Barbarian

A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.
A hobgoblin snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

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 20,000
8th +3 Ability Score Improvement 40,000
9th +4 Brutal Critical (2 Times), Resolute Will 60,000
10th +4 Primal Path Feature, Primal Knowledge 80,000
11th +4 Relentless Rage 100,000
12th +4 Ability Score Improvement 120,000
13th +5 Brutal Critical (3 Times), Stored Strength 140,000
14th +5 Primal Path Feature 160,000
15th +5 Persistent Rage, Gifted Strength 180,000
16th +5 Ability Score Improvement 200,000
17th +6 Brutal Critical (4 Times), Shared Strength 225,000
18th +6 Indomitable Might 250,000
19th +6 Ability Score Improvement 300,000
20th +6 Primal Champion 350,000

Class Information

Hit Dice. 1d12 per Barbarian Level
1st Level Hitpoints. 12 + your Constitution Modifier
Higher Level Hitpoints. 1d12 (increase to 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

Barbarian Features Summarized
Feature Level Quick Explanation
Rage 1st You can enter a state of fury to take half Damage and deal additional Damage
Unarmored Defense 1st While not wearing armor you have a natural AC
Reckless Attack 2nd You can give yourself Advantage on Attacks but then Attacks have Advantage against you
Danger Sense 2nd You're better at Dexterity Saves that you can see
Primal Path 3rd You choose your subclass, and gain features at 3rd, 6th, 10th, and 14th Level
Primal Knowledge 3rd You gain a Skill Proficiency
Ability Score Improvements 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
Extra Attack 5th You make an additional Attack every time you take the Attack Action
Fast Movement 5th You increase your Speed while not wearing Heavy Armor
Feral Instinct 7th You have Advantage on Initiative Rolls and can move half your Speed for free when you Rage
Brutal Critical (1 Extra Die) 9th You deal more Damage when you Crit
Resolute Will 9th You can use your Hit Dice to be better at Skill Checks
Primal Knowledge 10th You gain a Skill Proficiency
Relentless Rage 11th You can try resist dying and getting Crit
Brutal Critical (2 Extra Dice) 13th You deal more Damage when you Crit
Stored Strength 13th You can take Damage to gain Hit Dice
Persistent Rage 15th Your Rage is harder to end
Gifted Strength 15th You can spend Hit Dice to buff your allies
Brutal Critical (3 Extra Dice) 17th You deal more Damage when you Crit
Shared Strength 17th When you hit on an Attack you heal your allies
Indomitable Might 18th You become amazing at Strength Checks
Primal Champion 20th You increase your Strength and Constitution by 4


Rage

1st Level Barbarian Feature
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.
  • When you make a Weapon Attack using Strength or Constitution, 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 if your turn ends and you haven't attacked a hostile Creature or taken Damage since your last 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, regaining expended uses at the end of a Long Rest.

Unarmored Defense

1st Level Barbarian Feature
While you are not wearing Armor, you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.

Reckless Attack

2nd Level Barbarian Feature
You gain the ability to abandon defense to effectively harm your foes. When you make a Weapon Attack using Strength or Constitution on your turn, you can choose to gain Advantage on that Attack and all future Weapon Attacks using Strength or Constitution made on that turn, but all Attack Rolls made against you have Advantage until the start of your next turn.

Danger Sense

2nd Level Barbarian Feature
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

3rd, 6th, 10th, and 14th Level Barbarian Feature
You choose one of the Primal Paths in the table below that shapes the nature of your rage.

Primal Paths
Primal Path Complexity (1-5) Description
Path of Ancestral Guardians 2 You channel the strength of your ancestors to smite foes and guard allies.
Path of Battleragers 2 You become a whirlwind of spikes, grabbing your foes and sprinting through the battlefield in a coat of thorny armor.
Path of Beasts 3 You transform, taking on the form of beasts, barreling down foes with a massive tail, maw, or set of claws while embodying the call of the hunt.
Path of Berserkers 1 You give into your inner rage as your utter fury makes you into a whirlwind of steel.
Path of Crucibles 3 You build up heat overtime until it boils over into an uncontrolled explosion of fire.
Path of Giants 3 You grow to untold sizes, hurling steel through the air while imbued with elemental power.
Path of Glaciers 3 You embody the sturdy yet slow glacier, plowing over foes while none can shake you.
Path of Impulse 4 You channel both joy, sadness, and fury to fuel your warpath as you pour emotion into your strikes with devastating effects.
Path of Ravenous Warriors 5 You grow a never-ending, deep hunger, driving you to cook magical meals and embody your hunger in battle.
Path of Storm Heralds 2 You become a mighty tempest, swirling with wind, fire, and rain to dominate your foes.
Path of Strikers 4 Your fists channel the power of arcing chains of lightning which you use to sprint through the battlefield delivering devastating blows of electricity.
Path of Subjugators 5 You take trophies from your fallen foes, binding their spirits to you, allowing you to embody their strengths and summon them to serve you one last time.
Path of Totem Warriors 3 You take on traits of animals, represented by your totems, which you use to great effect both on and off the field of battle.
Path of Wild Magic 4 You become a swirling storm of arcana, chaotically lashing out with destructive magic as you rage.
Path of Zealots 2 You become a warrior of the Three, capable of channeling pure divine fury and wrath and incapable of dying for long due to your destined purpose.


Primal Knowledge

3rd and 10th Level Barbarian Feature
You gain one of the following Skill Proficiencies: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Barbarian Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Extra Attack

5th Level Barbarian Feature
You can make an additional Attack whenever you take the Attack Action.

Fast Movement

5th Level Barbarian Feature
Your Speed increases by 10ft while you aren’t wearing Heavy Armor.

Feral Instinct

7th Level Barbarian Feature
Your instincts become so honed, giving you heightened senses and quickened responses to danger. You have Advantage on Initiative Rolls and cannot be Surprised. Additionally, as part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.

Brutal Critical

9th Level Barbarian Feature
When you Crit with a Melee Attack, You roll the Weapon's Damage Dice an additional time before doubling the Damage for the Crit.
As you gain Levels in this class you roll the Weapon's Damage Dice more times: You roll the Weapon's Damage Dice two additional times at 13th Level, and three additional times at 17th Level.

Resolute Will

9th Level Barbarian Feature
You gain the ability to use your resolute well of power to improve your day to day activities. After you make an Ability Check, you can expend a Hit Die to add a d12 to the result.

Relentless Rage

11th Level Barbarian Feature
Your rage can keep you fighting despite grievous wounds.
If you drop to 0 Hit Points while Raging, you can make a Constitution Saving Throw. If you succeed, you drop to 1 Hit Point instead.
If you are Crit while Raging, you can make a Constitution Saving Throw. If you succeed, the Attack becomes a normal hit instead.
These Constitution Saving Throws have a shared DC of 10 which increases by 5 every time you use this feature. When you finish a Long Rest, the DC resets to 10.

Stored Strength

13th Level Barbarian Feature
You gain the ability to recover long-term vitality by sacrificing temporary health. As a Bonus Action, you can reduce your current Hit Points by 5. If you do, you recover a Hit Die.

Persistent Rage

15th Level Barbarian Feature
Your Rage is so fierce that it ends early only if you fall Unconscious or if you choose to end it.

Gifted Strength

15th Level Barbarian Feature
You gain the ability to invite others into your strength. As a Bonus Action, you can touch a willing creature and expend a Hit Die. That creature gains one of the following effects you choose:

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


Shared Strength

17th Level Barbarian Feature
When you hit on an Attack Roll, you can expend a Hit Die to heal up to two other creatures within 15ft of you, a number of Hit Points equal to 1 roll of the Hit Die you expended + your Constitution Modifier.

Indomitable Might

18th Level Barbarian Feature
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

20th Level Barbarian Feature
You embody the power of the wilds. Your Strength and Constitution Scores increase by 4. Your maximum for those Scores also increases by 4.

Primal Paths

Path of Ancestral Guardians

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

Ancestral Guardians Features
Feature Level Quick Explanation
Ancestral Protectors 3rd Foes you hit while you are Raging are worse at hitting other creatures, and creatures they hit take less Damage
Spirit Shield 6th While Raging, when your allies take Damage you can, you use your Reaction to reduce that Damage
Consult the Spirits 10th You learn to cast the [[Level 2#Augury|Augury] and Clairvoyance Spells
Vengeful Ancestors 14th You deal Damage to the Attacker when you use Spirit Shield


Ancestral Protectors

3rd Level Path of Ancestral Guardians Feature
Spectral warriors appear when you enter your Rage. While you’re Raging, the first creature you hit with an Attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.
Until the start of your next turn, that creature has Disadvantage on any Attack Roll that isn’t against you, and when the target hits a creature other than you with an Attack, that creature has Resistance to the Damage dealt by the Attack. The effect on the target ends early if your Rage ends.

Spirit Shield

6th Level Path of Ancestral Guardians Feature
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 30ft 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 an increased amount: by 3d6 at 10th Level and by 4d6 at 14th Level.

Consult the Spirits

10th Level Path of Ancestral Guardians Feature
You gain the ability to consult with your ancestral spirits. When you do so, you cast the [[Level 2#Augury|Augury] or Clairvoyance Spells, 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 each 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

14th Level Path of Ancestral Guardians Feature
Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the Damage of an Attack, the Attacker takes an amount of Force Damage equal to the Damage that your Spirit Shield prevents.


Path of Battleragers

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

Battleragers Features
Feature Level Quick Explanation
Imbue Spikes 3rd You make a set of Armor into Spike Armor that gives you a spike Attack
Grappling Strikes 3rd While Raging, you deal Damage to creatures you Grapple
Reckless Abandon 6th While Raging, you gain Hit Points when you Attack
Battlerager Charge 6th Your Speed increases and you can Dash better
Vice Grip 10th You can Grapple more often and you aren't Slowed while Grappling a creature
Spiked Retribution 14th You deal Damage for free to foes nearby that do anything


Imbue Spikes

3rd Level Path of Battleragers Feature
When you finish a Long Rest you can touch a set of Medium Armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).
If the set of Medium Armor was magical in any way, that benefit is transferred to your Spike Armor.
Additionally, you can use this Spike Armor for offense. While you are wearing Spike Armor, you gain Spikes which you can used as an Unarmed Weapon dealing 1d8 Piercing Damage.

Grappling Spikes

3rd Level Path of Battleragers Feature
You learn better how to use your spikes to grab onto enemies. While Raging, if you Grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier.
While you are Raging, at the start of creature's turn that is Grappled by you, it takes Piercing Damage equal to your Strength Modifier.

Reckless Abandon

6th Level Path of Battleragers Feature
When you use Reckless Attack while Raging, you also gain Temporary Hit Points equal to your Constitution Modifier. You lose these Hit Points when your Rage ends.

Battlerager Charge

6th Level Path of Battleragers Feature
Your pure raging chaos quickens your stride. Your Speed increases by 10ft, and you can take the Dash action as a Bonus Action.

Vice Grip

10th Level Path of Battleragers Feature
You become a natural at grabbing onto your foes. Whenever you take the Attack Action, you can also attempt to Grapple a creature as part of that Action.
Also, you are not Slowed while dragging a Grappled creature, and you can Grapple creatures up to two Sizes larger than you.

Spiked Retribution

14th Level Path of Battleragers Feature
When a creature enters a space within 5ft of you, or a creature within 5ft of you takes an Action or a Bonus Action, you can deal Piercing Damage equal to your Proficiency Bonus to that creature.


Path of Beasts

Barbarians who walk the Path of Beasts 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.

Beasts Features
Feature Level Quick Explanation
Form of the Beast 3rd While Raging, you grow a natural weapon
Bestial Soul 6th You gain additional movement abilities
Infectious Fury 10th While Raging, you can infect creatures with a rabid fury
Call the Hunt 14th When you Rage, you can inspire your allies


Form of the Beast

3rd Level Path of Beasts Feature
When you enter your Rage, you transform, revealing the bestial power within you. For the duration of your Rage, you manifest one of the following Natural Weapons, chosen when you enter your Rage:

  • Bite. Your mouth transforms into a bestial maw or great mandibles. It acts as a Natural Weapon which deals 1d8 Piercing Damage on a hit. Once on each of your turns when you deal Damage to a creature with this attack, you regain a number of Hit Points equal to your Proficiency Bonus.
  • Claws. Each of your hands transforms into a claw, which act as Natural Weapons which deal 1d6 Slashing Damage. Once on each of your turns when you Attack with these Claws as part of the Attack Action, you can make one additional Claw Attack as part of that same Action.
  • Tail. You grow a lashing, spiny tail, which acts as a Natural Weapon dealing 1d8 Bludgeoning Damage and has the Reach property. If a creature you can see within 10ft 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 until the start of your next turn.


Bestial Soul

6th Level Path of Beasts Feature
The feral power within you increases, causing the Natural Weapons from 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

10th Level Path of Beasts Feature
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 with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, suffering one of the following effects of your choice on a failed Save:

  • 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

14th Level Path of Beasts Feature
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 30ft of you equal to your Constitution Modifier. You gain 5 Temporary Hit Points for each creature that you choose. Until the Rage ends, the chosen creatures can each add a d6 to the Damage Roll of an Attack they make once on each of their turns.


Path of Berserkers

For some barbarians, rage is a means to an end—that end being violence. The Path of Berserkers 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.

Berserkers Features
Features Levels Quick Explanation
Frenzy 3rd You can make an additional Attack while Raging.
Mindless 6th You can't be Charmed or Frightened while Raging.
Intimidating Presence 10th You can strike fear into a creature.
Retaliation 14th You can Attack creatures that Attack you.


Frenzy

3rd Level Path of Berserkers Feature
You go into a wild frenzy while Raging. As part of the Bonus Action you take to enter your Rage, and as a Bonus Action on each subsequent turn while Raging, you can make a single Melee Weapon Attack.

Mindless Rage

6th Level Path of Berserkers Feature
You cannot be Charmed or Frightened while Raging. If you are Charmed or Frightened when you enter your Rage, you ignore the effect for the duration of the Rage.

Intimidating Presence

10th Level Path of Berserkers Feature
You can use your Action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30ft of you. If the creature can see or hear you, it must succeed on a Wisdom Saving Throw with a DC of 8 + your Charisma Modifier + your Proficiency Bonus, 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 60ft 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

14th Level Path of Berserkers Feature
When a creature within 5ft of you deals Damage to you, you can use your Reaction to make a Melee Weapon attack against that creature.


Path of Crucibles

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

Crucibles Features
Features Levels Quick Explanation
Thermal Core 3rd While Raging, you build up heat as you hit and get hit, and then explode
Burning Heart 3rd You can resist extreme conditions, act as a campfire, and get Resistance to Fire Damage
Blazing Core 6th You become on fire and produce light
Intimidating Presence 10th You can deal more Damage, get a Ranged Attack, or teleport with your heat
Retaliation 14th You can control your explosions


Thermal Core

3rd Level Path of Crucibles Feature
You slowly build up kinetic energy and heat while Raging, eventually letting it out uncontrollably. While Raging, every time you hit on a Weapon Attack, or are hit by a Weapon Attack, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain Levels in this class, at 6th Level (d6), at 10th Level (d8), at 14th Level (d10), and at 18th Level (d12).
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.
When this occurs, all other creatures within 30ft must make a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus or take Fire Damage equal to a combined roll of the Core Temperature Dice you lost, or half as much on a successful Save.

Burning Heart

3rd Level Path of Crucibles Feature
Your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. You also gain Resistance to Fire Damage.
Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.

Blazing Core

6th Level Path of Crucibles Feature
Your inner forge allows you to provide light, and protection to your allies, warding them from the bitter frost of death.
Your body becomes constantly wreathed in harmless flames. These flames give off Bright Light and a comfortable level of warmth within a certain radius of you. As an Action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed Dim Light for an additional number of feet equal to this radius.

Molten Core

10th Level Path of Crucibles Feature
You learn to control your inner fire. You gain the following ways to spend your Core Temperature Dice:

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


Blazing Mastery

14th Level Path of Crucibles Feature
Your inner well of heat grows deeper. You can now hold a number of Core Temperature Dice equal to two times your Proficiency Bonus.
Additionally, you gain your heat more quickly now, when you hit on a Weapon Attack or are hit with a Weapon Attack, you gain 2 Core Temperature Dice instead of 1, and you gain 1 Core Temperature Dice at the start of your turn.
Finally, as an Action on your turn you can expend all of your Core Temperature Dice to unleash a controlled burst of heat.
All creatures of you choice within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus or take Fire Damage equal to a combined roll of the Core Temperature Dice you expended, or half as much on a successful Save.


Path of Giants

Barbarians who walk the Path of Giants draw strength from the primal forces that are the Giants and their elemental powers. 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.

Giants Features
Feature Level Quick Explanation
Giant Power 3rd You get the Druidcraft and Thaumaturgy Cantrips
Giant's Havoc 3rd You grow in size and reach when you Rage
Elemental Cleaver 6th You deal additional elemental Damage and can throw your Weapons
Catapulting Throw 10th You can throw creatures
Demiurgic Colossus 14th You become larger, have a larger reach, and deal more elemental Damage when you Rage


Giant Power

3rd Level Path of Giants Feature
You learn to speak, read, and write Giant.
Additionally, you learn either the Druidcraft and Thaumaturgy Cantrips. Constitution is your Spellcasting Ability for these Spells.

Giant’s Havoc

3rd Level Path of Giants Feature
Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While Raging, your Reach increases by 5ft, 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

6th Level Path of Giants Feature
Your bond with the elemental might of giants and their power 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, Lightning, Poison, or Thunder. While you wield the infused Weapon during your Rage, the Weapon's Damage Type changes to the chosen Type and deals an additional 1d6 Damage of the chosen type, the Weapon also gains the Thrown property, with range of 20/60ft. 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 Weapon’s current Damage Type to a different one from the above Damage Types, you can also use a Bonus Action to change the Weapon that is infused.

Catapulting Throw

10th Level Path of Giants Feature
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 30ft of you. An unwilling creature must succeed on a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, not being pushed on a successful Save.
If the creature would fall after being pushed in this way, after falling it lands Prone.

Demiurgic Colossus

14th Level Path of Giants Feature
The primordial power of your rage intensifies. While Raging, your Reach now increases by 10ft, your size can increase to Huge, and you can now use your Catapulting Throw to move creatures that are Large or smaller. In addition, the extra Damage dealt by your Elemental Cleaver increases to 2d6.


Path of Glaciers

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

Glaciers Features
Feature Level Quick Explanation
Permafrost 3rd You gain additional AC and resist Cold Damage, also you can sustain your Rage while Dodging.
Frostbite 3rd You deal extra Cold Damage while Raging and Slow your foes
Cold Fortress 6th You gain Temp HP while Raging and can spend Hit Dice to regain them.
Deep Sleep 6th You Long Rest quicker and regain all Hit Dice when you do
Icy Burst 10th You deal Cold Damage to all foes nearby and Slow them
Never-Ending Fortitude 14th You can resist Damage, Prone, Frightened, and Slowed


Permafrost

3rd Level Path of Glaciers Feature
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. Your Rage does not end if you take the Dodge Action, the same way it is maintained by making an Attack or taking Damage.

Frostbite

3rd Level Path of Glaciers Feature
You can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while 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 additional 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 speed is reduced by 10ft until the start of your next turn.

Cold Fortress

6th Level Path of Glaciers Feature
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 12 + your Constitution Modifier that are lost after 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.

Deep Sleep

6th Level Path of Glaciers Feature
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 slumber after 6 hours, when you take Damage, or a creature uses its Action to shake you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits a Long Rest, and you regain all expended Hit Dice.

Icy Burst

10th Level Path of Glaciers Feature
You can use an Action to send out a shockwave of ice. All creatures within 30ft of you must make a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus. All creatures that fail the Save take a number of d8s of Cold Damage equal to your Proficiency Bonus and are Slowed until the end of your next turn, and taking half as much Damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Never-Ending Fortitude

14th Level Path of Glaciers Feature
You become as unstoppable as a mighty glacier. When you take Damage, you can use your Reaction to reduce that Damage by 2d12. Additionally, you can only be knocked Prone if you choose to be, and you are Immune to being Frightened and Slowed.


Path of Impulse

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

Impulse Features
Feature Level Quick Explanation
Emotional State 3rd You enter an Emotional State to Rage and gain benefits based on your choice: sorrow, fury, or joy
Ardent Strikes 6th While Raging you deal a different Type of Damage and are better when you deal that Damage
Drain Passion 10th You can cast the Calm Emotions Spell even while Raging
Catharsis 14th You can deal massive Damage and end your Rage and Emotional State


Emotional State

3rd Level Path of Impulse Feature
Whenever you go into a Rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are Raging:

  • Sorrow. You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take Damage that you are resistant to, you can use your Reaction to reduce the Damage that you take by 3. This Damage reduction is applied after you calculate Resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.
  • Fury. You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic Damage, as your fury burns corrupting forces from your body. Additionally, instead of adding your Proficiency Bonus to the Damage Rolls of Weapon Attacks using Strength or Constitution, you add twice your Proficiency Bonus to the Attack's Damage Rolls.
  • 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 Speed increases by 5ft. This additional Speed increases to 10ft at 9th level and to 15ft at 16th level.


Ardent Strikes

6th Level Path of Impulse Feature
The emotional energy within you begins to suffuse your weapons. While Raging and in an Emotional State, you may cause any Weapon Attacks you make to deal one of the damage types that your chosen Emotional State grants you Resistance to, rather than the weapon’s usual damage.
When you choose to deal one of these damage types, you may treat any 1 on a Damage Die as a 2.

Drain Passion

10th Level Path of Impulse Feature
You gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions Spell and use your Constitution for your Spellcasting Ability
You can cast this Spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
When you enter an Emotional State, you can cast this Spell as part of the same Bonus Action, expending one use of this ability. You can not lose Concentration on this Spell due to entering a Rage. However, you can still lose Concentration by other methods, such as failing a Saving Throw to maintain Concentration or becoming Incapacitated.

Catharsis

14th Level Path of Impulse Feature
You can release your pent-up emotions in a single burst. When you hit with an Attack affected by your Ardent Strikes, you can choose to immediately end your Rage. If you do so, the attack immediately deals an additional 3d12 Damage of the chosen Damage Type.
Once you have used this feature, you cannot enter the Emotional State that you were in when you used this feature until you finish a Long Rest.


Path of Ravenous Warriors

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

Ravenous Warriors Features
Feature Level Quick Explanation
Bottomless Stomach 3rd You are more resistant to Exhaustion and are immune to it while Raging
Hunger 3rd You can gain levels of Exhaustion to gain additional benefits while Raging
Breakfast 6th You can cook buffing meals
Lunch 10th You get a Natural Attack while Raging and have a bit of Exhaustion
Dinner 14th You get a non-magical version of the Absorb Elements Spell at will with extra Damage Types


Bottomless Stomach

3rd Level Path of Ravenous Warriors Feature
Your body is used to a constant hunger. Instead of subtracting 1 from any Attack Roll, Ability Check, or Saving Throw you make for each level of Exhaustion you have, you subtract 1 from those rolls for every two levels of Exhaustion you have. Additionally, while Raging, you are Immune to the effects of Exhaustion, and finishing a Long Rest removes two levels of Exhaustion.

Hunger

3rd Level Path of Ravenous Warriors Feature
You gain Proficiency with Cook's Utensils. Additionally while Raging, if you hit on a Weapon Attack Roll, you can choose to gain one level of Exhaustion, spending a massive reserve of your energy, to choose one of the following effects:

  • If the creature you hit is Large or smaller, it falls Prone and is pushed 10ft in a direction of your choice.
  • You recover Hit Points equal to half the Damage dealt by the attack.
  • For this attack you ignore the target's Damage Resistances.
  • You immediately make one additional Attack, targeting one creature that you haven't Attacked this turn.


Breakfast

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

  • Medicinal. Whenever you take Poison Damage, you reduce the Damage taken by an amount equal to your Level. You also have Advantage on Saving Throws against being Poisoned.
  • Spicy. Whenever you take Cold Damage, you reduce the Damage taken by an amount equal to your Level. You also have Advantage on Saving Throws against the effects of Extreme Cold.
  • Chilled. Whenever you take Fire Damage, you reduce the Damage taken by an amount equal to your Level. You also have Advantage on Saving Throws against the effects of Extreme Heat.
  • Filling. You gain Temporary Hit Points equal to your Level. You also have Advantage on Constitution Checks and Saving Throws.

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

Lunch

10th Level Path of Ravenous Warriors Feature
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 Natural Weapon, dealing 2d12 Piercing Damage. On a hit, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of Exhaustion, and you lose a level of Exhaustion.
If you reduce a creature to 0 Hit Points with this attack, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28.

Dinner

14th Level Path of Ravenous Warriors Feature
You can replicate the effects of the Absorb Elements Spell Non-Magically at will, however, you can use it with the following Damage Types: Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, and Thunder. The Somatic Components for this effect are chewing and swallowing, and you do not need a free hand to use it.


Path of Storm Heralds

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

Storm Heralds Features
Feature Level Quick Explanation
Storm Aura 3rd You emanate an aura while Raging with a variety of effects based on different types of storms
Storm Soul 6th You gain a Damage Resistance and another utility feature based on different types of storms
Shielding Soul 10th You give nearby creatures Damage Resistance
Raging Soul 14th You gain an offensive ability against foes in your aura


Storm Aura

3rd Level Path of Storm Heralds Feature
You emanate a stormy, Magical aura while you Rage. The aura extends 10ft from you in every direction, but not through Total Cover.
When you finish a Long Rest or enter a Rage, choose one of the following environments of your choice, gaining its benefits. This choice lasts until you finish a Long Rest or enter a Rage.
If your aura’s effects require a Saving Throw, the DC equals 8 + your Constitution Modifier + your Proficiency Bonus.

  • Desert. When this effect is activated, all other creatures of your choice in your aura take 1d4 Fire Damage. 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. This 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 harden it against 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

6th Level Path of Storm Heralds Feature
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. Additionally, 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 equal to your Walking Speed.
  • 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 5ft Cube of it into ice, which melts after 1 minute. This action fails if a creature is in the Cube.


Shielding Storm

10th Level Path of Storm Heralds Feature
You learn to use your mastery of the storm to protect others. Each creature of your choice has the Damage Resistance you gained from your Storm Soul feature while the creature is in your Storm Aura.

Raging Storm

14th Level Path of Storm Heralds Feature
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 Constitution Saving Throw, or its Speed is reduced to 0 until the start of your next turn, as magical frost covers it.



Path of Strikers

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

Strikers Features
Feature Level Quick Explanation
Titan 3rd You get Unarmed Strikes that deal Lightning Damage and Expertise in Athletics
Fists of Havoc 3rd While Raging you have Resistance to Lightning, better Jumping, better Grappling and Shoves, and more frequent punches.
Storm's Arsenal 6th You gain two abilities of your choice.
Trample 10th Your better at dealing Lighting Damage, deal Lightning Damage when you Grapple or Shove, and you deal double damage to objects and structures.
Thundercrash 14th You jump into the sky and crash into the ground in a burst of lightning.


Titan

3rd Level Path of Strikers Feature
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 and Unarmed Strike, the d6 becomes a d8.
Additionally, you gain Proficiency and Expertise in Athletics.

Fists of Havoc

3rd Level Path of Strikers Feature
Your rages are empowered by your thunderous might. While Raging, you gain the following benefits:

  • You gain Resistance to Lightning Damage.
  • Your Jump heights and distances are doubled.
  • Whenever you Grapple or Shove a creature, it takes Lightning Damage equal to 1d4 + your Proficiency Bonus.
  • As a part of the Bonus Action you used to Rage, and as a Bonus Action during your Rage, you may make one Unarmed Strike Attack.


Storm’s Arsenal

6th Level Path of Strikers Feature
Your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of this Path's descriptions. You may change one or both of these abilities to another from the same list at the end of a a Long Rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a Long Rest.
A Reach or Strike can be used in place of any Unarmed Strike Attack you would make during your turn.
You are unaffected by all of your Reach Abilities.
If a Reach or Strike requires a Saving Throw, it uses your Arsenal Save DC which has a DC of 8 + your Constitution Modifier + your Proficiency Bonus.

Trample

10th Level Path of Strikers Feature
Nothing alive or otherwise can stop the storming force that you’ve become. Lightning Damage you deal ignores Resistance.
Additionally, your Unarmed Strikes deal an additional 1d4 Lightning damage, and deal double Damage to Structures and Objects.

Thundercrash

14th Level Path of Strikers Feature
You have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per Long Rest.
You have also mastered the ultimate Striker technique; The Thundercrash.
As an Action, you can give yourself a 150ft Flying Speed until the end of your turn. Once you begin moving, you cannot take any other Actions, Bonus Actions, or Reactions until your Flying Speed is exhausted. If you stop moving at any point while using this Flying Speed, any of your remaining Flying Speed from this ability is exhausted.
You can pass through the space of hostile creatures while you have this Flying Speed, treating that space as Difficult Terrain. The first time you pass through a hostile creature’s space during this movement, they take Lightning Damage equal to 2d6 + twice your Proficiency Bonus. If you end the movement in the air, you float harmlessly down to the ground at a rate of 180ft feet per Round.
If you end the movement while touching a surface, you create a devastating shockwave, and all creatures of your choice within a 30ft of the impact must make a Dexterity Saving Throw against your Arsenal Save DC, or take 4d6 Lightning Damage and 4d6 Thunder Damage, and are knocked Prone, Blinded, and Deafened. On a successful Save, creatures take half Damage and are only knocked Prone, Blinded, or Deafened (your choice).
For one minute after your Thundercrash, any hostile creatures that end their turn within 30ft of the impact point need to make a Dexterity Saving Throw against your Arsenal Save DC, or take 2d6 Lightning Damage on a failure, and half as much on a successful Save.
Once you use your Thundercrash, you must finish a Long Rest before you can use it again.

Storm’s Reach

6th Level Path of Strikers Feature Options
All Reaches are Simple Thrown Weapons which you are Proficient in, with a Range of 30/40ft.
They appear as Tiny Objects, whose appearance you choose.
They are summoned to your hand when you choose to attack with them, and dissapear in a small shower of sparks as soon as their effects conclude, or if they exit their range. If you miss an attack roll with a Reach, it will fly past the target of the attack, until it hits another creature or surface, or exits its range.
Thunderclap Reach. This reach sticks to any creature or surface it hits, and faces back towards you. As soon as it hits a surface or creature, and at the start of your next turn, all creatures of your choice within a 15ft Cone emanating from the surface or creature this Reach hits must make a Dexterity Saving Throw. They take Lightning Damage equal to 3d6 + your Rage Damage on a failed Save, or half as much on a successful Save.
Blinding Reach. As soon as this Reach impacts a creature or surface, all creatures of your choice within 15ft of the impact take Lightning Damage equal to your Rage Damage bonus, and need to make a Constitution Saving Throw, or be Blinded until the start of your next turn.
Pulsing Reach. As soon as a this reach impacts a creature or surface, all creatures of your choice within a 15ft of the impact must make a Strength Saving Throw, taking Lightning Damage equal to 1d6 + your Rage Damage and being knocked Prone. On a successful Save, the creature takes half Damage and is not knocked Prone.

Storm’s Strike

6th Level Path of Strikers Feature Options
Seismic Strike. When you take the Dash Action, you can run directly into a creature, when you do, you make an Unarmed Strike as a Free Action. If the Attack hits, you deal extra Lightning Damage equal to your Rage Damage, and the creature must make a Constitution Saving Throw or be Deafened until the start of your next turn.
Ballistic Strike. While you are at least 10ft above the ground, choose a point you can see on the ground. This point can a number of feet horizontally away from you equal to how high above the ground you are, to a maximum number of feet equal to 10 x your Barbarian Level. You slam down to that point, taking no Damage from falling, and you make an Unarmed Strike attack against all creatures of your choice within 5ft of the impact. If an attack hits, it deals extra Lightning Damage equal to your Rage damage.
Chaining Strike. When you hit a creature with a Melee Attack that deals any Lightning damage, a number of other creatures equal to your Proficiency Bonus that are within 10ft of the target take Lightning Damage equal to 1d4 + twice your Proficiency Bonus.


Path of Subjugators

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

Caption text
Feature Level Quick Explanation
Grisly Treasure 3rd You take trophies from Beasts and Monstrosities you beat
Savage Lore 3rd You use your trophies to summon Shades of the monsters you took them from
Grim Countenance 6th You Slow and Frighten nearby enemies
Primal Sovereignty 10th You take trophies from Humanoids you beat and can empower your Shades
Dread Knowledge 14th You can get the abilities from the foes you beat rather than summoning them as Shades


Grisly Treasure

3rd Level Path of Subjugators Feature
You draw strength from your foes. Beasts and Monstrosities killed in a combat you took part in can be looted for a trophy.
Trophies usually take the form of a body part or a notable item belonging to your enemy and must be displayed openly on your person to benefit you. This can take many forms, such as tying small bones to your clothing, wearing or wielding a notable item belonging to an enemy, or even crafting an item from their corpse.
You can hold a number of trophies equal to your Proficiency Bonus and taking a new trophy above this number 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 creature in this way.

Savage Lore

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

Grim Countenance

6th Level Path of Subjugators Feature
While Raging, souls of the vanquished swirl around you in a 10ft Moving Emanation.
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the Emanation, that creature must succeed a Wisdom Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save the target is Slowed and Frightened of you until the end of your next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who's trophy you bear.

Primal Sovereignty

10th Level Path of Subjugators Feature
Your dominance over the dead becomes stronger and grows in reach.
Your Grisly Treasure now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak with Dead Spell and perceive you as an ally, though you can still only ask 5 questions.
In addition, you can use a Bonus Action to precisely direct a shade's movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding Legendary, Mythic, Villain, and Lair Actions.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Dread Knowledge

14th Level Path of Subjugators Feature
You can call upon the greater powers that your enemies possessed in life.
As an Action, you hold forth a trophy to absorb the spirit held within it.
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently summoned, it disappears as you draw it into yourself.
As part of the Action you use to absorb the shade, and on subsequent turns as an Action, you may use any single Action, Legendary Action, or Spell that was available to the creature that the spirit was in life. This state persists until you use that creature's action or use this feature again.
Once you absorb a spirit, you can't do so again until you finish a Long Rest.


Path of Totem Warriors

The Path of Totem Warriors 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.

Totem Warriors Feature
Feature Level Quick Explanation
Spirit Seeker 3rd You get the Beast Sense and Speak with Animals Spells as Rituals
Totem Spirit 3rd You get a feature based on an animal spirit while Raging
Aspect of the Beast 6th You get an out of combat bonus based on an animal spirit
Spirit Walker 10th You get the Commune with Nature Spell as a Ritual
Totemic Attunement 14th You get a feature based on an animal spirit while Raging


Spirit Seeker

3rd Level Path of Totem Warriors Feature
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak with Animals Spells, but only as Rituals. Constitution is your Spellcasting Ability for these Spells.

Totem Spirit

3rd Level Path of Totem Warriors Feature
You attune yourself to a type of creature, potentially picking up some physical characteristics of that creature, and you gain a totem or other small object that represents this creature. Choose one of the following:

  • 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 Raging, you have Advantage on Saving Throws to resist Spells and other magical effects and cannot be Blinded or Deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.
  • Eagle. While Raging, other creatures have Disadvantage on Opportunity Attacks 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 Raging, your Speed increases by 15ft. The spirit of the elk makes you extraordinarily swift.
  • Hydra. While Raging, if you took Damage since the end of your last turn, you can use a Bonus Action to regain Hit Points equal to half your Barbarian Level. 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 or end being Charmed or Frightened. The spirit of the sphinx makes your mind impenetrably sharp.
  • Tiger. While Raging, you can add 10ft to your Long Jump Distance and 3ft to your High Jump distance. Additionally, you can take the Disengage Action as a Bonus Action. The spirit of the tiger empowers your leaps.
  • Wolf. While Raging, your allies have Advantage on Melee Attack Rolls against any creature within 5ft of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.


Aspect of the Beast

6th Level Path of Totem Warriors Feature
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 perception of the Chimera. You gain the magical senses of a chimera. You can cast the Detect Magic Spell, 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 100ft away from you. Additionally, Dim Light doesn’t impose Disadvantage on your Wisdom (Perception) Checks.
  • Elk. The elk spirit helps you roam far and free. 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. Additionally you have advantage on Saving Throws against being Slowed or Restrained.
  • 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.
  • Sphinx. The spirit of the sphinx makes you proud and imperious. You are Immune to any effect that would sense your emotions, read your thoughts, or magically discern your location. In addition, when you make a Charisma (Deception) Check, if the roll on the d20 is lower than your Constitution Score, you can increase your roll to be equal to that score.
  • Tiger. You gain the survival instincts of the tiger. You gain Proficiency in two Skills from the following list: Athletics, Acrobatics, Stealth, and Survival.
  • 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. Additionally, you have advantage on Wisdom (Perception) Checks, and Intelligence (Investigation) Checks to track or locate creatures.


Spirit Walker

10th Level Path of Totem Warriors Feature
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 your Totem Spirit or your Aspect of the Beast appears to you to convey the information you seek.

Totemic Attunement

14th Level Path of Totem Warriors Feature
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. The power of the bear makes you unable to be ignored. While Raging, any hostile creature within 5ft of you has Disadvantage on Attack Rolls against targets other than you. An enemy is immune to this effect if it can’t see or hear you or if it can’t be Frightened.
  • Chimera. The power of the chimera nullifies nearby magic. While 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 5ft of the caster of the Spell, the caster must succeed on a Constitution Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failure, the Spell is not cast and the caster loses the Action used to case the Spell, the caster also takes Bludgeoning Damage equal to 1d12 + your Strength Modifier. On a successful Save, the Spell is cast and the caster takes half Damage.
  • Eagle. The flight of the eagle manifests in you. While Raging, you have a Flying Speed equal to your Walking Speed.
  • Elk. The swiftness of the elk topples your foes. While Raging, you can use a Bonus Action during your movement to pass through the space of a Large or smaller creature. That creature must succeed on a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus or be knocked Prone and take Bludgeoning Damage equal to 1d12 + your Strength Modifier, on a successful Save the target is not knocked Prone and takes half Damage.
  • Hydra. The many heads of the hydra begin to fill you with relentless fury. While 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. The magic of the sphinx allows you to travel quickly through the battlefield. While 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. The speed of the tiger allows you to more effectively charge into your foes. While Raging, if you move at least 20ft in a straight line toward a Large or smaller creature, 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. The instinct of the wolf allows you to place weakness into your foes. While Raging, you can use a Bonus Action on your turn to knock a Large or smaller creature Prone when you hit it with a Melee Weapon Attack.



Path of Wild Magic

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

Wild Magic Features
Feature Level Quick Explanation
Magic Awareness 3rd You can cast the Detect Magic Spell and turn a different color based on the School of Magic detected
Wild Surge 3rd When you Rage you chaotically burst in Wild Magic
Bolstering Magic 6th You can restore the Spells of your allies
Unstable Backlash 10th When you take Damage or fail a Save, you reroll your Wild Magic Surge
Controlled Surge 14th When you Wild Surge, you roll three options and choose any number of them


Magic Awareness

3rd Level Path of Wild Magic Feature
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).
You can use this feature a number of times equal to your Constitution Modifier. You regain all expended uses when you finish a Long Rest.

Wild Surge

3rd Level Path of Wild Magic Feature
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 or ability check, the DC equals 8 + your Constitution Modifier + your Proficiency Bonus.

Wild Magic
d100 Effect
1-2 You explode, casting Fireball at 3rd Level centered on yourself, using Constitution as your Spellcasting Modifier.
3-4 Until your Rage ends, whenever a creature within 60ft you takes Damage, all creatures within 60ft take the same amount of Damage.
5-6 A 30ft Cube of ice materializes centered on you. Creatures within begin Suffocating and take 1d6 Cold Damage at the start of their turn. The Cube has an AC of 5 and a number of Hit Points equal to 5 times your Constitution Modifier. This Cube dissipates at the end of your Rage.
7-8 A black hole opens in your chest, at the start of each of your turns until your Rage ends, all creatures within 60ft of you must make a Strength Saving Throw or be pulled 30ft towards you. You must make a Dexterity Saving Throw or take 1d10 Bludgeoning Damage at the start of your turn as you are pelted by debris.
9-10 Hundreds of arms grow out of your back grasping at nearby creatures. Until your Rage ends, at the start of each of your turns, you make a Grapple Attack against each creature within 15ft of you.
11-12 Your body begins emanating inky magical darkness, until your Rage ends, all creatures within 10ft of you are Blinded.
13-14 Animated chains rise out of the floor, all creatures within 30ft of you must

make a Strength saving throw or be Restrained by the chains until your Rage ends. A creature Restrained by the chains can use its Action to make a Strength (Athletics) Checks. On a success, the creature is no longer Restrained

15-16 The floor within 60ft of you turns to knee deep custard until your Rage ends, any creature that did not move at least 10ft on its turn is Restrained and must make a Strength Saving Throw at the start of each of its turns to move again.
17-18 At the start of each of your turns until your Rage ends, you cast the Sleep Spell centered on yourself with your Current Hit Points being the number of Hit Points effected.
19-20 A 30ft snowstorm centered on you whips up until your Rage ends, at the start of each of your turns, all creatures in the area must make a Constitution Saving Throw or suffer one Level of Exhaustion, the area is also Heavily Obscured.
21-22 Ball bearings spill out of your clothing at the start of each of your turns until your Rage ends, causing each creature standing within 60ft of you must succeed on a Dexterity Saving Throw or fall Prone. These ball bearings magically disappear at the end of your turn.
23-24 All creatures within 60ft of you have their legs replaced with the bottom of random chess pieces until your Rage ends, and can only move like those pieces.
25-26 You and all creatures within 15ft of you are reduced to the physique of a child until your Rage ends. These creatures have their Speed, Damage, and Armor Class halved, and make all Checks at Disadvantage.
27-28 Your bones vanish until your Rage ends, while in this state are Immune to Bludgeoning Damage but automatically fail all Strength Checks and Saving Throws. Your Speed is is also halved in this form.
29-30 You become stone until your Rage ends, while in this state are Immune to Piercing Damage but automatically fail all Dexterity Checks and Saving Throws. Your Speed is is also halved in this form.
31-32 You turn into translucent jelly until your Rage ends, while in this state are Immune to Slashing Damage but automatically fail all Constitution Checks and Saving Throws. Your Speed is is also halved in this form.
33-34 You legs are replaced by a slugs foot until your Rage ends, your Speed is reduced to 10ft and you can walk vertically and upside down on surfaces.
35-36 Your arms are replaced by fins until your Rage ends, you can not hold items and you gain a Swimming Speed equal to double your Walking Speed.
37-38 You grow gills until your Rage ends, losing the ability to breath air and gain the ability to breathe water, you can also spit a 10ft Emanated Cone of viscous goo as a Bonus Action, creatures caught in the Cone must make a Dexterity Saving Throw or take 4d4 Acid Damage.
39-40 Your eyes are replaced with compound eyes until your Rage ends, you can not be Flanked but you have Disadvantage on all Wisdom (Perception) Checks that rely on sight.
41-42 You grow a second head until your Rage ends, gaining advantage on Intelligence and Wisdom Saving Throws as well as all Wisdom (Perception) Checks, but creatures attacking you have their Crit Range doubled.
43-44 Until your Rage ends, all creatures that start their turn within 60ft of you randomly switch places with another creature within the same Radius.
45-46 The ground within 20ft of you becomes a semi-fluid like a waterbed until your Rage ends, becoming Difficult Terrain.
47-48 At the start of each of your turns until your Rage ends, a pit of lava opens up in a random space within 5ft of you that dissipates at the end of your Rage.
49-50 Roll twice, keeping both effects for the duration of your Rage.
51-52 Gravity within 120ft of you is turned 90 degrees in a random direction until your Rage ends.
53-54 All sound ceases within 20ft of you until your Rage ends.
55-56 Until your Rage ends, all creatures you deal Damage to drop an amount of SP equal to the amount of Damage you dealt.
57-58 Until your Rage ends, you can, as a Bonus Action, make a Ranged Weapon Attack using your Constitution that deals 1d4 Psychic Damage, if you hit you can also alter the cut, style and color of the clothes of the target.
59-60 The light within 20ft of you takes on a deep red hue and a choir stars singing until your Rage ends, granting you advantage on Strength and Charisma (Intimidation) Checks.
61-62 Until your Rage ends, you can summon custard pies out of thin air and make a Thrown Weapon Attack that deals 1d4 Bludgeoning Damage, if you hit, the target also has Disadvantage on Charisma Checks for 1 hour or until it or a creature within 5ft of it use an Action to wipe off the custard.
63-64 Enemies are randomly attached together in pairs until no more pairs can be made, they are attached by rubber bands that pull them 5ft closer to each other each at the start of their turns and will not allow them to be more than 20ft away from each other, these bonds last until your Rage ends.
65-66 Every Action you take is accompanied by musical cue’s and sound effects that can be heard up to 60ft away until your Rage ends.
67-68 Until your Rage ends, you cast Vicious Mockery at the start of each of your turns targeting a random creature within 15ft of you using Constitution as your Spellcasting Ability.
69-70 At the start of each of your turns until your Rage ends, a cow drops from the sky at a random location within 10ft of you. a creature in that space must make a Dexterity Saving Throw, taking 2d10 Bludgeoning Damage and be knocked Prone on a failed Save.
71-72 Your legs turn into Springs until your Rage ends, allowing you to Jump in any direction up to your full Speed.
73-74 Your arms become long noodles until you Rage ends, causing your Reach to increase by 10ft.
75-76 Your hair grows and becomes prehensile until your Rage ends, allowing you to take the Grapple or Shove Attacks as a Bonus Action against creatures within 10ft of you.
77-78 Your torso gains the ability to spin like a propeller until your Rage ends, allowing you to make a single Attack against all targets within 5ft as an Action.
79-80 Your body melts and becomes bright pink slime until your Rage ends, causing you to be amorphous, able to move through spaces 1 inch wide without squeezing. You are also Immune to the Grappled and Prone Conditions while in this state.
81-82 Your body grows battlements and arrow slits as well as an army of tiny soldiers until your Rage ends. On Initiative count 20 the soldiers inside fire two tiny catapults at your enemies using, this attack uses your Constitution, has a range of 40ft, and deals 1d6 Piercing Damage. Also on Initiative count 20, these soldiers shoot a volley of arrows in a 10ft Emanated Cone, forcing creatures in the area to make a Dexterity Saving Throw, taking Piercing Damage equal to 1d4 times your Proficiency Bonus on a failed Save, or half as much on a successful Save.
83-84 You can create at infinite amount of silk rope by pulling it out of your sleeve until your Rage ends. If you have no sleeves, it is coiled around your arms but is also endless.
85-86 At the start of each of your turns until your Rage ends, you cast the Minute Meteors Spell centered on yourself, using Constitution for your Spellcasting Ability.
87-88 You grow feathered wings until your Rage ends, granting you a Flying Speed equal to two times your Walking Speed.
89-90 You grow a star-nosed mole’s nose until your Rage ends, granting you Tremorsense out to a Range of 120ft.
91-92 Your skeleton becomes adamant until your Rage ends, causing you to become Immune to Critical Hits.
93-94 Until your Rage ends, you cast the Lightning Bolt Spell in a random direction at the start of each of your turns using Constitution as your Spellcasting Modifier.
95-96 Your Weapon becomes filled with energy until your Rage ends, it makes a loud humming noise and deals an additional 2d6 Radiant Damage.
97-98 Until your Rage ends, you can teleport 60ft to space you can see as a Bonus Action.
99-100 You are surrounded by a burning golden aura until your Rage ends. In this state your Strength, Constitution and Dexterity Scores, 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.


Bolstering Magic

6th Level Path of Wild Magic Feature
You can harness your wild magic to bolster yourself or a companion. As an Action, you can touch one creature and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, the creature can roll a d4 whenever making an Attack Roll or an Ability Check and add the number rolled to the d20 roll.
  • Roll a d4. 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

10th Level Path of Wild Magic Feature
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

14th Level Path of Wild Magic Feature
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.


Path of Zealots

These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.

Zealots Feature
Feature Level Quick Explanation
Divine Fury 3rd You deal additional Necrotic or Radiant Damage while Raging
Warrior of the Three 3rd You can be Resurrected without expending costly Material Components
Fanatical Focus 6th You're better at Saving Throws while Raging
Zelous Presence 10th You inspire your allies, giving them Advantage on Ability Checks and Saving Throws
Rage Beyond Death 14th You fight even while you're making Death Saves and dying


Divine Fury

3rd Level Path of Zealots Feature
You can channel divine fury into your weapon strikes. While Raging, the first creature you hit on each of your turns with a weapon attack takes extra Necrotic Damage or Radiant Damage (your choice) equal to 1d6 + half your Barbarian Level.

Warrior of the Three

3rd Level Path of Zealots Feature
Your soul is marked for endless battle. If a Spell, such as Raise Dead, has the sole effect of resurrecting you to life, the caster doesn’t need Material Components to cast the Spell on you.

Fanatical Focus

6th Level Path of Zealots Feature
The divine power that fuels your rage can protect you. If you fail a Saving Throw while Raging, you can reroll that Save, and you must use the new roll. You can use this ability only once on each of your Rage.

Zelous Presence

10th Level Path of Zealots Feature
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 60ft 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

14th Level Path of Zealots Feature
The divine power that fuels your rage allows you to shrug off fatal blows.
While 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 then die only if you still have 0 Hit Points.