Barbarian: Difference between revisions

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==== Ancestral Protectors ====
==== Ancestral Protectors ====
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.<br>
''3rd Level Path of Ancestral Guardians Feature''<br>
Until the start of your next turn, that creature has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
Spectral warriors appear when you enter your Rage. While you’re Raging, the first creature you hit with an Attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.<br>
Until the start of your next turn, that creature has Disadvantage on any Attack Roll that isn’t against you, and when the target hits a creature other than you with an Attack, that creature has Resistance to the damage dealt by the Attack. The effect on the target ends early if your Rage ends.
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==== Spirit Shield ====
==== Spirit Shield ====
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
''6th Level Path of Ancestral Guardians Feature''<br>
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 more: by 3d6 at 10th Level and by 4d6 at 14th Level.
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==== Consult the Spirits ====
==== Consult the Spirits ====
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.<br>
''10th Level Path of Ancestral Guardians Feature''<br>
You gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.<br>
You can cast either spell in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
You can cast either spell in this way a number of times equal to your proficiency bonus, regaining expended uses at the end of a long rest.
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==== Vengeful Ancestors ====
==== Vengeful Ancestors ====
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
''14th Level Path of Ancestral Guardians Feature''<br>
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.
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==== Imbue Spikes ====
==== Imbue Spikes ====
When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. When you finish a long rest you can touch a set of medium armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).<br>
''3rd Level Path of Battleragers Feature''<br>
If the set of medium armor was magical in any way, that benefit is transferred to your Spike Armor.
You gain the ability to transform a set of medium armor into Spike Armor. When you finish a long rest you can touch a set of medium armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Modifier (max 2).<br>
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If the set of medium armor was magical in any way, that benefit is transferred to your Spike Armor.<br>
 
Additionally, you can use this armor as a weapon. While you are wearing spiked armor, you gain spikes which deals 1d8 Piercing Damage and can be used as an unarmed attack.
==== Battlerager Armor ====
When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.<br>
While you are wearing spiked armor, you gain spikes which deals 1d8 Piercing Damage and can be used as an unarmed attack.
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==== Grappling Spikes ====
==== Grappling Spikes ====
''3rd Level Path of Battleragers Feature''<br>
Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier. At the start of each of the creature's turns, it takes this Damage again if it is still grappled and you are still raging.
Also at 3rd level, you learn better how to use your spikes to grapple creatures. While raging, if you grapple a creature, you deal Piercing Damage to the target equal to your Strength Modifier. At the start of each of the creature's turns, it takes this Damage again if it is still grappled and you are still raging.
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==== Reckless Abandon ====
==== Reckless Abandon ====
''6th Level Path of Battleragers Feature''<br>
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
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==== Battlerager Charge ====
==== Battlerager Charge ====
''6th Level Path of Battleragers Feature''<br>
Also at 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action.
Also at 6th level, your pure raging chaos quickens your stride. Your speed increases by 10ft, and you can take the Dash action as a bonus action.
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==== Vice Grip ====
==== Vice Grip ====
''10th Level Path of Battleragers Feature''<br>
At 10th level, you become a natural at grappling creatures. Whenever you take the Attack Action, you can also attempt to grapple a creature as part of that action.<br>
At 10th level, you become a natural at grappling creatures. Whenever you take the Attack Action, you can also attempt to grapple a creature as part of that action.<br>
Also, you are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger than you.
Also, you are not Slowed while dragging a grappled creature, and you can grapple creatures up to two sizes larger than you.
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==== Spiked Retribution ====
==== Spiked Retribution ====
''14th Level Path of Battleragers Feature''<br>
At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause that creature to take Piercing Damage equal to your Proficiency Bonus.
At 14th level, when a creature enters a space within 5ft of you, or a creature within 5ft of you takes an action or bonus action, you can cause that creature to take Piercing Damage equal to your Proficiency Bonus.
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== Path of Beasts ==
== Path of Beasts ==
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.
Barbarians who walk the Path of 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.
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==== Form of the Beast ====
==== Form of the Beast ====
''3rd Level Path of Beasts Feature''<br>
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:
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.
*'''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.
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==== Bestial Soul ====
==== Bestial Soul ====
''6th Level Path of Beasts Feature''<br>
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:
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.
*'''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.
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==== Infectious Fury ====
==== Infectious Fury ====
''10th Level Path of Beasts Feature''<br>
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):
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 must use its reaction to make a melee attack against another creature of your choice that you can see.
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==== Call the Hunt ====
==== Call the Hunt ====
''14th Level Path of Beasts Feature''<br>
At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
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== Path of Berserkers ==
== Path of Berserkers ==
For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
For some barbarians, rage is a means to an end—that end being violence. The Path of 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.
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==== Frenzy ====
==== Frenzy ====
''3rd Level Path of Berserkers Feature''<br>
Starting when you choose this path at 3rd level, you go into a frenzy while raging. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one.
Starting when you choose this path at 3rd level, you go into a frenzy while raging. While raging, you can make a single melee weapon attack as a bonus action on each of your turns after this one.
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==== Mindless Rage ====
==== Mindless Rage ====
''6th Level Path of Berserkers Feature''<br>
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
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==== Intimidating Presence ====
==== Intimidating Presence ====
''10th Level Path of Berserkers Feature''<br>
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
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==== Retaliation ====
==== Retaliation ====
''14th Level Path of Berserkers Feature''<br>
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
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==== Thermal Core ====
==== Thermal Core ====
''3rd Level Path of Crucibles Feature''<br>
Starting when you chose this path at 3rd level, you slowly build up kinetic energy and heat while raging, eventually letting it out uncontrollably. During your rage, every time you hit on a weapon attack roll, and you are hit by a weapon attack roll, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain levels in this class, at 6th level (d6), at 10th level (d8), at 14th level (d10), and at 18th level (d12).<br>
Starting when you chose this path at 3rd level, you slowly build up kinetic energy and heat while raging, eventually letting it out uncontrollably. During your rage, every time you hit on a weapon attack roll, and you are hit by a weapon attack roll, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain levels in this class, at 6th level (d6), at 10th level (d8), at 14th level (d10), and at 18th level (d12).<br>
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.<br>
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.<br>
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==== Burning Heart ====
==== Burning Heart ====
''3rd Level Path of Crucibles Feature''<br>
Also at 3rd level, your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.
Also at 3rd level, your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.
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==== Blazing Core ====
==== Blazing Core ====
''6th Level Path of Crucibles Feature''<br>
Beginning at 6th level, your inner forge allows you to provide light, and protection to your allies, warding them from the bitter frost of death.<br>
Beginning at 6th level, your inner forge allows you to provide light, and protection to your allies, warding them from the bitter frost of death.<br>
Your body becomes constantly wreathed in harmless flames. These flames give off bright light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed dim light for an additional number of feet equal to this radius.
Your body becomes constantly wreathed in harmless flames. These flames give off bright light and a comfortable level of warmth within a certain radius of you. As an action you can set the distance of this radius, the minimum being 0ft, and the maximum being 30ft. You also shed dim light for an additional number of feet equal to this radius.
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==== Molten Core ====
==== Molten Core ====
''10th Level Path of Crucibles Feature''<br>
At 10th level, you learn to control your inner fire. You gain the following ways to spend your Core Temperature Dice:
At 10th level, you learn to control your inner fire. You gain the following ways to spend your Core Temperature Dice:
*When you hit on a weapon attack, you can expend a Core Temperature Dice to deal additional Fire damage to the target equal to two rolls of your Core Temperature Dice.
*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.
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==== Blazing Mastery ====
==== Blazing Mastery ====
''14th Level Path of Crucibles Feature''<br>
Beginning at 14th level, your inner well of heat grows deeper. You can now hold a number of Core Temperature Dice equal to 2 times your Proficiency Bonus.<br>
Beginning at 14th level, your inner well of heat grows deeper. You can now hold a number of Core Temperature Dice equal to 2 times your Proficiency Bonus.<br>
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.<br>
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.<br>
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==== Giant Power ====
==== Giant Power ====
''3rd Level Path of Giants Feature''<br>
When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Constitution is your spellcasting ability for this spell.
When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Constitution is your spellcasting ability for this spell.
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==== Giant’s Havoc ====
==== Giant’s Havoc ====
''3rd Level Path of Giants Feature''<br>
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:
Also at 3rd level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:
*When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.
*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.
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==== Elemental Cleaver ====
==== Elemental Cleaver ====
''6th Level Path of Giants Feature''<br>
At 6th level, your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.<br>
At 6th level, your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.<br>
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.
When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 Damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.
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==== Mighty Impel ====
==== Mighty Impel ====
''10th Level Path of Giants Feature''<br>
At 10th level, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.<br>
At 10th level, your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.<br>
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.
If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.
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==== Demiurgic Colossus ====
==== Demiurgic Colossus ====
''14th Level Path of Giants Feature''<br>
At 14th level, the primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.
At 14th level, the primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.
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==== Permafrost ====
==== Permafrost ====
''3rd Level Path of Glaciers Feature''<br>
Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.<br>
Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC.<br>
In addition, your rage is a cold and patient well of power. You maintain your rage even if you did not take damage or make an attack if you took the Dodge Action.
In addition, your rage is a cold and patient well of power. You maintain your rage even if you did not take damage or make an attack if you took the Dodge Action.
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==== Frostbite ====
==== Frostbite ====
''3rd Level Path of Glaciers Feature''<br>
Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.<br>
Also at 3rd level, you can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while you’re raging, you can release a burst of sheer cold when you hit a target with a melee weapon attack. When you do, that target takes an extra 1d6 cold damage from the attack. This damage increases when you reach certain levels in this class, increasing to 2d6 cold damage at 10th level and 3d6 at 14th level.<br>
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.<br><br>
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next turn.<br><br>


==== Cold Fortress ====
==== Cold Fortress ====
''6th Level Path of Glaciers Feature''<br>
By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour. You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.
By 6th level, you learn to further channel the icy resilience within you. When you enter a rage and are not wearing any armor, your skin becomes shielded by a protective layer of frost. This frost grants you a number of temporary hit points equal to 1d12 + your Constitution modifier that last for 1 hour. You can use a bonus action on your following turns while you’re raging to expend a Hit Die to gain these temporary hit points again. When you do, the number of temporary hit points you gain is equal to the maximum roll of the expended Hit Die + your Constitution modifier.
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==== Deep Sleep ====
==== Deep Sleep ====
''6th Level Path of Glaciers Feature''<br>
Also at 6th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.<br>
Also at 6th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.<br>
You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.
You awake from this rest after 6 hours or when you take damage or a creature uses its action to slap you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits of finishing a long rest, and you regain all expended Hit Dice.
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==== Icy Burst ====
==== Icy Burst ====
''10th Level Path of Glaciers Feature''<br>
Also at 10th level, you can use an action to send out a shockwave of ice. All creatures in a 30ft emanation must make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your Constitution Modifier. All creatures that fail the Save take a number of d8s of cold damage equal to your proficiency bonus and are Slowed until the end of your next turn, and taking half as much damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Also at 10th level, you can use an action to send out a shockwave of ice. All creatures in a 30ft emanation must make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your Constitution Modifier. All creatures that fail the Save take a number of d8s of cold damage equal to your proficiency bonus and are Slowed until the end of your next turn, and taking half as much damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Never-Ending Fortitude ====
==== Never-Ending Fortitude ====
''14th Level Path of Glaciers Feature''<br>
At 14th level, you become as unstoppable as a mighty glacier. When you take damage, you can use your Reaction to reduce that damage by 2d12. Additionally, you can only be knocked Prone if you choose to be, and you are immune to being Frightened and Slowed.
At 14th level, you become as unstoppable as a mighty glacier. When you take damage, you can use your Reaction to reduce that damage by 2d12. Additionally, you can only be knocked Prone if you choose to be, and you are immune to being Frightened and Slowed.
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==== Emotional State ====
==== Emotional State ====
''3rd Level Path of Impulse Feature''<br>
When you choose this path at 3rd level, whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.<br>
When you choose this path at 3rd level, whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.<br>
'''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.<br>
'''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.<br>
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==== Ardent Strikes ====
==== Ardent Strikes ====
''6th Level Path of Impulse Feature''<br>
Starting at 6th level, the emotional energy within you begins to suffuse your weapons. While you are raging and in an Emotional State, you may cause any weapon attacks you make to deal one of the damage types that your chosen Emotional State grants you resistance to, rather than the weapon’s usual damage.<br>
Starting at 6th level, the emotional energy within you begins to suffuse your weapons. While you are raging and in an Emotional State, you may cause any weapon attacks you make to deal one of the damage types that your chosen Emotional State grants you resistance to, rather than the weapon’s usual damage.<br>
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.
When you choose to deal one of these damage types, you may treat any 1 on a damage die as a 2.
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==== Drain Passion ====
==== Drain Passion ====
''10th Level Path of Impulse Feature''<br>
At 10th level, you gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions spell and use your Constitution for your spellcasting ability<br>
At 10th level, you gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions spell and use your Constitution for your spellcasting ability<br>
You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
You can cast this spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.
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==== Catharsis ====
==== Catharsis ====
''14th Level Path of Impulse Feature''<br>
Starting at 14th level, you can release your pent-up emotions in a single burst. When you hit with an attack affected by your Ardent Strikes ability, you can choose to immediately end your rage. If you do so, the attack immediately deals an additional 3d12 damage of the chosen damage type.<br>
Starting at 14th level, you can release your pent-up emotions in a single burst. When you hit with an attack affected by your Ardent Strikes ability, you can choose to immediately end your rage. If you do so, the attack immediately deals an additional 3d12 damage of the chosen damage type.<br>
Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest.
Once you have used this ability, you cannot enter the Emotional State that you were in when you used this ability until you finish a long rest.
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==== Bottomless Stomach ====
==== Bottomless Stomach ====
''3rd Level Path of Ravenous Warriors Feature''<br>
At 3rd level, your body is used to a constant hunger. For every level of Exhaustion you have, you subtract half that much (rounded down) from any Attack Roll, Ability Check, or Saving Throw you make, rather then subtract that must. Additionally, while raging, you are immune to the effects of exhaustion, and finishing a Long Rest removes two levels of exhaustion.
At 3rd level, your body is used to a constant hunger. For every level of Exhaustion you have, you subtract half that much (rounded down) from any Attack Roll, Ability Check, or Saving Throw you make, rather then subtract that must. Additionally, while raging, you are immune to the effects of exhaustion, and finishing a Long Rest removes two levels of exhaustion.
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==== Hunger ====
==== Hunger ====
''3rd Level Path of Ravenous Warriors Feature''<br>
You gain Proficiency with Cook's Utensils. Additionally while raging, if you hit on a weapon attack roll, you can gain one level of exhaustion, spending a massive reserve of your energy, to choose one of the following effects:
You gain Proficiency with Cook's Utensils. Additionally while raging, if you hit on a weapon attack roll, you can gain one level of exhaustion, spending a massive reserve of your energy, to choose one of the following effects:
*If the creature you hit is Large or smaller, it falls prone and is pushed 10ft in a direction of your choice.
*If the creature you hit is Large or smaller, it falls prone and is pushed 10ft in a direction of your choice.
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==== Breakfast ====
==== Breakfast ====
''6th Level Path of Ravenous Warriors Feature''<br>
At 6th level, you’ve learned how to cook meals that give you an edge in battle. If you spend one hour cooking, you may expend a Hit Die to create a meal that can be eaten as an action, removing one level of exhaustion once eaten. A meal gives one of the following benefits, chosen when made. Its additional benefits last for six hours, or until you eat another one of these meals. <br>
At 6th level, you’ve learned how to cook meals that give you an edge in battle. If you spend one hour cooking, you may expend a Hit Die to create a meal that can be eaten as an action, removing one level of exhaustion once eaten. A meal gives one of the following benefits, chosen when made. Its additional benefits last for six hours, or until you eat another one of these meals. <br>
*'''Medicinal.''' Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the Poison condition<br>
*'''Medicinal.''' Whenever you take Poison damage, you reduce the damage taken by an amount equal to your level. You also have advantage on Saving Throws against the Poison condition<br>
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==== Lunch ====
==== Lunch ====
''10th Level Path of Ravenous Warriors Feature''<br>
Starting at 10th level, the pit of hunger in your stomach grants you a terrible power. If you have four or more levels of exhaustion while raging, you gain Consume as a Melee Weapon Attack, dealing 2d12 Piercing Damage. On a hit, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of exhaustion, and you lose a level of exhaustion.<br>
Starting at 10th level, the pit of hunger in your stomach grants you a terrible power. If you have four or more levels of exhaustion while raging, you gain Consume as a Melee Weapon Attack, dealing 2d12 Piercing Damage. On a hit, the target then makes a Constitution Saving Throw with a DC of 8 + your Constitution Modifier + your Proficiency Bonus, on a failure, the target gains a level of exhaustion, and you lose a level of exhaustion.<br>
If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28.
If you reduce a creature to 0 Hit Points, your Strength and Constitution scores increase by 2 until the end of your Rage, up to a maximum of 28.
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==== Dinner ====
==== Dinner ====
''14th Level Path of Ravenous Warriors Feature''<br>
At 14th level, you can replicate the effects of a 1st level Absorb Elements spell at will, however, you can use it with the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, and thunder. The somatic components for this effect are chewing and swallowing, and you do not need a free hand to use it.
At 14th level, you can replicate the effects of a 1st level Absorb Elements spell at will, however, you can use it with the following damage types: acid, cold, fire, force, lightning, necrotic, radiant, and thunder. The somatic components for this effect are chewing and swallowing, and you do not need a free hand to use it.
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==== Storm Aura ====
==== Storm Aura ====
''3rd Level Path of Storm Heralds Feature''<br>
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.
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.
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.<br>
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
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.
*'''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.
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==== Storm Soul ====
==== Storm Soul ====
''6th Level Path of Storm Heralds Feature''<br>
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.
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.
*'''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.
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==== Shielding Storm ====
==== Shielding Storm ====
''10th Level Path of Storm Heralds Feature''<br>
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.
At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.
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==== Raging Storm ====
==== Raging Storm ====
''14th Level Path of Storm Heralds Feature''<br>
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.
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.
*'''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.
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==== Titan ====
==== Titan ====
''3rd Level Path of Strikers Feature''<br>
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal Lightning Damage equal to 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br>
At 3rd level, you find that your fists are better than any blade. You gain Proficiency in Unarmed Strikes, and they now deal Lightning Damage equal to 1d6 + your Strength Modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.<br>
Additionally, you gain Proficiency and Expertise in Athletics.
Additionally, you gain Proficiency and Expertise in Athletics.
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==== Fists of Havoc ====
==== Fists of Havoc ====
''3rd Level Path of Strikers Feature''<br>
Also at 3rd level, your rages are empowered by your thunderous might. While raging, you gain the following benefits:
Also at 3rd level, your rages are empowered by your thunderous might. While raging, you gain the following benefits:
*You gain Resistance to Lightning Damage.
*You gain Resistance to Lightning Damage.
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==== Storm’s Arsenal ====
==== Storm’s Arsenal ====
''6th Level Path of Strikers Feature''<br>
At 6th level, your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description.
At 6th level, your skills grow like a raging tempest. You gain one ability each from the Storm’s Reach and Storm’s Strike list, detailed at the end of the class description.
You may change one or both of these abilities to another from the same list at the end of a a long rest. Each Reach or Strike can be used a number of times equal to your Proficiency Bonus, and you regain all uses after a long rest.<br>
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.<br>
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==== Trample ====
==== Trample ====
''10th Level Path of Strikers Feature''<br>
At 10th level, nothing alive or otherwise can stop the storming force that you’ve become.
At 10th level, nothing alive or otherwise can stop the storming force that you’ve become.
Lightning damage you deal ignores resistance.<br>
Lightning damage you deal ignores resistance.<br>
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==== Thundercrash ====
==== Thundercrash ====
''14th Level Path of Strikers Feature''<br>
At 14th level, you have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.<br>
At 14th level, you have become the epitome of thunder and lightning, and those who oppose you will come to know it swiftly.<br>
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.<br>
All of your Reaches and Strikes deal an additional 1d6 Lightning Damage, and have an additional use per long rest.<br>
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==== Storm’s Reach ====
==== Storm’s Reach ====
''6th Level Path of Strikers Feature Options''<br>
All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.<br>
All Reaches are considered simple thrown weapons, with which you are proficient. They have a range of 30/40ft.<br>
They appear as Tiny objects, whose appearance you choose.<br>
They appear as Tiny objects, whose appearance you choose.<br>
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==== Storm’s Strike ====
==== Storm’s Strike ====
''6th Level Path of Strikers Feature Options''<br>
'''Seismic Strike.''' When you take the Dash action, you can run directly into a creature, and make an unarmed strike attack (no action required). If the attack hits, deal extra lightning damage equal to your rage damage bonus, and the creature must make a Constitution Saving Throw against your Arsenal DC, or be Deafened until the start of your next turn.<br>
'''Seismic Strike.''' When you take the Dash action, you can run directly into a creature, and make an unarmed strike attack (no action required). If the attack hits, deal extra lightning damage equal to your rage damage bonus, and the creature must make a Constitution Saving Throw against your Arsenal DC, or be Deafened until the start of your next turn.<br>
'''Ballistic Strike.''' When you are at least 10 feet in the air, choose a point you can see on the ground. This point can be an equal distance away from how high in the air you are, to a maximum of (10 x your barbarian level). You slam down to that point, taking no fall damage, and you then make an unarmed strike attack against all creatures of your choice within 5 feet of the impact. If an attack hits, it deals extra lightning damage equal to your Rage damage bonus.<br>
'''Ballistic Strike.''' When you are at least 10 feet in the air, choose a point you can see on the ground. This point can be an equal distance away from how high in the air you are, to a maximum of (10 x your barbarian level). You slam down to that point, taking no fall damage, and you then make an unarmed strike attack against all creatures of your choice within 5 feet of the impact. If an attack hits, it deals extra lightning damage equal to your Rage damage bonus.<br>
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==== Grisly Treasure ====
==== Grisly Treasure ====
''3rd Level Path of Subjugators Feature''<br>
At 3rd level, you draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy if it was killed in a combat you took part in.<br>
At 3rd level, you draw strength from your foes. Beasts and Monstrosities killed by you or your allies can be looted for a trophy if it was killed in a combat you took part in.<br>
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.<br>
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.<br>
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==== Savage Lore ====
==== Savage Lore ====
''3rd Level Path of Subjugators Feature''<br>
At 3rd level, you can summon the spirit of your fallen foe. As an Action, you hold forth a creature's trophy to summon its shade to an unoccupied space you can see within 30 feet of you.<br>
At 3rd level, you can summon the spirit of your fallen foe. As an Action, you hold forth a creature's trophy to summon its shade to an unoccupied space you can see within 30 feet of you.<br>
The shade has the same appearance and statistics that the creature had in life, but it is translucent and has gray tone to it.<br>
The shade has the same appearance and statistics that the creature had in life, but it is translucent and has gray tone to it.<br>
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==== Grim Countenance ====
==== Grim Countenance ====
''6th Level Path of Subjugators Feature''<br>
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.<br>
At 6th level, while you are raging, souls of the vanquished swirl around you in a 10ft sphere which follows you.<br>
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, on a failure the target is Slowed and Frightened of you until the end of your Next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who's trophy you bear.
While the souls surround you, you have advantage on Wisdom Saving Throws. In addition, each time you hit a creature within the area of vanquished souls it must succeed a Wisdom saving throw against a DC of 8 + your Proficiency Bonus + your Strength Modifier, on a failure the target is Slowed and Frightened of you until the end of your Next turn, also the target takes Psychic Damage equal to the Proficiency Bonus of the highest CR creature who's trophy you bear.
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==== Dread Knowledge ====
==== Dread Knowledge ====
''14th Level Path of Subjugators Feature''<br>
At 14th level, you can call upon the greater powers that your enemies possessed in life.<br>
At 14th level, you can call upon the greater powers that your enemies possessed in life.<br>
As an action, you hold forth a trophy to absorb the spirit held within it.<br>
As an action, you hold forth a trophy to absorb the spirit held within it.<br>
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== Path of Totem Warriors ==
== Path of Totem Warriors ==
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
The Path of 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.
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.
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==== Spirit Seeker ====
==== Spirit Seeker ====
''3rd Level Path of Totem Warriors Feature''<br>
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals, as described in the Spellcasting section.
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals, as described in the Spellcasting section.
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==== Totem Spirit ====
==== Totem Spirit ====
''3rd Level Path of Totem Warriors Feature''<br>
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.
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.
*'''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.
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==== Aspect of the Beast ====
==== Aspect of the Beast ====
''6th Level Path of Totem Warriors Feature''<br>
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.
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.
*'''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.
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==== Spirit Walker ====
==== Spirit Walker ====
''10th Level Path of Totem Warriors Feature''<br>
At 10th level, you can cast the Commune With Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
At 10th level, you can cast the Commune With Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
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==== Totemic Attunement ====
==== Totemic Attunement ====
''14th Level Path of Totem Warriors Feature''<br>
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.
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.
*'''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.
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==== Magic Awareness ====
==== Magic Awareness ====
''3rd Level Path of Wild Magic Feature''<br>
At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).<br>
At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).<br>
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.
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==== Wild Surge ====
==== Wild Surge ====
''3rd Level Path of Wild Magic Feature''<br>
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 or ability check, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.
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 or ability check, the DC equals 8 + your Proficiency Bonus + your Constitution Modifier.


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==== Bolstering Magic ====
==== Bolstering Magic ====
''6th Level Path of Wild Magic Feature''<br>
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:
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.
*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.
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==== Unstable Backlash ====
==== Unstable Backlash ====
''10th Level Path of Wild Magic Feature''<br>
At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.
At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.
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==== Controlled Surge ====
==== Controlled Surge ====
''14th Level Path of Wild Magic Feature''<br>
At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects.
At 14th level, you gain masterful control over your surges. Instead of rolling once on the Wild Magic Table, you roll three times and choose any number of the rolled effects.
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==== Divine Fury ====
==== Divine Fury ====
''3rd Level Path of Zealots Feature''<br>
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
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==== Warrior of the Three ====
==== Warrior of the Three ====
''3rd Level Path of Zealots Feature''<br>
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
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==== Fanatical Focus ====
==== Fanatical Focus ====
''6th Level Path of Zealots Feature''<br>
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
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==== Zelous Presence ====
==== Zelous Presence ====
''10th Level Path of Zealots Feature''<br>
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.
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==== Rage Beyond Death ====
==== Rage Beyond Death ====
''14th Level Path of Zealots Feature''<br>
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.<br>
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.<br>
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.
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.