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Primal Path Surge save DC = 8 + your proficiency bonus + your Strength

Path of the Demon Soul modifier


Surge attack modifier = your proficiency bonus + your
Barbarians who follow this accursed path discover a demonic Strength modifier
presence within themselves, yearning for release. This Surge Slots. The Demonic Surges table shows how many
presence may be the result of a demonic curse, overexposure surge slots you have to use Demonic Surges of 1st level and
to Abyssal magics, or even demonic possession. In any case,
when these barbarians lose control, their fiendish nature higher. To use one of these surges, you must expend a slot of
manifests itself visibly, warping their appearance and the surge's level or higher. You regain all expended Surge
allowing them to unleash an unholy fury upon their foes. Slots when you complete a long rest.
Surges Known of 1st-Level and Higher. You know three
Demonic Surges 1st-level Demonic Surges of your choice from the list
3rd level Path of the Demon Soul feature Demonic Surges section, which starts on the next page.
The dark powers coursing through you give you access to The Surges Known column of the Demon Soul Surges
demonic abilities in the form of Demonic Surges. Demonic table shows when you learn more Demonic Surges of 1st
Surges are supernatural abilities that momentarily boost level or higher.
your combat abilities or create fiendish spell-like effects. You Whenever you gain a level in this class, you can replace one
use your Strength modifier when setting the saving throw DC of the surges you know with another surge of your choice.
for a Demonic Surge and when making an attack roll with This surge must be of a level for which you have surge slots.
one. If you are raging, you may add your rage damage to any
one damage roll made as a result of a Demonic Surge. Using Demon Soul Surges
a Demonic Surge also counts as making an attack that round Barbarian Level Surges Known 1st 2nd 3rd 4th
for the purposes of maintaining your rage. 3rd 3 2 — — —
4th 3 3 — — —
5th 3 3 — — —
6th 4 3 1 ─ ─
7th 4 4 2 — —
8th 5 4 2 — —
9th 5 4 2 — —
10th 6 4 3 1 ─
11th 6 4 3 1 ─
12th 7 4 3 1 ─
13th 7 4 3 2 ─
14th 8 4 3 2 1
15th 8 4 3 2 1
16th 9 4 3 3 1
17th 9 4 3 3 1
18th 10 4 3 3 1
19th 10 4 3 3 2
20th 11 4 3 3 2

Fiendish Resilience
3rd level Path of the Demon Soul feature
Your demonic nature grants you increased resistance to
elemental forces. You now have resistance to lightning, fire,
and cold damage while raging.

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Reckless Surge
6th level Path of the Demon Soul feature
You may apply your Reckless Attack feature to any attacks
you make as part of your Demonic Surges. Additionally, when
you use a Demonic Surge that requires creatures to make a
saving throw, you may choose to force all affected creatures
to make their saving throw with disadvantage. If you do, all While raging this way, whenever a creature makes an
attack rolls against you have advantage and all saving throws attack against you and would have advantage as a result of
you make have disadvantage until the start of your next turn. your Reckless Attack or Reckless Surge features, you can use
your reaction to demoralize that creature, forcing it to make a
Brutal Surge Wisdom saving throw. On a failed save, it loses the advantage
10th level Path of the Demon Soul feature your Reckless Attack or Reckless Surge granted it and
You may apply your Brutal Critical feature to any attacks you instead suffers disadvantage on the attack.
make with your Demonic Surges. Additionally, when you use Creatures immune to being charmed and frightened
your Reckless Surge or Reckless Attack feature, you can automatically pass this save.
choose to have your Demonic Surges ignore all resistances This surge ends if your rage ends, one minute passes, or
and treat all immunity as though it is resistance until the start you enhance your rage with another Demonic Surge.
of your next turn. Doing so causes you to lose all resistances Burning Whip. As part of an Attack action, you can choose
granted by your rage until the start of your next turn. to forgo one of your attacks to summon a burning whip in a
Chaos Conduit
free hand that you can use to immediately make a single
14th level Path of the Demon Soul feature melee spell attack against a creature within 30 feet of you. On
a hit, it deals 3d6 fire damage, and the target must succeed
While raging, you may use a 1st level demonic surge without on a Strength saving throw or be pulled up to 25 feet toward
expending a Surge Slot. You can use this ability only once per you.
rage. The whip disappears immediately after you make this
Demonic Surges attack.
The surges are grouped by surge level and listed Defile Earth. As part of an Attack action, you can choose
alphabetically. to forgo one of your attacks to cause the ground within 10
feet of you to become polluted with demonic ichor. The area
1st Level Surges is corrupted for the next minute, during which time it is
  Abyssal Skulk. As an action, you magically turn invisible. difficult terrain for creatures other than you.
The invisibility lasts for 1 minute or until you attack, make a As an action, you can cause any number of 5-foot-by-5-foot
damage roll, or force a creature to make a saving throw. square areas covered in this ichor to burst with demonic rot,
Arrogant Rage. When you enter a rage or as a bonus which clears that area of the ichor. Any creature standing in
action while raging, you enhance your rage such that you gain the burst must make a Constitution saving throw, taking
a surge of reckless confidence, allowing you to demoralize 3d10 necrotic damage on a failed save, or half as much on a
any who would dare strike you. successful one.

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Demonic Appendages. As a bonus action, choose a damage Hungering Jaws. As part of an Attack action, you can choose
type from piercing, slashing, or bludgeoning damage. You to forgo one of your attacks to attempt to bite a creature
cause your hands to mutate into demonic appendages (such within 5 feet of you with razor-sharp jaws as a melee spell
as claws, tentacles, or skewers) for the next hour or until you attack. On a hit, you deal 2d8 piercing damage, and if the
dismiss this surge as a bonus action. The appendages can be target is a creature, you regain a number of hit points equal to
used as weapons while not holding anything and count as the damage it dealt.
simple melee weapons with the Light property that add your Hypnotic Summons. As part of an Attack action, you can
Strength modifier to attack and damage rolls when you choose to forgo one of your attacks to whisper maddening
attack with them. They each deal 1d10 of the chosen damage words to one creature of your choice within 60 feet of you
type on it. that can hear you, twisting its mind and drawing it toward
Fiendish Horns. As part of an Attack action, you can you. The target must make a Wisdom saving throw. On a
choose to forgo one of your attacks to grow large demonic failed save, it takes 3d6 psychic damage and must
horns and use them to make a single melee spell attack immediately use its reaction, if available, to move as close as
against a target within 5 feet of you. On a hit, it deals 3d8 its speed allows toward you. The creature doesn’t move into
piercing damage, and if the target is a creature and you obviously dangerous ground, such as a fire or a pit. On a
moved at least 20 ft. before making the attack, it must make a successful save, the target takes half as much damage and
Strength saving throw. On a failure, the creature is knocked doesn’t have to move toward you. A deafened creature
prone, and you may push it up to 10 feet away from you. automatically succeeds on the save.
The horns disappear immediately after making this attack. Lightning Blade. As part of an Attack action, you can
Flames of Chaos. As part of an Attack action, you can choose to forgo one of your attacks to create a blade of
choose to forgo one of your attacks to hurl a bolt of iridescent chaotic lighting in a free hand that you can use to
fire at a creature within 100 feet of you as a ranged spell immediately make a single melee spell attack. This attack
attack. On a hit, the target takes 4d6 fire damage and scores a critical hit on a roll of 18 or higher. On a hit, it deals
becomes engulfed in chaotic flames until the end of your next 2d12 lightning damage. The blade disappears immediately
turn. after making this attack.
If the creature takes damage from one of your Demonic Nightmare Rage. When you enter a rage or as a bonus
Surges while covered in these flames, the flames disappear, action while raging, you can enhance your rage by filling your
and that surge deals an additional 1d12 damage as it draws mind with nightmarish visions that you can inflict upon
energy from the fires. others. While raging this way, whenever you hit a creature
Foul Smite. When you hit a creature with a melee weapon with a melee weapon attack or an attack from one of your
attack, you may use a bonus action to deal an additional 2d6 Demonic Surges, you may surround the target with
poison damage. The target must then succeed on a nightmarish visions for the next minute or until you surround
Constitution saving throw or be poisoned until the end of another creature with visions.
your next turn. If the target willingly moves 5 feet before the visions end, it
Fresh Meat. As part of an Attack action, you can choose to must make an Intelligence saving throw, taking 2d6 psychic
forgo one of your attacks to feast on the corpse of one Small damage on a failure, or half as much on a success, and the
or larger creature within 5 feet of you that died within the last visions affecting it end.
minute, causing you to regain a number of hit points equal to This effect ends if your rage ends, one minute passes, or
2d6 + your Strength modifier. you enhance your rage with another Demonic Surge beyond
Hateful Rage. When you enter a rage, or as a bonus action what this ability allows you to maintain.
while raging, you enhance your rage by focusing it into a
hatred for another creature you can see within 90 feet of you.
For the duration of this effect, you deal an extra 1d6 damage
to that creature whenever you hit it with an attack.
This surge ends if your rage ends, one minute passes, or
you enhance your rage with another Demonic Surge.

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Savage Rush. As a bonus action, you draw upon an unholy While under the effects of this rage, the creature can only use
vigor, allowing you to move up to your movement speed its action to make weapon attacks or take the Dash action,
horizontally in a straight line. The first creature you run into and it can no longer cast or maintain concentration on spells.
during this movement must succeed on a Strength saving or The creature can make an Intelligence saving throw at the
be pushed ahead of you for the rest of the movement. If the end of each of its turns, ending the effect on a success.
creature succeeds on the save, or you run into a second Inhuman Grace. As a bonus action, you endow yourself
creature, your movement stops. with such unnatural grace that any you stride past have their
minds rent by the sight of your movements. Until the end of
2nd Level Surges your turn, whenever you move 5 feet away from a creature
Burning Smite. When you hit a creature with a melee that can see you, it takes 2d8 psychic damage. A creature can
weapon attack, you may use a bonus action to deal an only take this damage once per turn.
additional 3d10 fire damage. If you used your Reckless Attack or Reckless Surge
Cruel Revival. As a bonus action, you speak a dark features this turn, your speed also increases by 20 feet until
incantation which awakens the corpse of a Small or Medium the end of the turn.
creature you can see within 30 feet of you that died within the Insanity Gaze. As an action, you turn your madding gaze
last 10 minutes. The corpse immediately stands up and upon a creature you can see within 90 feet of you, forcing it to
becomes a zombie (the statistics for zombies can be found in make a Wisdom saving throw. On a failure, it must use its
the Monster Manual), and it gains a bonus to its attack and movement on its next turn to move within 5 feet of a creature
damage rolls equal to your Strength ability modifier. In of your choice and then use its action to make a melee attack
combat, the zombie shares your initiative count. against that creature. If it is unable to reach the chosen
While the zombie is within 60 feet of you, you can use a creature, it does not use its action that turn.
bonus action to mentally command it to do your bidding. If it Malevolent Flame. As an action, you create an area of
receives no such commands, it takes no actions and does not flame that fills a 5-foot cube in front of you and move it out 30
move. ft. away from you, where it remains until the end of your next
The zombie crumbles to dust after 10 minutes. turn, at which point the flame moves toward your current
Demonic Eyes. As an action, you cause your eyes to take location. The flame disappears after reaching you or moving
on demonic traits and appearance. For the next 8 hours, you 30 ft. toward you.
gain darkvision out to 120 and areas of dim light are not Whenever the flame moves into the space of a creature
considered lightly obscured to you. other than you, or a creature other than you ends its turn
Horror Nimbus. As an action, you magically emit standing in the flame, that creature must make a Dexterity
scintillating, multicolored light. Each creature of your choice saving throw. On a failed save, the creature takes 3d6 fire
within 15 feet of that you that can see the light must succeed damage, and on a pass, it takes half as much.
on a Wisdom saving throw or be frightened of you until the The flame ignites any flammable objects in the area that
end of your next turn and must immediately use its reaction, aren’t being worn or carried.
if available, to move as far as its speed allows away from you.
The creature doesn’t move into obviously dangerous ground,
such as a fire or a pit.
Indestructible Rage. When you enter a rage, or as a
bonus action while raging, you enhance your rage to
make yourself nearly indestructible. While this effect
lasts, you have an advantage on Constitution checks
and saving throws and resistance to all damage
except radiant damage.
This effect ends if your rage ends, one minute
passes, or you enhance your rage with another
Demonic Surge.
Inflicted Rage. When you enter a rage, or as a
bonus action while raging, you enhance your rage
by attempting to psychically inflict another creature
within 120 feet of you with it. That creature must
succeed on an Intelligence saving throw or be
subjected to this rage for one minute, until your
rage ends, or until you enhance your rage with
another surge.

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Torturous Claws. As an action, two razor-sharp clawed
limbs grow from you and strike at nearby foes. Make two
melee spells attacks against targets within 5 feet of you. On a
hit, a target takes 2d10 slashing damage and can’t take
reactions until the start of its next turn as it is racked with
pain. 3rd Level Surges
If both attacks made this way hit the same target, it is Cackling Flail. As an action, you choose a point you can see
afflicted with even more intense pain, forcing it to make a within 15 feet of you and conjure a three-headed demonic
Constitution saving throw. It takes an additional 3d10 psychic flail made of cackling skulls in a free hand which you use to
damage on a failed save or half as much on a success. make three melee spell attacks against up to three different
The limbs disappear immediately after you make the creatures who are within 15 feet of the chosen point. On a
attacks with them. hit, an attack from this flail deals 3d8 thunder damage.
Unholy Stench. As an action, you cause a foul smell to If one or more of the creatures hit by the flail is reduced to
emanate out to a 10-foot radius around yourself. Each 0 hit points, you may immediately make another attack with it
creature other than you in that area must make a against each of the remaining targets who still have 1 or
Constitution saving throw. On a failed save, a creature takes more hit points. If this second set of attacks reduces another
2d6 poison damage and is poisoned until the end of your next creature to 0 hit points, you may repeat the process.
turn. While poisoned in this way, the target can't take Once you can no longer make any attacks, the flail
reactions, and on each of its turns, it must choose whether it disappears.
gets a move, an action, or a bonus action. On a successful Contaminating Rage. When you enter a rage, or as a
save, a creature takes half as much damage and isn’t bonus action while raging, you enhance your rage to channel
poisoned. it into a stream of demonic corruption that oozes into a 15-
Spew Bile. As an action, you spew forth a stream of foot radius area centered on yourself. This area moves with
corrosive bile. Each creature in a 15-foot cone in front of you you, and you can designate any number of creatures you can
takes 4d4 acid damage and must make a Dexterity saving see to be unaffected by it.
throw. On a failed save, a creature is covered in acid, causing When a creature you haven’t designated enters the affected
it to take another 4d4 acid damage at the end of its next turn area for the first time on a turn or starts its turn there, it must
unless a creature uses its action to scrape or wash the acid make a Constitution saving throw. On a failed save, the
off of it beforehand. On a successful save, a creature is not creature takes 3d8 poison damage, and its speed is halved
covered in acid and takes no additional damage at the end of while it remains in the area. On a successful save, the
its next turn. creature takes half as much damage and its speed isn’t
Rampaging Rage. When you enter a rage, or as a bonus reduced.
action while raging, you enhance your rage with an insatiable The contaminated area disappears if your rage ends, one
bloodlust. While under this effect, up to once on each of your minute passes, or you enhance your rage with another
turns, when you reduce a creature to 0 hit points with a Demonic Surge.
melee attack or a Demonic Surge, you gain an additional Dark Flight. As an action, you cause wings to spring from
action. This action can only be used to take a Dash action or your back granting you flying speed of 60 feet for the next 10
an Attack action to make one weapon attack. minutes. If the effect ends while you are in the air, you
This effect ends if your rage ends, one minute passes, or immediately begin falling unless some other effect prevents
you enhance your rage with another Demonic Surge. this.

5
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Devour. As an action, your jaw unhinges, and you attempt to Warp Flesh. As an action, you target a creature you can
magically swallow a Medium or smaller creature within 5 see within 5 feet of you and warp its body with chaotic
feet of you that you can see. That creature must succeed on a magics. It must make a Charisma saving throw or become
Dexterity saving throw or be swallowed by you. A swallowed brittle until the end of your next turn. While a creature is
creature is blinded and restrained, it has total cover against brittle, any attack that hits the creature is a critical hit. Effects
attacks and other effects outside you, and it takes 3d4 acid and spells that remove the paralyzed condition will remove
damage at the start of each of your turns. the brittle condition.
The creature is swallowed until you lose your Warp Jump. As an action, you teleport, along with any
concentration (as if you were concentrating on a spell, except equipment you are wearing or carrying, up to 100 feet to an
it can be maintained while raging). If you lose concentration, unoccupied space you can see. Before or after teleporting,
the swallowed creature is regurgitated and falls prone into a you can make one attack as part of this action.
space of your choice within 5 feet of you.
Ecstatic Smite. When you hit a creature with a melee 4th Level Surges
weapon attack, you may use a bonus action to deal an Bellow of Endless Fury. As an action, you unleash a roar of
additional 4d8 psychic damage to it as you subject it to fiery rage in a 60-foot cone. Each creature in the cone must
overwhelming bliss. Additionally, the target must succeed on make a Constitution saving throw. On failed save, a creature
a Wisdom saving throw or be charmed by you until the end of takes 4d6 fire damage and 4d6 thunder damage and is
your next turn. knocked prone. On a successful save, it takes half as much
Eldritch Rage. When you enter a rage, or as a bonus damage and is not knocked prone.
action while raging, you enhance your rage by allowing The fire ignites any flammable objects in the area that
maddening demonic knowledge to flood your mind. For the aren’t being worn or carried.
duration of this effect, you have advantage on all Intelligence
checks and saving throws. Additionally, once per turn, you
may use a 1st level Demonic Surge that replaces one of your
attacks without expending a surge slot.
This effect ends if your rage ends, one minute passes, or
you enhance your rage with another Demonic Surge.
Fire Stomp. As an action, you slam the ground, causing
fire to erupt out from you to a 15-foot radius. Each creature
other than you in that area must make a Dexterity saving
throw. On a failed save, a creature takes 8d6 fire damage. On
a pass, it takes half as much damage.
The fire ignites any flammable objects in the area that
aren’t being worn or carried.
Lightning Lance. As an action, you launch a bolt of
lightning in a 60-foot long 10-foot wide line. Each creature in
the line must make a Dexterity saving throw, taking 6d8
lightning damage on a failed save, or half as much damage on
a successful one.
Manic Rage. When you enter a rage, or as a bonus action
while raging, you channel your rage to the point of manic
insanity, turning yourself into a whirlwind of death. While in
this state, if you make an attack that would have advantage as
a result of your Reckless Attack feature, you can forgo that
advantage to make the same attack against another creature
within 5 feet of the original target and within the attack’s
range. These extra attacks can’t benefit from advantage from
any source or be replaced with Demonic Surges.
This effect ends if your rage ends, one minute passes, or
you modify your rage with another Demonic Surge.
Undying Evil. You gain the demonic ability to escape
death. As an action, you place a ward on yourself that lasts for
8 hours or until you use this surge again. If you die while
under the effects of the ward, your body dissolves into foul
ichor, leaving behind only the equipment you were wearing or
carrying.
After 1 minute, you reform in the unoccupied space closest
to the location where you died. Your soul must be both willing
and able to reform, and you can’t return to life if you died of
old age.
When you reform, you return to life with 1 hit point and the
ward ends.

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Chaotic Smite. When you hit a creature with a melee
weapon attack, you may use a bonus action to deal an
additional 4d10 force damage as you channel raw chaos
through it.
Additionally, the target must succeed on a Charisma saving
throw or suffer one of the random mutations described in the
Mutation Table below until the end of your next turn.
Mutation Table
d6 Mutation Creature Effect
The target can't take reactions, and on
each of its turns it must choose whether
1 Wild Spasms
it gets a move, an action, or a bonus
action; it gets only one of the three.
The target's form becomes unstable.
2 Degeneration The first time it takes damage each turn,
it takes an extra 1d10 force damage.
The target can no longer wield weapons
or cast spells with somatic components
3 Twisted Arms
and it has disadvantage on all weapon
attack rolls. When it makes its first attack on each of its turns, it can
4 Inverted Eyes The target is blinded. decide to attack recklessly. Doing so gives it advantage on
melee weapon attacks, but attack rolls against it have
The target falls prone as its legs can no advantage until its next turn.
5
Gelatinous
Legs
longer support its weight. At the end of
each of its turns, its legs give out again,
If the creature is able to cast spells, it can't cast them or
causing it to fall prone again.
concentrate on them.
The target regains 10 hit points at the Sentient Rage. When you enter a rage, or as a bonus
start of its turn. The target only dies if it action while raging, you enhance your rage by focusing it into
6 Regeneration
starts its turn with 0 hit points and an entirely separate consciousness, which may even form
doesn't regenerate any hit points. itself into a new head that grows from your body. When you
do so, you may choose two Demonic Surges you know that
Limb Storm As an action, you briefly grow extra sets of both enhance your rage and have a combined level of 4 or
demonic limbs which strike out at nearby creatures. You may less. You gain the effects of both those surges until your rage
make up to six melee spell attacks with these limbs as part of ends, one minute passes, or you enhance your rage with
this action, which each deal 1d12 piercing, slashing, or another Demonic Surge.
bludgeoning damage (your choice) on hit. Soul Rend. Your chest cracks open and projects a vortex of
The limbs disappear immediately after you make the life-draining energy out to 30 feet from you. Each creature in
attacks with them. the area must make a Constitution saving throw, taking 5d10
Oozing Rage. When you enter a rage, or as a bonus action necrotic damage on a failed save, or half as much damage on
while raging, you enhance your rage, causing you to grow a successful one. Each creature that is Small or larger and
wobbling mounds of slime and flesh, which seal your wounds dropped to 0 hit points by this effect dies, causing you to
as you receive them. For the duration of this effect, you gain a regain hit points equal to the number of hit dice it had.
+10 to the Constitution saving throw you make as part of Stunning Screech. As an action, you emit a horrific
your Relentless Rage feature, and you regain 1d6 hit points at screech. Each creature within 20 feet of you that can hear it
the start of each of your turns. must succeed on a DC Constitution saving throw or be
This effect ends if your rage ends, one minute passes, or stunned until the end of your next turn.
you modify your rage with another Demonic Surge. Summon Demon. You utter foul abyssal words, calling a
Shared Rage. When you enter a rage, or as a bonus action demon forth from the chaos of the Abyss. Choose a demon of
while raging, you can enhance your rage to inspire it in CR 5 or lower such as a shadow demon or a barlgura. The
another willing creature you can see within 60 feet of you. demon appears in an unoccupied space you can see within
That creature gains the following benefits until your rage 60 feet of you, and it disappears when it drops to 0 hit points
ends, one minute passes, or you enhance your rage with or after 1 hour has passed.
another Demonic Surge: The demon obeys your commands, and in combat, it
shares your initiative count, but it takes its turn immediately
It has advantage on Strength checks and Strength saving after yours. The demon spends its turns pursuing and
throws. attacking the nearest non-demons unless you use a bonus
It has resistance to bludgeoning, piercing, and slashing action on your turn to command it to take a different action.
damage. That action can be one that is listed in its stat block or any
other action that the demon would be capable of.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Demons Soul Barbarian Archetypes
If you have a specific type of demon or demon lord you want Barbarian of Decay
your barbarian to emulate the powers of, you can choose Slot
Demonic Surges that thematically fit with that demon. The Level Surges
following Demonic Surge lists are grouped based on
common demonic themes and demon lords, though you may 1
Defile Earth, Fresh Meat, Foul Smite, Hungering
need to change how you describe of some of the surges to Jaws
better fit the powers associated with your theme. 2 Indestructible Rage, Spew Bile, Unholy Stench
Note that some surges like demonic appendages, demonic
eyes, undying evil, and summon demon are so general that 3 Contaminating Rage, Devour, Warp Flesh
they can thematically fit with almost any type of demon. 4 Oozing Rage, Soul Rend
Barbarian of Change
Slot
Barbarian of Deception
Level Surges Slot
Level Surges
Abyssal Skulk, Flames of Chaos, Hypnotic
1 Abyssal Skulk, Arrogant Rage, Hypnotic
Summons, Nightmare Rage 1
Summons, Nightmare Rage
Inflicted Rage, Insanity Gaze, Horror Nimbus,
2 2 Horror Nimbus, Inflicted Rage, Insanity Gaze
Malevolent Flame
Dark Flight, Eldritch Rage, Manic Rage, Warp Dark Flight, Ecstatic Smite, Eldritch Rage, Manic
3 3
Flesh, Warp Jump Rage
4 Chaotic Smite, Limb Storm, Sentient Rage 4 Sentient Rage, Shared Rage, Stunning Screech

Barbarian of Death Barbarian of Excess


Slot Slot
Level Surges Level Surges
Defile Earth, Fresh Meat, Foul Smite, Hateful Rage, Arrogant Rage, Burning Whip, Fresh Meat,
1 1
Hungering Jaws Hypnotic Summons, Savage Rush
Cruel Revival, Horror Nimbus, Indestructible Rage, Inhuman Grace, Insanity Gaze, Rampaging Rage,
2 2
Insanity Gaze, Unholy Stench Torturous Claws
3 Contaminating Rage, Dark Flight, Devour Ecstatic Smite, Manic Rage, Warp Flesh, Warp
3
Jump
4 Oozing Rage, Soul Rend
4 Limb Storm, Stunning Screech

8
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Barbarian of Fungi
Slot
Level Surges
Arrogant Rage, Defile Earth, Foul Smite, Fresh
1
Meat, Hypnotic Summons, Nightmare Rage
Cruel Revival, Indestructible Rage, Inflicted Rage, Barbarian of The Hunt
2
Inhuman Grace, Insanity Gaze, Unholy Stench, Slot
Contaminating Rage, Ecstatic Smite, Warp Flesh, Level Surges
3
Warp Jump Fiendish Horns, Hateful Rage, Lightning Blade,
1
Sentient Rage, Shared Rage, Soul Rend, Oozing Savage Rush
4
Rage Indestructible Rage, Inflicted Rage, Rampaging
2
Rage
Barbarian of Hedonism 3 Lightning Lance, Manic Rage, Warp Jump
Slot
Level Surges Bellow of Endless Fury, Shared Rage, Stunning
4
Screech
Arrogant Rage, Burning Whip, Fiendish Horns,
1 Flames of Chaos, Hateful Rage, Hypnotic Barbarian of Insanity
Summons
Slot
Burning Smite, Horror Nimbus, Inflicted Rage, Level Surges
2 Inhuman Grace, Insanity Gaze, Malevolent Flame,
Torturous Claws, Rampaging Rage Abyssal Skulk, Arrogant Rage, Flames of Chaos,
1
Hypnotic Summons, Nightmare Rage
Cackling Flail, Dark Flight, Ecstatic Smite, Fire
3 2 Horror Nimbus, Inflicted Rage, Insanity Gaze
Stomp, Manic Rage
4 Shared Rage, Stunner Screech Ecstatic Smite, Eldritch Rage, Manic Rage, Warp
3
Flesh
Barbarian of Hunger 4 Chaotic Smite, Limb Storm, Sentient Rage
Slot
Level Surges Barbarian of Ooze
Fresh Meat, Hateful Rage, Hungering Jaws, Slot
1 Level Surges
Savage Rush
Indestructible Rage, Inflicted Rage, Rampaging Abyssal Skulk, Defile Earth, Foul Smite, Fresh
2 1
Rage Meat

3 Devour, Cackling Flail, Manic Rage, Warp Jump 2 Indestructible Rage, Spew Bile, Unholy Stench

Bellow of Endless Fury, Shared Rage, Stunning 3 Contaminating Rage, Devour, Warp Flesh
4
Screech 4 Chaotic Smite, Limb Storm, Oozing Rage

9
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Barbarian of Rage Demon Soul Adventurers
Slot Below are some options that can be used as inspiration for
Level Surges your barbarian’s backstory and the origin of their powers.
Arrogant Rage, Burning Whip, Fiendish Horns, d12 Demon Soul Origin
1
Hateful Rage, Lightning Blade, Savage Rush
You underwent a dark ritual in exchange for the
Burning Smite, Inflicted Rage, Malevolent Flame, 1
2 power needed to achieve your goals
Rampaging Rage
You hail from a demon worshiping barbarian tribe.
Cackling Flail, Dark Flight, Fire Stomp, Lightning You've abandoned the tribe and their evil ways, but
3 2
Lance, Manic Rage you still wield the dark forces they bestowed upon
4 Bellow of Endless Fury, Shared Rage you.
A gateway to the Abyss opened near your home town.
Barbarian of Spiders 3 You survived the ordeal, but were forever changed by
Slot its demonic energies.
Level Surges You were the subject of dark and bizarre arcane
4
Abyssal Skulk, Defile Earth, Foul Smite, Fresh experiments.
1
Meat, Hungering Jaws, Hypnotic Summons All you remember were fiends attacking your town.
Inhuman Grace, Insanity Gaze, Horror Nimbus, Now, when you're in danger, you black out. When you
2 5
Torturous Claws, Unholy Stench, Spew Bile come to, you're surrounded by bodies and left with
only brief flashes of what happened.
Contaminating Rage, Eldritch Rage, Ecstatic Smite,
3 You took it upon yourself to trap the soul of a demon
Warp Flesh, Warp Jump
6 within yourself, thereby preventing it from returning
Limb Storm, Oozing Rage, Soul Rend, Stunning to the Abyss and reforming.
4
Screech
You were subjected to a fiendish curse which you
7
struggle to keep from consuming your soul.
Barbarian of Vermin
Slot You have fiendish parentage, which you learned about
Level Surges 8 when you came of age and your fiendish traits began
manifesting.
Abyssal Skulk, Defile Earth, Foul Smite, Fresh
1 You've attracted the attention of a demon lord who is
Meat, Hungering Jaws, Lightning Blade
9 bestowing its "gifts" upon you in hopes of corrupting
Insanity Gaze, Rampaging Rage, Torturous Claws, your soul.
2
Unholy Stench
You were once a demon, but sought to escape the
Contaminating Rage, Devour, Eldritch Rage, 10 Abyss and find redemption by reincarnating yourself
3
Lightning Lance, Manic Rage, Warp Jump as a mortal.
4 Oozing Rage, Soul Rend, Stunning Screech You are dedicated to fighting demons by using their
own powers against them, and you've turned yourself
11
into an unrelenting slayer who brings doom to any
fiend you find.
Your powers aren't fiendish in nature, but have some
12 other planar origin, such as Limbo, the Far Realm, or
the Elemental Plane of Fire.

10
Demon Soul Barbarian
NPCs Demon Barbarian Building Tips
The following stat blocks can be used to describe non-player • Don’t add more different types of surges than
characters who are demon soul barbarians or warriors with you need to reach the design goal of your barbarian
similar powers. You can choose the stat block that best aligns • Only having one surge that enhances the
barbarian’s rage makes it a lot easier to manage.
with the power level of the NPC and apply the Demonic • Changing out weapons & skills or modifying
Surges of your choice that best fit the desired theme of the mental stats are a simple ways to help differentiate
NPC, as described in its Demonic Surges feature. You may the look and style of your barbarians.
also opt to provide your NPCs with fewer known surges than • If you give a barbarian the eldritch rage surge, it
the stat block suggests so as to keep its combat options needs to know a surge that can be used in place of
simpler and make it easier for players to learn its attack an attack, and it's best to allow it to use that surge
patterns. as a bonus action while raging. Otherwise, it will
To further customize your NPC, apply the racial traits of rarely get the same resource-saving benefits as a
whichever humanoid race you’ve chosen for it. player from the ability.

Demon Soul Barbarian The barbarian has the following number of surge slots
available to use the Demonic Surges, and regains all
Medium humanoid (any race), any chaotic
expended surge slots after completing a long rest:

Armor Class 16 (Unarmored Defense) 1st Level: 3 Surge Slots


Hit Points 52 (7d8 + 21) 2nd Level: 1 Surge Slot
Speed 40 ft.
Bonus Actions
STR DEX CON INT WIS CHA Rage (Recharges after a Short or Long Rest). The
barbarian enters a rage, gaining the following benefits:
18 (+4) 16 (+3) 16 (+3) 8 (-1) 10 (0) 10 (0)
It has advantage on Strength checks and Strength
saving throws.
Saving Throws Str +6, Con +5
Skills Athletics +6, Intimidation +2, Perception +2, It deals an extra 2 damage with its melee weapon
Survival +2 attacks.
Senses Darkvision 30 ft, passive Perception 12
It has resistance to cold, fire, lightning, bludgeoning,
Languages Common, Abyssal, one other language
piercing, and slashing damage.
Challenge 4 (1,100 XP)         Proficiency Bonus +2
The rage lasts for 1 minute. It ends early if the
Danger Sense. The barbarian has advantage on any barbarian is incapacitated or if its turn ends and it
Dexterity saving throw against an effect that it can see. hasn't attacked a hostile creature, forced a hostile
To gain this benefit, it can't be blinded, deafened, or creature to make a saving throw, or taken damage since
incapacitated. its last turn.
Reckless. At the start of its turn, the barbarian can gain Actions
advantage on all melee attack rolls it makes during that
Multiattack. The barbarian makes two attacks.
turn, but attack rolls against it have advantage until the
start of its next turn. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Demonic Surges. The barbarian knows 4 Demonic one target. Hit: 10 (1d12 + 4) slashing damage.
Surges of your choice from the Demonic Surge list of Handaxe. Melee or Ranged Weapon Attack: +6 to hit,
the Demon Soul Barbarian Subclass. The surges have a reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 +
Save DC of 14 and +6 to hit with their attacks. 4) slashing damage.

11
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Demon Soul Ascendant The barbarian has the following number of surge slots
available to use the Demonic Surges, and regains all
Medium humanoid (any race), any chaotic
expended surge slots after completing a long rest:

Armor Class 17 (Unarmored Defense) 1st Level: 4 Surge Slots


Hit Points 153 (18d8 + 72) 2nd Level: 3 Surge Slot
Speed 40 ft.
3rd Level: 1 Surge Slot

STR DEX CON INT WIS CHA Bonus Actions


Rage (Recharges after a Short or Long Rest). The
20 (+5) 16 (+3) 18 (+4) 10 (0) 10 (0) 10 (0)
barbarian enters a rage, gaining the following benefits:
Saving Throws Str +8, Con +7 It has advantage on Strength checks and Strength
Skills Athletics +8, Intimidation +3, Perception +3, saving throws.
Survival +3
It deals an extra 3 damage with its melee weapon
Senses passive Perception 13
attacks.
Languages Common, Abyssal, one other language
Challenge 8 (3,900 XP)         Proficiency Bonus +3 It has resistance to cold, fire, lightning, bludgeoning,
piercing, and slashing damage.
Danger Sense. The barbarian has advantage on any
The rage lasts for 1 minute. It ends early if the
Dexterity saving throw against an effect that it can see.
To gain this benefit, it can't be blinded, deafened, or barbarian is incapacitated or if its turn ends and it
incapacitated. hasn't attacked a hostile creature, forced a hostile
creature to make a saving throw, or taken damage since
Reckless. At the start of its turn, the barbarian can gain its last turn.
advantage on all melee attack rolls it makes during that
turn, but attack rolls against it have advantage until the
Actions
start of its next turn. Multiattack. The barbarian makes two attacks.
Demonic Surges. The barbarian knows 6 Demonic Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Surges of your choice from the Demonic Surge list of one target. Hit 11 (1d12 + 5) slashing damage.
the Demon Soul Barbarian Subclass. The surges have a
Save DC of 16 and +8 to hit with their attacks. Handaxe. Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 +
5) slashing damage.

12
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Demon Soul Champion The barbarian has the following number of surge slots
available to use the Demonic Surges, and regains all
Medium humanoid (any race), any chaotic
expended surge slots after completing a long rest:

Armor Class 19 (Unarmored Defense) 1st Level: 4 Surge Slots


Hit Points 190 (20d8 + 100) 2nd Level: 3 Surge Slot
Speed 40 ft.
3rd Level: 2 Surge Slots
4th Level: 1 Surge Slot
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 10 (0) 10 (0) 10 (0) Bonus Actions
Rage (Recharges after a Short or Long Rest). The
Saving Throws Str +9, Con +9 barbarian enters a rage, gaining the following benefits:
Skills Athletics +9, Intimidation +4, Perception +4,
It has advantage on Strength checks and Strength
Survival +4
saving throws.
Senses passive Perception 14
Languages Common, Abyssal, one other language It deals an extra 4 damage with its melee weapon
Challenge 12 (8,400 XP)         Proficiency Bonus +4 attacks.
It has resistance to cold, fire, lightning, bludgeoning,
Danger Sense. The barbarian has advantage on any piercing, and slashing damage.
Dexterity saving throw against an effect that it can see.
To gain this benefit, it can't be blinded, deafened, or The rage lasts for 1 minute. It ends early if the
incapacitated. barbarian is incapacitated or if its turn ends and it
hasn't attacked a hostile creature, forced a hostile
Reckless. At the start of its turn, the barbarian can gain creature to make a saving throw, or taken damage since
advantage on all melee attack rolls it makes during that its last turn.
turn, but attack rolls against it have advantage until the
start of its next turn. Actions
Demonic Surges. The barbarian knows 8 Demonic Multiattack. The barbarian makes two attacks.
Surges of your choice from the Demonic Surge list of
the Demon Soul Barbarian Subclass. Additionally, once Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft.,
per turn, the barbarian can use a surge of 3rd level or one target. Hit: 11 (1d12 + 5) slashing damage.
lower in place of an attack that’s part of an attack Handaxe. Melee or Ranged Weapon Attack: +9 to hit,
action. The surges have a Save DC of 17 and +9 to hit reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 +
with their attacks. 5) slashing damage.

13
Demon Soul Barbarian
Examples
The following is a list of example stat blocks made using the
demon soul barbarian templates. The barbarian examples
don’t always know as many surges as their template stat
block suggests. Rather than using surge slots, the different
demonic surge abilities each have a certain number of uses.
Other modifications include tweaking non-combat stats,
swapping out weapons, or replacing the rage feature with the
one enhanced by a known demonic surge. All these changes
are made to enhance the theme of the barbarian and
streamline its stat block for readability.

Barbarian of Rot Indestructible Rage (Recharges after a Short or Long Rest).


The barbarian enters a rage, gaining the following
Medium humanoid (any race), chaotic evil
benefits:

Armor Class 18 (Unarmored Defense, Shield) It has advantage on Strength and Constitution checks,
Hit Points 52 (7d8 + 21) as well as Strength and Constitution saving throws.
Speed 40 ft. It deals an extra 2 damage with its melee weapon
attacks.
STR DEX CON INT WIS CHA It has resistance to all damage except radiant damage.
18 (+4) 16 (+3) 16 (+3) 8 (-1) 12 (+1) 8 (-1) The rage lasts for 1 minute. It ends early if the
barbarian is incapacitated or if its turn ends and it
Saving Throws Str +6, Con +5 hasn't attacked a hostile creature, forced a hostile
Skills Athletics +6, Intimidation +1, Perception +3, creature to make a saving throw, or taken damage since
Survival +3 its last turn.
Senses passive Perception 13 Actions
Languages Common, Abyssal, one other language
Challenge 4 (1,100 XP)         Proficiency Bonus +2 Multiattack. The barbarian makes two attacks. It can use
Defiled Earth in place of any of the attacks.
Danger Sense. The barbarian has advantage on any Flail. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Dexterity saving throw against an effect that it can see. target. Hit: 8 (1d8 + 4) bludgeoning damage.
To gain this benefit, it can't be blinded, deafened, or
incapacitated. Defile Earth (2/Day). The barbarian causes the ground
within 10 feet of it to become polluted with demonic
Reckless. At the start of its turn, the barbarian can gain ichor. The area is corrupted for the next minute, during
advantage on all melee attack rolls it makes during that which time it is difficult terrain for creatures other than
turn, but attack rolls against it have advantage until the it.
start of its next turn.
Ichor Burst. The barbarian causes any number of 5-foot-
Bonus Actions by-5-foot square areas covered in the ichor created by
its Defile Earth ability to burst with demonic rot, which
Foul Smite. (1/day) When the barbarian hits with a clears that area of the ichor. Any creature standing in
melee weapon attack, it deals an additional 7 (2d6) the burst must make a DC 14 Constitution saving
poison damage. Additionally, the target must succeed throw, taking 16 (3d10) necrotic damage on a failed
on a DC 14 Constitution saving throw or be poisoned save, or half as much on a successful one.
until the end of the barbarian's next turn.

14
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Ascendant Barbarian of A stream of demonic corruption that oozes into a 15-
foot radius area centered on itself. This area moves
Rot with it, and it can designate any number of creatures
you can see to be unaffected by it.
Medium humanoid (any race), chaotic evil
When a creature it hasn’t designated enters the
affected area for the first time on a turn or starts its
Armor Class 19 (Unarmored Defense, Shield) turn there, it must make a DC 16 Constitution saving
Hit Points 153 (18d8 + 72) throw. On a failed save, the creature takes (13) 3d8
Speed 40 ft poison damage, and its speed is halved while it
remains in the area. On a successful save, the
creature takes half as much damage and its speed
STR DEX CON INT WIS CHA isn’t reduced.
20 (+5) 16 (+3) 18 (+4) 8 (-1) 12 (+1) 8 (-1)
The rage lasts for 1 minute. It ends early if the
barbarian is incapacitated or if its turn ends and it
Saving Throws Str +8, Con +7 hasn't attacked a hostile creature, forced a hostile
Skills Athletics +8, Intimidation +2, Perception +4, creature to make a saving throw, or taken damage since
Survival +4 its last turn.
Senses passive Perception 14
Languages Common, Abyssal, one other language Foul Smite. (2/day) When the barbarian hits with a
Challenge 8 (3,900 XP)         Proficiency Bonus +3 melee weapon attack, it deals an additional 7 (2d6)
poison damage. Additionally, the target must succeed
Danger Sense. The barbarian has advantage on any on a DC 16 Constitution saving throw or be poisoned
Dexterity saving throw against an effect that it can see. until the end of the barbarian's next turn.
To gain this benefit, it can't be blinded, deafened, or
incapacitated. Actions
Multiattack. The barbarian makes two attacks. It can use
Reckless. At the start of its turn, the barbarian can gain Defiled Earth in place of any of the attacks.
advantage on all melee attack rolls it makes during that
turn, but attack rolls against it have advantage until the Flail. Melee Weapon Attack: +8 to hit, reach 5 ft., one
start of its next turn. target. Hit: 9 (1d8 + 5) bludgeoning damage.
Bonus Actions Defiled Earth (2/Day). The barbarian causes the ground
within 10 feet of it to become polluted with demonic
Contaminating Rage (Recharges after a Short or Long ichor. The area is corrupted for the next minute, during
Rest). The barbarian enters a contaminating rage, which time it is difficult terrain for creatures other than
gaining the following benefits: it.
It has advantage on Strength checks and Strength Ichor Burst. The barbarian causes any number of 5-foot-
saving throws. by-5-foot square areas covered in the ichor created by
It deals an extra 3 damage with its melee weapon its Defile Earth ability to burst with demonic rot, which
attacks. clears that area of the ichor. Any creature standing in
the burst must make a DC 16 Constitution saving
It has resistance to cold, fire, lightning, bludgeoning, throw, taking 16 (3d10) necrotic damage on a failed
piercing, and slashing damage. save, or half as much on a successful one.
Unholy Stench. (3/Day) As an action, the barbarian
causes a foul smell to emanate out to a 10-foot radius
around itself. Each creature other than it in that area
must make a DC 16 Constitution saving throw. On a
failed save, a creature takes 7 (2d6) poison damage and
is poisoned until the end of its next turn. While
poisoned in this way, the target can't take reactions,
and on each of its turns, it must choose whether it gets
a move, an action, or a bonus action. On a successful
save, a creature takes half as much damage and isn't
poisoned.

15
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Barbarian of Excess Inhuman Grace (1/day). The barbarian endows itself with
such unnatural grace that any it strides past have their
Medium humanoid (any race), chaotic evil
minds rent by the sight of its movements. Until the end
of its turn, whenever it moves 5 feet away from a
Armor Class 16 (Unarmored Defense) creature that can see it, that creature takes 2d8 psychic
Hit Points 52 (7d8 + 21) damage. A creature can only take this damage once per
Speed 40 ft turn.
If the barbarian used its Reckless Attack feature this
STR DEX CON INT WIS CHA turn, its speed also increases by 20 feet until the end of
the turn.
18 (+4) 16 (+3) 16 (+3) 8 (-1) 8 (-1) 12 (+1)
Actions
Saving Throws Str +6, Con +5 Multiattack. The barbarian makes two attacks. It can use
Skills Athletics +6, Deception +3, Intimidation +3, Hypnotic Summons in place any of the attacks.
Perception +1
Senses passive Perception 11 Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft.,
Languages Common, Abyssal, one other language one target. Hit: 9 (1d10 + 4) slashing damage.
Challenge 4 (1,100 XP)     Proficiency Bonus +2
Hypnotic Summons. (2/day). The barbarian whispers
maddening words to one creature of its choice within
Danger Sense. The barbarian has advantage on any 60 feet of it that can hear it, twisting the creature's
Dexterity saving throw against an effect that it can see. mind and drawing it toward the barbarian. The target
To gain this benefit, it can't be blinded, deafened, or must make a DC 14 Wisdom saving throw. On a failed
incapacitated. save, it takes 10 (3d6) psychic damage and must
Reckless. At the start of its turn, the barbarian can gain immediately use its reaction, if available, to move as
advantage on all melee attack rolls it makes during that close as its speed allows toward the barbarian. The
turn, but attack rolls against it have advantage until the creature doesn't move into obviously dangerous
start of its next turn. ground, such as a fire or a pit. On a successful save, the
target takes half as much damage and doesn't have to
Bonus Actions move toward the barbarian. A deafened creature
automatically succeeds on the save.
Arrogant Rage. (Recharges after a Short or Long Rest). The
barbarian enters an arrogant rage, gaining the following Reactions
benefits:
Demoralize. If the barbarian is raging and has used its
It has advantage on Strength checks and Strength Reckless feature since the start of its last turn, in
saving throws. response to a creature making an attack against it, it
attempts to demoralize that creature, forcing it to make
It deals an extra 2 damage with its melee weapon
a Wisdom saving throw. On a failed save, the attacking
attacks.
creature loses the advantage it gained from the
It has resistance to cold, fire, lightning, bludgeoning, barbarian using its Reckless feature and instead suffers
piercing, and slashing damage. disadvantage on the attack. Creatures immune to being
charmed and frightened automatically pass this save.
The rage lasts for 1 minute. It ends early if the
barbarian is incapacitated or if its turn ends and it
hasn't attacked a hostile creature, forced a hostile
creature to make a saving throw, or taken damage since
its last turn.

16
Ascendant Barbarian of It has resistance to cold, fire, lightning, bludgeoning,
piercing, and slashing damage.
Excess If the barbarian makes an attack that would have
Medium humanoid (any race), chaotic evil advantage as a result of its reckless feature, it can
forgo that advantage to make the same attack against
Armor Class 17 (Unarmored Defense) another creature within 5 feet of the original target
Hit Points 153 (18d8 + 72) and within the attack’s range. These extra attacks
Speed 40 ft can’t benefit from advantage from any source.
The rage lasts for 1 minute. It ends early if the
barbarian is incapacitated or if its turn ends and it
STR DEX CON INT WIS CHA
hasn't attacked a hostile creature, forced a hostile
20 (+5) 16 (+3) 18 (+4) 8 (-1) 8 (-1) 12 (+1) creature to make a saving throw, or taken damage since
its last turn.
Saving Throws Str +8, Con +7
Skills Athletics +8, Deception +4, Intimidation +4,
Actions
Perception +2 Multiattack. The barbarian makes two attacks. It can use
Senses passive Perception 12 Hypnotic Summons in place of any of the attacks. If
Languages Common, Abyssal, one other language two Painful Rend attacks hit the same creature, that
Challenge 8 (3,900 XP)     Proficiency Bonus +3 creature must make a DC 16 Constitution saving,
taking 16 (3d10) psychic damage on a failure, or half as
Danger Sense. The barbarian has advantage on any much on a success.
Dexterity saving throw against an effect that it can see.
Glaive. Melee Weapon Attack: +8 to hit, reach 10 ft.,
To gain this benefit, it can't be blinded, deafened, or one target. Hit: 10 (1d10 + 5) slashing damage.
incapacitated.
Painful Rend. (6/Day) Melee Spell Attack: +8 to hit,
Reckless. At the start of its turn, the barbarian can gain reach 5 ft., one target. Hit: 11 (2d10) slashing damage
advantage on all melee attack rolls it makes during that and the target can’t take reactions until the start of its
turn, but attack rolls against it have advantage until the next turn.
start of its next turn.
Hypnotic Summons. (4/day) The barbarian whispers
Bonus Actions maddening words to one creature of its choice within
60 feet of it that can hear it, twisting the creature's
Manic Rage. (Recharges after a Short or Long Rest). The mind and drawing it toward the barbarian. The target
barbarian enters a manic rage, gaining the following must make a DC 16 Wisdom saving throw. On a failed
benefits: save, it takes 10 (3d6) psychic damage and must
It has advantage on Strength checks and Strength immediately use its reaction, if available, to move as
saving throws. close as its speed allows toward the barbarian. The
creature doesn't move into obviously dangerous
It deals an extra 3 damage with its melee weapon ground, such as a fire or a pit. On a successful save, the
attacks. target takes half as much damage and doesn't have to
move toward the barbarian. A deafened creature
automatically succeeds on the save.

17
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Barbarian of Change Whenever the barbarian hits a creature with a melee
weapon attack, it may surround the target with
Medium humanoid (any race), chaotic evil
nightmarish visions for the next minute or until it
surrounds another creature with visions. If the target
Armor Class 18 (Unarmored Defense, shield) willingly moves 5 feet before the visions end, it must
Hit Points 52 (7d8 + 21) make a DC 14 Intelligence saving throw, taking 5
Speed 40 ft (1d10) psychic damage on a failure, or half as much
on a success, and the visions affecting it end.
STR DEX CON INT WIS CHA The rage lasts for 1 minute. It ends early if the
barbarian is incapacitated or if its turn ends and it
18 (+4) 16 (+3) 16 (+3) 12 (+1) 8 (-1) 8 (-1)
hasn't attacked a hostile creature, forced a hostile
creature to make a saving throw, or taken damage since
Saving Throws Str +6, Con +5 its last turn.
Skills Arcana +3, Athletics +6, Intimidation +1,
Perception +1 Actions
Senses passive Perception 11 Multiattack. The barbarian makes two attacks. It can use
Languages Common, Abyssal, one other language Flames of Chaos in place of any of the attacks.
Challenge 4 (1,100 XP)         Proficiency Bonus +2
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Danger Sense. The barbarian has advantage on any one target. Hit: 8 (1d8 + 4) slashing damage.
Dexterity saving throw against an effect that it can see.
Flames of Chaos (2/day). Ranged Spell Attack: +6 to hit,
To gain this benefit, it can't be blinded, deafened, or range 100 ft., one target. Hit: 14 (4d6) fire damage the
incapacitated.
target becomes engulfed in chaotic flames until the
Reckless. At the start of its turn, the barbarian can gain end of the barbarian's next turn. If the creature takes
advantage on all melee attack rolls it makes during that fire damage from one of the barbarian's abilities while
turn, but attack rolls against it have advantage until the covered in these flames, the flames disappear, and the
start of its next turn. creature takes an additional 6 (1d12) fire damage.
Malevolent Flame (1/day). The barbarian creates an area
Bonus Actions of flame that fills a 5-foot cube in front of it and moves
Nightmare Rage (Recharges after a Short or Long Rest). it out 30 ft. away from itself, where the flame remains
The barbarian enters a nightmare rage, gaining the until the end of the barbarian's next turn, at which point
following benefits: the flame moves toward the barbarian's current
location. The flame disappears after reaching the
It has advantage on Strength checks and Strength barbarian or moving 30 ft. towards it.
saving throws. Whenever the flame moves into the space of a creature
It deals an extra 2 damage with its melee weapon other than the barbarian, or a creature other than the
attacks. barbarian ends its turn standing in the flame, that
creature must make a DC 14 Dexterity saving throw.
It has resistance to cold, fire, lightning, bludgeoning, On a failed save, the creature takes 10 (3d6) fire
piercing, and slashing damage. damage, and on a pass, it takes half as much.
The flame ignites any flammable objects in the area that
aren’t being worn or carried.

18
Ascendant Barbarian of It has resistance to cold, fire, lightning, bludgeoning,
piercing, and slashing damage.
Change The barbarian can use its Flames of Chaos attack once
Medium humanoid (any race), chaotic evil each turn without expending a daily use of the ability
and can make the attack as a bonus action.
Armor Class 19 (Unarmored Defense, shield) The rage lasts for 1 minute. It ends early if the
Hit Points 153 (18d8 + 72) barbarian is incapacitated or if its turn ends and it
Speed 40 ft hasn't attacked a hostile creature, forced a hostile
creature to make a saving throw, or taken damage since
its last turn.
STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 12 (+1) 8 (-1) 8 (-1) Actions
Multiattack. The barbarian makes two attacks. It can use
Saving Throws Str +8, Con +7 Flames of Chaos in place of any of the attacks.
Skills Athletics +8, Intimidation +2, Perception +2,
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Arcana +4
Senses passive Perception 12 one target. Hit: 9 (1d8 + 5) slashing damage.
Languages Common, Abyssal, one other language Flames of Chaos. (4/day) Ranged Spell Attack: +8 to hit,
Challenge 8 (3,900 XP)         Proficiency Bonus +3 range 100 ft., one target. Hit: 14 (4d6) 14 (4d6) fire
damage the target becomes engulfed in chaotic flames
Danger Sense. The barbarian has advantage on any until the end of the barbarian's next turn. If the creature
Dexterity saving throw against an effect that it can see. takes fire damage from one of the barbarian's abilities
To gain this benefit, it can't be blinded, deafened, or while covered in these flames, the flames disappear,
incapacitated. and the creature takes an additional 6 (1d12) fire
damage.
Reckless. At the start of its turn, the barbarian can gain
advantage on all melee attack rolls it makes during that Malevolent Flame. (3/day) The barbarian creates an area
turn, but attack rolls against it have advantage until the of flame that fills a 5-foot cube in front of it and moves
start of its next turn. it out 30 ft. away from itself, where the flame remains
until the end of the barbarian's next turn, at which point
Bonus Actions the flame moves toward the barbarian's current
location. The flame disappears after reaching the
Eldritch Rage (Recharges after a Short or Long Rest). The barbarian or moving 30 ft. towards it.
barbarian enters an eldritch rage, gaining the following Whenever the flame moves into the space of a creature
benefits: other than the barbarian, or a creature other than the
It has advantage on Strength checks and Strength barbarian ends its turn standing in the flame, that
saving throws. creature must make a DC 16 Dexterity saving throw.
On a failed save, the creature takes 10 (3d6) fire
It deals an extra 3 damage with its melee weapon damage, and on a pass, it takes half as much.
attacks. The flame ignites any flammable objects in the area that
aren’t being worn or carried.

19
Barbarian of Wrath Hateful Rage (Recharges after a Short or Long Rest). The
barbarian enters a hateful rage and chooses one
Medium humanoid (any race), chaotic evil
creature it can see within 90 feet of it to direct its hate
towards, gaining the following benefits:
Armor Class 16 (Unarmored Defense)
Hit Points 52 (7d8 + 21) It has advantage on Strength checks and Strength
Speed 40 ft saving throws.
It deals an extra 2 damage with its melee weapon
attacks.
STR DEX CON INT WIS CHA
It has resistance to cold, fire, lightning, bludgeoning,
18 (+4) 16 (+3) 16 (+3) 8 (-1) 10 (0) 10 (0) piercing, and slashing damage.
It deals an extra 1d6 to the target it chose to direct its
Saving Throws Str +6, Con +5
hate towards whenever it hits that creature with an
Skills Athletics +6, Intimidation +2, Perception +2, attack.
Survival +2
Senses Darkvision 30 ft, passive Perception 12 The rage lasts for 1 minute. It ends early if the
Languages Common, Abyssal, one other language barbarian is incapacitated or if its turn ends and it
Challenge 4 (1,100 XP)         Proficiency Bonus +2 hasn't attacked a hostile creature or taken damage
since its last turn.
Danger Sense. The barbarian has advantage on any
Dexterity saving throw against an effect that it can see. Actions
To gain this benefit, it can't be blinded, deafened, or Multiattack. The barbarian makes three attacks. It can
incapacitated. use Burning Whip in place of any of the attacks.
Reckless. At the start of its turn, the barbarian can gain Handaxe. Melee or Ranged Weapon Attack: +6 to hit,
advantage on all melee weapon attack rolls it makes reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 +
during that turn, but attack rolls against it have 4) slashing damage.
advantage until the start of its next turn.
Burning Whip (2/day). Melee Spell Attack: +6 to hit,
Bonus Actions reach 30 ft., one target. Hit: 10 (3d6) fire damage. If
the target is a creature, it must succeed on a DC 14
Burning Smite. (1/day) When the barbarian hits a Strength saving throw or be pulled up to 25 feet
creature with a melee weapon attack, it deals an toward the barbarian.
additional 16 (3d10) fire damage.

20
Ascendant Barbarian of It has advantage on Strength checks and Strength
saving throws.
Wrath It deals an extra 3 damage with its melee weapon
Medium humanoid (any race), chaotic evil attacks.
It has resistance to cold, fire, lightning, bludgeoning,
Armor Class 17 (Unarmored Defense) piercing, and slashing damage.
Hit Points 153 (18d8 + 72)
Speed 40 ft It deals an extra 1d6 to the target it chose to direct its
hate towards whenever it hits that creature with an
attack.
STR DEX CON INT WIS CHA
The rage lasts for 1 minute. It ends early if the
20 (+5) 16 (+3) 18 (+4) 8 (-1) 10 (0) 10 (0) barbarian is incapacitated or if its turn ends and it
hasn't attacked a hostile creature, forced a hostile
Saving Throws Str +8, Con +7 creature to make a saving throw, or taken damage since
Skills Athletics +8, Intimidation +4, Perception +3, its last turn.
Survival +4 Actions
Senses passive Perception 13
Languages Common, Abyssal, one other language Multiattack. The barbarian makes three attacks. It can
Challenge 8 (3,900 XP)         Proficiency Bonus +3 use Burning Whip in place of any of the attacks.
Handaxe. Melee or Ranged Weapon Attack: +8 to hit,
Danger Sense. The barbarian has advantage on any reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 +
Dexterity saving throw against an effect that it can see. 5) slashing damage.
To gain this benefit, it can't be blinded, deafened, or
incapacitated. Burning Whip (3/day). Melee Spell Attack: +8 to hit,
reach 30 ft., one target. Hit: 10 (3d6) fire damage. If
Reckless. At the start of its turn, the barbarian can gain the target is a creature, it must succeed on a DC 16
advantage on all melee weapon attack rolls it makes Strength saving throw or be pulled up to 25 feet
during that turn, but attack rolls against it have toward the barbarian.
advantage until the start of its next turn.
Fire Stomp (1/Day). The barbarian slams the ground,
Bonus Actions causing fire to erupt out from it to a 15-foot radius.
Each creature other than it in that area must make a DC
Burning Smite. (3/day) When the barbarian hits a 16 Dexterity saving throw. On a failed save, a creature
creature with a melee weapon attack, it deals an takes 28 (8d6) fire damage. On a pass, it takes half as
additional 16 (3d10) fire damage. much damage.
Hateful Rage (Recharges after a Short or Long Rest). The
barbarian enters a hateful rage and chooses one
creature it can see within 90 feet of it to direct its hate
towards, gaining the following benefits:

21
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Champion of The barbarian chooses a creature it can see within 120
feet of it and forces it to make an Intelligence saving
Demogorgon throw as it tries to inflict the creature with rage. On a
failed save, the creature is subjected to this inflicted
Medium humanoid (any race), chaotic evil
rage until the Sentient Rage ends.
While inflicted this way, the creature can only use its
Armor Class 19 (Unarmored Defense) action to make weapon attacks or take the Dash
Hit Points 190 (20d8 + 100) action, and it can no longer cast or maintain
Speed 40 ft concentration on spells.
The creature can repeat the Intelligence saving throw
at the end of each of its turns, ending the effect on a
STR DEX CON INT WIS CHA success.
20 (+5) 18 (+4) 20 (+5) 10 (0) 10 (0) 10 (0)
The rage lasts for 1 minute. It ends early if the
barbarian is incapacitated or if its turn ends and it
Saving Throws Str +9, Con +9 hasn't attacked a hostile creature, forced a hostile
Skills Athletics +9, Intimidation +5, Perception +4, creature to make a saving throw, or taken damage since
Survival +4 its last turn.
Senses passive Perception 14
Languages Common, Abyssal, one other language Actions
Challenge 12 (8,400 XP)         Proficiency Bonus +4 Multiattack. The barbarian makes two attacks. It can use
Hypnotic Summons in place of any of the attacks, and
Danger Sense. The barbarian has advantage on any Insanity Gaze or Fire Stomp in place of one of them.
Dexterity saving throw against an effect that it can see.
To gain this benefit, it can't be blinded, deafened, or Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft.,
incapacitated. one target. Hit: 11 (1d12+5) slashing damage.
Reckless. At the start of its turn, the barbarian can gain Handaxe. Melee or Ranged Weapon Attack: +8 to hit,
advantage on all melee weapon attack rolls it makes reach 5 ft. or range 20/60 ft., one target. Hit: 7
during that turn, but attack rolls against it have (1d6+4) slashing damage.
advantage until the start of its next turn. Fire Stomp (2/Day). The barbarian slams the ground,
causing fire to erupt out from it to a 15-foot radius.
Bonus Actions Each creature other than it in that area must make a DC
Sentient Rage (Recharges after a Short or Long Rest). The 17 Dexterity saving throw. On a failed save, a creature
barbarian enters a rage and channels it into a demonic takes 28 (8d6) fire damage. On a pass, it takes half as
sentience, gaining the following benefits: much damage.

It has advantage on Strength checks and Strength Hypnotic Summons (4/day). The barbarian whispers
saving throws. maddening words to one creature of its choice within
60 feet of it that can hear it, twisting the creature's
It deals an extra 3 damage with its melee weapon mind and drawing it toward the barbarian. The target
attacks. must make a DC 17 Wisdom saving throw. On a failed
It has resistance to cold, fire, lightning, bludgeoning, save, it takes 10 (3d6) psychic damage and must
piercing, and slashing damage. immediately use its reaction, if available, to move as
close as its speed allows toward the barbarian. The
Whenever the barbarian hits a creature with a melee creature doesn't move into obviously dangerous
weapon attack, it may surround the target with ground, such as a fire or a pit. On a successful save, the
nightmarish visions for the next minute or until it target takes half as much damage and doesn't have to
surrounds another creature with visions. If the target move toward the barbarian. A deafened creature
willingly moves 5 feet before the visions end, it must automatically succeeds on the save.
make a DC 17 Intelligence saving throw, taking 5
(1d10) psychic damage on a failure, or half as much Insanity Gaze (3/day). The barbarian turns its madding
on a success, and the visions affecting it end. gaze upon a creature it can see within 90 feet of it,
forcing the creature to make a DC 17 Wisdom saving
throw. On a failure, the creature must use its
movement on its next turn to move within 5 feet of a
creature of the barbarian's choice and then use its
action to make a melee attack against that creature. If it
is unable to reach the chosen creature, it does not use
its action that turn.

22
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Art Credit Change Log
Demon Berserker Token - Grzegorz Rutkowski, Wizards 1.0.0
of the Coast Document creation
In Garruk's Wake - Chase Stone, Wizards of the Coast
Screamreach Brawler - Chase Stone, Wizards of the
Coast
Exava, Rakdos Blood Witch - Aleksi Briclot, Wizards of
the Coast
Burning-Rune Demon - Andrew Mar, Wizards of the Coast
Angrath, Captain of Chaos Promo - Sansyu, Wizards of
the Coast
Strange Augmentation - Josu Hernaiz, Wizards of the
Coast
Wilhelt, the Rotcleaver - Chris Rallis, Wizards of the Coast
Demonic Gifts - Kekai Kotaki, Wizards of the Coast
Fanatic of Mogis - Matt Stewart, Wizards of the Coast
Immersturm Raider - Grzegorz Rutkowski, Wizards of the
Coast
Varragoth, Bloodsky Sire - Tyler Jacobson, Wizards of the
Coast
Noxious Ghoul - Luca Zontini, Wizards of the Coast
Deviant Glee - Michael C. Hayes, Wizards of the Coast
Thrill-Kill Assassin - Tyler Jacobson, Wizards of the Coast
Ashiok, Nightmare Muse - Raymond Swanland, Wizards
of the Coast
Frenzied Raider - Lius Lasahido, Wizards of the Coast
Ogre Arsonist, IDW Magic Comic - Chris Rahn, Wizards
of the Coast
Kardur, Doomscourge - Chris Rahn, Wizards of the Coast

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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