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Alternate Barbarian

Expanded
Drawing on her heroic

stature, a barbarian

kicks down a door!

Alternate

Breathless Critical
Barbarian Expanded Prerequisites: Strength of 11

In 5e, the barbarian, while mechanically balanced, can lack When you score a critical hit, you can expend an Exploit Die
interesting decisions in combat. For some, this is okay, but to knock the air from the target's lungs. For the next minute,
for players that would enjoy a more tactical experience, the the creature cannot speak and its speed is halved.
Alternate Barbarian strives to capture the fantasy of playing a The creature can make a Constitution saving throw at the
barbarian without reducing it to simplistic features. Included start of each of its turns, ending this effect on a success.
her are additional options for the Alternate Barbarian class:
Advanced Savage Exploits. The Exploits included here Heroic Stature
may be harder to learn, or require a specific master to teach. Prerequisites: Strength or Charisma of 11

Advanced Exploits are more fantastical in nature, and are When you make a Strength (Athletics), Dexterity (Acrobatics),
balanced based on spells that are available to casters in 5e. or Charisma (Persuasion) check, you can expend an Exploit
Barbaric Feats. The feats included here allow all player Die and add it to your roll. You can use this Exploit after you
characters to share in the abilities of the Alternate Fighter. roll, but before you know if you succeed or fail.
Additional Primal Paths. Included her are seven more Lightstep
Primal Paths for barbarians to choose from at 3rd level. Prerequisites: Dexterity of 11

Whenever you make a Dexterity (Acrobatics) or Dexterity


Advanced Savage Exploits (Stealth) check, or roll initiative you can expend an Exploit
Below are additional Exploits available to barbarians. If an Die and add it to your roll. You can use this Exploit after you
Exploit has a prerequisite, like a minimum Ability Score or roll, but before you know whether you succeed or fail.
level, you can learn it when you meet the prerequisites. Skilled Rider
Check with your DM before using the Exploits below. Prerequisites: Wisdom of 11

1st-Degree Exploits When you are riding a trained mount and it makes an ability
check, attack roll, or saving throw, or you make a Wisdom
Exploits of the 1st-degree are minor techniques slightly more (Animal Handling) check to control it, you can expend an
complicated than swinging a weapon. They can be learned by Exploit Die and add it to the roll. You can use this Exploit
warriors with modest training and have no level prerequisite. after roll, but before you know if it succeed or failed.
Bestial Instinct Sweeping Strike
Prerequisites: Wisdom of 11
When you hit a creature with a melee weapon attack, you can
Whenever you make a Wisdom (Animal Handling), Wisdom expend an Exploit Die to force it to make a Dexterity saving
(Insight), or Wisdom (Perception) check, you can expend an throw. On a failed save, it falls prone and takes bludgeoning
Exploit Die and add it to your roll. You can use this Exploit damage equal to your Exploit Die. Creatures more than one
after you roll, but before you know if you succeed or fail. size larger than you have advantage on their saving throw.
2nd-Degree Exploits 3rd-Degree Exploits
Exploits of this degree represent the absolute peak of savage These Exploits are masterful feats of savagery, and can only
skill that is achievable without dedicated training. 2nd-degree be learned by barbarians of 9th level or higher. Each Exploit
Exploits can be learned by barbarians of 5th level or higher. of 3rd-degree can only be used once per short or long rest.
Adrenaline Rush Confounding Critical
Prerequisites: 5th level, Strength or Constitution of 13
Prerequisites: 9th level, Strength of 15

As a bonus action, you can expend an Exploit Die to increase When you score a critical hit with a melee weapon attack,

your speed, if only temporarily. For the next minute, you can you can expend an Exploit Die to strike at the head, slowing
take the Dash action as a bonus action on your turn. your foe's ability to think. For the next minute, the target has
When this Exploit ends you must succeed on a DC 13 muddled thoughts and whenever it makes an attack roll,
Constitution saving throw or suffer 1 level of exhaustion. ability check, or Constitution saving throw to maintain its
concentration, it must roll a d6 and subtract it from its roll.
Crushing Strike The creature can make an Intelligence saving throw at the
Prerequisites: 5th level, Strength of 13
start of each of its turns, ending this effect on a success.
When you hit a creature with a melee weapon attack, you can
expend an Exploit Die and force it to make a Constitution Mythic Athleticism
saving throw. On a failed save, it takes extra damage equal
Prerequisites: 9th level, Strength or Constitution of 15

to your Exploit Die, and its Armor Class is reduced by 1 until As a bonus action, you can expend an Exploit Die to enter

its defenses are repaired, or it finishes a short or long rest. a heightened state of physical performance which you must
concentrate on as if you were concentrating on a spell. For
Cunning Instincts the next 10 minutes, you gain the benefits listed below:
Prerequisites: 5th level, Constitution or Wisdom of 13

As an action, you can expend an Exploit Die to temporarily Whenever you make a Strength or Constitution check,

heighten your senses. For the next 10 minutes, you can smell you can treat a roll of 9 or lower on the d20 as a 10.
the presence and location of poisons, poisonous creatures, Your speed increases by a number of feet equal to 5 times
and diseases within 30 feet of you. You also identify the kind your Strength modifier (minimum of 5 feet).
of poison, poisonous creature, or disease in each case. You count as one size larger for the purposes of carrying
Your heightened senses cannot detect any poisons, capacity and the size of creatures that you can grapple.
poisonous creatures, or diseases concealed by full cover. Both your long and high jump distances double, even if
that distance would exceed your remaining movement.
Glancing Blow When the effects of this Exploit would end you can expend
Prerequisites: 5th level
one of your Hit Dice to increase the duration by 10 minutes.
When you make a melee weapon attack and miss, you can
expend an Exploit Die to immediately repeat your attack Primal Terror
against another target within the reach of your weapon. Prerequisite: 9th level

Intimidating Command
As an action, you can expend an Exploit Die to attempt to
drive a creature within 5 feet into a fit of primal fear, forcing

Prerequisite: 5th level, Charisma of 13


it to make a Wisdom saving throw. On a failure, it loses the
As a bonus action, you can expend an Exploit Die and shout
ability to distinguish friend from foe, regarding all creatures
a one-word command at a creature that can hear you within as enemies for the next minute. Each time it takes damage, it
30 feet, and force it to make a Wisdom saving throw. On a repeats the saving throw, ending this effect on a success.
failure, it obeys your command on its next turn, unless the Whenever the affected creature chooses another creature
command is directly harmful to itself or impossible to follow. as a target of an attack or spell, it must choose its target at
Ringing Critical random from among the creatures it can see within range.
Prerequisite: 5th level, Strength of 13
If an enemy provokes an opportunity attack from the
When you score a critical hit with a melee weapon attack, you affected creature, it must make that attack if it is able to.
can expend an Exploit Die to daze your target. For the next Survey Wilderness
minute, whenever the creature makes an attack roll or saving Prerequisite: 9th level, Strength or Wisdom of 15

throw, it must roll a d4 and subtract the result from its roll. You can expend an Exploit Die and spend 1 hour gathering
The creature can make a Constitution saving throw at the information on up to 1 square mile of a wilderness that you
start of each of its turns, ending this effect on a success. currently occupy. At the end of the hour, you gain knowledge
Whirlwind Strike about three of the following as they relate to the area:
Prerequisites: 5th level, Strength or Dexterity of 13
Any settlements or camps with five or more occupants.
In place of an attack, you can expend an Exploit Die and force Prominent natural formations, bodies of water, and ruins.
each creature within range of melee weapon you are wielding Local plants, animals, weather, and ecosystems.
to make a Dexterity saving throw. They take damage equal to Powerful (CR 1 or higher) creatures that reside within, or
your Exploit Die + either your Strength or Dexterity modifier have passed through the area within the last 24 hours.
on a failure, and half as much on a successful save.
Once you use this Exploit to survey an area of wilderness
you must finish a long rest before you can use it there again.
5th-Degree Exploits
Exploits of the fifth degree are feats of savage skill that rival

                                      those of great monsters. These Exploits


                                           can only be learned by barbarians of

                                    17th level or higher, and each 5th-degree


                                     Exploit a barbarian knows can only

                                 be used once per short or long rest.


Banishing Strike
Prerequisites: 17th level, Strength of 19

When you hit a creature with a melee weapon attack, you can
expend an Exploit Die to empower your blow with legendary
force, and force the target to make a Charisma saving throw.
It takes additional force damage equal to three rolls of your
Exploit Die on a failure, and half as much on a success.
If this attack reduces the target to 50 hit points or fewer, it
is shunted to a harmless demiplane where it is incapacitated.
The creature reappears in the unoccupied space nearest to
the last space it occupied at the end of your next turn.
Barbaric Feats
The feats here allow others to share the abilities of the
Alternate Barbarian. If your game uses Feats, these can be
selected in place of an Ability Score Improvement features.
  Alternate Savage Attacker
  Updated Savage Attacker Feat

  Your savage battle instincts let you exploit even the smallest

  weakness in your foes. You gain the following benefits:


Once per turn when you roll damage for a melee weapon
attack, you can reroll the damage dice and use either total.
When you score a critical hit with a melee weapon attack
you can roll one additional weapon damage die.
4th-Degree Exploits
Overwhelming Strength
Exploits of this degree can only be learned by barbarians of Your sheer physical might dwarfs that of nearly all other
13th level or higher, and each 4th-degree Exploit that you mortal creatures. You gain the following benefits:
know can only be used once per short or long rest.
You increase your your Strength score by 1.
Subjugate Beast Whenever you make a Strength-based ability check you
Prerequisite: 13th level
can treat a roll of 7 or lower on the d20 as an 8.
As an action, you can expend an Exploit Die and attempt to You count as one size larger for the purposes of your
intimidate a beast that can see or hear you within 30 feet,
carrying capacity, the weight you can push, pull, lift, or
bending it to your will. The beast must succeed on a Wisdom drag, and for the size of creatures that you can grapple.
saving throw or be considered charmed by you for 1 minute.
While it is charmed, you can use a bonus action to issue it
Savage Training
a command, which it does its best to obey. You can specify a You can draw upon the anger within your soul to perform
simple and general course of action, such as “Attack that Savage Exploits. You gain the following benefits:
creature” or “Fetch that object.” If the beast doesn’t receive
direction from you, it defends itself to the best of its ability. You learn two 1st-degree Savage Exploits of your choice
Each time the beast takes damage, it repeats the saving from those available to the Alternate Barbarian. If an
throw, ending the effects of this Exploit on a success. Exploit you use requires the target to make a saving throw
to resist the effects, the DC is equal to 8 + your proficiency
Sundering Strike bonus + your Strength or Dexterity modifier (your choice).
Prerequisite: 13th level, Strength of 17
Each time you gain a level, you can replace one Exploit
In place of an attack, you can expend an Exploit Die to strike you know with another 1st-degree Exploit of your choice.
a creation of magical force, such as a prismatic wall, resilient You gain two d4 Exploit Dice to fuel your Exploits. An
sphere, or forcecage. Any magic creation of 3rd-level or lower Exploit Die is expended when you use it. You regain all

is instantly destroyed. If the target was created with a spell of of your Exploit Dice when you finish a short or long rest.
4th-level or higher, make a Strength check. The DC equals 10 If you have Exploit Dice from another source, these are
+ the spell’s level. On a successful check, it is dispelled. added to your pool and are the size of your other Dice.
Reality Warp
Additional Primal Paths 6th-level Path of the Deep feature

These Primal Paths are available to the Alternate Barbarian Your mind-altering experiences allow you to identify, and slip
in addition to those in the base class: the Path of the Deep, through, the cracks in reality. As an action, you can teleport,
Favored, Inferno, Lycan, Mutant, Reaver, Titan, and Warden. along with any equipment you are wearing or carrying, to an
unoccupied space you can see within 30 feet. This does not
Path of the Deep provoke opportunity attacks. Immediately before, or after, you
Encounters with the great and terrible things that dwell deep do so, you can make one attack as part of the same action.
beneath the waves often irreparably shatter the minds of the You can use this feature a number of times equal to your
weak willed. However, some who survive these traumatic and Constitution modifier (minimum of once), and you regain all
otherworldly experiences awaken with an eldritch Rage that uses when you finish a long rest. When you have no uses left,
is rarely experienced on the material plane. you can expend an Exploit Die to use this feature again.
Those who walk the Path of the Deep are mortals who Eldritch Tendrils
have survived an experience with the unexplained depths and 10th-level Path of the Deep feature

gained extraordinary, and often unsettling, eldritch abilities. The strange eldritch power inside you allows your body to
Deep Exploits mutate further. When you Rage, you manifest two additional
3rd-level Path of the Deep feature
appendages which last until the end of your Rage.
You learn certain Exploits at the barbarian levels noted in
As a bonus action, you can cause both of your appendages
the table below. These don't count against your number of to use Otherworldly Grasp, or grapple a creature you can see
Exploits Known and can't be switched upon gaining a level. within 15 feet. Each of your appendages can target the same,
or different, creatures. If they target the same creature, it the
Barbarian Level Exploit target disadvantage on its saving throw (Otherworldly Grasp)
3rd crushing grip, feral senses or ability check (grapple). Each appendage can use the same,
or a different feature as part of the same bonus action.
5th crushing strike, immovable stance
9th primal terror The Horrors Below
14th-level Path of the Deep feature

Gift of the Depths When you travel through the cracks in reality, you can reveal
3rd-level Path of the Deep feature
the eldritch horrors beyond this world. When you use Reality
You have been irreparably changed by your exposure to the Warp, you can force creatures within 10 feet of the point you
mysterious depths. You gain a swimming speed equal to your appear to make a Wisdom saving throw against your Exploit
walking speed and you can breathe both air and water. save DC. On a failure, creatures take psychic damage equal

     to two rolls of your Exploit die and are frightened of you

Otherworldly Grasp            until the start of your next turn. On a successful save,

3rd-level Path of the Deep feature


                            creatures take half as much psychic damage

Your eldritch power becomes apparent when you Rage.                                                      and are not frightened of you.
Whenever you Rage, you instantly manifest one additional                                            Creatures that are immune to the

appendage, the appearance of which reflects the nature of


                                              frightened condition automatically

the being which infused you with otherworldly eldritch


                                                                   succeed on the saving

power. Your eldritch appendage lasts for the duration


                                                                          throw and take no

of your Rage, and can be attacked as part of you.                                                                              psychic damage.
As a bonus action, you can use this appendage to

force a target you can see within 15 feet to make

a Strength saving throw against your Exploit

save DC. On a failure, it is pulled up to 15

feet toward you. Any target larger than

you has advantage on its

Strength saving

throw.
                        Favored Presence
                                3rd-level Path of the Favored feature

                                There is something about your physicality

                               that makes others view you more favorably.

                              When you meet a creature for the first time,

                             its starting attitude is one level higher than

                           normal. For example, a hostile creature would


                         view you indifferently, or a creature that would

                       view you indifferently may consider you friendly.


               This feature has no effect on those you travel with.
           Touched by Fate
          3rd-level Path of the Favored feature

       An outside force has blessed you to succeed, especially in


battle. When you are Raging, you gain the following benefits:
Whenever you roll a 1 on an Exploit Die, you can roll it
again. You must keep the new roll, even if its another 1.
When you are hit with an attack, you can use your reaction
to expend an Exploit Die, adding it to your Armor Class
against the attack, and possibly turning a hit into a miss.
When you miss with a melee or thrown weapon attack,
you can expend an Exploit Die and add it to your attack
roll for that attack, possibly turning a miss into a hit.
Glorious Cause
6th-level Path of the Favored feature

Your near-supernatural ability to succeed motivates all who


follow you into battle. When you Rage, roll an Exploit Die.
You, and a number of creatures of your choice within 30 feet,
up to your Constitution modifier (minimum of 1 creature),
gain temporary hit points equal to 1 + your Exploit Die roll.
   Tireless Hero
      6th-level Path of the Favored feature

            Whatever the source of your favor, it has empowered

              you to find success where others would fail. When

            you use heroic stature, you can roll a d4 and add it to

           your roll instead of expending an Exploit Die.


Path of the Favored At 14th level in this class, this bonus becomes a d6.
For most barbarians, their Rage is drawn from their lust for Wondrous Success
battle or a desire for revenge, but for others, their Rage is a 10th-level Path of the Favored feature

gift. Warriors who walk the Path of the Favored receive their You have learned to channel the supernatural power that
Rage from an outside source. Some are blessed by Fate to be guides your favored path through life. When you make an
mighty warriors, others are the scions of gods or archfey, and ability check, attack roll, or saving throw, you can choose

others may be the descendants of legendary adventurers. to use your barbarian level in place of the d20 roll. You can
Whatever the source of your supernatural blessing, you use this feature after you roll, but before you know if your
have a knack for finding success when others would surely ability check, attack roll, or saving throw succeeds or fails.
fail, turning bitter enemies into stout allies, and overcoming Once you use this feature, you must finish a short or long
obstacles that would seem impossible to all by you. rest before you can use it again.
Favored Exploits Strength Overwhelming
3rd-level Path of the Favored feature
14th-level Path of the Favored feature

You learn certain Exploits at the barbarian levels noted in


You have become something more than mortal, and are able
the table below. These don't count against your number of to perform feats of supernatural strength that rival the great
Exploits Known and can't be switched upon gaining a level. heroes of legend . You learn strength of the colossus, but it
Barbarian Level Exploit doesn't count against your total number of Exploits Known.
When you use strength of the colossus, the base amount of
3rd heroic fortitude, heroic stature weight you can push, drag, pull, or lift is equal to 100 times
5th adrenaline rush, thunderous blow your Strength score (instead of 50 times).
If you already know this Exploit, you learn another Exploit
9th mythic athleticism
of your choice from those available to the barbarian.
Hellish Presence
3rd-level Path of the Inferno feature
When you adopt this Primal Path you learn to speak, read,
and write Abyssal, the demonic language of the Abyss.
Moreover, whenever you use imposing presence, you can
roll a d6 and use it instead of expending an Exploit Die.
Unbridled Fury
6th-level Path of the Inferno feature

The chaos of the Abyss enhances your Rage. As a reaction


when a creature you can see hits you with a melee attack, you
can make one melee weapon attack against the attacker. You
can choose to make this reaction attack a Reckless Attack.
Corrupt Resilience
10th-level Path of the Inferno feature

The sinister power of the Abyss has increased your physical

       resilience. You gain resistance to fire and poison damage.


                Also, whenever you are forced to make a saving

                             throw to resist being charmed or frightened,

                                       you gain a bonus to your roll equal to

                                                 one roll of your Exploit Die.


Chaos

Overwhelming
14th-level Path of the Inferno feature

You can draw out the full power of the Abyssal influence that
fuels you. When you Rage, you gain one of the abilities below
for the duration of that Rage. As a bonus action while Raging,
you can expend an Exploit Die to switch to another feature.
Accursed Speed. Your limbs grow unnaturally muscular
Path of the Inferno and lengthen. Your walking speed increases by 10 feet, and
Across the lower planes, the eternal conflict between law and you can take the Dash action as a bonus action.
chaos rages. Devils against Demons, vying for control of the Defiled Hide. Your skin becomes blighted and covered in
hells. Sometimes this conflict spills over into material plane hair, boils, or oily scales. You are immune to bludgeoning,
and the corrupting influence of the Abyss infects the hearts of piercing, and slashing damage from nonmagical weapons.
mortals. Sometimes cultists and worshipers of Archdemons Attacks from silvered weapons ignore this immunity.
seek the affliction of this overwhelming power. Vile Flight. You sprout leathery demonic wings from your
No matter their origin, those who survive the corruption back which burst through any clothing you are wearing. You
rise as soldiers of the Abyss, knows as Inferno Warriors. gain a flying speed equal to your walking speed.
Infernal Exploits Path of the Lycan
3rd-level Path of the Inferno feature
Lycnathropy is an ancient curse that changes those afflicted
You learn certain Exploits at the barbarian levels noted in
into mindless beasts with a wild hunger for flesh. However,
the table below. These don't count against your number of there are some who purposefully contract this dreaded curse.
Exploits Known and can't be switched upon gaining a level. Willing to give themselves over so that they may use this feral
Barbarian Level Exploit power to rid the world of other lycanthropes.
The barbarians who walk this Path often gain their power
3rd imposing presence, menacing shout
from an aging mentor who seeks an apprentice to take up the
5th bloodthirsty critical, trampling rush mantle of the hunt for the monsters cursed with lycanthropy.
9th primal terror Lycan Exploits
3rd-level Path of the Lycan feature

Abyssal Hide You learn certain Exploits at the barbarian levels noted in

3rd-level Path of the Inferno feature


the table below. These don't count against your number of
The corruption of the Abyss overtakes you when you Rage, Exploits Known and can't be switched upon gaining a level.
causing your physical features to become demonic. When you
are Raging you gain the following benefits: Barbarian Level Exploit
3rd bestial instinct, lightstep
As a bonus action, you can move up to your full speed
toward a hostile creature that you can see. 5th adrenaline rush, cunning instincts
When you make a Reckless Attack, you gain temporary hit 9th survey wilderness
points equal to your Constitution modifier (minimum of 1).
Animal Form
3rd-level Path of the Lycan feature

You can control your lycanthropy, allowing

you to shift your form at will. As an action,

you can expend a use of Rage to shift into the

Animal Form of your lycanthropy, much like a

druid does with their Wild Shape feature.


Choose a beast of CR 1 or lower that best

represents the animal your lycanthropic curse

is based upon. Common Animal Forms include

boars, brown bears, dire wolves, tigers, and

rats. This choice is permanent as it reflects the

unchanging nature of your lycanthropic curse.


When you shift into your Animal Form, you follow

the rules of Wild Shape from the druid class, which

are found in Chapter 3 of the Player's Handbook.


Moreover, you can use all of your barbarian class

features, including Rage and any of the Savage Exploits

you know while you are in your Animal Form.


You can remain in your Animal form for up to 1 hour.

You then revert to your normal form unless you expend


another use of Rage to extend your transformation. You

can also revert to your normal form as an action. You revert


early if you fall unconscious, drop to 0 hit points, or die.
Howl of Primal Fury
Hybrid Form 14th-level Path of the Lycan feature

3rd-level Path of the Lycan feature


Whenever you expend a use of Rage, you can choose to let
Your Rage draws out the power of your inner beast. When forth a bloodcurdling howl. Creatures of your choice that can
you Rage, you can choose to enter a Hybrid Form, a fusion hear you within 30 feet must succeed on a Wisdom saving
between beast and humanoid. While in your Hybrid Form, throw against your Exploit save DC or be frightened of you
you gain the following benefits for the duration of the Rage: for 1 minute. Creatures can repeat this saving throw at the
end of each turn, ending this effect on a success.
You gain a +1 bonus to your Armor Class. Any creatures that succeeds on their saving throw against
Your fingers and teeth become claws and fangs that count this effect are immune to this feature for the next 24 hours.
as simple weapons with the light property. On hit, they
deal 1d6 slashing (claws) or piercing (fangs) damage. Path of the Mutant
Your speed increases by 10 feet.
Barbarians that follow this Primal Path make use of alchemy
Savage Instinct and dark transmutation magic to mutate their physical form.
6th-level Path of the Lycan feature
The savage fury of their Rage triggers massive physiological
The curse that flows through your veins has increased your changes thanks to reagents in their blood. These mutants are
physical senses. Whenever you make a Wisdom (Perception) often on a quest to evolve their bodies into the ultimate form.
check that relies on your sense of hearing, sight, or smell you
gain a bonus to your roll equal to your Exploit Die. Mutagenic Exploits
Also, your natural weapon attacks in both your Animal and 3rd-level Path of the Mutant feature

Hybrid Forms count as magical for the sake of overcoming You learn certain Exploits at the barbarian levels noted in

resistance and immunity to non-magical attacks and damage. the table below. These don't count against your number of
Exploits Known and can't be switched upon gaining a level.
Lycan Warrior Barbarian Level Exploit
10th-level Path of the Lycan feature

You can draw on the full power of the curse within. When you 3rd crushing grip, feat of strength
shift into your Animal Form or Hybrid Form, you can expend 5th adrenaline rush, whirlwind strike
an Exploit Die to gain you the following additional benefits:
9th confounding critical
You can choose to grow by one size category.
The reach of your melee attacks increases by 5 feet.
The damage of your natural weapons becomes 1d8.
Once per turn, when you hit a creature with a natural Blood Hunter, Dissected
weapon attack you can force it to make a Strength saving The Paths of the Lycan and the Mutant presented
throw against your Exploit save DC or be knocked prone. here are an attempt to adapt the respective Blood
If you have less than half of your hit points at the start of Hunter Orders into forms that are more in line with
your turn, you instantly regain hit points equal to your the mechanics of official player options for 5e.
Constitution modifier (minimum of 1 hit point).
Aberrant Alchemy Rapid Mutation
3rd-level Path of the Mutant feature
14th-level Path of the Mutant feature

You have a deep knowledge of sinister side of alchemy. You You have gained mastery over your body's mutability. While
gain proficiency in Nature and with alchemist's supplies. Raging, you can use a bonus action to end one Mutation and
This knowledge allows you to create mutagens which, replace it with another Mutation that you know.
when combined with your Rage, radically alter your body. You can use this ability a number of times equal to your
Mutations Known. You know three Mutations of your Constitution modifier (minimum of once), and you regain all
choice from the list at the end of this subclass description. expended uses when you finish a long rest.
During a long rest, so long as you have access to your
alchemist's supplies, you can spend 1 hour to replace one Mutations
Mutation you know with another Mutation of your choice. Listed below are the Mutations available to a barbarian of the
You learn two additional Mutations of your choice when
Path of the Mutant. If a Mutation has prerequisites, like your
you reach 6th level, 10th level, and a final two at 14th level. barbarian level, you can learn it at the same time you meet it.
Manifest Mutations. When you Rage, you manifest a
number of Mutations equal to your Constitution modifier. Aberrant Sight
These Mutations last until the end of your current Rage. You sprout unnatural eye stalks or manifest additional eyes.
Enduring Mutation
You gain darkvision out to a 60-foot radius. If you already
have darkvision its range increases by 60 feet.
6th-level Path of the Mutant feature
In addition, you have advantage on Wisdom (Perception)
Your advances in the dark alchemy of mutation have evolved. checks you make that rely on your sense of sight.
At the end of each long rest, choose one Mutation you know.
You gain the benefits of that Mutation, even when you aren't Alchemical Resistance
Raging, until the end of your next long rest. Your experiments grant you resistance to the elements. When
However, when you Rage, this Mutation counts against the you manifest this Mutation choose acid, cold, fire, poison, or
total number of Mutations you can manifest for that Rage. lightning, and you gain resistance to that type of damage.
Noxious Strike Aquatic Adaptation
10th-level Path of the Mutant feature
You sprout unnatural gills or you skin becomes permeable
You can weaponize the toxins in your blood. When you hit a and amphibious. You gain a swimming speed equal to your
creature with a melee attack, you can expend an Exploit Die
and force it to make a Constitution saving throw against your walking speed, and you can breathe both air and water.
Exploit save DC. On a failed save, roll a d6, and the creature Deviant Glide
suffers the corresponding condition from the table below:
You grow bat or fish-like skin flaps that you use to glide.
d6 Effect d6 Effect When you fall and are not incapacitated, you can subtract up
1 blinded 4 frightened to 100 feet from your fall when calculating fall damage, and
2 charmed 5 paralyzed
you can move horizontally 2 feet for every 1 foot you fall.
3 deafened 6 poisoned Enhanced Movement
Your legs grow unnaturally thick or powerful. Your walking
    This effect lasts for 1 minute. The creature can repeat this speed increases by a number of feet equal to 5 times your
saving throw at the end of each of its turns, ending the effect Constitution modifier (minimum of 5 feet),

on a success. A creature that succeeds


and you add your Constitution modifier

on its saving throw is immune to the effect


(minimum of +1) to the distance of any

of this ability for the next 24 hours. long jump or high jump you make.
Oozing Form
Your body becomes slimy and pliable. As a bonus action, you
can automatically escape a grapple or nonmagical restraints.
Also, your body, along with any equipment you are wearing or
carrying, can squeeze through spaces as narrow as 1 inch.         A dark elf

      reaver leaps

Synthetic Carapace        into battle!


Your skin hardens resembling that of an terrible insectoid

or reptilian creature. You gain a bonus to your Armor Class


equal to half your Constitution modifier (rounded down).
Unnatural Physicality
Your muscles and veins engorge with toxic chemicals that
grant you unnatural power and maneuverability. You gain a
bonus to any Strength (Athletics) and Dexterity (Acrobatics)
checks you make equal to one roll of your Exploit Die.
Corrosive Secretions
Prerequisite: 6th level barbarian

Your body can expel a corrosive acid at your foes. When

you are hit by an attack and the attacker is within 30 feet, you
can use your reaction to deal acid damage to the attacker
equal to your Exploit Die + your Constitution modifier.
Inoculated Vigor
Prerequisite: 6th level barbarian

Your experiments have hardened your body against toxins.


You gain resistance to acid and poison damage, and you have
advantage on saving throws to resist the poisoned condition.
Toxic Vitality Path of the Reaver
Prerequisite: 6th level barbarian

Your body mends itself as you fight. At the start of your turns While most barbarians focus on overcoming their foes with
while raging, you gain temporary hit points equal to your raw power and brute force, those known as Reavers augment
Constitution modifier (minimum of 1 temporary hit point). their impressive strength with martial technique and tactical
maneuvers. These fearless warriors are often employed as
Viscous Grip advance forces, and their combat skill and resilience strikes
Prerequisite: 6th level barbarian
fear into the heart of any who stand against them in battle.
Your hands and feet secrete a sticky substance. You gain a
climbing speed equal to your walking speed, and you can Reaver Exploits
climb difficult surfaces without making an ability check. 3rd-level Path of the Reaver feature

You learn certain Exploits at the barbarian levels noted in

Acidic Bile the table below. These don't count against your number of
Prerequisite: 10th level barbarian
Exploits Known and can't be switched upon gaining a level.
You can spew a corrosive substance forth from your mouth. Barbarian Level Exploit
You learn the acid splash cantrip, using Constitution as your
spellcasting modifier. You can cast this cantrip while Raging, 3rd lightstep, mighty leap
and when you do, it deals additional damage equal to your 5th adrenaline rush, aggressive strike
Constitution modifier (minimum of +1).
9th mythic athleticism
Grappling Appendages
Prerequisite: 10th level barbarian
Reaver Superiority
You grow two appendages alongside your arms that resemble 3rd-level Path of the Reaver feature

tentacles. They are natural weapons, which deal bludgeoning You have studied martial techniques to enhance your skill in
damage equal to your Exploit Die on hit. If you hit a creature battle. Your total number of Exploit Dice increases by 1, and
with a melee attack, you can attempt to grapple it with these you learn one additional Exploit of your chioce which doesn't
appendages as a bonus action. These appendages are not count against your total number of Exploits Known.
dexterous enough to use weapons or specialized tools. Moreover, when you learn a new Exploit, you can choose to
learn a Savage Exploit from those available to this class, or a
Perverted Flight Martial Exploit from those available to the Alternate Fighter.
Prerequisite: 14th level barbarian
If you choose to learn a Martial Exploit that has a certain
You sprout a pair of unnatural leathery or insectoid wings. fighter level prerequisite, you can learn that Exploit if your
You gain a flying speed equal to your walking speed. barbarian level would meet that prerequisite level.
Swift Strides Giant Bloodline
3rd-level Path of the Reaver feature
3rd-level Path of the Titan feature

Rather than become blinded by Rage, you enter a heightened Whether by magic or ancestry, you bear the power of giants.
state of focus and move with purpose. When you are Raging, Choose the option below that best fits the type of giant whose
opportunity attacks against you are made at disadvantage. power resides in you. This choice will affect features you gain
later from this Path. You gain resistance to the damage type
Restorative Rage associated with that giant. This choice is permanent and can't
6th-level Path of the Reaver feature
be changed short of a wish or the magic of elder giants.
Your combat prowess rivals that of heroes of great renown.
Whenever you Rage, you gain one of the following benefits: Giant Element Giant Element
Lesser Poison Fire Fire
You regain one of your expended Exploit Dice.
You gain temporary hit points equal to your Exploit Die. Hill Bludgeoning Cloud Thunder
Your walking speed is doubled for your current turn. Stone Psychic Storm Lightning
Unstoppable Warrior Frost Cold ─ ─
10th-level Path of the Reaver feature

The chaos and danger of battle fuels your abilities. While Titanic Vitality
Raging, you are under the effects of freedom of movement. 6th-level Path of the Titan feature

You also learn one additional Exploit of your choice which Your Rage draws out an ever-increasing amount of resilience
doesn't count against your total number of Exploits Known. from the power that flows in your blood. When you enter a
Rage, you gain temporary

Storm of Flesh and Steel hit points equal to your

14th-level Path of the Reaver feature


barbarian level.
You have reached the pinnacle of your training, and woe to
any who stand against you in combat. Once per turn when
you use an Exploit while you are Raging, you can roll

a d4 in place of expending one of your Exploit Dice.


Path of the Titan
Some barbarians draw their Rage from their ancestry. Those
who walk the Path of the Titan fuel their Rage with the giant
blood that flows in their veins. While some Titanic warriors
are direct descendants of giants, some are unaware of their
heritage until it manifests with their Rage. Unusually tall or
strong for their race, mortals with giant blood in their veins
are fairly obvious once you know the signs to look for.
Titanic Exploits
3rd-level Path of the Titan feature

You learn certain Exploits at the barbarian levels noted in

the table below. These don't count against your number of


Exploits Known and can't be switched upon gaining a level.
Barbarian Level Exploit
3rd feat of strength, hurl
5th greater hurl, shattering slam
9th destructive slam

Fury of the Titans


3rd-level Path of the Titan feature

The fury of your Rage draws out the ancient power of your
bloodline. When you Rage, you gain the following benefits:
If there is room, you can choose to grow by one size
category for the duration of that Rage. For example, you
grow from Medium to Large. Your physical size doubles
Who are the Lesser Giants?
in all dimensions, and your weight is multiplied by eight.
Your melee and thrown weapon attacks deal bonus A Lesser Giant is any giant that ranks below the Hill
damage depending on your current size: Medium (1d4), Giants in the Ordning. This includes Ettins, Ogres,
Large (1d6), Huge (1d12), and Gargantuan (2d12). Trolls, Formorians, Firbolgs, and all other giant-kin.
You can use hurl without expending an Exploit Die.
Awakened Bloodline Path of the Warden
10th-level Path of the Titan feature

The power dormant within your blood is apparent even when Hailing from the wild places of the world where the power of
not drawn out by your Rage. You manifest more specific traits nature reigns supreme, Wardens are servants of the natural
dependent upon your Giant Bloodline, as detailed below: order who use the raw power of their Rage to channel spirits
Lesser Giant. Your appearance becomes knotted and of the natural world. They often serve as defenders of sacred
grotesque. Whenever you make a Strength (Intimidation) or groves, Druidic Circles, and other places of natural power.
Charisma (Intimidation) check, you gain a bonus to your roll Primal Magic
equal to your Exploit Die. Moreover, your knotted flesh grants 3rd-level Path of the Warden feature

you a +1 bonus to your Armor Class while you are Raging. When you adopt this Primal Path, you learn to channel the
Hill Giant. Your body has become strangely resilient. You primal power of spirits to cast spells, much like a Shaman.
have advantage on saving throws to resist grapples or being Cantrips.
You learn one cantrip of your choice from the
moved against your will. Also, when you take damage while warden spell list. Upon reaching 10th level in this class you
Raging, you can use a reaction to reduce the damage by an learn one additional Warden cantrip of your choice.
amount equal to your Constitution modifier (minimum of 1). Spell Slots. The Warden Spellcasting table shows how
Stone Giant. You have become especially observant and many spell slots you have, and the level of those spell slots.
thoughtful. You gain proficiency in Insight, and whenever you All of your spell slots from this feature are the same level. To
make a Wisdom (Insight) check you gain a bonus to your roll cast one of the warden spells you know of 1st-level or higher,
equal to your Exploit Die. Moreover, when you are forced to you must expend a spell slot. You regain all of your expended
make a Wisdom saving throw while Raging, you gain a bonus spell slots each time you finish a short or long rest.
to your saving throw roll equal to your Exploit Die. Spells Known of 1st-Level and Higher. You learn two

Frost Giant. You have become especially savage in battle. 1st-level spells of your choice from the warden spell list. The
When you use an Exploit that deals damage, you can choose Spells Known column of the Warden Spellcasting table
for it to deal cold damage. Also, each time you hit a creature shows when you learn more warden spells of 1st-level or
with an attack while Raging, its speed is reduced by 10 feet. higher. A spell you choose must be of a level no higher than
Fire Giant. You have grown vindictive and cruel. When you what's shown in the table's Slot Level column for your level.
use an Exploit that deals damage, you can cause it to deal fire When you gain a level, you can choose a warden spell you
damage. Moreover, while you are Raging, if a creature hits know and replace it with another spell from the warden spell
you with a melee attack, you can use your reaction to deal fire list, which must be of a level for which you have spell slots.
damage to the attacker equal to one roll of your Exploit Die. Spellcasting Ability.
As you draw your magic from your
Cloud Giant. You have grown whimsical and lighthearted. connection to primal spirits, Wisdom is your spellcasting
You gain resistance to falling damage. Also, while Raging, you ability for your warden spells. You use Wisdom when a spell
can take the Dash or Disengage action as a bonus action. refers to your spellcasting ability, when setting the saving
Storm Giant. You have grown in both pride and presence. throw DC for a spell, or when making an attack roll with one.
You gain a swimming speed equal to your walking speed, and
you can breathe both air and water. While Raging, can cause Spell save DC = 8 + your proficiency bonus

your thrown weapon attacks and both hurl and greater hurl + your Wisdom modifier
to deal lighting damage in place of their normal damage. Spell attack modifier = your proficiency bonus

+ your Wisdom modifier


Titanic Wrath
14th-level Path of the Titan feature
Primal Rage
You can strike with the power of a true giant. When you take 3rd-level Path of the Warden feature

the Attack action while Raging, you can focus all your power You have learned to draw on primal magic, even in your Rage.
into one devastating strike. You can only make one attack for You can cast warden spells while you're Raging, but you have
this action, even if you have a feature that lets you make more disadvantage on any Constitution saving throws you make to
then one attack. If this single attack hits, it is automatically maintain concentration on your warden spells.
considered a critical hit, regardless of your d20 attack roll. Also, casting a spell of 1st-level or higher allows your Rage
You can use this ability a number of times equal to your to continue, even if you don't meet the other requirements.
Constitution modifier (minimum of once) and you regain all
expended uses when you finish a long rest. Guardian's Fury
6th-level Path of the Warden feature

Whenever you take the Attack action while Raging, you can
Sizes Greater than Gargantuan cast a Warden cantrip in place of one of your attacks.
The Path of the Titan allows you to increase your
Moreover, you can use Reckless Attack when you cast a
size category when you Rage. In 5e, Gargantuan is warden spell that requires a spell attack roll.
the maximum size category, and is given to any
creature that is 20 by 20 feet or larger.
Ward of the Ancients
If your barbarian is able to increase their size 10th-level Path of the Warden feature

while they are already Gargantuan, your Dungeon Your connection with the natural world shields you from
Master can increase your additional damage while magic. As a reaction when you would take damage from a
Raging by an amount of d12s that they see fit. spell, you can expend one of your Warden spell slots to grant
yourself resistance to all damage from the triggering spell.
Improved Guardian's Fury Warden Spell List
14th-level Path of the Warden feature
Here's the list of spells you consult when you learn a Warden
Your Rage and connection with primal spirits have fused to spell. It is organized by spell level, not character level. The
become something that rivals the great destructive forces of spells below are from the Player's Handbook, Xanathar's
nature. When you take the Attack action while Raging, you Guide to Everything*, and Tasha's Cauldron of Everything**.
can cast a Warden spell in place of one of your attacks.
Cantrips (0-Level) 2nd-Level
Warden Spellcasting control flames*
dust devil*

Barbarian
Spells
Spell
Slot
create bonfire*
earthbind*

Level Known Slots Level druidcraft


flame blade

3rd 2 1 1st frostbite*


gust of wind

guidance
magic weapon

4th 2 2 1st
gust*
protection from poison
5th 3 2 1st magic stone*
shatter

6th 3 2 1st
mold earth*
spike growth

primal savagery*
warding wind*
7th 4 2 2nd shape water*

8th 4 2 2nd shillelagh


3rd-Level
spare the dying
elemental weapon

9th 5 2 2nd thorn whip


plant growth

10th 5 2 2nd thunderclap* sleet storm

thunder step*

11th 5 2 2nd 1st-Level tidal wave

12th 5 2 2nd absorb elements*


wall of sand*

armor of agathys
wall of water*

13th 6 2 3rd
compelled duel
wind wall
14th 6 2 3rd cure wounds

15th 6 2 3rd
earth tremor*
4th-Level
ensnaring strike
control water

16th 6 2 3rd entangle


elemental bane

17th 7 2 3rd fog cloud


fire shield

hellish rebuke
grasping vine

18th 7 2 3rd inflict wounds


guardian of nature*

19th 7 2 4th searing smite


ice storm

thunderous smite
staggering smite

20th 7 2 4th thunderwave storm sphere*


Barbarian
Expanded
A multitude of additional options for the
Alternate Barbarian! Includes Twenty Exploits,
Three Feats and Seven new Primal Paths!

Version 1.2.1 - Created by /u/laserllama

Artist Credits:

Covers - Daniel Lieske - Zulaport Cutthroat


Page 1 - Justine Cruz - Kick in the Door
Page 3 - Eric Deschamps - Savage Herald
Page 4 - Jama Juraaev - Crush of Tentacles
Page 5 - W. Burt - Weight of the Underworld
Page 6 - Greg Rutkowski - Immersturm Raider
Page 7 - Mila Pesic - Savage Packmate
Page 8 - Izzy - Simic Ascendancy
Page 9 - Randy Vargas - Skemfar Avenger
Page 10 - velinov - Giant-Warrior
Page 12 - Alex Konstad - Ursa Barbarian

The Alternate Barbarian class can be found Here.

Additional Laserllama Homebrew content,


including classes, subclasses, and player races,
can be found for free on GM Binder.

Support me on Patreon to unlock the exclusive


Path of Beauty for the Alternate Barbarian

Unleash the Beauty of your Rage!

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