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Barbarian

Basic Features
Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution Modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution Modifier per
barbarian level after 1st

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature,
Perception, and Survival

Equipment
(a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorer's pack and four javelins
Alternatively, you can ignore the equipment from your class and background,
and start with 2d4 x 10 gp.

Rage
On your turn, you can enter a rage as a bonus action. While raging, you gain the
following benefits if you aren't wearing heavy armor:
You have advantage on all Strength checks and Strength saving throws. When
you make a melee weapon attack using Strength, you gain a bonus to the
damage roll that increases as you gain levels as a barbarian, as shown in the
Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while
raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if
your turn ends and you haven't attacked a hostile creature since your last turn or
taken damage since then. You can also end your rage on your turn as a bonus
action.
Once you have raged the number of times shown for your barbarian level in the
Rages column of the Barbarian table, you must finish a long rest before you can
rage again.

Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your
Dexterity modifier + your Constitution modifier. You can use a shield and still
gain this benefit.

Reckless Attack
Starting at 2nd level, when you make your first attack on your turn, you can
decide to attack recklessly. Doing so gives you advantage on all melee weapon
attack rolls using Strength during that turn, but attack rolls against you are
rolled with advantage until the beginning of your next turn.

Danger Sense
At 2nd level, you have advantage on Dexterity saving throws against effects that
you can see, such as traps or spells. You do not gain this benefit if you are
blinded, deafened, or incapacitated.

Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Your choice
grants you features at 3rd level, and again at 6th, 10th, and 14th levels.

Path of the Ancestral Guardian


Path of the Battlerager
Path of the Berserker
Path of the Blood Healer
Path of the Bloodrager
Path of the Devouerer
Path of the Courageous Heart
Path of the Red Reaver
Path of the Sacred Kin
Path of the Suffering
Path of the Storm Herald
Path of the Totem Warrior
Path of the Zealot

Ability Score Increase


When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can
increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1. You can't increase an ability score above 20 using
this feature.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take
the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing
heavy armor.

Feral Instinct
By 7th level, you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't
incapacitated, you can act normally on your first turn, but only if you enter your
rage before doing anything else on that turn.

Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when
determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at
17th level.

Relentless Rage
Starting at 11th level, if you drop to 0 hit points while you're raging and don't
die outright, you can make a DC 10 Constitution saving throw. If you succeed,
you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you
finish a short or long rest, the DC resets to 10.

Persistent Rage
Beginning at 15th level, your rage ends early only if you fall unconscious or if
you choose to end it.

Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your
Strength score, you can use that score in place of the total.

Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and
Constitution scores increase by 4. Your maximum for those scores is now 24.
Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes
teach that the warriors of the past linger in the world as mighty spirits, who can
guide and protect the living. When a barbarian who follows this path rages, the
barbarian contacts the spirit world and calls on these guardian spirits for aid.

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

Ancestral Protectors
At 3rd level, while you're raging, the first creature you hit with an attack on
your turn becomes the target of spiritual warriors, which hinder its attacks. Until
the start of your next turn, that target has disadvantage on any attack roll that
isn't against you, and when the target hits a creature other than you with an
attack, that creature has resistance to the damage dealt by the attack. The effect
on the target ends early if your rage ends.

Spirit Shield
Beginning at 6th level, if you are raging and another creature you can see within
30 feet of you takes damage, you can use your reaction to reduce that damage
by 2d6.
When you reach certain levels in this class, you can reduce the damage by more:
by 3d6 at 10th level and by 4d6 at 14th level.

Consult the Spirits


At 10th level, you cast the Augury or Clairvoyance spell, without using a spell
slot or material components. Rather than creating a spherical sensor, it invisibly
summons one of your ancestral spirits to the chosen location. Wisdom is your
spellcasting ability for these spells.
After you cast either spell in this way, you can't use this feature again until you
finish a short or long rest.
Vengeful Ancestors
At 14th level, when you use your Spirit Shield to reduce the damage of an
attack, the attacker takes an amount of force damage equal to the damage that
your Spirit Shield prevents.
Path of the Battlerager

Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf


followers of the gods of war and take the Path of the Battlerager. They
specialize in wearing bulky, spiked armor and throwing themselves into combat,
striking with their body itself and giving themselves over to the fury of battle.
When this fighting style spread across the world, other races learned how to
achieve similar results without the use of the spiked armor.

Armored Battlerager
At 3rd level, you gain the ability to use Spiked Armor as a weapon.
While you are wearing spiked armor and are raging, you can use a bonus action
to make one melee weapon attack with your armor spikes against a target within
5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use
your Strength modifier for the attack and damage rolls.
Additionally, when you use the Attack action to grapple a creature, the target
takes 1d4 piercing damage if your grapple check succeeds. And each turn the
target remains grappled it suffers 1d4 piercing damage again.

OR

Unarmored Battlerager
If instead of using armor, one learns how to be an unarmored battlerager one
gains the following skills.
While not wearing any armor and raging, you can use a bonus action to make a
melee unarmed attack against a target 5ft of you. If the attack hits, deal 1d4 of
bludgeon damage. You use your strength modifier for the attack and damage
rolls.
Additionally, when you use the Attack action to grapple a creature, the target
takes 1d4 bludgeon damage if your grapple check succeeds. And each turn the
target remains grappled it suffers 1d4 bludgeon damage again.

Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging, you also
gain temporary hit points equal to your Constitution modifier (minimum of 1).
They vanish when your rage ends.
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a bonus action while
raging.

Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee
attack, the attacker takes 1d4 of you starting damage if you are raging and aren't
incapacitated.
Path of the Berserker

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

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

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

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

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

At some point in life all might find their hands stained in the blood of others,
however, this might not mean that you necessarily harmed others for it to be
there. There are those who take upon themselves to be stained in blood, if not by
blood, to save another`s life.
Dead will be those who evoke a blood healer`s wrath, for his rage, is the rage is
filled by those who dare desecrate life.

Healer
The healer of the tribe tries to keep all of the tribesmen's wounds cured. At level
3, when this path is chosen, you gain the ability to heal people directly and
without a dice roll. You have a set amount of hit points gifted to you by the old
gods to give to either yourself or another being, not counting undead or
constructs. This set amount of hit points is equal to your barbarian level times
your Medicine skill. You can also expend 5 hit points from the pool to cure one
disease or neutralize one poison. You regain half of your healing points after a
short rest and all of them after a long rest.
For you to heal a creature using this ability, you must spend a bonus action and
you must be able to see it and have an unimpeded path towards it.

Giver of Life
Starting at level 6 you can use a 1d6 + your barbarian level, to grant temporary
hit points to either yourself or another being, not including undead or constructs.
Every four levels you can add another d6 to this effects roll.

Life Saver
Beginning at level 10 you can expend half of your own hit points and 60 hit
points from your healing pool to bring the being, not including undead or
constructs, back to life and to 1 hit point. You must do this within 1 minute of
the being dying. Additionally, you can use greater restoration twice per long
rest.

Protector from Death


At 14th level, you can touch a target (up to your wisdom modifier) and use any
number of your pool`s hit points per desired target and until you take a short or
long rest the target receives temporary protection from death, the first time a
creature is killed while under your protection it rises back receiving the amount
of hit points spent when using this effect on it as health and your next weapon
attack will have the damage the target suffered when this ability was triggered.
Path of the Bloodrager

For those who feel the call of battle feel their blood quicken as they take hold of
their weapons, and are neigh unstoppable vanguards of battle. For those whom
violence and rage feel like the thing cursing through their veins.

Bloodied Rage
Beginning at third level when you choose this path. Anytime you are raging and
are reduced to or begin at half your maximum hit points or fewer, you gain
temporary hit points equal to your Barbarian level + your Constitution modifier.
You may only benefit from this once per rage.

Quickened Blood
Beginning at 6th level, while raging, you may take a bonus action during each
of your turns to heal one hit point gain a number of temporary hit points equal
to your Constitution modifier. If you use your action this way your rage does
not end due to you not taking a hostile action. You may only benefit from this
ability once per turn.

Beginning at 10th level, while raging, any time you reduce a creature to 0 hit
points or score a critical hit, you gain temporary hit points equal to your
Constitution modifier. You may benefit from this more than once per turn.
Beginning at 14th level, the amount healed as a bonus action equals your
constitution modifier, and equal to your Barbarian level if used as an action.

Strength of Blood
Beginning at 10th level your blood becomes stronger, making you immune to
disease and Poison.

Bloodied Champion
Beginning at 14th level, whenever you reduce a creature to 0 hit points or score
a critical hit against a creature that has blood you may take another action and
move up to half of your speed. And critical hits on you become normal hits
while you’re raging.
Path of the Courageous Heart

For some adventurers, their internal reservoir of fearlessness and gallantry


might border closer to foolhardiness. An intrepid do-gooder might take the first
step down this path by complete accident, meddling in affairs they ought not
and finding themselves unable to turn back. Their impromptu effectiveness in
battle isn’t due to anger but rather matching pluck, tenacity, or stubbornness to
shrug off the worst the enemy has to offer. These brawlers might not be as
graceful as trained fighters, but they're guardians of the weak, and what they
lack in polish they make up for in valor.

Matter at Hand
When you choose this path at 3rd level, you gain proficiency with improvised
weapons and unarmed strikes. The damage for these attacks is 1d4 + your
Strength modifier. If your improvised weapon is similar in shape and function
to another weapon, you can use that weapon’s statistics instead.

Favor the Bold


At 3rd level, when the adrenaline kicks in, primal instinct propels certain heroes
to awe-inspiring feats, seeming to add just a smidge of luck at the right moment.
While raging, whenever you make a saving throw, or an attack roll with an
unarmed strike or improvised weapon, you can roll a d4 and add the number
rolled to the total.

Hearty Blow
At 6th level, when you hit with an unarmed or improvised weapon attack while
raging, roll 1d4 and add its total to the attack’s damage. This feature increases
in
potency as you gain barbarian levels to 2d4 at 10th, and 3d4 at 14th level.

Stroke of Inspiration
At 10th level, you seem to stumble upon the right clue, connection, or words,
even when you have no idea what is going on. When you fail a Charisma,
Intelligence, or Wisdom-based ability check, you expend a use of your
rage to reroll the check with advantage.
Tenacious Heart
At 14th level, whenever you make a Constitution saving throw to remain
conscious because of your Relentless Rage feature, you can use one of the
following Tenacious Heart options of your choice. You can use only one
Tenacious Heart option per round and must decide before you make the roll.
Inspiring. You inspiring last stand fills your allies with renewed vigor. Allies
within 30 feet of you that can see or hear you gain 10 temporary hit points. Also
you won’t quit without a fight. The DC of your Relentless Rage feature is
reduced by 5 until the end of your turn. Rallying. Your heroic refusal to die fills
your allies with confidence. All allies within 30 feet of you that can see or hear
you gain advantage on the next attack roll they make within the next 1 minute.
Path of the Devourer

Far from civilization, sharp toothed barbarians survive on the flesh of their
enemies. While not evil per se, your acts of consumption would be shunned by
most. To adventure as a Devourer, you have learned to hide your customs from
commoners, but partake openly in front of enemies and trusted allies. For what
you most want in this life, is to savor it.

No Feast for the Crows


For each living being`s flesh you eat within ten minutes of their death you gain
one Satiation Point. These points are used for several effects as you level up.
You can store up to your Barbarian level + Constitution modifier of Satiation
Points. At the end of a long rest, you lose one satiation point, but you do not
require sustenance until your next long rest.

All Consuming Rage


Starting at 3rd level, during rage, when you reduce a hostile opponent to 0 hit
points, you gain temporary hit points equal your Constitution modifier + your
barbarian level (minimum of 1). You can also spend one Satiation Point to use
your bonus action to attack with advantage. Whenever you find yourself in rage
and spent your last Satiation Point you will enter a starvation frenzy, where you
will be granted resistance to all kinds of damage except force and will acquire a
vulnerability to psychic and disadvantage on wisdom and charisma saving
throws. Also you will engage with the closest creature made of flesh and be able
to spend your action, bonus action and reaction to attack and as soon as a flesh
creature dies within 30ft of you, you’ll ignore all else and feed upon it until
you’ve got at least one Satiation Point. This frenzy will end when your rage
ends or when you have at least one Satiation Point.

Biting Rebuke
At 6th level, while in rage you can make a bite attack as a reaction when struck
in melee by an opponent. This attack deals 1d4 + Strength modifier damage,
and on a hit the opponent must succeed on a wisdom save DC of 8+ strength
modifier + proficiency or be frightened, they may retest at the beginning of their
next turn to overcome the frightened condition. You also may spend Satiation
Point and your reaction to do extra bites right after the first, each Satiation Point
spent grants you a bite and you can spend up to your proficiency modifier of
Satiation Points with this effect each turn.

Heart of Enemies
Beginning at 10th level, by consuming a heart of a creature you have
participated in slaying within the past hour, you regain your full hit points and
rage amount as if you had taken a long rest. You must finish a long rest to
regain use of this feature. You don’t get Satiation Points from feasting in this
manner.

Spirit of the Slain


At 14th level, by spending a bonus action channeling the spirits of those you
have eaten, you have advantage on all your rolls during this turn. You can only
do this a number of times each day equal to your proficiency bonus, and only
once per turn. You can also spend all your Satiation Points to fill a 60ft area
with the starving remnants of your prey, all hostiles will take 1d4 necrotic
damage per Satiation Point you’ve spent and have disadvantage on all their
attacks or checks that rely on sight or sound.
Path of the Red Reaver

The Path of the Red Reaver is a warrior’s hunt for meaning in a life borne of
suffering and violence, not some ritualistic process for raiding cannibals as
inexperienced adventurers might have you believe. The barbarians that follow
this path fuel their rage with this pursuit of purpose. For those that live long
enough, their discipline becomes almost monk-like in its meditation, chasing
their sense of self through the arteries of those they deem worthy in battle. As
wizards live to slake their thirst for knowledge, barbarians who follow the Path
of Red Reaver are usually drawn to the greatest challenge in the field, not for
bragging rights, or even to turn the tide of battle, but to further discern their
place in the veins of their world.

Devourer
Starting when you choose this path at 3rd level, your thirst for blood channels
the life-force of your foes to sustain you. When you're raging and below half of
your
hit point maximum, at the start of your turn you can enter a Devouring Rage by
expending any number of Hit Dice as a bonus action. For the duration of your
Rage, your weapons become magical for the purpose of overcoming damage
resistances and immunities, and on a hit, you regain a number of hit points
equal to 1 plus the number of Hit Dice you spent. On a critical hit, you restore
twice
that amount of hit points. Your target must have blood in order for you to regain
hit points from an attack. At the beginning of each turn, if you haven’t hit a
hostile creature since your last turn, you suffer damage equal to the number you
would regain on a hit but retain your Devouring Rage and its features.
Your Devouring Rage ends once you reach your hit point maximum or you exit
your Rage whichever happens first.

Sanguine Scent
Also at 3rd level, your senses become preternaturally attuned to the scent of
blood. As an action on your turn, you can draw a deep breath to immediately
track
the scent of creatures around you. For the next 10 minutes, you're able to smell
the approximate number of living creatures within 60 feet of you. You can
differentiate the type but not the identity of any specific creature. If you know
the creature you're looking for and have access to one of its possessions, you
can focus solely on that target. While focused, you can’t use this feature to
detect any other creature but your quarry. When you would make a Wisdom
(Survival) check to track your quarry, the creature instead makes a Wisdom
saving throw with a DC equal to 8 + your proficiency bonus + your Constitution
modifier. On a failure, you learn the direction and approximate distance to that
creature, and are able to follow its scent even through terrain that would
normally cover its scent, like running water.
You can use this feature a number of times equal to 1 + your Constitution
modifier. When you finish a long rest, you regain all expended uses. You must
be able to breathe in order to use this feature.

Blood Hound
When you reach 6th level, your mystic connection to blood has honed your
sense of smell to mythic proportions. The range of your Sanguine Scent is
increased to 120 feet and you no longer need access to a creature’s possessions
to track it if you have spent at least 5 minutes within 30 feet of your target
within the last 24 hours.
Additionally, you can spend 1 Hit Die to learn the exact number and general
location of creatures in the area or, when focused on a single target, impose
disadvantage on your target’s saving throw against being tracked by you and the
range of your tracking ability becomes 5 miles for that creature.

Blood of the Pack


At 10th level, your wild blood fury is tempered by the bond you share with your
allies. While your current hit point total is at least half of your hit point
maximum, you can expend any number of Hit Dice as an action to heal an equal
number living creatures other than you within 10 feet of you. On your turn, roll
1 Hit Die for each creature you target with this feature. The creature regains a
number of hit points equal to the result + your Constitution modifier (minimum
of 1). Repeat the process for each creature you choose. Once you use this
feature, you suffer one level of exhaustion and can’t use this feature again until
you have finished a long rest.

Sanguine Clarity
Starting at 14th level, your rage becomes focused and precise, rather than wild
and wrathful. When you enter a rage or a Devouring Rage you may expend up
to 3 Hit Dice to increase the critical range of your attack rolls for the duration of
your rage. For example, if you expend 2 Hit Dice, your weapon attacks score a
critical hit on a roll of 18, 19, or 20. If you already score a critical hit on a roll
lower than 20 due to other class features or effects, this feature allows you to
expand your critical range even further.
Path of the Suffering

Empathy is not a trait commonly emphasized among barbarians, but those with
the mental and physical fortitude necessary to harness its power have many
doors opened to them. To follow the path of pain is to not only accept, but
embrace tremendous suffering. As the line between what harms you and helps
others blurs, your power will grow.

Cry of Pain
While raging allows you to bond your pain to all creatures in a 15ft of you. All
your class abilities depend on the targets being within this area.
This area increases additional 15ft at levels 6, 10 and 14

Transfer Injuries
Starting when you choose this path at 3rd level, you gain the ability to move
physical injuries from you to another creature or from another creature to you.
To move injuries to yourself, you must spend a bonus action and to move
injuries to another you must spend an action to touch or add the injury damage
to a melee attack. You can move 1d4 of missing hit points from another creature
to yourself, or from yourself to another creature.
You have a number of empathy points equal your natural charisma modifier
multiplied by your barbarian level. You must expend one empathy point for
each d4 you transfer. While raging, you may do this twice per turn without
expending any empathy points. In order to transfer injuries, you must be able to
make physical contact with the other creature involved. If the creature is
unwilling, it must succeed a constitution saving throw against your constitution
(DC = 8+proficiency bonus constitution modifier) in order to prevent the
effects. On a failed save, the transfer is made. This cannot be used to repair
constructs nor undead, only living tissue. Empathy points are replenished after a
short or long rest.
You gain an additional d4 at levels 6, 10, and 14. Each die consumes an
empathy point.

True Empathy
Beginning at 6th level, you have honed your skills enough to target physical and
emotional conditions, such as blinded or frightened. You may choose to spend
one empathy point to transfer one condition. Once per Long rest, without
expending any empathy points, you may share emotions with one willing
creature (that isn`t a construct nor undead). This will cause you both to
experience each other’s emotions for up to 1 minute as long as physical contact
is maintained. This allows for full understanding of each other’s intentions and
feelings.

Optimal Injury
Beginning at 10th level, you can use your reaction and an empathy point to
mitigate damage dealt to you by moving the injury to a less vital area. When
you are about to take damage, roll the lowest die which possess the amount of
damage dealt with disadvantage.
You may also do the opposite to opponents by moving the injuries you deal to a
more vital area. To do this, make a melee attack and use your bonus action and
an empathy point to roll your damage with the lowest die which possess the
amount of damage dealt in the attack with advantage.

Greater Tolerance
Pain has had your company for so long that you have become numb to the
traumatic experience of using your abilities. Starting at 14th level, when you
transfer injuries you may choose to use a d4, a d6, or a d8 instead of only being
able to use d4s. You may also transfer two conditions at a time.
Path of the Storm Herald

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

Storm Aura
Starting at 3rd level, you emanate an 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. You can
change your environment choice whenever you gain a level in this class. If your
aura's effects require a saving throw, the DC equals 8 + your proficiency bonus
+ your Constitution modifier.
• Desert: All other creatures in your aura take 2 fire damage each. The
damage increases when you reach certain levels in this class, increasing
to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

• Sea: You can choose one other creature you can see in your aura. The
target must make a Dexterity saving throw. The target takes 1d6 lightning
damage on a failed save, or half as much damage on a successful one. The
damage increases when you reach certain levels in this class, increasing to 2d6
at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

• Tundra: Each creature of your choice in your aura gains 2 temporary hit
points, as icy spirits inure it to suffering. The temporary hit points increase
when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th
level, 5 at 15th level, and 6 at 20th level.

Storm Soul
At 6th level, the storm grants you benefits even when your aura isn't active.
• Desert. You gain resistance to fire damage, and you don't suffer the
effects of extreme heat. Moreover, as an action, you can touch a
flammable object that isn't being worn or carried by anyone else and set it
on fire.
• Sea. You gain resistance to lightning damage, and you can breathe
underwater. You also gain a swimming speed of 30 feet.
• Tundra. You gain resistance to cold damage, and you don't suffer the
effects of extreme cold. Moreover, as an action, you can touch water and
turn a 5-foot cube of it into ice, which melts after 1 minute. This action
fails if a creature is in the cube.

Shielding Storm
At 10th level, each creature of your choice has the damage resistance you
gained from the Storm Soul feature while the creature is in your Storm Aura.

Raging Storm
At 14th level, the power of the storm grows mightier.

• Desert: Immediately after a creature in your aura hits you with an attack,
you can use your reaction to force that creature to make a Dexterity
saving throw. On a failed save, the creature takes fire damage equal to
half your barbarian level.
• Sea: When you hit a creature in your aura with an attack, you can use
your reaction to force that creature to make a Strength saving throw. On a
failed save, the creature is knocked prone, as if struck by a wave.
• Tundra: Whenever the effect of your Storm Aura is activated, you can
choose one creature you can see in the aura. That creature must succeed
on a Strength saving throw, or its speed is reduced to 0 until the start of
your next turn, as magical frost covers it.
Path of the Totem Warrior

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

Spirit Seeker
You gain the ability to cast the Beast Sense and Speak with Animals spells, but
only as rituals.

Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its
feature. You must make or acquire a physical totem object that incorporates a
part of the totem animal. At your option, you also gain minor physical attributes
that are reminiscent of your totem spirit.

Your totem animal might be an animal related to those listed here but more
appropriate to your homeland.

• Bear: While raging you have resistance to all damage except psychic
damage.
• Eagle: While you're raging and aren't wearing heavy armor, other
creatures have disadvantage on opportunity attack rolls against you, you
can also use the Dash action as a bonus action on your turn.
• Wolf: While you're raging, your friends have advantage on melee attack
rolls against any creature within 5 feet of you that is hostile to you.
• Elk: While you're raging and aren't wearing heavy armor, your walking
speed increases by 15 feet.
• Tiger: While raging, you can add 10 feet to your long jump distance and
3 feet to your high jump distance.
• Bull: While raging your rage damage number can be used to subtract
from your damage taken once every other round.
• Bunny: While raging you may leap as high as half your movement speed.
Your fall damage is halved from what it would otherwise be without this
totem's effects. If you fall the same distance as your full movement speed,
you take no damage.
Dragon: Refer to the Dragonborn table. You may pick one draconic
element. While in a rage you will gain resistance to the element aligned
there. If you already have resistance to that element you become
completely immune.
• Lion: While you are raging, if you move at least 20 feet straight toward a
creature then hit it with a melee attack in the same turn, the target must
succeed on a Strength saving throw or be knocked prone. The barbarian
may a single melee attack on the target as a bonus action. The DC for the
Strength saving throw is 10 + Strength modifier.
• Jaguar: While raging you gain advantage in stealth checks. Your rage
burns cold; you may hold your rage for three minutes without attacking
or being attacked.
• Kraken: You may breathe underwater. Your swimming speed is that of
your normal movement speed. While raging you may not be grappled
underwater.
• Turtle: While raging, you gain an additional +3 to AC. While you are not
raging, you still retain +1 to AC. This bonus extents into any form of
incantation.
• Snake: You gain the option to substitute your weapon's damage type for
poison. In addition, while raging, every first melee strike dealt within
your turn gains an additional 1d6 poison damage.
• Griffon: While raging you may levitate and gain flight speed equal to
your movement speed.
• Phoenix: If your hitpoints reach 0 while in a rage, you return to life with
half your hitpoints. You can use this feature only once, per short or long
rest.
• Hyena: When you enter rage you start to laugh maddeningly and any
enemy within 30 feet that can hear you needs to make a Constitution
saving through (8+ proficiency bonus + charisma modifier) or become
frightened. In the dark the range is extended to 60ft. They are immune if
they cannot hear you or are immune to being frightened.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your
choice. You can choose the same animal you selected at 3rd level or a different
one.

• Bear: 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.
• Eagle: You can see up to 1 mile away with no difficulty. You are able to
discern even fine details as though looking at something no more than
100 feet away from you. Additionally, dim light doesn't impose
disadvantage on your Wisdom (Perception) checks.
• Wolf: You can track other creatures while traveling at a fast pace, and
you can move stealthily while traveling at a normal pace.
• Elk: Whether mounted or on foot, your travel pace is doubled, as is the
travel pace of up to ten companions while they're within 60 feet of you
and you're not incapacitated.
• Tiger: You gain proficiency in two skills from the following list:
Athletics, Acrobatics, Stealth, and Survival.
• Bull: While raging you are immune to 'charm' or 'frighten'. Attempts to
instill either in you give you double the rage damage in your next turn.
• Bunny: While raging you may triple your movement speed.
• Dragon: Refer to the Dragonborn table. You may pick one draconic
element. While in a rage you will gain the ability to imbue that element
into your weapon, replacing the damage type to that element.
• Lion: While raging you can use your bonus action to perform an
additional attack
• Jaguar: While raging your critical range is expanded from 18 through 20.
In your rage you may re-roll any 1s in your attempt to hit.
• Kraken: With organic or ethereal tentacles sprouting from a place of your
choosing, you may attempt to grapple enemies up to a size larger than
yourself.
• Turtle: While raging you may sacrifice the movement of the following
round and gain advantage on all saving throws, excluding death saving
throws.
• Snake: While raging you gain advantage in all grappling checks. You
may grapple without having a free hand. While grappled you may inflict
1d4 poison damage per turn. You do not have to halve your speed to
move enemies one size smaller than yourself.
• Griffon: Gain two proficiencies in two additional saving throws. While
raging you may use a bonus action to make a reckless attack.
Phoenix: If you reach 0 hitpoints while in a rage, whomever dealt the last
blow to you receives double the damage you received in that round.
• Hyena: Your predatory instincts come out as you rage as a result if an
enemy within your movement speed is at half health or bleeding then you
attack them with advantage.

Spirit Walker
At 10th level, you can cast the Commune with Nature spell, but only as a ritual.

Totemic Attunement
At 14th level you gain a magical benefit based on a totem animal of your
choice. You can choose the same animal you selected previously or a different
one.

• Bear: While you're raging any creature within 5 feet of you that's hostile
to you has disadvantage on attack rolls against targets other than you or
another character with this feature. An enemy is immune to this effect if
it can't see or hear you or if it can't be frightened.
• Eagle: While raging you have a flying speed equal to your current
walking speed. This benefit works only in short bursts; you fall if you end
your turn in the air and nothing else is holding you aloft.
• Wolf: While you're raging you can use a bonus action on your turn to
knock a Large or smaller creature prone when you hit it with melee
weapon attack.
• Elk: While raging, you can use a bonus action during your move to pass
through the space of a Large or smaller creature. That creature must
succeed on a Strength saving throw (DC 8 + your Strength bonus + your
proficiency bonus) or be knocked prone and take bludgeoning damage
equal to 1d12 + your Strength modifier.
• Tiger: While you're raging, if you move at least 20 feet in a straight line
toward a Large or smaller target right before making a melee weapon
attack against it, you can use a bonus action to make an additional melee
weapon attack against it.
• Bull: Your rage damage is replaced by your barbarian level + half your
rage damage at the current level.
• Bunny: While raging, you may use your action to move once more. If all
you did in the action was move, you may gain another free action.
• Dragon: Refer to the Dragonborn table. You may pick one draconic
element. While in a rage you will gain the ability to gain that element's
dragonbreath. It deals 2d10 damage plus your constitution modifier. This
may be done once per round.
• Lion: While raging you may use your reaction when attacked to launch a
melee attack against the attacking creature.
• Jaguar: While raging all your damage dice are maximized for melee
attacks.
• Kraken: If you have an enemy grappled you may begin suffocating or
bludgeoning them with your tentacles. Each round causing 1d10 damage,
plus your strength modifier.
• Turtle: You forsake your Fast Movement feature and gain an additional
+2 AC in perpetuity.
• Snake: While raging, if an enemy uses a reaction or enters your throwing
or striking distance, you may use a reaction of your own to perform an
attack against them.
• Griffon: Your flight speed triples if you had picked Griffon at the third
level, otherwise you simply gain that totem. You may no longer be
blinded while in a rage.
• Phoenix: If you have taken Phoenix as your totem in the 3rd level you
may now recover another half of your hitpoints as bonus hitpoints.
Otherwise, you get the original effect only.
• Hyena: Your thirst for blood becomes greater as you rage, you want to
kill anything and everything, deal as much damage as possible to
accomplish this. Your rage damage is now 8 + your proficiency + your
strength modifier.
Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle
fury. These barbarians are zealots – warriors who channel their rage into
powerful displays of divine power.

Divine Fury
At 3rd level, while you're raging, the first creature you hit on each of your turns
with a weapon attack takes extra damage equal to 1d6 + half your barbarian
level. The extra damage is necrotic or radiant; you choose the type of damage
when you gain this feature.

Warrior of the Gods


At 3rd level, if a spell 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.

Fanatical Focus
Starting at 6th level, 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.

Zealous Presence
At 10th level, as a bonus action, you unleash a battle cry infused with divine
energy. Up to ten other creatures of your choice within 60 feet of you that can
hear you gain advantage on attack rolls and saving throws until the start of your
next turn.
Once you use this feature, you can't use it again until you finish a long rest.

Rage Beyond Death


Beginning at 14th level, 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.

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