addition, your rage is a cold and patient well of power. You maintain your rage even if you did not take damage or make an attack if you took the Dodge Action.
In addition, your rage is a cold and patient well of power. You maintain your rage even if you did not take damage or make an attack if you took the Dodge Action.
<br><br>


==== Frostbite ====
==== 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.<br>
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.<br>
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.<br><br>


==== Cold Fortress ====
==== 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.
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.
<br><br>


==== Deep Sleep ====
==== Deep Sleep ====
Also at 6th 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.<br>
Also at 6th 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.<br>
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.
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.
<br><br>


==== Icy Burst ====
==== 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.
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.
<br><br>


==== Never-Ending Fortitude ====
==== 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.
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.
<br><br><br>


== Path of Impulse ==
== 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.
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.
<br><br>


==== Emotional State ====
==== Emotional State ====
Line 396: Line 438:
'''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.<br>
'''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.<br>
'''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.
'''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.
<br><br>


==== Ardent Strikes ====
==== 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.<br>
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.<br>
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.
<br><br>


==== Drain Passion ====
==== Drain Passion ====
Line 405: Line 449:
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.
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.
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.
<br><br>


==== Catharsis ====
==== 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.<br>
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.<br>
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.
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.
<br><br><br>


== Path of Ravenous Warriors ==
== 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
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.
<br><br>


==== Bottomless Stomach ====
==== 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.
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.
<br><br>


==== Hunger ====
==== Hunger ====
Line 422: Line 470:
*For this attack you ignore the target's damage resistances.
*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.
*You immediately make two additional attacks, targeting two creatures which you haven't attacked this turn.
<br><br>


==== Breakfast ====
==== Breakfast ====
Line 430: Line 479:
*'''Filling.''' You gain Temporary Hit Points equal to your level. You also have advantage on Constitution Checks and Saving Throws.<br>
*'''Filling.''' You gain Temporary Hit Points equal to your level. You also have advantage on Constitution Checks and Saving Throws.<br>
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.
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.
<br><br>


==== Lunch ====
==== 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.<br>
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.<br>
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.
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.
<br><br>


==== Dinner ====
==== 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.
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.
<br><br><br>


== Path of Storm Heralds ==
== 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.<br>
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.<br>
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 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.
<br><br>


==== Storm Aura ====
==== Storm Aura ====
Line 449: Line 502:
*'''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.
*'''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.
*'''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.
<br><br>


==== Storm Soul ====
==== Storm Soul ====
Line 455: Line 509:
*'''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.
*'''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.
*'''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.
<br><br>


==== Shielding Storm ====
==== 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.
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.
<br><br>


==== Raging Storm ====
==== Raging Storm ====
Line 464: Line 520:
*'''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.
*'''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.
*'''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.
<br><br><br>


== Path of Strikers ==
== 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.<br>
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.<br>
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.
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.
<br><br>


==== Titan ====
==== Titan ====
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal Lightning Damage equal to 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.
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal Lightning Damage equal to 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.<br>
Additionally, you gain Proficiency and Expertise in Athletics.
Additionally, you gain Proficiency and Expertise in Athletics.
<br><br>


==== Fists of Havoc ====
==== Fists of Havoc ====
Line 479: Line 538:
*Whenever you grapple or shove a creature, it takes Lightning damage equal to 1d4 + your Proficiency Bonus.
*Whenever you grapple or shove a creature, it takes 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.
*As a part of the bonus action to Rage, and as a bonus action during your Rage, you may make one Unarmed Strike attack.
<br><br>


==== Storm’s Arsenal ====
==== Storm’s Arsenal ====
Line 485: Line 545:
A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.<br>
A Reach or Strike can be used in place of any unarmed strike attack you would make during your turn.<br>
You have advantage on any saving throws and take half damage from your Reach effects, and are immune to them while raging.<br>
You have advantage on any saving throws and take half damage from your Reach effects, and are immune to them while raging.<br>
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to (8 + your proficiency bonus + your Constiution modifier)
Your Reach and Strike abilities use your Arsenal DC in many places. This DC is equal to (8 + your proficiency bonus + your Constitution Modifier).
<br><br>


==== Trample ====
==== Trample ====
Line 491: Line 552:
Lightning damage you deal ignores resistance.<br>
Lightning damage you deal ignores resistance.<br>
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects.
Additionally, your unarmed strikes deal an additional 1d4 Lightning damage, and deal double damage to structures and objects.
<br><br>


==== Thundercrash ====
==== Thundercrash ====
Line 501: Line 563:
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.<br>
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.<br>
Once you use this ability, you must finish a long rest before you can use it again.
Once you use this ability, you must finish a long rest before you can use it again.
<br><br>


==== Storm’s Reach ====
==== Storm’s Reach ====
Line 510: Line 573:
'''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.<br>
'''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.<br>
'''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.
'''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.
<br><br>


==== Storm’s Strike ====
==== Storm’s Strike ====
Line 515: Line 579:
'''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.<br>
'''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.<br>
'''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.
'''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.
<br><br><br>


== Path of Subjugators ==
== 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.<br>
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.<br>
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.
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.
<br><br>


==== Grisly Treasure ====
==== Grisly Treasure ====
Line 525: Line 591:
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 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.
You cannot take more than one trophy from a single enemy for use with the features of this path.
<br><br>


==== Savage Lore ====
==== Savage Lore ====
Line 533: Line 600:
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.<br>
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.<br>
When a shade disappears, the trophy that was used to summon it crumbles to dust and is destroyed.
When a shade disappears, the trophy that was used to summon it crumbles to dust and is destroyed.
<br><br>


==== Grim Countenance ====
==== Grim Countenance ====
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.<br>
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.<br>
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.
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.
<br><br>


==== Primal Sovereignty ====
==== Primal Sovereignty ====
Line 543: Line 612:
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.
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.
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.
<br><br>


==== Dread Knowledge ====
==== Dread Knowledge ====
Line 550: Line 620:
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.<br>
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.<br>
Once you absorb a spirit, you can't do so again until you finish a long rest.
Once you absorb a spirit, you can't do so again until you finish a long rest.
<br><br><br>


== Path of Totem Warriors ==
== 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.
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.
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.
<br><br>


==== Spirit Seeker ====
==== 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, as described in the Spellcasting section.
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, as described in the Spellcasting section.
<br><br>


==== Totem Spirit ====
==== Totem Spirit ====
Line 568: Line 641:
*'''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.
*'''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.
*'''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.
<br><br>


==== Aspect of the Beast ====
==== Aspect of the Beast ====
Line 579: Line 653:
*'''Tiger.''' You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
*'''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.
*'''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.
<br><br>


==== Spirit Walker ====
==== 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.
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.
<br><br>


==== Totemic Attunement ====
==== Totemic Attunement ====
Line 593: Line 669:
*'''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.
*'''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.
*'''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.
<br><br><br>


== Path of Wild Magic ==
== 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.
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.
<br><br>


==== Magic Awareness ====
==== Magic Awareness ====
At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).<br>
At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).<br>
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
<br><br>


==== Wild Surge ====
==== Wild Surge ====
Line 711: Line 790:
| 99-100 || You are surrounded by a burning golden aura until your Rage ends. Your Strength, Constitution and Dexterity modifier, as well as your speed, is doubled for the duration of your rage. You also gain Temporary Hit Points equal to 1d12 + your constitution modifier at the start of your turn.
| 99-100 || You are surrounded by a burning golden aura until your Rage ends. Your Strength, Constitution and Dexterity modifier, as well as your speed, is doubled for the duration of your rage. You also gain Temporary Hit Points equal to 1d12 + your constitution modifier at the start of your turn.
|}
|}
<br><br>


==== Bolstering Magic ====
==== Bolstering Magic ====
Line 717: Line 797:
*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.
*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.
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.
<br><br>


==== Unstable Backlash ====
==== 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.
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.
<br><br>


==== Controlled Surge ====
==== Controlled Surge ====
At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects.
At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects.
<br><br><br>


== Path of Zealots ==
== Path of Zealots ==
These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.
These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.
<br><br>


==== Divine Fury ====
==== 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.
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.
<br><br>


==== Warrior of the Three ====
==== 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.
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.
<br><br>


==== Fanatical Focus ====
==== Fanatical Focus ====
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
<br><br>


==== Zelous Presence ====
==== 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.
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.
<br><br>


==== Rage Beyond Death ====
==== Rage Beyond Death ====