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Core Classes

Barbarians come alive in the chaos of combat.


They can enter a berserk state where rage takes
over, giving them superhuman strength and
Barbarian : Revised resilience. A barbarian can draw on this reservoir of
fury only a few times without resting, but those few
A tall human tribesman strides through a blizzard,
rages are usually sufficient to defeat whatever
draped in fur and hefting his axe. He laughs as he
threats arise.
charges toward the frost giant who dared poach his
people’s elk herd. A Life of Danger
A half-orc snarls at the latest challenger to her Not every member of the tribes deemed
authority over their savage tribe, ready to break his “barbarians” by scions of civilized society has the
neck with her bare hands as she did to the last six barbarian class. A true barbarian among these
rivals. people is as uncommon as a skilled fighter in a town,
Frothing at the mouth, a dwarf slams his helmet and he or she plays a similar role as a protector of
into the face of his drow foe, then turns to drive his the people and a leader in times of war. Life in the
armored elbow into the gut of another. wild places of the world is fraught with peril: rival

These barbarians, different as they might be, are tribes, deadly weather, and terrifying monsters.

defined by their rage: unbridled, unquenchable, and Barbarians charge headlong into that danger so that

unthinking fury. More than a mere emotion, their their people don’t have to.

anger is the ferocity of a cornered predator, the Their courage in the face of danger makes
unrelenting assault of a storm, the churning turmoil of barbarians perfectly suited for adventuring.
the sea. Wandering is often a way of life for their native tribes,

For some, their rage springs from a communion and the rootless life of the adventurer is little

with fierce animal spirits. Others draw from a roiling hardship for a barbarian. Some barbarians miss the

reservoir of anger at a world full of pain. For every close-knit family structures of the tribe, but eventually

barbarian, rage is a power that fuels not just a battle find them replaced by the bonds formed among the

frenzy but also uncanny reflexes, resilience, and members of their adventuring parties.

feats of strength.
Creating a Barbarian
Primal Instinct When creating a barbarian character, think about where
People of towns and cities take pride in how their your character comes from and his or her place in the
civilized ways set them apart from animals, as if world. Talk with your DM about an appropriate origin for
denying one’s own nature was a mark of superiority. your barbarian. Did you come from a distant land, making

To a barbarian, though, civilization is no virtue, but a you a stranger in the area of the campaign? Or is the

sign of weakness. The strong embrace their animal campaign set in a rough-and-tumble frontier where
barbarians are common?
nature—keen instincts, primal physicality, and
ferocious rage. Barbarians are uncomfortable when What led you to take up the adventuring life? Were you
lured to settled lands by the promise of riches? Did you join
hedged in by walls and crowds. They thrive in the
forces with soldiers of those lands to face a shared threat?
wilds of their homelands: the tundra, jungle, or
Did monsters or an invading horde drive you out of your
grasslands where their tribes live and hunt.
homeland, making you a rootless refugee? Perhaps you
were a prisoner of war, brought in chains to “civilized” lands
and only now able to win your freedom. Or you might have
Quick Build
been cast out from your people because of a crime you
You can make a barbarian quickly by following these
committed, a taboo you violated, or a coup that removed
suggestions. First, put your highest ability score in
you from a position of authority. Strength, followed by Constitution. Second, choose the
outlander background.

The Barbarian Table


Proficiency
Level Bonus Features Rages Rage Damage
1st +2 Rage (Revised), Unarmored Defense 2 +2
2nd +2 Reckless Attack (Revised), Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path Feature 3 +2
7th +3 Feral Instinct 3 +2
8th +3 Ability Score Improvement 3 +2
9th +4 Brutal Critical (Revised) (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage (Revised) 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (Revised) (2 dice) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistent Rage (Revised) 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (Revised) (3 dice) 6 +4
18th +6 Indomitable Might (Revised) 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion (Revised) Unlimited +4
*Make every feature a hyperlink that brings them to that specific feature in the class immediately in the final result
⦁ (a) two hand axes or (b) any simple weapon
Class Features ⦁ An explorer’s pack and four javelins

As a barbarian, you gain the following class features.


*remember to make every item a hyperlink with a quick
Hit Points description in the final result
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier Rage
Hit Points at Higher Levels: 1d12 + your Constitution In battle, you fight with primal ferocity. On your turn, you
modifier per barbarian level after 1st can enter a rage as a bonus action. While raging, you
gain the following benefits if you aren’t wearing heavy
Proficiencies armor:
Armor: Light armor, Medium Armor, Shields ● You have advantage on Strength checks and
Weapons: Simple Weapons, Martial Weapons Strength saving throws.
Tools: None ● When you make a weapon attack using
Strength, you gain a bonus to the damage roll
Saving Throws: Strength, Constitution that increases as you gain levels as a barbarian,
Skills: Choose two from Animal Handling as shown in the Rage Damage column of the
,Athletics, Intimidation, Nature, Perception and Survival Barbarian table.
● You have resistance to bludgeoning, piercing,
Equipment and slashing damage.
● When you enter rage you may move up to half
You start with the following equipment, in addition to the
your movement speed before having to use your
equipment granted by your background:
own movement speed.
⦁ (a) a greataxe or (b) any martial melee weapon

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If you are able to cast spells, you can’t cast them or
concentrate on them while raging. Fast Movement
Your rage lasts for 1 minute. It ends early if you are
Starting at 5th level, your speed increases by 10 feet
knocked unconscious. You can also end your rage on
while you aren’t wearing heavy armor.
your turn as a bonus action.
Once you have raged the number of times shown for
your barbarian level in the Rages column of the
Feral Instinct
Barbarian table, you must finish a long rest before you By 7th level, your instincts are so honed that you have
can rage again. advantage on initiative rolls.
Additionally, if you are surprised at the beginning of
Unarmored Defense combat and aren’t incapacitated, you can act normally on
your first turn, but only if you enter your rage before doing
While you are not wearing any armor, your Armor Class
anything else on that turn.
equals 10 + your Dexterity modifier + your Constitution
modifier. You can use a shield and still gain this benefit.
Brutal Critical
Reckless Attack Beginning at 9th level, your weapon attacks score a
critical hit on a roll of 19 or 20, in addition you add the
Starting at 2nd level, you can throw aside all concern for
maximum result of one die of your weapon's damage to
defense to attack with fierce desperation. When you
the damage of a critical hit with a weapon.
make your first attack on your turn, you can decide to
attack recklessly. Doing so gives you advantage on This bonus damage increases to 2 maximum die
weapon attack rolls using Strength during this turn, but results at 13th level and 3 maximum die results at 17th
attack rolls against you have advantage until your next level.
turn.
Relentless Rage
Danger Sense Starting at 11th level, your rage can keep you fighting
At 2nd level, you gain an uncanny sense of when things despite grievous wounds. If you drop to 0 hit points while
nearby aren’t as they should be, giving you an edge you’re raging and don’t die outright, you can make a DC
when you dodge away from danger. 5 Constitution saving throw. If you succeed, you drop to 1
hit point instead.
You have advantage on Dexterity saving throws
against effects that you can see, such as traps and Each time you use this feature after the first, the DC
spells. To gain this benefit, you can’t be blinded, increases by 5. When you rage again, the DC resets to 5.
deafened, or incapacitated.
Persistent Rage
Primal Path Beginning at 15th level, your rage is so fierce that your
At 3rd level, you choose a path that shapes the nature of rage lasts equal to half your Barbarian level.
your rage. The Path of the Berserker and Path of the Additionally you may regain a rage whenever you finish
Totem Warrior are detailed at the end of the class raging and succeed on a DC 15 Constitution Check.
description, and additional primal paths are available in
other sources. Your choice grants you features at 3rd Indomitable Might
level and again at 6th, 10th, and 14th levels.
Beginning at 18th level, if your total for a Strength check

Ability Score Improvement is less than your Strength score, you can use that score
in place of the total.
When you reach 4th level, and again at 8th, 12th, 16th, Whenever you have advantage on an attack roll using
and 19th level, you can increase one ability score of your Strength, you can also reroll one of the dice once.
choice by 2, or you can increase two ability scores of
your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.
Primal Champion
Using the optional feats rule, you can forgo taking this At 20th level, you embody the power of the wilds. You
feature to take a feat of your choice instead. may divide 10 points between your Strength, Constitution
and Dexterity scores. Your maximum for those scores is

Extra Attack now 24.

Beginning at 5th level, you can attack twice, instead of Primal Paths
once, whenever you take the Attack action on your turn.
Rage burns in every barbarian’s heart, a furnace that
drives him or her toward greatness. Different barbarians
attribute their rage to different sources, however. For
some, it is an internal reservoir where pain, grief, and

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anger are forged into a fury hard as steel. Others see it
as a spiritual blessing, a gift of a totem animal. Retaliation
Starting at 14th level, when you take damage from a
Path of the Berserker creature that is within reach of a weapon you are holding,
you can use your reaction to make a weapon attack
For some barbarians, rage is a means to an end—that against that creature.
end being violence. The Path of the Berserker is a path

Path of the Totem


of untrammeled fury, slick with blood. As you enter the
berserker’s rage, you thrill in the chaos of battle,
heedless of your own health or well-being.
Warrior
Frenzy The Path of the Totem Warrior is a spiritual journey, as
the barbarian accepts a spirit animal as guide, protector,
Mindless RageStarting when you choose this and inspiration. In battle, your totem spirit fills you with
path at 3rd level, you can go into a frenzy when you rage. supernatural might, adding magical fuel to your barbarian
If you do so, for the duration of your rage you can make a rage.
single melee weapon attack as a bonus action on each of Most barbarian tribes consider a totem animal to be kin
your turns after this one. Each additional time you use to a particular clan. In such cases, it is unusual for an
this ability before completing a long rest, you must make individual to have more than one totem animal spirit,
a DC 10 Constitution saving throw at the end of the though exceptions exist.
frenzy. If you fail, you suffer one level of exhaustion. You
ignore the effects of exhaustion while raging.
Spirit Seeker
Each time you use this feature after the first, the DC
increases by 5. When you finish a long rest, the DC Yours is a path that seeks attunement with the natural
resets to 10. world, giving you a kinship with beasts. At 3rd level when
you adopt this path, you gain the ability to cast the beast
At 5th level, you may make a single melee weapon sense and speak with animals spells as described in the
attack as part of the bonus action you use to begin a Spellcasting section. When you cast these spells, you
Frenzy. may not do so again until you finish a long rest.
At 11th level, you gain temporary hit points when you
use Frenzy equal to your Barbarian levels.
Totem Spirit
At 14th level, you no longer suffer exhaustion when
you finish using Frenzy.. At 3rd level, when you adopt this path, you choose a
totem spirit and gain its feature. You must make or
acquire a physical totem object — an amulet or similar
adornment — that incorporates fur or feathers, claws,
Beginning at 6th level, you can’t be charmed or teeth, or bones of the totem animal. At your option, you
frightened while raging. If you are charmed or frightened also gain minor physical attributes that are reminiscent of
when you enter your rage, the condition immediately your totem spirit. For example, if you have a bear totem
ends. spirit, you might be unusually hairy and thick-skinned, or
if your totem is the eagle, your eyes turn bright yellow.

Intimidating Presence Your totem animal might be an animal related to those


listed here but more appropriate to your homeland. For
Beginning at 10th level, you can use your action to example, you could choose a hawk or vulture in place of
frighten someone with your menacing presence. When an eagle.
you do so, choose one creature that you can see within
30 feet of you. If the creature can see or hear you, it must Bear
succeed on a Wisdom saving throw (DC equal to 8 + While raging, you have resistance to all damage except
your proficiency bonus + your Strength modifier) or be psychic damage. The spirit of the bear makes you tough
frightened of you until the end of your next turn. On enough to stand up to any punishment.
subsequent turns, you can use your action to extend the
duration of this effect on the frightened creature until the Eagle
end of your next turn. This effect ends if the creature
While you’re raging, your movement does not provoke
ends its turn out of line of sight or more than 60 feet away
attacks of opportunity, and you can use the Dash action
from you.
as a bonus action on your turn. The spirit of the eagle
If you are using Frenzy, you may use a bonus action to makes you into a predator who can weave through the
frighten someone and maintain the effect. fray with ease.
If the creature succeeds on its saving throw, you can’t
use this feature on that creature again for 24 hours. Wolf
While you’re raging, your friends have advantage on
melee attack rolls against any creature within 5 feet of

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you that is hostile to you. The spirit of the wolf makes you while they're within 60 feet of you and you're not
a leader of hunters. incapacitated.
Additionally you gain advantage on Wisdom
Tiger (Perception) Checks and get proficiency in the
While you're raging your speed increases by 10ft. Perception skill if you didn’t already have that. The spirit
Additionally as a bonus action you can attempt to of the Elk makes you weary of potential predators.
grapple.
Your Rage Damage Bonus is also doubled for your Spirit Walker
attacks. The spirit of the tiger increases your natural
At 10th level, you can cast the commune with nature
ferocity.
spell, but only as a ritual. When you do so, a spiritual
version of one of the animals you chose for Totem Spirit
Elk
or Aspect of the Beast appears to you to convey the
While you're raging and aren't wearing heavy armor, your
information you seek.
walking speed increases by 15 feet.
Additionally while you're raging you can use the Shove
action as a bonus action. Whenever you successfully use
Totemic Attunement
the Shove action against an enemy, you deal At 14th level, you gain a magical benefit based on a
bludgeoning damage to them equal to your Strength totem animal of your choice. You can choose the same
modifier. animal you selected previously or a different one
The spirit of the elk makes you extraordinarily swift and a
master of battering your enemies. Bear
While you’re raging, any creature within 5 feet of you
Aspect of the Beast that’s hostile to you has disadvantage on attack rolls
against targets other than you or another character with
At 6th level, you gain a magical benefit based on the this feature.
totem animal of your choice. You can choose the same An enemy is immune to this effect if it can’t see or hear
animal you selected at 3rd level or a different one. you or if it can’t be frightened

Bear Eagle
Your carrying capacity (including maximum load and While raging, spectral eagle wings sprout from your back,
maximum lift) is doubled, and you have advantage on you have a flying speed equal to your current walking
Strength checks made to push, pull, lift, or break objects. speed.
This benefit works only in short bursts; you fall if you
Eagle
end your turn in the air and nothing else is holding you
You gain proficiency in Wisdom saving throws if you don't
aloft. Whenever you do fall, you can safely fall for a
have it already.
number of feet equal to your current walking speed.
You can see up to 1 mile away with no difficulty, able to
discern even fine details as though looking at something Wolf
no more than 100 feet away from you. Dim light doesn’t While you're raging, you can use a bonus action on your
impose disadvantage on your Wisdom (Perception) turn to attempt to knock a Large or smaller creature
checks. You also have advantage on all Wisdom prone with the Shove action when you hit it with a melee
(Perception) checks that rely on sight. weapon attack.

Wolf Tiger
You can track other creatures while traveling at a fast While you're raging, if you move at least 20 feet in a
pace, and you can move stealthily while traveling at a straight line toward a Large or smaller target right before
normal pace (see “Adventuring,” for rules on travel pace). making a melee weapon attack against it, you can use a
You have advantage on Wisdom (Perception) checks that bonus action to make an additional melee weapon attack
rely on hearing or smell. against it.
Additionally when your grapple succeeds you may
Tiger
make one additional melee weapon attack as you lock
You gain proficiency in two skills from the following list:
onto the creature with the grip of a Tiger.
Athletics, Acrobatics, Stealth, and Survival.
While raging, you can add 10 feet to your long jump Elk
distance and 3 feet to your high jump distance. The spirit While raging, you can use a bonus action during your
of the tiger empowers your leaps. move to pass through the space of a Large or smaller
creature. That creature must succeed on a Strength
Elk saving throw (DC 8 + your Strength bonus + your
Whether mounted or on foot, your travel pace is proficiency bonus) or be knocked prone, pushed 10 feet
doubled, as is the travel pace of up to ten companions

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into a random direction and take bludgeoning damage modifier. In addition, you have a +2 bonus to your Armor
equal to 1d12 + your Strength modifier. Class.
Wings. A set of wings sprout from your back. You
Path of the Beast gain flying speed equal to your walking speed.

Barbarians who walk the Path of the Beast draw their


rage from a bestial spark burning within their souls. That
Bestial Soul
beast bursts forth in the throes of rage, physically At 6th level, the feral power within you increases, causing
transforming the barbarian. the natural weapons of your Form of the Beast to count
Such a barbarian might be inhabited by a primal spirit as magical for the purpose of overcoming resistance and
or be descended from shape-shifters. You can choose immunity to nonmagical attacks and damage, as well as
the origin of your feral might or determine it by rolling on granting you a +1 at 6th level (to attack and damage
the Origin of the Beast table. rolls), a +2 at 10th level and a +3 at 14th level.
You can also alter your form to help you adapt to your
Origin of the Beast surroundings.
d4 Origin When you finish a short or long rest, choose one of the
One of your parents is a lycanthrope, and you've inherited following benefits, which lasts until you finish your next
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some of their curse. short or long rest:
You are descended from an archdruid and inherited the ● You gain a swimming speed equal to your
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ability to partially change shape.
walking speed, and you can breathe
A fey spirit gifted you with the ability to adopt different underwater.
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bestial aspects.
● You gain a climbing speed equal to your walking
An ancient animal spirit dwells within you, allowing you to speed, and you can climb difficult surfaces,
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walk this path.
including upside down on ceilings, without
needing to make an ability check.
Form of the Beast ● When you jump, you can make a Strength
(Athletics) check and extend your jump by a
Starting at 3rd level, when you enter your rage you can
number of feet equal to the check's total. You
transform, revealing the bestial power within you. Until
can make this special check only once per turn.
the rage ends, you manifest a natural weapon. It counts
as a simple melee weapon for you, and you add your Additionally with this alteration you have gained more
Strength modifier to the attack and damage rolls when control over the beast within.
you attack with it, as normal. As a bonus action, you can switch to another natural
You choose the weapon's form each time you rage: weapon from your Form of the Beast feature while
raging.
Bite. Your mouth transforms into a bestial muzzle or
great mandibles (your choice). It deals 1d8 piercing
damage on a hit. When you damage a creature with this Infectious Fury
bite, you regain a number of hit points equal to twice your At 10th level, when you hit a creature with one of your
proficiency bonus. natural weapons while you are raging, the beast within
Claws. Each of your hands transforms into a claw, you can curse your target with rabid fury once per turn.
which you can use as a weapon if it's empty. It deals 1d6 The target must succeed on a Wisdom saving throw (DC
slashing damage on a hit. Once on each of your turns equal to 8 + your Constitution modifier + your proficiency
when you attack with a claw using the Attack action, you bonus) or suffer one of the following effects depending on
can make one additional claw attack as part of the same what.natural weapon you’re using:
action. ● Bite. The target takes psychic damage equal to
twice your proficiency bonus and is unable to
Tail. You grow a lashing, spiny tail, which deals 1d10 regain hit points until the beginning of your next
piercing damage on a hit and has the reach property. If a turn, as it is overcome with an insatiable
creature you can see within 10 feet of you hits you with bloodlust.
an attack roll, you can use your reaction to place your tail ● Claws. You cause the target to make its next
in front of you and roll a d6, applying a bonus to your attack at disadvantage until the start of your
Armor Class equal to the number rolled, potentially next turn, as its appendages become warped
causing each attack to miss you. into unfamiliar shapes.
You also gain a bonus of +1 to your Armor Class ● Tail. The target’s AC is reduced by 1d6 until the
whenever you are using this tail. start of your next turn, as it is unbalanced due to
having to rely on a tail it never had.
Potential natural weapons to include: A use is only expended when a creature fails the
Wisdom saving throw, and you can use this feature a
Carapace. Your skin hardens into a tough hide or number of times equal to your proficiency bonus and
chitin. Your hit point maximum and current hit points regain all expended uses when you finish a long rest.
increase by your barbarian level plus your constitution

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When you reach certain levels in this class, you can
Call the Hunt reduce the damage by more: by 3d6 at 10th level and by
4d6 at 14th level.
At 14th level, the beast within you grows so powerful that
you can spread its ferocity to others and gain resilience
from them joining your hunt. When you enter your rage, Consult the Spirits
you can choose a number of other willing creatures you At 10th level, you gain the ability to consult with your
can see within 30 feet of you equal to your Constitution ancestral spirits. When you do so, you cast the augury or
modifier (minimum of one creature). clairvoyance spell, without using a spell slot or material
You gain 5 temporary hit points for each creature that components. Rather than creating a spherical sensor,
accepts this feature. Until the rage ends, the chosen this use of clairvoyance invisibly summons one of your
creatures can each use the following benefit once on ancestral spirits to the chosen location. Wisdom is your
each of their turns: spellcasting ability for these spells.
● When the creature hits a target with an attack After you cast either spell in this way, you can't use this
roll and deals damage to it, the creature can roll feature again until you finish a short or long rest.
2d6 once per turn and gain a bonus to the
damage equal to the numbers rolled.
Ghost Buster
You can use this feature a number of times equal to
your proficiency bonus, and you regain all expended At 10th level, you can see on the ethereal plane and see
uses when you finish a long rest. invisible creatures while raging. You can also attack and
damage creatures on the ethereal plane normally, as if
you were on the same plane of existence.
Path of the Ancestral
Vengeful Ancestors
Guardian At 14th level, your ancestral spirits grow powerful
Some barbarians hail from cultures that revere their enough to retaliate. When you use your Spirit Shield to
ancestors. These tribes teach that the warriors of the reduce the damage of an attack, the attacker takes an
past linger in the world as mighty spirits, who can guide amount of force damage equal to the damage that your
and protect the living. When a barbarian who follows this Spirit Shield prevents.
path rages, the barbarian contacts the spirit world and
calls on these guardian spirits for aid. A note to barbarian
Barbarians who draw on their ancestral guardians can
better fight to protect their tribes and their allies. In order At low levels they do quite well, rage is a good ability,
to cement ties to their ancestral guardians, barbarians reckless attack is a good ability, they have a lot of
who follow this path cover themselves in elaborate hitpoints and they do a fair amount of damage. As you
tattoos that celebrate their ancestors' deeds. These get into higher levels though; even more so than other
tattoos tell sagas of victories against terrible monsters martial classes, is that they tend to fall behind which
and other fearsome rivals. results in multiclassing to try to keep up. The goal then is
to make it so that if you chose to go straight barbarian
your martial capabilities would keep up with other martial
Ancestor Protectors classes.
Starting when you choose this path at 3rd level, spectral So the higher level abilities are being boosted to give
warriors appear when you enter your rage. While you're the barbarian a bit more power in that area.
raging, the first creature you hit with an attack on your Other changes are about how Rage itself can be a bit
turn becomes the target of the warriors, which hinder its clunky, particularly the rules to maintain your rage.
attacks.
Another thing is that throwing weapons aren’t really
Until the start of your next turn, that target has supported by the rules as written, so that option will also
disadvantage on any attack roll that isn't against you, and be given.
when the target hits a creature other than you with an
As for the subclasses the totem barbarian choices
attack, that creature has resistance to the damage dealt
don’t really match up against each other. So that means
by the attack.
that the bear totem is much better than the others, and
The effect on the target ends early if your rage ends. some of the abilities given are also not that viable.
At higher levels the totem abilities also don’t match up
Spirit Shield with those at 3rd level. These abilities should at least be
as good, if not better.
Beginning at 6th level, the guardian spirits that aid you
can provide supernatural protection to those you defend. The Berserker Barbarian just doesn’t work as written,
If you are raging and another creature you can see within so that needs a whole change. The primary ability is a
30 feet of you takes damage, you can use your reaction punishment, and the way you're punished makes it so
to reduce that damage by 2d6. that you become a tired barbarian and that doesn’t really
fit with a ‘berserker barbarian’. Although the idea makes
sense, revisions need to happen so at least the main

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ability can be used without turning into that kind of could potentially reset the DC if you’re willing to
barbarian. This doesn’t mean that the whole exhaustion expend a rage.
idea is gone though. ➔ Persistent Rage. Persistent Rage originally was
The Beast barbarian's natural weapons are something that already has been given at 3rd
underpowered at higher levels and the weapons also level now where you don’t just lose your rage
don’t match up together. There is also no scaling for when you haven’t attacked or taken damage. So
those weapons. this ability has completely been changed into
the following: ‘Beginning at 15th level, your rage

Changes is so fierce that after a rage would end after one


minute, you can attempt to extend the rage. You
➔ Equipment upper first option Changed from ‘a can make a DC 10 Constitution saving throw. If
greataxe’ to ‘a martial weapon and a shield’ you succeed, the rage lasts an additional minute
because that is iconic and many barbarians use or until you fall unconscious. Each time you use
a shield. this feature after the first, the DC increases by 5.
➔ Rage. Mostly the same except for the rage The DC resets to 5 when you begin a new rage.’
damage with melee strength attack rule. It used The mechanics here are similar but if you are in
to be: ‘When you make a melee weapon attack a very stretched out battle you’re going to be
using Strength, you gain a bonus to the damage able to still have rage. This is probably no
roll that increases as you gain levels as a enough to be able to get rage over multiple
barbarian, as shown in the Rage Damage battles, but it should be enough to make sure to
column of the Barbarian table.’ And that has always maintain your rage through an entire
now been changed to: ‘When you make a battle
weapon attack using Strength, you gain a bonus ➔ Indomitable Might. The following line has been
to the damage roll that increases as you gain added: ‘Whenever you have advantage on an
levels as a barbarian, as shown in the Rage attack roll using Strength, you can reroll one of
Damage column of the Barbarian table.’ So now the dice once.’
it doesn’t have to be a melee attack to get your ➔ Primal Champion. Capstone was pretty good,
rage bonus. but it didn’t change your dexterity. So here is the
➔ Rage. There are already lots of limitations when changed feature: ‘At 20th level, you embody the
you rage, so it should be made harder to lose power of the wilds. You may divide 10 points
your rage. So the following line has been between your Strength, Constitution and
removed: ‘Your rage ends early if your turn ends Dexterity scores. Your maximum for those
and you haven’t attacked a hostile creature scores is now 24.’
since your last turn or taken damage since All of these features now make it so that you would do a
then.’ lot more damage and that you are a little more durable so
➔ Reckless attack. The following line has been that it becomes a lot more of a viable class to level in.
changed: ‘You can attack recklessly with melee
weapon attack rolls using Strength during this Path of The Berserker
turn’. The melee part is just removed. That ➔ Frenzy replaced by Come and Get Me. Feature
weapon still relies on strength. where you taunt and make a creature use its
➔ Brutal Critical. This ability used to be: ‘Beginning reaction to attack you but you get to attack it
at 9th level, you can roll one additional weapon before that. Scales and has a safe condition.
damage die when determining the extra damage ➔ Mindless Rage. A slight wording change,
for a critical hit with a melee attack. This normally the charm or frightening would be
increases to two additional dice at 13th level suspended when rage is activated but now
and three additional dice at 17th level.’ Now that those conditions end immediately so there will
has been changed to: ‘Beginning at 9th level, not be a technicality problem.
your weapon attacks score a critical hit on a roll ➔ Intimidating presence. Not useful, and pretty
of 19 or 20, in addition you add the maximum lacking in the things it can as well as bad action
result of one die of your weapon's damage to economy. The ability has the following changes:
the damage of a critical hit with a weapon. This the DC is now dependent on your Strength
bonus damage increases to 2 maximum die modifier since it is already difficult to have 3
results at 13th level and 3 maximum die results main stats and having charisma added is very
at 17th level.’ This makes criticals happen a lot hard to maintain. If you are also using Frenzy,
more since some people would already do this you may use a bonus action to frighten
by taking a couple of levels in champion fighter someone and maintain the effect. This gives you
and combining this with reckless attack. a better action economy and a reason to also
➔ Relentless Rage. DC is now a 5 instead of a 10 use Frenzy more.
from the start. The line ‘When you finish a short ➔ Retaliation. Only change is the wording,
or long rest, the DC resets to 10’ has been normally you could use a reaction to attack a
changed to ‘Each time you use this feature after creature with a melee weapon within 5 feet that
the first, the DC increases by 5. When you rage damaged you, but this limits some weapons
again, the DC resets to 5.’ This means that you

7
usefulness. So that line has been changed to: Tail. Changed damage die to 1d10 so it’s as
‘within reach of a weapon you are holding’. good as a normal weapon and not sub-optimal.
But also reduced AC reduction at lower levels to
Path of the Totem Warrior 1d4. Scaling AC and weapon.
➔ Spirit Seeker. People tend to not cast spells as Claws.
rituals, so making it so beastsense and speak
All of these might need some scaling though.
with animals can only be used once makes this
a bit more of a viable feature. ➔ Bestial Soul. Added the ability to change your
➔ Totem Spirit. natural weapon with a bonus action on your turn
before you make an attack so that people don’t
Bear - Always was good, so the same.
always switch to the tail last
Eagle. A bit underpowered so made it so that ➔ Infectious Fury. This ability is a bit
movement doesn’t provoke opportunity attacks underwhelming. Also expends use even when
instead of giving disadvantage with opportunity failing. Changed it so a use is not expended
attacks. As well as bonus action Dash. when a creature succeeds on this ability.
Wolf. Pretty good, stayed the same. ➔ Call the Night. Increase damage die to 2d6.
Elk. Very bad, just extra movement is not
Path of the Ancestral Guardian
worthwhile. Changed to 15 feet movement
increase and shove action as bonus action that Doesn’t need much improvement so only 1
deals damage equal to strength modifier. change.
Tiger. Jumping distance doubled is sad at 3rd ➔ Ghost buster. New 10th level ability added
level. Changed to 10 feet extra movement where you can see and attack through the
speed and bonus action grapple. ethereal plane.
➔ Aspect of the Beast.
Bear. nothing added.
Eagle. Proficiency in wisdom saving throws.
Wolf. Nothing added.
Tiger. The normal 3rd level ability has been
added to the two skills and rage damage bonus
is doubled.
Elk. Extra feature where they have advantage
on perception checks and gain proficiency in the
perception skill.
➔ Totemic Attunement.
Bear. The same
Eagle. Gain temporary flying speed equal to
walking speed. You still fall if you end in the air,
but you don’t take damage for a fall equal to
your current movement speed.
Wolf. Changed wording so that it doesn't look
like you automatically knock a creature prone.
Tiger. Added ´when your grapple succeeds you
may make one additional melee weapon attack
as you lock onto the creature with the grip of a
Tiger.´
Elk. Instead of having a creature be knocked
prone they are also pushed 10 feet back.

Path of the Beast


➔ Form of the Beast.
Bite. You heal once per turn equal to your
proficiency bonus when you hit a creature and
you deal 1d8 damage. Low heals, only once per
turn, only under half HP and only 1d8 damage.
Wildy underpowered, needs a buff so changed
to heal with every attack on your turn even
above half HP. Scaling HP gain and temporary
hit points gain.

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