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Unchained Barbarian

The Barbarian, Unchained

A
tall human tribesman strides through a  
blizzard, draped in fur and hefting his axe. He
laughs as he charges toward the frost giant
who dared poach his people's elk herd.
A half-orc snarls at the latest challenger to
her authority over their savage tribe, ready to
break his neck with her bare hands as she did
to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the
face of his drow foe, then turns to drive his armored elbow
into the gut of another.
These barbarians, different as they might be, are defined
by their rage: unbridled, unquenchable, and unthinking
fury. More than a mere emotion, their anger is the ferocity
of a cornered predator, the unrelenting assault of a storm,
the churning turmoil of the sea.
For some, their rage springs from a communion with
fierce animal spirits. Others draw from a roiling reservoir
of anger at a world full of pain. For every barbarian, rage is
a power that fuels not just a battle frenzy but also uncanny The Unchained Barbarian is an unofficial
homebrew publication created by /u/Ozzifer.
reflexes, resilience, and feats of strength.
Please support the author for additional updates
Primal Instinct and future content!
People of towns and cities take pride in how their civilized
ways set them apart from animals, as if denying one's own
nature was a mark of superiority. To a barbarian, though,
civilization is no virtue, but a sign of weakness. The strong
embrace their animal nature — keen instincts, primal Creating a Barbarian
physicality, and ferocious rage. Barbarians are
uncomfortable when hedged in by walls and crowds. They When creating a barbarian character, think about where
thrive in the wilds of their homelands: the tundra, jungle, or your character comes from and his or her place in the
grasslands where their tribes live and hunt. world. Talk with your DM about an appropriate origin for
Barbarians come alive in the chaos of combat. They can your barbarian. Did you come from a distant land, making
enter a berserk state where rage takes over, giving them you a stranger in the area of the campaign? Or is the
superhuman strength and resilience. A barbarian can draw campaign set in a rough-and-tumble frontier where
on this reservoir of fury only a few times without resting, barbarians are common?
but those few rages are usually sufficient to defeat What led you to take up the adventuring life? Were you
whatever threats arise. lured to settled lands by the promise of riches? Did you join
forces with soldiers of those lands to face a shared threat?
A Life of Danger Did monsters or an invading horde drive you out of your
homeland, making you a rootless refugee? Perhaps you
Not every member of the tribes deemed "barbarians" by were a prisoner of war, brought in chains to "civilized"
scions of civilized society has the barbarian class. A true lands and only now able to win your freedom. Or you might
barbarian among these people is as uncommon as a skilled have been cast out from your people because of a crime
fighter in a town, and he or she plays a similar role as a you committed, a taboo you violated, or a coup that
protector of the people and a leader in times of war. Life in removed you from a position of authority.
the wild places of the world is fraught with peril: rival
tribes, deadly weather, and terrifying monsters. Barbarians Superstitions
charge headlong into that danger so that their people don't Barbarians vary widely in how they understand life. Some
have to. follow gods and look for guidance from those deities in the
Their courage in the face of danger makes barbarians cycles of nature and the animals they encounter. These
perfectly suited for adventuring. Wandering is often a way barbarians believe that spirits inhabit the plants and
of life for their native tribes, and the rootless life of the animals of the world, and the barbarians look to them for
adventurer is little hardship for a barbarian. Some omens and power.
barbarians miss the close-knit family structures of the tribe, Other barbarians trust only in the blood that runs in their
but eventually find them replaced by the bonds formed veins and the steel they hold in their hands. They have no
among the members of their adventuring parties. use for the invisible world, instead relying on their senses
to hunt and survive like the wild beasts they emulate.
Both of these attitudes can give rise to superstitions.
These beliefs are often passed down within a family or
shared among the members of a clan or a hunting group.

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Ozzifer's Unchained Barbarian
The Barbarian
Proficiency
Rage
Powers

Level Bonus Features Rages Damage Known


1st +2 Rage, Rage Powers, Unarmored Defense 2 +2 1
2nd +2 Danger Sense, Reckless Attack 2 +2 1
3rd +2 Primal Path, Tribal Knowledge 3 +2 2
4th +2 Ability Score Improvement 3 +2 2
5th +3 Extra Attack, Fast Movement 3 +2 2
6th +3 Primal Path feature 4 +2 3
7th +3 Feral Instinct 4 +3 3
8th +3 Ability Score Improvement 4 +3 3
9th +4 Brutal Critical (1 die) 4 +3 4
10th +4 Primal Path feature, Tribal Knowledge 5 +3 4
11th +4 Relentless Rage 5 +3 4
12th +4 Ability Score Improvement 5 +3 4
13th +5 Brutal Critical (2 dice) 5 +4 5
14th +5 Primal Path feature 5 +4 5
15th +5 Persistent Rage 6 +4 5
16th +5 Ability Score Improvement 6 +4 5
17th +6 Brutal Critical (3 dice) 6 +4 6
18th +6 Indomitable Might 6 +4 6
19th +6 Ability Score Improvement 6 +5 6
20th +6 Primal Champion Unlimited +5 6

Quick Build Starting Equipment


You can make a barbarian quickly by following these You start with the following items, plus anything provided
suggestions. First, put your highest ability score in by your background.
Strength, followed by Constitution. Second, choose the
outlander background. (a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorer's pack, and four javelins
Class Features Alternatively, you may start with 2d4 × 10 gp to buy your
As a barbarian, you gain the following class features. own equipment.
Hit Points Rage
Hit Dice: 1d12

Hit Points at 1st Level: 12 + your Constitution modifier


In battle, you fight with primal ferocity. On your turn, you
Hit Points at Higher Levels: 1d12 (or 7) + your can enter a rage as a bonus action.
Constitution modifier per Barbarian level after 1st While raging, you gain the following benefits if you aren't
wearing heavy armor:
Proficiencies
Armor: light armor, medium armor, shields
You have advantage on Strength checks and Strength
Weapons: simple weapons, martial weapons
saving throws.
Tools: none
When you make a melee weapon attack using Strength,
you gain a +2 bonus to the damage roll. This bonus
Saving Throws: Strength, Constitution
increases as you level, as shown in the Rage Damage
Skills: Choose two from Animal Handling, Athletics, column of the Barbarian table.
Intimidation, Nature, Perception, and Survival. 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.

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Ozzifer's Unchained Barbarian
   
Your rage lasts for 1 minute. It ends early if you are Additionally, when you reach a level in this class that
knocked unconscious or if your turn ends and you haven't grants you this feature, you can replace one of the Rage
attacked a hostile creature since your last turn or taken Powers you know with a different one you could learn at
damage since then. You can also end your rage on your that level, reflecting a change in focus.
turn as a bonus action.
Once you have raged the maximum number of times Extra Attack
shown for your barbarian level in the Rages column of the Beginning at 5th level, you can attack twice, instead of
Barbarian table, you must finish a long rest before you can once, whenever you take the Attack action on your turn.
rage again.
Rage Powers Fast Movement
You have developed powers that enable you to use your Starting at 5th level, your speed increases by 10 feet while
primal rage in new ways, showcasing your strength and you aren't wearing heavy armor.
skill. You learn a rage power of your choice, which is listed Feral Instinct
in the "Rage Powers" section at the end of the class
description. You gain the benefits of your rage power only By 7th level, your instincts are so honed that you have
while you are raging; some of these powers are always advantage on initiative rolls.
active during your rage, while others can be activated by Additionally, if you are surprised at the beginning of
choice. combat and aren't incapacitated, you can act normally on
You gain additional rage powers when you reach certain your first turn, but only if you enter your rage before doing
levels in this class, as shown in the Powers Known column anything else on that turn.
of the Barbarian table.
Brutal Critical
Unarmored Defense Beginning at 9th level, you can roll one additional weapon
While you are not wearing any armor, your Armor Class damage die when determining the extra damage for a
equals 10 + your Dexterity modifier + your Constitution critical hit with a melee attack.
modifier. You can use a shield and still gain this benefit. This increases to two additional dice at 13th level and
three additional dice at 17th level.
Danger Sense
At 2nd level, you gain an uncanny sense of when things Relentless Rage
nearby aren't as they should be, giving you an edge when Starting at 11th level, your rage can keep you fighting
you dodge away from danger. despite grievous wounds. If you drop to 0 hit points while
You have advantage on Dexterity saving throws against you're raging and don't die outright, you can make a DC 10
effects that you can see, such as traps and spells. To gain Constitution saving throw. If you succeed, you drop to 1 hit
this benefit, you can't be blinded, deafened, or incapacitated. point instead.
Each time you use this feature after the first, the DC
Reckless Attack increases by 5. When you finish a short or long rest, the DC
Starting at 2nd level, you can throw aside all concern for resets to 10.
defense to attack with fierce desperation. When you make Persistent Rage
your first attack on your turn, you can decide to attack
recklessly. Doing so gives you advantage on melee weapon Beginning at 15th level, your rage is so fierce that it ends
attack rolls using Strength during this turn, but attack rolls early only if you fall unconscious or if you choose to end it.
against you have advantage until your next turn.
Indomitable Might
Primal Path Beginning at 18th level, if your total for a Strength check is
At 3rd level, you choose a path that shapes the nature of less than your Strength score, you can use that score in
your rage from the list of available paths. Your choice place of the total.
grants you features at 3rd level and again at 6th, 10th, and
14th levels. Primal Champion
Tribal Knowledge At 20th level, you embody the power of the wilds. Your
Strength and Constitution scores increase by 4, as does
When you reach 3rd level and again at 10th level, you gain your maximum for those scores.
proficiency in one skill of your choice from the list of skills
available to barbarians at 1st level. Primal Paths
Ability Score Improvement Rage burns in every barbarian's heart, a furnace that drives
When you reach 4th level, and again at 8th, 12th, 16th, and him or her towards greatness. Different barbarians
19th level, you can increase one ability score of your choice attribute this fire to different sources, however. For some, it
by 2, or you can increase two ability scores of your choice is an internal reservoir where pain, grief, and anger are
by 1. As normal, you can't increase an ability score above 20 forged into a fury hard as steel. Others see it as a spiritual
using this feature. blessing, a gift of a totem animal, or providence from the
If your DM allows the use of feats, you may instead take energy of the wilderness around them. The primal path you
a feat. choose reflects the source of your rage. The options
available for you to choose from are listed below.
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Ozzifer's Unchained Barbarian
The Path of the Ancestral Guardian, which calls upon Vengeful Ancestors
the spirits of the departed to guide and protect. At 14th level, your ancestral spirits grow powerful enough
The Path of the Battlerager, which surrenders the to retaliate. When you use your Spirit Shield to reduce the
heart to the fury and pain of battle. damage of an attack, the attacker takes an amount of force
The Path of the Beast, which draws upon the bestial damage equal to the damage that your Spirit Shield
spark brimming within the soul. prevents.
The Path of the Berserker, which revels in the blood
and chaos of unbridled, violent rage. Path of the Battlerager
The Path of the Depths, whose adherents channel the
trauma of the endless seas. Known as Kuldjargh (literally "axe idiot") in Dwarvish,
The Path of the Storm Herald, who transform and battle-ragers are followers of the gods of war and take the
manifest their rage into the power of the elements. Path of the Battlerager. They specialize in wearing bulky,
The Path of the Totem Warrior, for whom their rage is spiked armor and throwing themselves into combat,
tied to the shamanistic power of animals and totems. striking with their body itself and giving themselves over to
The Path of Wild Magic, whose rages are as untamed the fury of battle.
and transformative as the otherworlds.
The Path of the Zealot, which directs the sternly Battlerager Armor
devout to channel their rage into shows of divine fury. When you choose this path at 3rd level, you gain the ability
to turn your armor into spiked armor and use it as a
Path of the Ancestral Guardian weapon in battle. You can attach spikes to your armor as
Some barbarians hail from cultures that revere their part of a long rest, provided you have raw materials on
ancestors. These tribes teach that the warriors of the past hand; these spikes have no impact on the armor's function.
linger in the world as mighty spirits, who can guide and While you are wearing spiked armor and are raging, you
protect the living. When a barbarian who follows this path can use a bonus action to make one melee weapon attack
rages, the barbarian contacts the spirit world and calls on with your spiked armor against a target within 5 feet of you.
these guardian spirits for aid. You are proficient with these spikes, and if the attack hits,
Barbarians who draw on their ancestral guardians can the spikes deal 1d6 piercing damage. You use your
better fight to protect their tribes and their allies. In order Strength modifier for the attack and damage rolls.
to cement ties to their ancestral guardians, barbarians who Additionally, whenever you successfully grapple a
follow this path cover themselves in elaborate tattoos that creature, the target takes 1d6 piercing damage from the
celebrate their ancestors' deeds. These tattoos tell sagas of spikes. You also deal this damage to a creature grappled by
victories against terrible monsters and other fearsome you when it fails in its attempt to escape the grapple.
rivals. Reckless Abandon
Ancestral Protectors Beginning at 6th level, when you use Reckless Attack while
Starting when you choose this path at 3rd level, spectral you are raging, you also gain temporary hit points equal to
warriors appear when you enter your rage. While you're your proficiency bonus. These temporary hit points vanish
raging, the first creature you hit with an attack on your turn when your rage ends, or if you end your turn without you
becomes the target of the warriors, which hinder its having hit a creature with a melee weapon attack during
attacks. Until the start of your next turn, that target has that turn.
disadvantage on any attack roll that isn't against you, and
when the target hits a creature other than you with an
attack, that creature has resistance to the damage dealt by
the attack. The effect on the target ends early if your rage
ends.
Spirit Shield
Beginning at 6th level, the guardian spirits that aid you can
provide supernatural protection to those you defend. If you
are raging and another creature you can see within 30 feet
of you takes damage, you can use your reaction to reduce
that damage by 2d6.
When you reach certain levels in this class, you can
reduce the damage by more: by 3d6 at 10th level and by
4d6 at 14th level.
Consult the Spirits
At 10th level, you gain the ability to consult with your
ancestral spirits. When you do so, you cast the augury or
clairvoyance spell, without using a spell slot or material
components. Rather than creating a spherical sensor, this
use of clairvoyance invisibly summons one of your
ancestral spirits to the chosen location. Wisdom is your
spellcasting ability for these spells.
After you cast either spell in this way, you can't use this
feature again until you finish a short or long rest.

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Ozzifer's Unchained Barbarian
Battlerager Charge Bestial Soul
Beginning at 10th level, you can take the Dash action as a At 6th level, the feral power within you increases, causing
bonus action while you are raging. the natural weapons of your Form of the Beast to count as
Additionally, when you move at least 20 feet in a straight magical for the purpose of overcoming resistance and
line towards a creature and hit it with a melee weapon immunity to nonmagical attacks and damage.
attack, that creature takes an extra 1d6 damage of the You can also alter your form to help you adapt to your
weapon's type. You can deal this extra damage no more surroundings. When you finish a short or long rest, choose
than once per turn. one of the following benefits, which lasts until you finish
your next short or long rest:
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you You gain a swimming speed equal to your walking
hits you with a melee attack, the attacker takes 1d6 speed, and you can breathe underwater.
piercing damage if you are wearing spiked armor and you You gain a climbing speed equal to your walking speed,
aren't incapacitated. and you can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability
Path of the Beast check.
When you jump, you can make a Strength (Athletics)
Barbarians who walk the Path of the Beast draw their rage check and extend your jump by a number of feet equal
from a bestial spark burning within their souls. That beast to the check's total. You can make this special check
bursts forth in the throes of rage, physically transforming only once per turn.
the barbarian. Such a barbarian might be inhabited by a
primal spirit or be descended from shape-shifters. You can Infectious Fury
choose the origin of your feral might or determine it by At 10th level, when you hit a creature with your natural
rolling on the Origin of the Beast table. weapons while you are raging, the beast within you can
curse your target with rabid fury. The target must succeed
Origin of the Beast on a Wisdom saving throw (DC equal to 8 + your
d4 Origin Constitution modifier + your proficiency bonus) or suffer
One of your parents is a lycanthrope, and you've one of the following effects (your choice):
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inherited some of their curse. The target must use its reaction to make a melee attack
2
You are descended from an archdruid and inherited against another creature of your choice that you can
the ability to partially change shape. see.
A fey spirit gifted you with the ability to adopt
The target takes 2d12 psychic damage.
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different bestial aspects. You can use this feature a number of times equal to your
An ancient animal spirit dwells within you, allowing proficiency bonus, and you regain all expended uses when
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you to walk this path. you finish a long rest.
Form of the Beast Call the Hunt
Starting at 3rd level, you transform when you enter your By 14th level, the beast within you has grown so powerful
rage, revealing the bestial power within you. Until the rage that you can spread its ferocity to others and gain
ends, you manifest a natural weapon. It counts as a simple resilience from them joining your hunt. When you enter
melee weapon for you, and you add your Strength modifier your rage, you can choose up to five other willing creatures
to the attack and damage rolls when you attack with it. you can see within 30 feet of you.
You choose the weapon's form each time you rage: You gain 5 temporary hit points for each creature that
Bite. Your mouth transforms into a bestial muzzle or accepts this feature. Until the rage ends, you and the
great mandibles (your choice), which deals 1d8 piercing chosen creatures each gain a +1 bonus to attack and
damage on a hit. Once on each of your turns when you damage rolls.
damage a creature with this bite, you regain a number of You can use this feature a number of times equal to your
hit points equal to your proficiency bonus, provided you Constitution modifier (a minimum of once), and you regain
have fewer than half your hit points left when you hit. all expended uses when you finish a long rest.
Claws. Each of your hands transforms into a claw, which Path of the Berserker
you can use as a weapon while it is holding nothing, and
which deals 1d6 slashing damage on a hit. Once on each of For some barbarians, rage is a means to an end ─ that end
your turns when you take the Attack action and attack with being violence. The Path of the Berserker is a path of
a claw, you can make one additional claw attack as part of untrammeled fury, slick with blood. As you enter the
the same action. berserker's rage, you thrill in the chaos of battle, heedless
Tail. You grow a lashing, spiny tail, which deals 1d8 of your own health or well-being.
piercing damage on a hit and has the reach property. If a
creature you can see within 10 feet of you hits you with an Frenzy
attack roll, you can use your reaction to swipe your tail and Starting when you choose this path at 3rd level, you can go
roll a d8, applying a bonus to your AC equal to the number into a frenzy when you rage. Until the rage ends, you can
rolled, potentially causing the attack to miss you. make one melee weapon attack as a bonus action on each
of your turns.

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Ozzifer's Unchained Barbarian
   

 
 
Dredge Line
Mindless Rage Starting at 3rd level, you manifest an extra appendage
Beginning at 6th level, you can't be charmed or frightened when you enter your rage. This appendage can appear as a
while raging. If you are charmed or frightened when you kraken tentacle, a spectral anchor, preternatural jaws, or
enter your rage, the effect is suspended until the rage ends. another nautically-inspired aspect based on your history.
Intimidating Presence
As a bonus action, including when you manifest it, you
can use this appendage to lash at one Large or smaller
Beginning at 10th level, you can use your action to frighten creature of your choice that you can see within 15 feet. The
someone with your menacing presence. When you do so, target must succeed on a Strength saving throw (DC equal
choose one creature that you can see within 30 feet of you. to 8 + your proficiency bonus + your Strength modifier) or
If the creature can see or hear you, it must succeed on a be pulled up to 10 feet in a straight line towards you.
Wisdom saving throw (DC equal to 8 + your proficiency
bonus + your Strength modifier) or be frightened of you Ghostwater Dive
until the end of your next turn. On subsequent turns, you Beginning at 6th level, you can burst into water and then
can use your action to extend the duration of this effect on materialize in a new location. As an action, you magically
the frightened creature until the end of your next turn. This teleport, along with any equipment you are wearing or
effect ends if the creature ends its turn out of line of sight carrying, up to 30 feet to an unoccupied space you can see.
or more than 60 feet away from you. Before or after teleporting, you can make one melee attack
If the creature succeeds on its saving throw, you can't use as part of your action.
this feature on that creature again for 24 hours. You can use this feature a number of times equal to your
Retaliation proficiency bonus, and you regain all expended uses when
Starting at 14th level, when you take damage from a you finish a long rest.
creature that is within 5 feet of you, you can use your Thalassic Aspect
reaction to make a melee weapon attack against that At 10th level, your body shows outward manifestations of
creature. the deep. You gain resistance to cold damage.
In addition, at the end of a long rest, you gain one of the
Path of the Depths following benefits, which lasts until you finish a long rest:
Encounters with the terrors of the deep can break the Clutches of the Deep. A creature that fails its saving
minds of the weak-willed, but some forge their trauma into throw against your Dredge Line feature is also grappled by
weapons never seen above the waves. The barbarian who your appendage.
walks this path has survived such an encounter and has Eyes of the Deep. You gain blindsight with a range of 30
gained extraordinary abilities from the experience. feet. Within that range, you can effectively see anything that
isn't behind total cover, even if you're blinded or in
Gift of the Drowned Ones darkness. Moreover, you can see an invisible creature
At 3rd level when you adopt this path, you gain a swimming within that range, unless the creature successfully hides
speed equal to your walking speed, and you can breathe from you.
underwater. Heart of the Deep. You can use a bonus action to gain
temporary hit points equal to 1d12 + half your barbarian
level. Once you use this feature, you must finish a short or
long rest before you can use it again.

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Ozzifer's Unchained Barbarian
Depth Charge Storm Soul
At 14th level, when you use your Ghostwater Dive feature, At 6th level, the storm grants you benefits even when your
you can create surges of tidal force. When you teleport and aura isn't active. The benefits are based on the environment
again when you reappear, every creature of your choice you chose for your Storm Aura.
within 10 feet of you must make a Strength saving throw Desert. You gain resistance to fire damage, and you don't
(DC equal to 8 + your proficiency bonus + your Strength suffer the effects of extreme heat, as described in the
modifier). On a failed save, a creature takes 3d6 cold Dungeon Master's Guide. Moreover, as an action, you can
damage and is knocked prone. On a successful save, a touch a flammable object that isn't being worn or carried by
creature takes half as much damage and is not knocked anyone else and set it on fire.
prone. A creature in the area of both surges is affected only Sea. You gain resistance to lightning damage, you gain a
once. swimming speed equal to your walking speed, and you can
breathe underwater.
Path of the Storm Herald Tundra. You gain resistance to cold damage, and you
All barbarians harbor a fury within. Their rage grants them don't suffer the effects of extreme cold, as described in the
superior strength, durability, and speed. Barbarians who Dungeon Master's Guide. Moreover, as an action, you can
follow the Path of the Storm Herald learn to transform that touch water and turn a 5-foot cube of it into ice, which
rage into a mantle of primal magic, which swirls around melts after 1 minute. This action fails if a creature is in the
them. When in a fury, a barbarian of this path taps into the cube.
forces of nature to create powerful magical effects. Shielding Storm
Storm heralds are typically elite champions who train At 10th level, you learn to use your mastery of the storm to
alongside druids, rangers, and others sworn to protect protect others. Each creature of your choice gains the
nature. Other storm heralds hone their craft in lodges in benefits of your Storm Soul feature while within your aura.
regions wracked by storms, in the frozen reaches at the
world's end, or deep in the hottest deserts. Raging Storm
Storm Aura At 14th level, the power of the storm you channel grows
Starting at 3rd level, you emanate a stormy, magical aura mightier, lashing out at your foes. The effect is based on the
while you rage. The aura extends 10 feet from you in every environment you chose for your Storm Aura.
direction, but not through total cover. Desert. Immediately after a creature in your aura hits
Your aura has an effect that activates when you enter you with an attack, you can use your reaction to force that
your rage, and you can activate the effect again on each of creature to make a Dexterity saving throw. On a failed save,
your turns as a bonus action. Choose desert, sea, or tundra. the creature takes fire damage equal to 1d6 + half your
Your aura's effect depends on that chosen environment, as barbarian level, or half as much damage on a successful
detailed below. You can change your environment choice one.
whenever you gain a level in this class. Sea. Once on each of your turns when you hit a creature
If your aura's effects require a saving throw, the DC in your Storm Aura with a melee attack, you can force that
equals 8 + your proficiency bonus + your Constitution creature to make a Strength saving throw. On a failed save,
modifier. If an aura's effect involves rolling a die for the creature is knocked prone, as if struck by a wave.
multiple creatures, you roll the die once and apply the Tundra. Whenever the effect of your Storm Aura is
result to every creature. activated, you can choose one creature you can see in the
Desert. When this effect is activated, every other aura. That creature must succeed on a Constitution saving
creature within your aura takes 1d4 fire damage, as searing throw, or its speed is reduced to 0 until the start of your
winds buffet them. The damage increases when you reach next turn, as magical frost covers it.
certain levels in this class, increasing to 1d6 at 6th level, Path of the Totem Warrior
1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
Sea. When this effect is activated, you can choose one The Path of the Totem Warrior is a spiritual journey, as the
other creature you can see in your aura. The target must barbarian accepts a spirit animal as guide, protector, and
make a Dexterity saving throw. On a failed save, the target inspiration. In battle, your totem spirit fills you with
takes 1d6 lightning damage and can't use reactions until supernatural might, adding magical fuel to your barbarian
the start of its next turn; on a successful save, it takes half rage.
as much damage and suffers no additional effects. The Most barbarian tribes consider a totem animal to be kin
damage increases when you reach certain levels in this to a particular clan. In such cases, it is unusual for an
class, increasing to 2d6 at 6th level, 3d6 at 9th level, 4d6 at individual to have more than one totem animal spirit,
13th level, and 5d6 at 17th level. though exceptions exist.
Tundra. When this effect is activated, every creature of
your choice within your aura gains 1d4 temporary hit Spirit Seeker
points, as icy spirits inure them to suffering. The temporary Yours is a path that seeks attunement with the natural
hit points increase when you reach certain levels in this world, giving you a kinship with beasts. At 3rd level when
class, increasing to 1d6 at 6th level, 1d8 at 9th level, 1d10 you adopt this path, you gain the ability to cast the beast
at 13th level, and 1d12 at 17th level. sense and speak with animals spells. Once you cast one of
these spells in this way, you can't do so again until you
finish a long rest, but you can still cast them as rituals, as
described in chapter 10 of the PHB (see "Casting a Spell").

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Ozzifer's Unchained Barbarian
Totem Spirit  
At 3rd level, when you adopt this path, you choose a totem
spirit and gain its feature. You must make or acquire a
physical totem object ─ an amulet or similar adornment ─
that incorporates fur or feathers, claws, teeth, or bones of
the totem animal. At your option, you also gain minor
physical attributes that are reminiscent of your totem spirit.
For example, if you have a bear totem spirit, you might be
unusually hairy and thick-skinned, or if your totem is the
eagle, your eyes turn bright yellow.
Your totem animal might be an animal related to those
listed here but more appropriate to your homeland. For
example, you could choose a hawk or vulture in place of an
eagle.
Bear. While raging, you have resistance to all damage
except psychic damage. The spirit of the bear makes you
tough enough to stand up to any punishment.
Eagle. While you're raging and aren't wearing heavy
armor, other creatures have disadvantage on opportunity
attack rolls against you, and you can use the Dash action as
a bonus action on your turn. The spirit of the eagle makes
you into a predator who can weave through the fray with
ease.
Elk. While you're raging and aren't wearing heavy armor,
your walking speed increases by 15 feet. The spirit of the
elk makes you extraordinarily swift.
Tiger. While raging, your jump distance is tripled. The
spirit of the tiger empowers your leaps.
Wolf. While you're raging, your friends have advantage
on melee attack rolls against any creature within 5 feet of
you that is hostile to you. The spirit of the wolf makes you a
leader of hunters.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem
animal of your choice. You can choose the same animal you
selected at 3rd level or a different one. Totemic Attunement
Bear. You gain the might of a bear. Your carrying capacity At 14th level, you gain a magical benefit based on a totem
(including maximum load and maximum lift) is doubled, animal of your choice. You can choose the same animal you
and you have advantage on Strength checks made to push, selected previously or a different one.
pull, lift, or break objects. Bear. While you're raging, any creature within 5 feet of
Eagle. You gain the eyesight of an eagle. You can see up you that's hostile to you has disadvantage on attack rolls
to 1 mile away with no difficulty, able to discern even fine against targets other than you or another character with
details as though looking at something no more than 100 this feature. An enemy is immune to this effect if it can't see
feet away from you. Additionally, dim light doesn't impose or hear you or if it can't be frightened.
disadvantage on your Wisdom (Perception) checks. Eagle. While raging, you have a flying speed equal to
Elk. Whether mounted or on foot, your travel pace is your current walking speed. This benefit works only in
doubled, as is the travel pace of up to ten companions while short bursts; you fall if you end your turn in the air and
they're within 60 feet of you and you're not incapacitated. nothing else is holding you aloft.
The elk spirit helps you roam far and fast. Elk. While raging, you can use a bonus action to attempt
Tiger. You gain proficiency in two skills from the to shove a Large or smaller creature, but only to push it
following list: Athletics, Acrobatics, Stealth, and Survival. away from you. If the attempt succeeds, the target also
The cat spirit hones your survival instincts. takes bludgeoning damage equal to 2d6 + your Strength
Wolf. You gain the hunting sensibilities of a wolf. You can modifier.
track other creatures while traveling at a fast pace, and you Tiger. While you're raging, if you move at least 20 feet in
have advantage on Wisdom (Perception) checks that a straight line toward a Large or smaller target right before
involve smell. making a melee weapon attack against it, you can use a
Spirit Walker bonus action to make an additional melee weapon attack
At 10th level, you can cast the commune with nature spell, against it.
but only as a ritual. When you do so, a spiritual version of Wolf. While you're raging, you can use a bonus action on
one of the animals you chose for Totem Spirit or Aspect of your turn to knock a Large or smaller creature prone when
the Beast appears to you to convey the information you you hit it with melee weapon attack.
seek.

9
Ozzifer's Unchained Barbarian
Path of Wild Magic
Many places in the multiverse abound with beauty, intense Wild Magic
emotion, and rampant magic; the Feywild, the Upper
Planes, and other realms of supernatural power radiate d8 Magical Effect
with such forces and can profoundly influence people. As
folk of deep feeling, barbarians are especially susceptible to Shadowy tendrils lash around you, an each creature
these wild influences, with some barbarians being of your choice that you can see within 30 feet of
transformed by the magic. These magic-suffused 1
you must make a Constitution saving throw. A
creature takes 1d12 necrotic damage on a failed
barbarians walk the Path of Wild Magic. Elf, tiefling, save, or half as much damage on a success. You
aasimar, and genasi barbarians often seek this path, eager also gain 1d12 temporary hit points.
to manifest the otherworldly magic of their ancestors.
You teleport up to 30 feet to an unoccupied space
Magic Awareness 2
you can see. Until your rage ends, you can use this
When you choose this path at 3rd level, you can use an effect again on each of your turns as a bonus
action to open your awareness to the presence of action.
concentrated magic. Until the end of your next turn, you An intangible spirit, which looks like a flumph or a
know the location of any spell or magic item within 60 feet pixie (your choice), appears within 5 feet of one
of you that isn't behind total cover. When you sense a spell, creature of your choice that you can see within 30
you learn which school of magic it belongs to. feet of you. At the end of the current turn, the spirit
You can use this feature a number of times equal to your 3 explodes, and each creature within 5 feet of it must
proficiency bonus, and you regain all expended uses when succeed on a Dexterity saving throw or take 2d8
you finish a long rest. force damage. Until your rage ends, you can use
this effect again, summoning another spirit, on
Wild Surge each of your turns as a bonus action.
Starting at 3rd level, the magical energy roiling inside you Magic infuses one weapon of your choice that you
sometimes erupts from you. When you enter your rage, roll are holding. Until your rage ends, the weapon's
on the Wild Magic table to determine the magical effect damage type changes to psychic, and it gains the
produced. 4 light and thrown properties, with a normal range of
If the effect requires a saving throw, the DC equals 8 + 20 feet and a long range of 60 feet. If the weapon
your proficiency bonus + your Constitution modifier. leaves your hand, the weapon reappears in your
hand at the end of the current turn.
Bolstering Magic Whenever a creature hits you with an attack roll
At 6th level, you can harness your wild magic to bolster 5 before your rage ends, that creature takes 1d6 force
yourself or a companion. As an action, you can touch one damage, as magic lashes out in retribution.
creature (which can be yourself) and confer one of the Until your rage ends, you are surrounded by multi-
following benefits of your choice to that creature: colored, protective lights. You gain a +1 bonus to
6
For 10 minutes, the creature can roll a d4 whenever AC, and while within 10 feet of you, your allies gain
the same bonus.
making an attack roll or an ability check and add the
number rolled to the d20 roll. Flowers and vines temporarily grow around you.
The creature regains one expended spell slot, the level 7 Until your rage ends, the ground within 15 feet of
of which equals half your proficiency bonus (rounded you is difficult terrain for your enemies.
up) or lower (the creature's choice). Once a creature A bolt of light shoots from your chest. Another
receives this benefit, that creature can't receive it again creature of your choice that you can see within 30
until after a long rest. feet of you must succeed on a Constitution saving
throw or take radiant damage equal to 1d6 + your
You can take this action a number of times equal to your 8
Constitution modifier (minimum of 1 damage) and
Constitution modifier (a minimum of once), and you regain be blinded until the start of your next turn. Until
all expended uses when you finish a long rest. your rage ends, you can use this effect again on
each of your turns as a bonus action.
Unstable Backlash
Starting 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 Path of the Zealot
immediately produce the effect rolled. This effect replaces
your current Wild Magic effect. Some deities inspire their followers to pitch themselves
into a ferocious battle fury. These barbarians are zealots—
Controlled Surge warriors who channel their rage into powerful displays of
By 14th level, you can exert your own influence over the divine power.
surging magic of your rage. Whenever you roll on the Wild A variety of gods across the worlds of D&D inspire their
Magic table, you can roll the die twice and choose which of followers to embrace this path. Tempus from the Forgotten
the two effects to unleash. If you roll the same number on Realms and Hextor and Erythnul of Greyhawk are all
both dice, you can ignore the number and choose any effect prime examples. In general, the gods who inspire zealots
on the table. are deities of combat, destruction, and violence. Not all are
evil, but few are good.

10
Ozzifer's Unchained Barbarian
Divine Fury Cleaving Blow
Starting when you choose this path at 3rd level, you can Once on each of your turns while you are raging, when you
channel divine fury into your weapon strikes. While you're reduce a creature to 0 hit points with a melee weapon
raging, the first creature you hit on each of your turns with attack, you can target another creature which is within 5
a weapon attack takes extra damage equal to 1d6 + half feet of the original target and also within your weapon's
your barbarian level; the extra damage is necrotic or reach; if your original attack roll would also hit the second
radiant (your choice when you gain this feature). creature, any excess damage from the attack is applied to
that creature (minimum of 0 damage).
Warrior of the Gods
At 3rd level, your soul is marked for endless battle. If a Combat Frenzy
spell, such as raise dead, has the sole effect of restoring you Prerequisite: 6th level
to life (but not undeath), the caster doesn't need material
components to cast the spell on you. Choose one of the following Fighting Styles. While you are
raging, you gain the benefits of your chosen style. You can't
Fanatical Focus take a Fighting Style option more than once, even if you
Starting at 6th level, the divine power that fuels your rage later get to choose again.
can protect you. If you fail a saving throw while you're Blind Fighting. You have blindsight with a range of 10
raging, you can reroll it, and you must use the new roll. You feet. Within that range, you can effectively see anything that
can use this feature a number of times equal to your isn't behind total cover, even if you're blinded or in
proficiency bonus, and you regain all expended uses when darkness. Moreover, you can see an invisible creature
you finish a long rest. within that range, unless the creature successfully hides
from you.
Zealous Presence Great Weapon Fighting. When you roll a 1 or 2 on a
At 10th level, you learn to channel divine power to inspire damage die for an attack you make with a melee weapon
zealotry in others. As a bonus action, you unleash a battle that you are wielding with two hands, you can reroll the die
cry infused with divine energy. You gain a number of and must use the new roll, even if the new roll is a 1 or a 2.
temporary hit points equal to 1d6 + your barbarian level, The weapon must have the two-handed or versatile
and up to ten other creatures of your choice within 60 feet property for you to gain this benefit.
of you that can hear you gain advantage on attack rolls and Thrown Weapon Fighting. You can draw a weapon that
saving throws until the start of your next turn. has the thrown property as part of the attack you make
Once you use this feature, you can't use it again until you with the weapon. In addition, when you hit with a ranged
finish a long rest. attack using a thrown weapon, you gain a +2 bonus to the
damage roll.
Rage Beyond Death Two-Weapon Fighting. When you engage in two-weapon
Beginning at 14th level, the divine power that fuels your fighting, you can add your ability modifier to the damage of
rage allows you to shrug off fatal blows. the second attack.
While you're raging, having 0 hit points doesn't knock Unarmed Fighting. Your unarmed strikes can deal
you unconscious. You still must make death saving throws, bludgeoning damage equal to 1d6 + your Strength modifier
and you suffer the normal effects of taking damage while at on a hit; if you aren't wielding any weapons or a shield
0 hit points. However, if you would die due to failing death when you make the attack roll, the d6 becomes a d8. At the
saving throws, you don't die until your rage ends, and you start of each of your turns, you can deal 1d4 bludgeoning
die then only if you still have 0 hit points. damage to one creature grappled by you.
Rage Powers Focused Blow
When you make a weapon attack roll using Strength on
The primal powers are presented in alphabetical order. If a your turn while raging, you can gain a bonus to the attack
primal power has prerequisites, you must meet them in roll. The bonus equals your Constitution modifier
order to learn it. You can learn a primal power at the same (minimum of +1). Once you use this power, you can't use it
time you meet its prerequisites. A level prerequisite refers again until your rage ends.
to your level in this class. Unless noted otherwise, you can't
learn the same rage power more than once. Heightened Reflexes
Prerequisite: 9th level
Blood Barrier
Prerequisite: 9th level While raging, you gain an additional reaction, but you can't
use both of your reactions on the same turn.
When a hostile creature damages you while you are raging,
reduce the damage by 1 (to a minimum of 0 damage). Hurling Throw
You can learn this power a second time starting at 13th While raging, any one-handed melee weapon you are
level, and a third time starting at 17th level, increasing the wielding gains the thrown property, with a normal range of
damage reduction by 1 each time. 20 feet and a long range of 60 feet.
Clarity of Mind Inescapable
Prerequisite: 13th level Prerequisite: 6th level
When you fail a saving throw while raging, you can use While you are raging, other creatures provoke opportunity
your reaction to automatically succeed instead. If you do so, attacks from you even if they take the Disengage action
you rage immediately ends. before leaving your reach.

11
Ozzifer's Unchained Barbarian
Iron Hide Renewed Vigor
When you are damaged by a hostile creature you can see At the start of each of your turns while raging, you regain 1
while raging, you can use your reaction to reduce the hit point if you have no more than half your hit points left.
damage by an amount equal to your barbarian level + your You don't gain this benefit if you have 0 hit points.
Constitution modifier (to a minimum of 0 damage). If you You can learn this power more than once, increasing the
do so, your rage immediately ends. number of hit points you regain by 1 each time.
Mad Strike Siege Breaker
When you take the Attack action on your turn while raging While raging, you deal double damage to structures.
and make a melee weapon attack, you can make one
additional melee weapon attack with the same weapon as Unchecked Ferocity
part of the same action. Once you use this power, you can't While raging, you treat your current level of exhaustion as
use it again until your rage ends. though it is one level lower (to a minimum of 0 levels).
Mad Vigor Wild Rover
As a bonus action while raging, you can spend one Hit Die While raging, you gain a climbing speed and a swimming
and roll it, regaining hit points equal to the roll + your speed equal to your walking speed.
Constitution modifier (minimum of 1 hit point). Once you
use this power, you can't use it again until your rage ends. Class Changes
Mighty Swing The alterations to the barbarian class presented in this
Prerequisite: 13th level document were designed with two approaches in mind:
firstly, to provide greater versatility and diversity of choices
As an action while raging, you can focus all of your power to the Rage feature, which takes the form of Rage Powers;
to make one melee weapon attack against a creature you and secondly, to equalize the discrepancies in utility and
can see within your weapon's reach. The attack roll gains power present across some of the barbarian's subclass
no benefit from advantage, but it can be affected by options. These changes are intended to allow the barbarian
disadvantage. If you hit, the attack is a critical hit. to have a wider pool of resources and options with which to
Immediately after you make the attack, your rage ends, act, while still maintaining the focus of the class on its
regardless of whether you hit or missed. iconic features and playstyle.
Rage. The damage bonus granted by this feature
Powerful Blow increases to +3 at 7th level, +4 at 13th level, and +5 at 19th
Prerequisite: 6th level level. Previously, the damage bonus increased to +3 at 9th
When you hit a creature with a melee weapon attack while level, and +4 at 16th level.
raging, you can deal extra damage to the target equal to Rage Powers. This is a new feature, which augments
your barbarian level. Once you use this power, you can't use the barbarian's abilities while they are raging. It includes
it again until your rage ends. Instinctive Pounce (previously a 7th-level feature) as one of
its options.
Raging Pounce Primal Path. A new subclass, the Path of the Depths,
Prerequisite: 6th level has been added.
Tribal Knowledge. Renamed from Primal Knowledge,
As part of the bonus action you take to enter your rage, you this feature is otherwise unchanged.
can move up to half your speed without provoking Ability Score Improvement. The barbarian can swap
opportunity attacks. out one of their Rage Powers each time they gain this
feature from this class.

12
Ozzifer's Unchained Barbarian
Path of the Battlerager Path of the Totem Warrior
The changes to the Path of the Battlerager are listed below. The changes to the Path of the Totem Warrior are listed
Restrictions. The path is no longer restricted to dwarves below.
only. Spirit Seeker. The barbarian can cast each of this
Battlerager Armor. This feature now allows the feature's spells once between long rests, and can also then
barbarian to transform existing armor into spiked armor, cast them as ritual spells.
instead of having to wear a suit of spiked armor in order to Totem Spirit: Tiger. The barbarian's jump distance is
gain the feature's benefits. The spiked armor's damage is tripled, insted of being discretely augmented.
now 1d6 (previously 1d4), and this damage also applies to Totemic Attunement: Elk. The barbarian can use this
successful grapple checks to initiate or maintain grapples. feature to push a creature and deal damage to it by making
Reckless Abandon. The temporary hit points the a shove attempt, instead of damaging a creature by moving
barbarian gains now equal their proficiency bonus, but they through its space.
vanish if the barbarian ever ends its turn without having hit
another creature. Path of Wild Magic
Battlerager Charge. This feature also grants additional The changes to the Path of Wild Magic are listed below.
weapon damage when the barbarian moves at least 20 feet Wild Magic: Table. The first effect (1) now deals half as
before attacking a creature. much necrotic damage on a successful save. The third
Spiked Retribution. This feature no longer requires the effect (3) now deals 2d8 force damage, instead of 1d6. The
barbarian to be raging in order to deal damage. fourth effect (4) changes the weapon's damage type to
psychic, instead of force. The eighth effect (8) deals radiant
Path of the Beast damage equal to 1d6 + the barbarian's Constitution
The changes to the Path of the Beast are listed below. modifier (minimum of 1 damage; previously 1d6 damage).
Call the Hunt. The benefit granted to creatures which These changes are intended to allow all of the table's
accept the call now includes the barbarian, and grants a +1 outcomes to remain useful to the barbarian even at higher
bonus to attack and damage rolls, instead of adding a d6 to levels.
the damage roll of an attack the creature makes each turn. Bolstering Magic. The die rolled for this feature's effects
are d4s, instead of d3s, for ease of rolling. Additionally, this
Path of the Berserker feature can be used a number of times equal to the
The changes to the Path of the Berserker are listed below. barbarian's Constitution modifier (a minimum of once),
Frenzy. This feature no longer inflicts exhaustion upon instead of the barbarian's proficiency bonus.
the barbarian at the end of a rage. This change is intended
to remove the harsh penalties associated with raging Path of the Zealot
multiple times, especially considering that this feature is The changes to the Path of the Zealot are listed below.
the hallmark of the Berserker subclass. Fanatical Focus. This feature can be used a number of
Intimidating Presence. The saving throw DC for this times equal to the barbarian's proficiency bonus, instead of
feature uses the barbarian's Strength modifier, instead of once per rage.
their Charisma modifier. Zealous Presence. This feature now also grants the
barbarian temporary hit points.
Path of the Storm Herald
The changes to the Path of the Storm Herald are listed Art Credits
below.
Storm Aura. The desert and tundra auras have been The artists below are credited in alphabetical order. Where
changed to facilitate dice-rolling instead of using static possible, an art credit includes the website where the
values. The rate at which each aura's effective values artist's work can be found, and the pages on which their
increase has also changed, and is now based off the illustrations appear.
barbarian's acquisition of Rage Powers rather than level Aleksandar Mihajlovic (ArtStation; p9)
multiples. Laurel D. Austin (© LaurelDAustinArt; cover)
In the case of the sea aura, a creature that fails its saving Lee337 (CGSociety; p12)
throw against the aura's effect also can't take reactions Paizo (© Paizo; p5)
until the start of its next turn. Wizards of the Coast (© Wizards; p2, p7)
Storm Soul: Sea. The barbarian gains a swimming
speed equal to its walking speed, instead of a swimming
speed of 30 feet. Thank You ...
Shielding Storm. Creatures within the barbarian's aura ... for taking the time to read this reimagining of the
gain every benefit of its Storm Soul feature, instead of only Barbarian class! If you have any feedback or suggestions,
the damage resistance granted by the feature. please contact the author ─ /u/Ozzifer on Reddit ─ or
Raging Storm: Desert. This feature's fire damage consider joining their Patreon.
increases by 1d6, and a creature that succeeds on its saving
throw takes half as much damage as it would on a failed
save.
Raging Storm: Sea. This feature's effect can be
activated once on each of the barbarian's turns, rather than
as a reaction, in order to provide greater freedom to the
barbarian's action economy.

13
Ozzifer's Unchained Barbarian

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