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Barbarian

The barbarian class receives new features and subclasses in Enhanced Two-Weapon Fighting
this section.
5th-level barbarian feature
Optional Class Features When you engage in two-weapon fighting and take the Attack
action on your turn, you can choose to make the bonus attack
You gain class features in the Player's Handbook when you as part of your action instead of as a bonus action.
reach certain levels in your class. This section offers
additional features that you can gain as a barbarian. Battle Hardened
Unlike the features in the Player's Handbook, you don't gain 6th-level barbarian feature
the features here automatically. Consulting with your DM, you
decide whether to gain a feature in this section if you meet the You gain the benefits of the Ability Score Improvement
level requirement noted in the feature's description. These feature.
features can be selected separately from one another; you can
use some, all, or none of them. Reflexive Rage
Vital Focus 7th-level barbarian feature, which replaces the Feral Instinct
feature
1st-level barbarian feature As if by some secret sense, you anticipate and react to danger.
As a bonus action, you can expend one use of your rage You have advantage on initiative rolls. If you are surprised at
feature to channel your anger inwards, enhancing your the beginning of combat, you can act normally on your first
strength in a more focused manner. turn, but only if you are raging or if you enter your rage before
In this state, you gain the following benefits if you aren't doing anything else on that turn.
wearing heavy armor: In addition, when you are subjected to damage while you
are not raging, you can use your reaction to enter your rage
You have advantage on ability checks and saving throws before taking the damage.
that use Strength or Constitution
Your carrying capacity, and the amount you can push, drag, Unerring Fury
or lift, are doubled.
When you make an ability check that uses Strength, 9th-level barbarian feature
Dexterity, Constitution, or Wisdom, you gain a bonus to the Your anger focuses your priorities, making it difficult to sway
roll that increases as you gain levels as a barbarian, as you from your intended course. While you are raging, you gain
shown in the Rage Damage column of the Barbarian table. a bonus to Wisdom saving throws equal to your rage damage
If you are able to cast spells, you can't cast them or bonus.
concentrate on them during your vital focus. If you are suffering from an effect that allows you to make a
Your vital focus lasts for 1 hour. It ends early if you are Wisdom saving throw at the end of your turns to end the effect
when you enter your rage, you can repeat that saving throw
knocked unconscious or if you end it on your turn as a bonus when you enter your rage, potentially causing the effect to
action. end.
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wild Tactics
11th-level barbarian feature
When you take the Attack action on your turn, you can forgo
making one of those attacks and take the Dash, Disengage,
Dodge, Hide, Interpose*, Thwart*, or Ready action as part of
that Attack action.
Foe Shredder
17th-level barbarian feature
Once on each of your turns when you hit with a melee attack
while raging, you can choose to turn the hit into a critical hit.
You can use this feature a number of times equal to your
Strength modifier (minimum of once), and you regain all
expended uses of it when you finish a long rest.

Barbarian Content v 1.1 for D&D 5e


Created by: u/NotTheDreadPirate

Art Credits:

Manuel Castañón - Blizzard Brawl

Viktor Titov - Hardened Berserker

Simon Eckert - Smite Cu Chulainn

Randy Vargas - Captain Vargus Wrath

Grzegorz Rutkowski - Demon Berserker Token

*Features marked with an asterisk make use of mechanics


described in my Optional Rules document.
Path of the Fleshquake
Barbarians on the Path of the Fleshquake are often mellow,
easygoing, and genteel. It is only in battles where they have no
other choice that they allow this demeanor to falter, becoming
rampaging abominations. Just as their rage twists their mind
into a vicious loop of wrath and bloodlust, so too does it twist
their bodies, reshaping their bones and swelling their
muscles, causing blood to churn and skin to shift as they
abandon all thought and succumb to the warp spasm.
Such a barbarian might be the spawn of a chaotic deity, a
victim of magical experimentation, a bearer of a curse, or
perhaps a survivor of an encounter with an otherworldly
force. In their warp spasm, these barbarians sometimes
display exaggerated features of their race, but just as
frequently become unrecognizable monstrosities. You can
choose the nature of this transformation or determine it by
rolling on the Form of the Warp Spasm table.
Form of the Warp Spasm
    d6     Form
1
A larger and uglier version of yourself, your

muscles bulging and tearing your clothes.
2
A fiend with deep red skin and an evil grin, your

sweat boiling off you in clouds of steam.
Affronting Alteration
3
A hideous mass of eyes, mouths, and fleshy 6th-level Path of the Fleshquake feature

tendrils, loosely assembled into a bipedal shape.
The terrible reorganizing of your body by your warp spasm
4
Sickly slime that seeps out of your skin and becomes horrifyingly efficient. While raging, your reach

surrounds you, shifting and writhing like liquid. increases by 5 feet, your jump distance is tripled, and you deal
5
A beast with shaggy white fur and curved black
double damage to objects and structures.

horns, a deafening roar escaping your maw. In addition, your fists now count as magical for the purpose
of overcoming resistance and immunity to nonmagical attacks
6
A horrifying reptile, with eyes that glow red in the and damage.

dark, and hide like stiff leather.
Gruesome Blows
Warp Spasm 10th-level Path of the Fleshquake feature
3rd-level Path of the Fleshquake feature
You bloody the field with great ferocity, obliterating entire
When you enter your rage, you undergo a hideous ranks of opponents. When you hit with a heavy melee weapon
transformation known as your warp spasm. Your anatomy attack while raging, each creature you choose within 5 feet of
rearranges itself to magnify your strength and endurance, the target, besides the original target, takes half the damage of
granting you the following benefits while raging: the attack if the original attack roll would hit them.
Your maximum and current hit points increase by an Monstrous Charge
amount equal to your Constitution modifier + half your 14th-level Path of the Fleshquake feature
barbarian level, rounded down (minimum of 1).
If you are smaller than Large, you become Large, along Using the crushing momentum of your massive bulk, you
with anything you are wearing. Your height and weight shatter both the bones and the plans of your enemies. If you
increase accordingly. If you lack the room to become take the Attack action immediately after moving at least 30
Large, you attain the maximum possible size in the space feet in a straight line on your turn while raging, you can
available, and you instantly become Large upon entering a choose to make a single melee attack with your action and
space with sufficient room. this attack is a critical hit on a roll of 18-20 on the d20.
Your hands transform into massive fists, which are natural If the attack hits and you used a heavy weapon, you can
weapons. They count as simple melee weapons with the choose to roll 4d20 in place of the weapon's normal damage
heavy property for you, and you add your Strength modifier die and you can choose to push the target up to 20 feet away
to the attack and damage rolls when you attack with them, from you and knock the target prone. If the target ends this
as normal. They deal 2d8 bludgeoning damage on a hit, movement early by colliding with a creature or object, both
and this damage increases when you reach certain levels the target and the creature or object it collided with take
in this class, increasing to 2d10 at 10th level and 2d12 at bludgeoning damage equal to 1d20 + half your barbarian level.
14th level. If you are wielding any weapons or a shield You can use this feature a number of times equal to your
when you make the attack roll, the damage of your fists Strength modifier (minimum of once), and you regain all
becomes 2d4 and they lose the heavy property. expended uses when you finish a long rest.
3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Path of the Marauder Fighting Dirty
3rd-level Path of the Marauder feature
Every group intending to go into battle needs a good leader.
One who leads from the front, who has a plan, who knows the Tricks and teamwork ensure your victory. You can use this
strengths of his allies and deploys them where they will be the feature in the following three ways while raging:
most effective. What they need is a barbarian of the Path of Smokescreen. You menace your foes, throwing them off from
the Marauder. the real threat. As a bonus action, you can distract an
Barbarians on this course find their rage brings great clarity enemy within 5 feet of you that can see or hear you until the
of mind, allowing them to see all the ways the battle can be start of your next turn. Your allies have advantage on attack
won. Through sly tactics and synergy, they make sure every rolls against the distracted target.
member of their company is utilized to the fullest. These Plunder. Whatever your targets have is yours for the taking.
barbarians often find aspire to a position where their gifts will When you hit a creature with a melee attack, you can
be the most useful. You can choose this ambition or determine choose to make a Strength (Athletics) check contested by
it by rolling on the Marauder's Ambition table. the target’s Strength (Athletics) or Dexterity (Acrobatics)
check (the target chooses the ability to use). If you succeed,
Marauder's Ambition the target drops one item of your choice that it is holding,
    d4     Ambition and the item falls at its feet.
1
You dream at night of the high seas and the open
Backscratch. Your allies come to your aid, knowing you'll do

sky, and know you could be a privateer captain
the same for them. When you take damage from a creature

without equal. you can see, you can use your reaction to choose one ally
within 30 feet. That ally can make one weapon attack
2
One of your relatives leads an infamous company against the creature that damaged you, provided the target

of bandits, and you aim to replace them. is within range of one of their weapon attacks.
3
You don't care for fame, but the stakes and You can use this feature a number of times equal to your

secrecy of being part of an elite military unit are proficiency bonus, and you regain all expended uses when you

all you've ever wanted. finish a short or long rest.
Hunting terrible monsters and otherworldly foes
4
Assured Assignment
beside your friends seems like the ideal way to go

out. 6th-level Path of the Marauder feature


You never have any trouble trusting your faithful crew to get
Coarse Negotiator things done. While you are raging, your allies gain a bonus to
3rd-level Path of the Marauder feature damage rolls against creatures within 5 feet of you. The bonus
You've learned a thing or two about how to make people see equals your rage damage bonus.
things from your perspective. As a result, whenever you make In addition, as part of the bonus action you take to enter
a Charisma check, you gain a bonus to the check equal to your your rage, you may choose a number of allied creatures equal
Strength modifier (minimum of +1). to your proficiency bonus that you can see within 30 feet.
In addition, you gain one of the following proficiencies of Those creatures may immediately move up to half their speed.
your choice: cartographer's tools, navigator's tools, or vehicles Improvised Assault
(land and water). 10th-level Path of the Marauder feature
Knowing a good opportunity is the secret to a glorious career.
When you take the Dash action while raging, you can choose
to conduct an improvised assault, allowing you make a
number of melee weapon attacks equal to your proficiency
bonus as part of this action, and each of these attacks must
target a different creature. Once you use this special Dash,
you can't do so again until you finish a short or long rest.
Leading by Example
14th-level Path of the Marauder feature
As the foremost expert in the field of surprise surgery, your
allies look to you for demonstrations. Whenever you score a
critical hit while raging, you can choose one ally within 30
feet. That ally may use their reaction to move up to half their
speed and make one weapon attack. This ability cannot
trigger off the same enemy more than once per round.

4
Path of the Possessed
Not every demon that manages to possess a mortal is without
restraint. Occasionally, a demon will find its new host to be
exceptionally useful, offering it unholy strength in exchange
for harboring the evil spirit. From this union, barbarians of the
Path of the Possessed are made, cursed warriors whose
bodies and minds are transformed for battle.
Such a barbarian is free to revel in their new power, but as
always there is a cost. A demonic spirit may desire to further
its goals through the use of its new flesh carriage, or simply
seek the acquisition of another corrupted soul to fight on the
side of the Abyss in the Blood War. You can choose the aim of
your possessing spirit or determine it by rolling on the
Demonic Drive table.
Demonic Drive
    d4     Drive
1
The spirit inside you aims to take over a

humanoid kingdom. In your dreams, it nudges you

towards actions that will lead to destabilization.
2
Your soul will inevitably be forfeit to the armies of

the Abyss. Your demon pressures you to commit

deplorable acts in order to intensify your evil.
3
Your possessing spirit is curious about mortal life,

demanding strange behavior for their amusement.
4
You and the demon share a common enemy,

whose destruction would be mutually beneficial. Damning Protection
6th-level Path of the Possessed feature
Perilous Blessing Spells wash over you like blood over the bed of the river Styx.
3rd-level Path of the Possessed feature When you make a saving throw against a spell or magical
As payment for harboring a being of evil incarnate, you are effect, you can choose to expend one Hit Die, roll it, and add
rewarded with pieces of the demon's magic, blessings to that number to the total. You can do so after seeing the initial
empower you in battle. If a blessing requires a saving throw, roll but before any of the roll's effects occur.
the DC equals 8 + your proficiency bonus + your Constitution Fiendish Awareness
modifier. When you enter your rage, you gain a number of the 10th-level Path of the Possessed feature
following blessings of your choice equal to your rage damage
bonus, which last until the end of your rage. You choose which The spirit that shares your body teaches you to peel away the
blessings to adopt each time you rage: veneer of the material world. You can cast the detect evil and
good, detect magic, and detect thoughts spells without using a
Abyssal Hunger. You feast on the strength of your foes. Your spell slot or components. Constitution is your spellcasting
weapon attacks deal an extra 1d4 necrotic damage on a hit. ability for these spells.
Once you cast any of these spells in
When you score a critical hit on a creature, you regain a this way, you can’t cast that spell in this way again until you
number of hit points equal to the necrotic damage dealt. finish a short or long rest.
Dark Affinity. Inhospitable conditions become comfortable.
You gain resistance to cold, fire, and lightning damage. Embodiment of Sin
Dread Warrior. You erode the willpower of any in your path. 14th-level Path of the Possessed feature
Once during each of your turns when you hit a creature A perfect union of mortal and demon, you rip and tear through
with an attack roll, you can force the target to make a the battlefield. The following blessings are added to the list of
Wisdom saving throw or become frightened of you until the
end of your next turn. options you can choose from for Perilous Blessing:
Evil's Reach. Your arms lengthen into violent, thrashing Bloodwings. Great demonic wings sprout from your back. You
appendages. Your weapons and unarmed strikes gain the gain a flying speed equal to your walking speed.
reach property. Cursed Betrayal. When you reduce a creature to 0 hit points,
Horrid Protrusions. Writhing black tentacles emerge from you can force it to make a weapon attack against another
your flesh. Once per turn when you are damaged by a creature of your choice before it falls.
creature within 5 feet of you, you can force them to make a Pain Spreader. When you take damage, you can use your
Dexterity saving throw or be grappled by you. Until the reaction to force each creature of your choice that you can
grapple ends, you cannot grapple another creature this way. see within 10 feet of you to make a Dexterity saving throw
Profane Carapace. Chitinous plates form over your skin. You or take 2d6 damage. You choose whether this blessing
gain a +1 bonus to AC while you are not wearing armor. deals cold, fire, or lightning damage each time you use it.
5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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