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Barbarian

Barbarians embody the rage of Tiamat against the wicked, or maybe use that rage for evil.

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 Dice), 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 Dice), Stored Strength 140,000
14th +5 Primal Path Feature 160,000
15th +5 Persistent Rage 180,000
16th +5 Ability Score Improvement 200,000
17th +6 Brutal Critical (4 Dice), 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, or you can increase two 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, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.


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 can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. This increases to three additional dice 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 take 5 damage that cannot be reduced in any way. 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: Heals a number of hit points equal to your Constitution Modifier Gains resistance to a type of damage of your choice for 1 minute Give a creature a Climbing Speed or Swimming Speed equal to your Walking Speed.


Brutal Critical. At 17th level, you can roll three additional weapon damage dice 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 the Ancestral Rager

Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

Ancestral Protectors. Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage 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 the Battlerager

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).

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 deal 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.

Wild Sprint. 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 a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Increased Grappling. At 10th level, you become a natural at grappling creatures, whenever you take the Attack Action you can attempt to grapple a creature as a bonus action. Additionally, when a creature attempts to escape your grapple, you choose whether they use Strength (Athletics) or Dexterity (Acrobatics). Also, while moving a grappled creature, your speed is not halved, and you can grapple creatures up to two sizes larger than you.

Honed Reactions. 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 3 Piercing Damage.

Path of the Beast

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. 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 the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy. Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.

Mindless Rage. Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence. Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation. Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Path of the Beast

Barbarians who take the Path of the Giant embody size and 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). Wisdom 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:

Crushing Hurl. 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.
Giant Stature. 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 the Glacier

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, you can choose to maintain it instead. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended uses when you finish a long rest.

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 Breath. Also at 10th level, you can use an action to breath ice out in a 60ft cone, all creatures of your choice in that area make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your constitution, all creatures who fail the save take a number of d8s of cold damage equal to your proficiency bonus and are incapacitated until the start of your next turn, taking half as much 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.

Avalanche Stomp. At 14th level, you become as mighty as an unstoppable glacier. As an action, you can stomp the ground to send out a magical tremor. All creatures of your choice within 15 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier.

Path of the Storm Herald

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 the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Spirit Seeker. Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals.

Totem Spirit. At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
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 regain hit points equal to half your barbarian level (rounded down) + your Constitution modifier at the start of each of your turns. If you take fire damage, this trait doesn’t function on 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 gain the primal magic of a sphinx. When you enter your rage, you unleash a powerful, bestial roar. Each creature you choose within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). A creature that fails the saving throw is deafened and frightened of you for 1 minute and takes thunder damage equal to 1d10 + your barbarian level. On a successful save, the creature takes half as much damage and isn’t frightened or deafened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 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 the 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.

Caption text
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 the Zealot

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.