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Complete Barbarian

In this document, we present expanded options for barbarian Rage Powers


characters, by introducing a new optional class feature called If a rage power has prerequisites, you must meet them in
Rage Powers. This feature is intended to emulate and order to learn it. You can learn a rage power at the same time
incorporate martial stances and maneuvers into the you meet its prerequisites. A level prerequisite refers to your
barbarian's reckless and frenzied fighting style. level in this class. The rage powers are presented below in
In addition, we present a revised version of the Berserker alphabetical order.
Primal Path, as well as some new Primal Paths.
Brutal Slayer
Rage Powers Prerequisite: 5th level
2nd-level barbarian feature When you reduce a creature to 0 hit points, creatures of
Your primal fury evolves, manifesting in the form of Rage your choice that can see or hear you within 30 feet of you
Powers, which enable you to channel your rage in new ways. must succeed on a Wisdom saving throw or become
At 2nd level, you gain two rage powers of your choice from frightened of you until the start of your next turn.
the list of rage powers below. When you gain certain Cleave
barbarian levels, you gain additional powers of your choice, When you reduce a creature to 0 hit points with a melee
as shown in the Powers Known column of the Rage Powers weapon attack, any excess damage from that attack carries
table. over. Choose another creature within 5 feet of the attack's
Additionally, when you gain a level in this class, you can target and within your weapon's reach. If the attack's original
choose one of the powers you know and replace it with attack roll can hit it, the second target takes any remaining
another power that you could learn at that level. damage.
Some rage powers are combat stances, enhancing your
rage and granting you access to special maneuvers. You can Cruel Rage Stance
enter a stance that you know when you enter your rage or as Prerequisite: 9th level
a bonus action while you're raging, gaining its benefits while While you're maintaining this stance, your Rage Damage
you're raging. You can only maintain one stance at a time. bonus increases by 1.
Saving Throws. Some of your rage powers require your In addition, while maintaining this stance, you can perform
target to make a saving throw to resist the rage power's the following maneuver:
effects. The saving throw DC is calculated as follows: Whirlwind Swing. As an action while you're wielding a
Rage Power save DC = 8 + your proficiency bonus + your weapon, you can strike like a whirlwind. Choose a number of
Strength or Constitution modifier (your choice) creatures that you can reach with the weapon you're wielding,
Rage Powers up to your proficiency bonus. The targets must make a
Barbarian Level Powers Known Dexterity saving throw. On a failed save, a target takes
damage as if you had successfully hit it with the weapon
2nd 2 you're wielding, or half as much damage on a successful one.
5th 3
9th 4 Crushing Grip
At the start of its turn, a creature you're grappling takes
13th 5 bludgeoning damage equal to your Strength modifier + your
17th 6 Rage Damage bonus.

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Feral Awareness Tripping Swing. When you hit a creature with an
You have blindsight with a range of 10 feet. Within that range, opportunity attack, the target must succeed on a Strength
you can effectively see anything that isn't behind total cover, saving throw or be knocked prone, unless it is two or more
even if you're blinded or in darkness. Moreover, you can see sizes larger than you.
an invisible creature within that range, unless the creature
successfully hides from you. Pouncing Rage Stance
While you're maintaining this stance, the reach of your melee
Focused Rage Stance weapon attacks increases by 5 feet.
Prerequisite: 13th level In addition, while maintaining this stance, you can perform
While you 're maintaining this stance, you have advantage the following maneuver:
on Wisdom saving throws. Charging Attack. As an action, you move up to half your
In addition, while maintaining this stance, you can perform speed without provoking opportunity attacks. When your
the following maneuver: movement ends, you can make one weapon attack against a
Savage Precision. Once during each of your turns, when creature that you can reach as part of the same action.
you hit a creature with an attack, you can attempt to deal a
crippling blow. The target must succeed on a Constitution Primeval Fortitude
saving throw or become stunned until the start of its next Prerequisite: 13th level
turn. While you're raging, you gain resistance to acid, cold, fire,
lightning, or thunder damage (your choice whenever you
Grounded Rage Stance enter your rage) . If you already have resistance to the
Prerequisite: 5th level damage type you chose, you gain immunity to it instead.
While you 're maintaining this stance, you have advantage
on ability checks and saving throws against effects that would Reckless Rage Stance
knock you prone or move you against your will. Prerequisite: 9th level
In addition, while maintaining this stance, you can perform While you're maintaining this stance, you suffer a penalty
the following maneuver: to your AC equal to your Rage Damage bonus, and when you
Groundshaking Swing. As an action, you choose a space make a melee weapon attack using Strength, you gain a
that you can reach, and slam a weapon you 're holding on it. bonus to the damage roll equal to your Rage Damage bonus.
Creatures other than you within 10 feet of the chosen space In addition, while maintaining this stance, you can perform
must succeed on a Strength saving throw or be knocked the following maneuver:
prone and take bludgeoning damage equal to your Strength Reckless Momentum. When you miss a creature with a
modifier + your Rage Damage bonus. Creatures more than melee attack, you can use your reaction to reroll the attack
one size larger than you are unaffected by this rage power. roll against a different target within 5 feet of the attack's
original target.
Ignore Pain
While you 're raging you can temporarily ignore all pain. You Resilient Rage Stance
have a pool of endurance equal to twice your barbarian level While you're maintaining this stance, you don't gain a bonus
+ your Constitution modifier. When you take damage, you can to your damage rolls from your Rage feature. Instead, you
choose to store that damage in your endurance pool instead gain a bonus to your AC equal to your Rage Damage bonus.
of taking it (no action required) . You can't store damage in In addition, while maintaining this stance, you can perform
your endurance pool while it's at its maximum, and if you the following maneuver:
store damage in your endurance pool that would bring it Provoking Warcry. When you take the Attack action on
above its maximum, you take any excess damage. At the end your turn, you can unleash a powerful warcry as part of that
of each of your turns, you can choose to take all the damage action. Creatures of your choice that can hear the warcry
stored in your endurance pool. within 30 feet of you must succeed on a Wisdom saving
When your rage ends, you immediately take all damage throw or take a penalty equal to your Rage Damage bonus on
stored in your endurance pool. all attack and damage rolls they make against creatures other
than you until the start of your next turn.
Iron Skin
While you 're raging, when you take damage of a type that Savage Pursuit
you're resistant to, you can reduce the damage taken by an When you hit a creature with a weapon attack on your turn,
amount equal to your proficiency bonus. you can attempt to grapple or shove that creature as a bonus
action during the same turn.
Instinctual Rage Stance
Prerequisite 5th level Savage Endurance
While you 're maintaining this stance, you gain an Prerequisite: 9th level
additional reaction, but you can't use both of your reactions If you're affected by an effect that would allow you to make
on the same turn. a saving throw at the end of each of your turns to end it, you
In addition, while maintaining this stance, you can perform can make the saving throw at the start of each of your turns
the following maneuver: instead.

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Relentless Advance
Prerequisite: 9th level
Primal Paths
When you hit a creature with an opportunity attack, you At 3rd level, a barbarian gains the Primal Path feature, which
can move up to half your speed immediately after the attack offers you the choice of a subclass. At the GM's discretion,
and as part of the same reaction. This movement doesn't the following options are available to you when making that
provoke opportunity attacks. choice: Path of the Dark Star, Path of the Dragonlord, Path of
Sanguine Fury and Path of the Shaman.
Reliable Brutality
Prerequisite: 9th level Path of the Dark Star
When you roll additional damage dice with your Brutal The world around us is a mystery, but no mystery greater
Critical feature and the number rolled is less than your exists than that of the great dark. Barbarians that follow the
Strength modifier, you can use your Strength modifier Path of the Dark Star were blessed with potent gravitational
instead of the roll. When you use this rage power, the roll on a powers that seem out of this world, or plane, to be exact.
damage die can't be higher than the die's maximum, even if These barbarians are able to produce effects that put even
your Strength modifier is higher. great graviturgist mages to shame, augmenting their primal
fury with the powerful ability to control and shift the
Unyielding Ferocity battlefield around them.
Prerequisite:13th level
If you fail a saving throw, you can use your reaction and Gravitational Aura
end your rage to succeed instead. Once you use this rage 3rd-level Path of the Dark Star feature
power, you can't use it again until you finish a short or long While raging, you emanate a powerful gravitational aura.
rest. The aura extends 15 feet from you in every direction, but not
through total cover. Creatures of your choice that enter your
Fan Content Policy aura for the first time on a turn or start their turn there have
their speed halved.
This work is unofficial Fan Content permitted
under the Fan Content Policy. Not
In addition, when you enter your rage and as a bonus
approved/endorsed by Wizards. Portions of the
action on your subsequent turns while raging, you can
materials used are property of Wizards of the
manifest one of the effects detailed below. If the effect or one
Coast. ©Wizards of the Coast LLC. of the features you gain when you reach higher levels in this
class requires a saving throw, the DC equals 8 + your
proficiency bonus + your Constitution modifier.
Crushing Force. Choose a creature that you can see

within your aura's radius. The target must succeed on a

Constitution saving throw or take force damage equal to your

Constitution modifier + your Rage Damage bonus and

become unable to take reactions until the end of its next turn.

Gravitational Pulse. Choose a creature or object up to one

size larger than you that you can see within your aura's

radius. If the target is an unsecured object, it is automatically

moved up to 10 feet toward or away from you in a straight

line (your choice) . If the target is a creature or an object worn

or carried by a creature, the targeted creature or the creature

wearing or carrying the object must succeed on a Strength

saving throw. On a failed save, you move the targeted

creature or the object up to 10 feet toward or away from you

in a straight line (your choice) . A creature can willingly fail

this saving throw.

Momentum Shift. You augment your own momentum.

Until the start of your next turn, your melee weapon attacks

deal an extra 1d4 force damage on a hit. This damage

increases when you reach certain levels in this class,

increasing to 1d6 at 5th level, 1d8 at 10th level, 1d10 at 15th

level, and 1d12 at 20th level.

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Unbound Soul Spirit of the Dragon Lords
6th-level Path of the Dark Star feature 3rd-level Path of the Dragonlord feature
You 've mastered your primal power to the extent that you The fury and might of the ancient dragon lords awaken
can alter your own interaction with gravity. When you finish a inside you. Choose a dragon type from the Dragonic
short or long rest, choose one of the following benefits, which Inheritance table. The damage type associated with each
lasts until you finish your next short or long rest: dragon is used by features you gain later.
Increased Gravity. Your speed decreases by 10 feet and You can speak, read, and write Draconic. Additionally,
you can't be knocked prone or moved against your will. In whenever you make a Charisma check when interacting with
addition while you're raging, when you move on your turn, Dragons, your proficiency bonus is doubled if it applies to the
creatures and unsecured objects of your choice up to one size check.
larger than you within your Gravitational Aura are dragged Draconic Inheritance
with you. A creature can make a Dexterity saving throw to
grab onto a fixed object it can reach, avoiding getting dragged. Dragon Damage Type
Decreased Gravity. Your speed increases by 10 feet, you Amethyst Force
can jump twice as far as normal, and you can stand up from Black, Copper Acid
being prone by spending 5 feet of movement, rather than half
your speed. In addition while you're raging, creatures of your Blue, Bronze Lightning
choice within your Gravitational Aura have disadvantage on Brass, Gold, Red Fire
attack rolls that use Strength. Crystal Radiant
Defy Gravity Emerald Psychic
10th-level Path of the Dark Star feature Green Poison
Your gravitational aura becomes more powerful, and you
now have masterful control over it. You gain the following Sapphire Thunder
benefits: Silver, White Cold
On your turn while raging, you gain a flying speed equal to Topaz Necrotic
your walking speed. When a creature other than you
moves within your Gravitational Aura, you can use your Dracorage
reaction to magically grant it a flying speed of 30 feet until 3rd-level Path of the Dragonlord feature
the end of its turn. When you enter your rage, you can unleash the draconic
You have advantage on saving throws against spells and power residing in your soul. Until the rage ends, and while
other magical effects that would reduce your speed or you 're not wearing any armor, draconic scales grow on your
cause you to be paralyzed or restrained. body, granting you a + 1 bonus to AC . When you reach 10th
level in this class, the bonus increases to +2.
Gravity Well In addition, until the rage ends, you manifest a natural
14th-level Path of the Dark Star feature weapon. It counts as a simple melee weapon for you, and you
You can cast the reverse gravity spell, without expending a add your Strength modifier to the attack and damage rolls
spell slot or material components. Constitution is your when you attack with it, as normal.
spellcasting ability for this spell when you cast it with this You choose the weapon’s form each time you rage:
feature, and you can cast and maintain concentration on it Bite. Your mouth transforms into a draconic maw. It deals
even while you're raging. Once you cast this spell with this 1d8 piercing damage on a hit. Once on each of your turns
feature, you can't do it again until you finish a long rest. when you damage a creature with this bite, you can deal an
In addition, the range of your Gravitational Aura increases extra 1d10 damage of the type associated with your Draconic
to 30 feet. Inheritance to the target.
Claws. Each of your hands transforms into a draconic
Path of the Dragonlord claw, which you can use as a weapon if it’s empty. It deals 1d6
One of the most powerful, ancient and primal powers in the slashing damage on a hit. Once on each of your turns when
realms is that of the dragons. Barbarians who follow the Path you attack with a claw using the Attack action, you can make
of the Dragonlord have a spark of draconic energy in their one additional claw attack as part of the same action.
souls, or have been deeply affected by draconic magic. Tail. You grow a heavy, scaled tail, which deals 1d8 piercing
Channeling the destructive might of the great winged damage on a hit and has the reach property. Once on each of
behemoths, these warriors are a fearsome force to be your turns when you damage a creature with this tail, you can
reckoned with. attempt to knock the target down. If the target is Large or

smaller, it must make a Strength saving throw (DC equal to 8

+ your proficiency bonus + your Strength modifier) . On a

failed save, you knock the target prone.

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Draconic Wings
Dragonsoul 14th-level Path of the Dragonlord feature
6th-level Path of the Dragonlord feature When you enter your rage, or as a bonus action while
The draconic spark inside you influences your physique, raging, you can sprout a pair of draconic wings from your
causing the natural weapons of your Dracorage to count as back, gaining a flying speed equal to your current speed. The
magical for the purpose of overcoming resistance and wings last until your rage ends, or until you dismiss them as a
immunity to nonmagical attacks and damage. In addition, you bonus action.
gain the following benefits: You can’t manifest your wings while wearing armor unless
Draconic Fortification. You gain resistance to the damage the armor is made to accommodate them, and clothing not
type associated with your Draconic Inheritance. made to accommodate your wings might be destroyed when
Breath Weapon. When you take the Attack action on your you manifest them.
turn you can replace one of your attacks with a breath attack
in a 15-foot cone. Each creature in the area must make a Path of Sanguine Fury
Dexterity saving throw against a DC equal to 8 + your Barbarians who follow the Path of Sanguine Fury, also
proficency bonus + your Constitution modifier. A creature known as bloodreavers, draw their primal rage from a spark
takes 3d10 damage of the type associated with your Draconic of hemomancy within their souls. When they enter the
Inheritance on a failed save, or half as much damage on a battlefield, they revel in shedding blood and are even known
successful one. This damage increases by 1d10 when you
reach 10th level (4d10) and 14th level (5d10) . You can use to channel their own life force into fuel for carnage.
this bonus action a number of times equal to your proficiency Some legends say that barbarians who follow this path are
bonus, and you regain all expended uses when you finish a deathless behemoths, effortlessly cleaving through their
long rest. enemies while bearing wounds no mortal could ever endure,
a trail of corpses and frenzied warriors in their wake.
Overwhelming Presence
10th-level Path of the Dragonlord feature Blood Arts
You can exude the terrifying presence of dragons. As a 3rd-level Path of Sanguine Fury feature
bonus action, you channel the wrath of the dragon lords, Within your primal fury resides the spark of hemomancy,
striking terror in the hearts of your enemies. Each creature of which is now awakened. You learn various blood arts, which
your choice within 30 feet of you that is aware of you must are detailed below.
succeed on a Wisdom saving throw (DC equal to 8 + your Some of your blood arts expend your Hit Dice, as specified
proficiency bonus + your Constitution modifier) or be in each art's description, and you can't use an art if it requires
frightened of you until the end of your next turn. If a you to use a Hit Die when your Hit Dice are all expended.
creature's saving throw is successful, the creature is immune With your bolstered fortitude, the maximum number of
to this effect for the next 24 hours. expended Hit Dice you regain at the end of a long rest
Once you use this feature, you can't use it again until you increases by an amount equal to your Constitution modifier
finish a short or long rest. (a minimum of one additional Hit Die) .

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In addition, when you take damage while raging, you gain a Bloodthirsty Presence
Blood Die, which is a d12. The maximum number of Blood 10th-level Path of Sanguine Fury feature
Dice you can have at a time is equal to your proficiency Your hit point maximum can't be reduced. In addition you
bonus, and all Blood Dice you have vanish when your rage learn the following blood art:
ends. When you use a blood art, you can choose to expend a Inspire Bloodrage. When you take the Attack action on
number of Blood Dice equal to the art's Hit Die cost, instead your turn, you can expend a Hit Die to channel your
of Hit Dice. hemomantic-fueled fury through a creature of your choice
If the effect of a blood art requires a saving throw, the DC that you can see within 30 feet of you as part of that action.
equals 8 + your proficiency bonus + your Constitution The target must succeed on a Wisdom saving throw (the
modifier. You begin with knowledge of the following blood target can choose to fail) or use its reaction to make a melee
arts and learn more as you conquer this power. attack against another creature of your choice that you can
Blood Frenzy. Once on each of your turns when you hit a see. If the attack hits, its target takes extra necrotic damage
creature with a weapon attack, you can expend one Hit Die to equal to one roll of the expended Hit Die + your Rage
deal necrotic damage to the target, in addition to the Damage bonus. If you expended a Blood Die to use this blood
weapon’s damage. You roll the Hit Die, and the extra damage art, the extra necrotic damage to the attack's target increases
to the target is equal to the number rolled. If you expended a by an amount equal to your Constitution modifier.
Blood Die to use this blood art, the extra necrotic damage to
the target increases by an amount equal to your Constitution Sanguine Behemoth
modifier. 14th-level Path of Sanguine Fury feature
Bloodrage. Hemomancy has augmented your inner rage. When you roll one of your Hit Dice or Blood Dice and the
At the start of your turn while raging, you can choose to take number rolled is less than your Constitution modifier, you
necrotic damage equal to your Constitution modifier can use your Constitution modifier instead of the roll. When
(minimum of 1 damage) , which can't be reduced in any way. you do so, the roll on a Hit Die or Blood Die can't be higher
If you do, your Rage Damage bonus increases by +1 until the than the die's maximum, even if your Constitution modifier is
end of your turn. When you reach 10th level in this class and higher. In addition, you learn the following blood art:
use this blood art, your Rage Damage bonus increases by +2 Relentless Bloodreaver. When you make a saving throw,
instead. you can expend one Hit Die, rolling it and adding the number
Scarlet Consumption. When a creature within 10 feet of rolled to the saving throw's total (no action required) . If you
you is reduced to 0 hit points, you can use your reaction to expend a Blood Die to use this blood art and you succeed on
gain temporary hit points equal to the target's Constitution the Constitution saving throw of your Relentless Rage
modifier (a minimum of 1 temporary hit point) . When you do feature, you also regain hit points equal to the number rolled
so, you can also expend one Hit Die, rolling it and gaining + your Constitution modifier immediately after you drop to 1
additional temporary hit points equal to the number rolled. hit point.
Hemomantic Soul Creatures With Blood
6th-level Path of Sanguine Fury feature
You gain resistance to necrotic damage. In addition, you You might encounter creatures that do not have blood. It is up
learn the following blood art: to the GM's discretion to decide whether a creature has blood
Hemosurge. When you enter your rage, or as a bonus and therefore can be targeted or affected by hemomancy, but
action while you're raging, you can unleash a pulse of most beasts, dragons, giants and humanoids need blood to
hemomantic energy. You expend one Hit Die, rolling it, and live. Celestial, fey and fiends also have blood or some other
each creature of your choice that you can see within 30 feet type of magical ichor that sustains them, as do aberrations,
of you must succeed on a Constitution saving throw or take
necrotic damage equal to the number rolled. If you expended monstrosities and plants. The typical construct or undead
a Blood Die to use this blood art, creatures that fail their creature does not have blood or some other vital fluid and
saving throw to resist its effect take necrotic damage equal to should be unaffected by hemomancy or similar features.
the number rolled + your Constitution modifier instead. However, the GM can make exceptions to this, and rule for

example, that an undead creature such as a freshly fed vampire

does count as a creature with blood, or that a creature that is

neither construct nor undead, does not possess blood.

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Path of the Shaman Shamanic Trance
3rd-level Path of the Shaman feature
Shrouded in mystery, barbarians who follow the Path of the Your inner fury finds balance within the primal forces of
Shaman are champions of nature, expertly melding their nature. While raging, you can cast any druid spells you know,
unbridled fury with primordial magic. They often guard but you can't maintain concentration on any of them. If you
druidic groves and places of potent natural magic, and are cast a druid spell of 1st-level or higher on your turn, your rage
known to enter trances that allow them to draw on the continues even if you do not take or deal damage to a hostile
strength of the wilds. creature on that turn.
Such barbarians are viewed as guides of entire tribes or In addition, when you cast a druid spell that deals damage
settlements, and they often serve as conduits between the while raging, you can add your Rage Damage bonus to one
common folk and spirits, maintaining harmony. damage roll of that spell.
Shamanic Magic Shamanic Spellcasting
3rd-level Path of the Shaman feature Barbarian Cantrips Spells —Spell Slots per Spell Level—
You learn how to channel and draw on the power of nature Level Known Known 1st 2nd 3rd 4th
to cast spells. 3rd 3 3 2 — — —
Cantrips. You learn three cantrips: druidcraft and two
other cantrips of your choice from the druid spell list. You 4th 3 4 3 — — —
learn another druid cantrip of your choice at 10th level. 5th 3 4 3 — — —
Spell Slots. The Shamanic Spellcasting table shows how 6th 3 4 3 — — —
many spell slots you have to cast your druid spells of 1st level
and higher. To cast one of these spells, you must expend a 7th 3 5 4 2 — —
slot of the spell's level or higher. You regain all expended spell 8th 3 6 4 2 — —
slots when you finish a long rest.
For example, if you know the 1st-level spell thunderwave 9th 3 6 4 2 — —
and have a 1st-level and a 2nd-level spell slot available, you 10th 4 7 4 3 — —
can cast cure thunderwave using either slot. 11th 4 8 4 3 — —
Spells Known of 1st-Level and Higher. You know three
1st-level druid spells of your choice. 12th 4 8 4 3 — —
The Spells Known column of the Shamanic Spellcasting 13th 4 9 4 3 2 —
table shows when you learn more druid spells of 1st level or 14th 4 10 4 3 2 —
higher. Each of these must be of a level for which you have
spell slots. For instance, when you reach 7th level in this 15th 4 10 4 3 2 —
class, you can learn one new spell of 1st or 2nd level. 16th 4 11 4 3 3 —
Whenever you gain a level in this class, you can replace one
of the druid spells you know with another spell of your choice 17th 4 11 4 3 3 —
from the druid spell list. The new spell must be of a level for 18th 4 11 4 3 3 —
which you have spell slots. 19th 4 12 4 3 3 1
Spellcasting Ability. Wisdom is your spellcasting ability
for your druid spells. Your magic comes from your esoteric 20th 4 13 4 3 3 1
connection with primal, natural forces. You use your Wisdom
whenever a spell refers to your spellcasting ability. In

addition, you use your Wisdom modifier when setting the

saving throw DC for a druid spell you cast and when making
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Wisdom modifier
Spell attack modifier = your proficiency bonus + your
Wisdom modifier
Ritual Casting. You can cast a druid spell as a ritual if that
spell has the ritual tag and you know the spell.
Spellcasting Focus. You can use a druidic focus as a
spellcasting focus for your druid spells.
Druidic
3rd-level Path of the Shaman feature
You learn Druidic, the secret language of druids. You can
speak the language and use it to leave hidden messages. You
and others who know this language automatically spot such a
message. Others spot the message's presence with a
successful DC 15 Wisdom (Perception) check but can't
decipher it without magic.

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Primal Wrath Path of the Berserker (Revised)

6th-level Path of the Shaman feature For barbarians walking the Path of the Berserker, violence is
You 've learnt how to meld your magic with warfare, even the solution to most problems. These warriors possess an
when letting your fury take over. Whenever you take the unmatched fury even among other barbarians, losing
Attack action on your turn while raging, you can cast one of themselves in bloodshed and the chaos of battle without
your druid cantrips in place of one of your attacks. regard for their own health or survival.
In addition, when you use your Reckless Attack feature on
your turn, you also gain advantage on all spell attack rolls Frenzied Rage
using Wisdom during this turn. 3rd-level Path of the Berserker feature
When you enter your rage, or as a bonus action on your
Elder Shaman subsequent turns while raging, you can go into a Frenzied
10th-level Path of the Shaman feature Rage. Until your rage ends, whenever you take the Attack
You 've mastered your shamanic trance. You can now action on your turn, you can make an additional melee
maintain concentration on any druid spell you cast while weapon attack as part of that action .
raging. In addition, you gain the following benefits: When your Frenzied Rage ends, you must succeed on a DC
When you take damage from a spell, you can use your 10 Constitution saving throw or suffer one level of
reaction to expend one spell slot and roll a number of exhaustion. Each time you choose to enter a Frenzied Rage
d12s equal to the slot's level, reducing the damage taken after the first, the DC increases by 5. When you finish a long
by the total rolled on those dice + your Wisdom modifier. rest, the DC resets to 10.
You can roll one additional damage die when determining
the extra damage for a critical hit with a spell attack. This Mindless Rage
increases to two additional dice at 13th level and three 6th-level Path of the Berserker feature
additional dice at 17th level. Your inner fury is all consuming, granting you the following
benefits:
Improved Primal Wrath
14th-level Path of the Shaman feature While raging, you ignore the effects of exhaustion.
Your mix shamanic magic and powerful physical blows While raging, you can't be charmed or frightened. If you
effortlessly. When you use your action to cast a druid spell are charmed or frightened when you enter your rage, the
while raging, you can make one weapon attack as a bonus effect is suspended for the duration of the rage.
action. Intimidating Presence

10th-level Path of the Berserker feature

You can strike terror into the hearts of your enemies with

your menacing presence. As a bonus action, choose one

creature that you can see within 30 feet of you. If the creature

can see or hear you, it must succeed on a Wisdom saving

throw (DC equal to 8 + your proficiency bonus + your

Strength modifier) or be frightened of you until the end of

your next turn. On your subsequent turns, you can use a

bonus action to extend the duration of this effect on the

frightened creature until the end of your next turn. This effect

ends if the creature ends its turn out of line of sight or more

than 60 feet away from you.

If you use this feature while in your Frenzied Rage, the

creature you target has disadvantage on the saving throw it

makes to resist its effects. If the creature succeeds on its

saving throw, you can't use this feature on that creature again

for 24 hours.

Relentless Behemoth

14th-level Path of the Berserker feature

You have been forged anew in the flames of warfare,

becoming more resilient than any ordinary mortal. When you

finish a short rest, you can reduce your exhaustion level by 1.

Once you reduce your exhaustion level with this feature, you

can't do it again until you finish a long rest.

In addition, you gain the following benefits:

Retaliation. When you take damage from a creature that is

within 5 feet of you, you can use your reaction to make a

melee weapon attack against that creature.

Unquenchable Fury. While you are in your Frenzied Rage,

your Rage Damage bonus is doubled.


COMPLETE BARBARIAN
8
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COMPLETE BARBARIAN
9
Complete
Barbarian
Unleash your primal rage with this complete
handbook for the barbarian class in 5e.
Created by u/ChronicleOfHeroes

Disclaimer: We don't own any of this wonderful


art. We urge you to check out the great artists
credited below, and support them in any way
possible! The art in this document is copyright
Wizards of the Coast and used under the Fan
Content Policy.

Art Credits in order of appearance:


Front and Back Cover: Kor Warrior - Randy
Vargas
Page 1: Ursine Champion - Alex Konstad
Page 3: Skemfar Avenger - Randy Vargas
Page 5: Dragonkin Berserker - Lie Setiawan
Page 6: Blood Glutton - Anna Podedwornan
Page 7: Shaman of Forgotten Ways - Tyler
Jacobson
Page 8: Stormblood Berserker - Min Yum
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