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Barbarian

A
tall human tribesman strides through a blizzard,
draped in fur and hefting his axe. He laughs as Class Features
he charges toward the frost giant who dared As a barbarian, you gain the following class features.
poach his people's elk herd. A half-orc snarls at
the latest challenger to her authority over their Hit Points
savage tribe, ready to break his neck with her Hit Dice: 1d12 per barbarian level
bare hands as she did to the last six rivals. Hit Points at 1st Level: 12 + your Constitution modifier
Frothing at the mouth, a dwarf slams his helmet into the face Hit Points at Higher Levels: 1d12 (or 7) + your Constitution
of his drow foe, then turns to drive his armored elbow into modifier per barbarian level after 1st
the gut of another.
These barbarians, different as they might be, are defined by Proficiencies
their rage: unbridled, unquenchable, and unthinking fury. Armor: light armor, medium armor, shields
More than a mere emotion, their anger is the ferocity of a Weapons: simple weapons, martial weapons
cornered predator, the unrelenting assault of a storm, the Saving Throws: Strength, Constitution
churning turmoil of the sea. Tools: none
For some, their rage springs from a communion with fierce Skills: Choose two from: Animal Handling, Athletics,
animal spirits. Others draw from a roiling reservoir of anger Intimidation, Nature, Perception, and Survival
at a world full of pain. For every barbarian, rage is a power
that fuels not just a battle frenzy but also uncanny reflexes, Equipment
resilience, and feats of strength. You start with the following equipment, in addition to the
equipment granted by your background:
(a) a greataxe or (b) any martial melee weapon
(a) two handaxes (b) any simple weapon
An explorer’s pack and four javelins

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

Rage Unarmored Defense


In battle, you fight with primal ferocity. On your turn, you can While you are not wearing any armor, your Armor Class
enter a rage as a bonus action. equals 10 + your Dexterity modifier + your Constitution
While raging, you gain the following benefits if you aren't modifier. You can use a shield and still gain this benefit.
wearing heavy armor:
You have advantage on Strength checks and Strength Reckless Attack
saving throws. Starting at 2nd level, you can throw aside all concern for
When you make a weapon attack using Strength, you gain defense to attack with fierce desperation. When you make
a bonus to the damage roll that increases as you gain your first attack on your turn, you can decide to attack
levels as a barbarian, as shown in the Rage Damage recklessly. Doing so gives you advantage on weapon attack
column of the Barbarian table. rolls using Strength during this turn, but attack rolls against
You have resistance to bludgeoning, piercing, and slashing you have advantage until your next turn.
damage.
If you are able to cast spells, you can’t cast them or Danger Sense
concentrate on them while raging. Your rage lasts for 1 At 2nd level, you gain an uncanny sense of when things
minute. It ends early if you are knocked unconscious or if nearby aren’t as they should be, giving you an edge when you
your turn ends and you haven't attacked or being attacked by dodge away from danger.
a hostile creature since your last turn, made a Strength You have advantage on Dexterity saving throws against
ability check or taken damage since then. You can also end effects that you can see, such as traps and spells. To gain this
your rage on your turn as a bonus action. benefit, you can’t be blinded, deafened, or incapacitated.
Once you have raged the number of times shown for your
barbarian level in the Rages column of the Barbarian table,
you must finish a long rest before you can rage again.

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Primal Path
At 3rd level, you choose a path that shapes the nature of your The saving throw DC is calculated as follows:
rage. Your choice grants you features at 3rd level and again at
6th, 10th, and 14th levels. Brutal Critical save DC = 8 + your proficiency bonus +
your Strenght modifier
Path of the Ancestral Guardian
Path of the Beast Relentless Rage
Path of the Berserker Starting at 11th level, your rage can keep you fighting despite
grievous wounds. If you drop to 0 hit points while you’re
Path of the Rage Mage raging and don’t die outright, you can make a DC 10
Path of the Red Reaver Constitution saving throw. If you succeed, you drop to 1 hit
Path of the Storm Herald point instead.
Each time you use this feature after the first, the DC
Path of the Totem Warrior increases by 5. When you finish a short or long rest, the DC
Path of the Wild Soul resets to 10.
Path of the Zealot
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends
Ability Score Improvement early only if you fall unconscious or if you choose to end it.
When you reach 4th level, and again at 8th,12th, 16th, and
19th level, you can increase one ability score of your choice Indomitable Might
by 2, or you can increase two ability scores of your choice by Beginning at 18th level, if your total for a Strength check is
1. As normal, you can't increase an ability score above 20 less than your Strength score, you can use that score in place
using this feature. If your DM allows the use of feats, you may of the total.
instead take a feat. In addition, whenever you have advantage on an attack roll
using Strength, you can reroll one of the dice once.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, Primal Champion
whenever you take the Attack action on your turn. At 20th level, you embody the power of the wilds. Your
Strength and Constitution scores increase by 4. Your
Fast Movement maximum for those scores is now 24.
Starting at 5th level, your speed increases by 10 feet while
you aren’t wearing heavy armor.
Feral Instinct
By 7th level, your instincts are so honed that you have
advantage on initiative rolls. Additionally, if you are surprised
at the beginning of combat and aren’t incapacitated, you can
act normally on your first turn, but only if you enter your rage
before doing anything else on that turn.
Brutal Critical
Beginning at 9th level, you can roll one additional weapon
damage die when determining the extra damage for a critical
hit with a melee attack. This increases to two additional dice
at 13th level and three additional dice at 17th level.
In addition, once per turn when you score a critical hit you
can choose one of the following effects to happen to the
target you hit:
The target must succeed on a Strength saving throw or be
moved 15 feet away from you in a straight line.
The target must succeed on a Dexterity saving throw or be
knocked prone.
The target must succeed on a Wisdom saving throw or be
frightened by you until the end of its next turn.

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Path of the Ancestral Guardian Spirit Shield
Some barbarians hail from cultures that revere their Beginning at 6th level, the guardian spirits that aid you can
ancestors. These tribes teach that the warriors of the past provide supernatural protection for your allies. If you are
linger in the world as mighty spirits, who can guide and raging and a creature you can see within 30 feet of you takes
protect the living. When a barbarian who follows this path damage, you can use your reaction to reduce that damage by
rages, the barbarian contacts the spirit world and calls on 2d6.
these guardian spirits for aid in a time of need. When you reach certain levels in this class, you can reduce
Barbarians who draw on their ancestral guardians can the damage by more: by 3d6 at 10th level and by 4d6 at 14th
better fight to protect their tribes and their allies. In order to level.
cement ties to their ancestral guardians, barbarians who
follow this path cover themselves in elaborate tattoos that Consult the Spirits
celebrate their ancestors’ deeds. These tattoos tell sagas of At 10th level, you gain the ability to consult with your
victories against terrible monsters and other fearsome rivals. ancestral spirits. When you do so, you cast the augury or
clairvoyance spell, without using a spell slot or material
Path of the Ancestral Guardian Features components. Rather than creating a spherical sensor, this use
Barbarian Level Features of clairvoyance invisibly summons one of your ancestral
3rd Ancestral Protectors spirits to the chosen location. Wisdom is your spellcasting
ability for these spells.
6th Spirit Shield After you cast either spell in this way, you can't use this
10th Consult the Spirits feature again until you finish a short or long rest.
14th Vengeful Ancestors
Vengeful Ancestors
At 14th level, your ancestral spirits grow powerful enough to
Ancestral Protectors strike foes that dare to harm those you protect. When you use
Starting when you choose this path at 3rd level, spectral your Spirit Shield to protect a creature damaged by an attack,
warriors appear when you enter your rage. While you're the attacker takes the same amount of damage that your
raging, the first creature you hit with an attack on your turn Spirit Shield prevents.
becomes the target of the warriors, which hinder its attacks.
Until the start of your next turn, that target has disadvantage
on any attack roll that isn't against you, and when the target
hits a creature other than you with an attack, that creature
has resistance to the damage dealt by the attack. The effect
on the target ends early if your rage ends.

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Path of the Beast
Barbarians who walk the Path of Beast draw their rage from Bestial Soul
a bestial spark burning within their souls. That beast howls At 6th level, the feral spirit within you grows in power,
to be released and bursts forth in the throes of rage. Those causing the natural weapons of your Form of the Beast to
who tread this path might be inhabited by a primal spirit or count as magical for the purpose of overcoming resistance
descended from shapeshifters. and immunity to nonmagical attacks and damage. You can
also call on the feral spirit to help you adapt to your
Path of the Beast Features surroundings. When you finish a short or long rest, choose
Barbarian Level Features one of the following benefits, which lasts until you finish a
short or long rest:
3rd Form of the Beast
6th Bestial Soul
You gain a climbing speed equal to your walking speed,
and you can climb difficult surfaces, including upside
10th Infectious Fury down on ceilings, without needing to make an ability
14th Call the Hunt check.
When you jump, you can make a Strength (Athletics)
Form of the Beast
check and extend your jump by a number of feet equal to
Beginning at 3rd level when you enter your rage, you can the check’s total. You can make this special check only
transform, revealing the bestial power within you. Until your once per turn.
rage ends, you manifest a natural melee weapon, choosing You gain a swimming speed equal to your walking speed,
one of the following options each time you rage: and you can breathe underwater.
Bite. Your mouth transforms into a bestial snout or great Infectious Fury
mandibles (your choice). Your bite deals 1d8 piercing damage Starting at 10th level, when you hit a creature with your
on a hit. Once on each of your turns when you damage a natural weapons while you are raging, the spirit within you
creature with your bite, you regain a number of hit points can curse your target with rabid fury. The target must
equal to your Constitution modifier (minimum of 1 hit point). succeed on a Wisdom saving throw (DC equal to 8 + your
Claws. Your hands transform into claws, which deal 1d6 Constitution modifier + your proficiency bonus) or suffer one
slashing damage on a hit. When you take the Attack action on of the following effects (your choice):
your turn and make an attack with your claws, you can make
one additional attack using your claws as part of the same The target must use its reaction to make a melee attack
action. against another creature of your choice that you can see.
Tail. You grow a lashing, spiny tail, which deals 1d12 Target takes 2d12 psychic damage.
piercing damage on a hit and has the reach property. You can use this feature a number of times equal to your
Constitution modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Call the Hunt
Beginning at 14th level, the beast within grows so powerful
that you can spread its ferocity to your allies. When you enter
your rage, you can choose a number of willing creatures you
can see within 30 feet of you equal to your Constitution
modifier (minimum of one creature). Until your rage ends, the
chosen creatures gain the Reckless Attack feature (not
restricted to attack rolls using Strenght) and have advantage
on saving throws against being frightened. You also gain 5
temporary hit points for each creature that accepts the
benefit.
You can use this feature a number of times equal to your
Constitution modifier (a minimum of once). You regain all
expended uses when you finish a long rest.

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Path of the Berserker
For some barbarians, rage is a means to an end—that end
being violence. The Path of the Berserker is a path 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.
Path of the Berserker Features
Barbarian Level Features
3rd Retaliation
6th Mindless Rage
10th Intimidating Presence
14th Frenzy

Retaliation
Starting when you choose this path at 3rd level, when you
take damage from a creature that is within 5 feet of you while
raging, you can use your reaction to make a melee weapon
attack against that creature.
Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened
while raging. If you are charmed or frightened when you
enter your rage, the condition immediately ends.
Intimidating Presence
Beginning at 10th level, you can use your action to frighten
someone with your menacing presence. When 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 succeed on a
Wisdom saving throw (DC equal to 8 + your proficiency
bonus + your Strength modifier) or be frightened of you until
the end of your next turn. On subsequent turns, you can use
your bonus action to extend the duration of this effect on the
frightened creature until the end of your next turn. This effect
ends if the creature ends its turn out of line of sight or more
than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use
this feature on that creature again for 24 hours.
Frenzy
Starting at 14th level, you can go into a frenzy when you rage.
If you do so, when you enter into a rage and for the duration
of your rage you can make a single melee weapon attack as a
bonus action on each of your turns after this one. When your
rage ends, you suffer one level of exhaustion.

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Path of the Rage Mage
Few things are more terrifying than being in the path of a Spellcasting Ability. Charisma is your spellcasting ability for
rage mage. Those who follow this path unlock something your sorcerer spells, since you learn your spells through
deep within them, a well of arcane power fueled from the study and memorization. You use your Charisma whenever a
depths of their fury. When a rage mage unleashes his rage, he spell refers to your spellcasting ability. In addition, you use
channels his brute strength into primal eldritch might and your Charisma modifier when setting the saving throw DC
uses it to devastate his foes in a hail of fire, blades, and blood. for a sorcerer spell you cast and when making an attack roll
with one.
Path of the Rage Mage Features Spell save DC = 8 + your proficiency bonus +
Barbarian Level Features your Charisma modifier
3rd Spellcasting, Spell Rage
Spell attack modifier = your proficiency bonus +
6th Fueled by Magic
your Charisma modifier
10th Arcane Resilience
14th Eldritch Storm

Spellcasting Rage Mage Spellcasting


When you reach 3rd level, you tap into a source of furious Barbarian Cantrips Spells
magic that gifts you with arcane abilities. Level known Known 1st 2nd 3rd 4th
Cantrips. You learn two cantrips of your choice from the
sorcerer spell list. You learn an additional sorcerer cantrip of 3rd 2 3 2 — — —
your choice at 10th level. 4th 2 4 3 — — —
Spell Slots. The Rage Mage Spellcasting table shows how
many spell slots you have to cast your sorcerer spells of 1st 5th 2 4 3 — — —
level and higher. To cast one of these spells, you must expend 6th 2 4 3 — — —
a slot of the spell's level or higher. You regain all expended 7th 2 5 4 2 — —
spell slots when you finish a long rest.
For example, if you know the 1st-level spell jump and have 8th 2 6 4 2 — —
a 1st-level and a 2nd-level spell slot available, you can cast 9th 2 6 4 2 — —
jump using either slot.
Spells Known of 1st-Level and Higher. You know three 10th 3 7 4 3 — —
1st-level sorcerer spells of your choice, two of which you must 11th 3 8 4 3 — —
choose from the evocation and trasmutation spells on the 12th 3 8 4 3 — —
sorcerer spell list.
The Spells Known column of the Rage Mage Spellcasting 13th 3 9 4 3 2 —
table shows when you learn more sorcerer spells of 1st level 14th 3 10 4 3 2 —
or higher. Each of these spells must be an evocation or
trasmutation spell of your choice, and must be of a level for 15th 3 10 4 3 2 —
which you have spell slots. For instance, when you reach 7th 16th 3 11 4 3 3 —
level in this class, you can learn one new spell of 1st or 2nd 17th 3 11 4 3 3 —
level.
The spells you learn at 8th, 14th, and 20th level can come 18th 3 11 4 3 3 —
from any school of magic. 19th 3 12 4 3 3 1
Whenever you gain a level in this class, you can replace one
of the sorcerer spells you know with another spell of your 20th 3 13 4 3 3 1
choice from the sorcerer spell list. The new spell must be of a
level for which you have spell slots, and it must be an
evocation or trasmutation spell, unless you're replacing the
spell you gained at 8th, 14th, or 20th level from any school of
magic.

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Spell Rage
Beginning at 3rd level, scars from the raw arcane energies
suffusing you mark your skin with potent symbols of power,
subtly changing and empowering your rage. When you rage
while not wearing heavy armor, you gain all of the benefits
normally granted by rage, along with the following benefits:
You can cast spells while you are raging.
Casting a spell that deals damage, requires an attack roll,
or causes a creature to make a saving throw counts as
attacking a hostile creature for the purpose of keeping
your rage active.
You add your Rage Damage bonus to the damage roll of
spells you cast. Apply this effect only once per target.
Fueled by Magic
Beginning at 6th level, your spell-enhanced rage bleeds over
to your melee weapons. While you are raging, your melee
weapon attacks are considered magical for the purpose of
overcoming immunity and resistance to nonmagical attacks
and damage. In addition, whenever you cast a spell of 1st
level or higher, you imbue your attacks with residual magical
energies. Until the end your next turn, you deal an extra 1d6
force damage whenever you hit a creature with a weapon
attack.
Arcane Resilience
At 10th level, your inner connection with magic allows you to
partially absorb spells. While you are raging, you have
resistance against the damage of spells.
Eldritch Storm
Starting at 14th level, you can expel the might of your rage all
at once to unleash a devastating storm of eldritch magic.
When you end your rage early as a bonus action, each
creature within 5 feet of you must make a Dexterity saving
throw. On a failed save, a creature takes 3d10 force damage
and is knocked prone. On a successful save, a creature takes
half as much damage and isn't knocked prone.

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Path of the Red Reaver Devourer
The Path of the Red Reaver is a warrior’s hunt for meaning in Starting when you choose this path at 3rd level, your thirst for
a life borne of suffering and violence, not some ritualistic blood channels the life-force of your foes to sustain you.
process for raiding cannibals as inexperienced adventurers While raging and below half of your hit point maximum,
might have you believe. The barbarians that follow this path when you hit with a melee weapon, you can use a bonus
fuel their rage with this pursuit of purpose. For those that live action to spend one Hit Die to heal yourself. Roll the die, add
long enough, their discipline becomes almost monk-like in its your Constitution modifier, and regain a number of hit points
meditation, chasing their sense of self through the arteries of equal to the total (minimum of 1).
those they deem worthy in battle. Additionally, if you kill or reduce an hostile Small or larger
As wizards live to slake their thirst for knowledge, creature to 0 hit points with a melee attack while you are
barbarians who follow the Path of Red Reaver are usually raging, as a reaction you can bathe yourself in the blood of
drawn to the greatest challenge in the field, not for bragging your foe, gaining one Hit Die (up to your maximum).
rights, or even to turn the tide of battle, but to further discern
their place in the veins of their world. Sanguine Scent
When you reach 6th level, your senses become
Path of the Red Reaver Features preternaturally attuned to the scent of blood. As an action on
Barbarian Level Features your turn, you can draw a deep breath to immediately track
3rd Devourer the scent of creatures around you. For the next 10 minutes,
you're able to smell the approximate number of living
6th Sanguine Scent creatures within 60 feet of you. You can differentiate the type
10th Blood of the Pack but not the identity of any specific creature. If you know the
creature you're looking for and have access to one of its
14th Bloodlust possessions, you can focus solely on that target.
While focused, you can’t use this feature to detect any other
creature but your quarry. You have advantage on Wisdom
(Survival) check to track your quarry and if you succeed on
the check you learn the direction and approximate distance
to that creature. In addition, you are able to follow its scent
even through terrain that would normally cover its scent, like
running water.
Once you use this feature, you can't use it again until you
finish a short or long rest. You must be able to breathe in
order to use this feature.
Blood of the Pack
At 10th level, your wild blood fury is tempered by the bond
you share with your allies. While raging, you can expend one
of your Hit Dice as an action to heal an equal number living
creatures other than you within 10 feet of you. On your turn,
roll a Hit Die for each creature you target with this feature.
The creature regains a number of hit points equal to the
result + your Constitution modifier (minimum of 1). Repeat
the process for each creature you choose.
You can use this feature a number of times equal to your
Constitution modifier. When you finish a long rest, you regain
all expended uses.
Bloodlust
Starting at 14th level, your pain and suffering makes you even
more dangerous in combat while injured. Whenever you use
your Devourer feature to heal yourself, you also deal
additional damage to your melee attack equal to the Hit Die
result.

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Path of the Storm Herald
Typical barbarians harbor a fury that dwells within. Their
rage grants them superior strength, durability, and speed.
Barbarians who follow the Path of the Storm Herald learn
instead to transform their rage into a mantle of primal magic
that swirls around them. When in a fury, a barbarian of this
path taps into nature to create powerful, magical effects.
Storm heralds are typically elite champions who train
alongside druids, rangers, and others sworn to protect the
natural realm. Other storm heralds hone their craft in elite
lodges founded in regions wracked by storms, in the frozen
reaches at the world’s end, or deep in the hottest deserts.
Path of the Storm Herald Features
Barbarian Level Features
3rd Storm Aura
6th Storm Soul
10th Shielding Storm
14th Raging Storm

Storm Aura
Starting at 3rd level, you emanate a stormy, magical aura
while you rage. The aura extends 10 feet from you in every
direction, but not through total cover.
Your aura has an effect that activates when you enter your
rage, and you can activate the effect again on each of your
turns as a bonus action. Choose desert, sea, swamp or
tundra. Your aura's effect depends on that chosen
environment, as detailed below. You can change your
environment choice whenever you gain a level in this class.
If your aura's effects require a saving throw, the DC equals
8 + your proficiency bonus + your Constitution modifier. The
damage type of this aura depend on your chosen
environment.
Desert. When this effect is activated, each creatures of
your choice in your aura take 2 fire damage each.
The fire damage increase when you reach certain levels in
this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th
level, and 6 at 20th level.
Sea. When this effect is activated, you can choose one
other creature you can see in your aura. The target must
make a Dexterity saving throw. The target takes 1d8 lightning
damage on a failed save, or half as much damage on a
successful one.
The damage increases when you reach certain levels in
this class, increasing to 2d8 at 10th level, 3d8 at 15th level,
and 4d8 at 20th level.
Swamp. When this effect is activated, each creatures of
your choice in your aura must make a Dexterity saving throw.
On a failed save, a creature speed is halved until the end of
your next turn, as muddy terrain hamper its movement.

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Tundra. When this effect is activated, each creature of your Raging Storm
choice in your aura gains 2 temporary hit points, as icy spirits At 14th level, the power of the storm you channel grows
inure it to suffering. The temporary hit points increase when mightier, lashing out at your foes. the range of your Storm
you reach certain levels in this class, increasing to 3 at 5th Aura aura increases to 30 feet. The effect is based on the
level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. environment you chose for your Storm Aura.
Desert. Immediately after a creature in your aura hits you
Storm Soul with an attack, you can use your reaction to force that
At 6th level, the storm grants you benefits even when your creature to make a Dexterity saving throw. On a failed save,
aura isn't active. The benefits are based on the environment the creature takes fire damage equal to half your barbarian
you chose for your Storm Aura. level. This damage ignore resistance the creature may
Desert. You gain resistance to fire damage, and you don't possess, but not immunity.
suffer the effects of extreme heat, as described in the Sea. When you hit a creature in your aura with an attack,
Dungeon Master's Guide. Moreover, as an action, you can you can use your reaction to force that creature to make a
touch a flammable object that isn't being worn or carried by Strength saving throw. On a failed save, the creature is
anyone else and set it on fire. knocked prone, as if struck by a wave.
Sea. You gain resistance to lightning damage, and you can Swamp. Immediately after a creature in your aura hits you
breathe underwater. You also gain a swimming speed of 30 with an attack, you can use your reaction to force that
feet. creature to make a Constitution saving throw. On a failed
Swamp. You gain resistance to poison damage and save, the creature takes poison damage equal to half your
advantage on saving throws against being poisoned. barbarian level and is poisoned until the end of your next turn
Tundra. You gain resistance to cold damage, and you don't as a pungent scent of decay surrounds you.
suffer the effects of extreme cold, as described in the Tundra. Whenever the effect of your Storm Aura is
Dungeon Master's Guide. Moreover, as an action, you can activated, you can choose one creature you can see in the
touch water and turn a 5-foot cube of it into ice, which melts aura. That creature must succeed on a Strength saving
after 1 minute. This action fails if a creature is in the cube. throw, or its speed is reduced to 0 until the start of your next
turn, as magical frost covers it.
Shielding Storm
At 10th level, you learn to use your mastery of the storm to
protect others. Each creature of your choice has the damage
resistance you gained from the Storm Soul feature while the
creature is in your Storm Aura.

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Tiger. While raging, you can add 10 feet to your long jump
Path of the Totem Warrior distance and 3 feet to your high jump distance. In addition, if
The Path of the Totem Warrior is a spiritual journey, as the you hit a creature with a melee attack on your turn, you can
barbarian accepts a spirit animal as guide, protector, and forgo one of your other attacks to ferociously roar at the same
inspiration. In battle, your totem spirit fills you with target. The creature must succeed on a Wisdom saving throw
supernatural might, adding magical fuel to your barbarian (DC equal to 8 + your proficiency modifier + your
rage. Most barbarian tribes consider a totem animal to be kin Constitution modifier) or be frightened of you until the end of
to a particular clan. In such cases, it is unusual for an you next turn. The spirit of the tiger empowers your leaps and
individual to have more than one totem animal spirit, though your ability to scare enemies.
exceptions exist. Wolf. While you're raging, your friends have advantage on
melee attack rolls against any creature within 5 feet of you
Path of the Totem Warrior Features that is hostile to you. The spirit of the wolf makes you a
Barbarian Level Features leader of hunters.
3rd Spirit Seeker, Totem Spirit
Aspect of the Beast
6th Aspect of the Beast At 6th level, you gain a magical benefit based on the totem
10th Spirit Walker animal you chose at 3rd level.
Bear. You gain the might of a bear. Your carrying capacity
14th Totemic Attunement (including maximum load and maximum lift) is doubled, and
you have advantage on Strength checks made to push, pull,
Spirit Seeker lift, or break objects.
Yours is a path that seeks attunement with the natural world, Eagle. You gain the eyesight of an eagle. You can see up to
giving you a kinship with beasts. At 3rd level when you adopt 1 mile away with no difficulty, able to discern even fine details
this path, you gain the ability to cast the beast sense and as though looking at something no more than 100 feet away
speak with animals spells, but only as rituals. from you. Additionally, dim light doesn’t impose disadvantage
on your Wisdom (Perception) checks.
Totem Spirit Elk. Whether mounted or on foot, your travel pace is
At 3rd level, when you adopt this path, you choose a totem doubled, as is the travel pace of up to ten companions while
spirit and gain its feature. You must make or acquire a they’re within 60 feet of you and you’re not incapacitated. The
physical totem object-an amulet or similar adornment-that elk spirit helps you roam far and fast.
incorporates fur or feathers, c1aws, teeth, or bones of the Tiger. You gain proficiency in two skills from the following
totem animal. At your option, you also gain minor physical list: Acrobatics, Athletics, Acrobatics, Stealth and Survival.
attributes that are reminiscent of your totem spirit. For The cat spirit hones your survival instincts.
example, if you have a bear totem spirit, you might be Wolf. You gain the hunting sensibilities of a wolf. You can
unusually hairy and thick-skinned, or if your totem is the track other creatures while traveling at a fast pace, and you
eagle, your eyes turn bright yellow. can move stealthily while traveling at a normal pace.
Your totem animal might be an animal related to those
listed here but more appropriate to your homeland. For
example. you could choose a hawk or vulture in place of an
eagle.
Bear. While raging, you have resistance to all damage
except psychic damage. The spirit of the bear makes you
tough enough to stand up to any punishment.
Eagle. While you’re raging and aren’t wearing heavy armor,
if you make a melee attack against a creature, that creature
can’t make opportunity attacks against you for the rest of your
turn and you can use the Dash action as a bonus action on
your turn. The spirit of the eagle makes you into a predator
who can weave through the fray with ease.
Elk. While you’re raging and aren’t wearing heavy armor,
your walking speed increases by 10 feet. In addition, when an
attacker that you can see targets you with an attack, you can
use your reaction to impose disadvantage on the attack roll.
The spirit of the elk makes you extraordinarily swift.

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12
Spirit Walker Elk. While raging, you can use a bonus action during your
At 10th level, you can cast the commune with nature spell, but move to pass through the space of a creature when you move.
only as a ritual. When you do so, a spiritual version of one of That creature must succeed on a Strength saving throw (DC
the animals you chose for Totem Spirit or Aspect of the Beast 8 + your proficiency bonus + your Strength modifier) or be
appears to you to convey the information you seek. knocked prone and take bludgeoning damage equal to 1d12 +
your Strength modifier.
Totemic Attunement Tiger. While you're raging, if you move at least 20 feet in a
At 14th level, you gain a magical benefit based on a totem straight line toward a creature right before making a melee
animal you chose at 3rd level. weapon attack against it, you can use a bonus action to make
Bear. While you’re raging, any creature within 5 feet of you an additional melee weapon attack against it.
that’s hostile to you has disadvantage on attack rolls against Wolf. While you're raging, you can use a bonus action on
targets other than you or another character with this feature. your turn to knock a Large or smaller creature prone when
An enemy is immune to this effect if it can’t see or hear you or you hit it with melee weapon attack.
if it can’t be frightened.
Eagle. While raging, you have a flying speed equal to your
current walking speed. This benefit works only in short
bursts; you fall if you end your turn in the air and nothing else
is holding you aloft.

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13
Path of the Wild Soul
Many places in the multiverse abound with beauty, intense Wild Surge
emotion, and rampant magic; the Feywild, the Upper Planes, Starting at 3rd level, the magical energy roiling inside you
and other realms of supernatural power radiate with such sometimes erupts from you. When you enter your rage, roll
forces and can profoundly influence people. As folk of deep on the Wild Magic table to determine the magical effect
feeling, barbarians are especially susceptible to these wild produced.
influences, with some barbarians being transformed by the If the effect requires a saving throw, the DC equals 8 + your
magic. These magic-suffused barbarians walk the Path of proficiency bonus + your Constitution modifier.
Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often Wild Surge
seek this path, eager to manifest the otherworldly magic of
their ancestors. d8 Effect
1 Necrotic energy bursts from you. Each creature of your
Path of the Wild Soul Features choice that you can see within 30 feet of you must
Barbarian Level Features succeed on a Constitution saving throw or take 1d12
necrotic damage. You also gain temporary hit points
3rd Magic Awareness, Wild Surge equal to 1d12 plus your barbarian level.
6th Bolstering Magic 2 You teleport up to 30 feet to an unoccupied space you
10th Unstable Backlash can see. Until your rage ends, you can use this effect
again on each of your turns as a bonus action.
14th Controlled Surge
3 An intangible spirit, which looks like a flumph or a
pixie (your choice), appears within 5 feet of one
Magic Awareness creature of your choice that you can see within 30 feet
At 3rd level, as an action, you can open your awareness to the of you. At the end of the current turn, the spirit
presence of concentrated magic. Until the end of your next explodes, and each creature within 5 feet of it must
turn, you know the location of any spell or magic item within succeed on a Dexterity saving throw or take 1d6 force
60 feet of you that isn’t behind total cover. When you sense a damage. Until your rage ends, you can use this effect
again, summoning another spirit, on each of your turns
spell, you learn which school of magic it belongs to. as a bonus action.
You can use this feature a number of times equal to your
Constitution modifier (minimum of once). You regain all 4 A bolt of light shoots from your chest. Another
expended uses when you finish a long rest. creature of your choice that you can see within 30 feet
of you must succeed on a Constitution saving throw or
take 1d6 radiant damage and be blinded until the start
of your next turn. Until your rage ends, you can use
this effect again on each of your turns as a bonus
action.
5 Whenever a creature hits you with an attack roll before
your rage ends, that creature takes 1d6 force damage,
as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by
multicolored, protective lights; you gain a +1 bonus to
AC, and while within 10 feet of you, your allies gain the
same bonus.
7 Flowers, vines and thorns temporarily grow around
you; until your rage ends, the ground within 15 feet of
you is difficult terrain for your enemies. When a hostile
creature enters the affected area for the first time on a
turn or starts its turn there, the creature must succeed
on a Dexterity saving throw or take 1d4 piercing
damage.
8 Magic infuses one weapon of your choice that you are
holding. Until your rage ends, the weapon’s damage
type changes to force, and it gains the light and
thrown properties, with a normal range of 20 feet and
a long range of 60 feet. If the weapon leaves your
hand, the weapon reappears in your hand at the end of
the current turn.

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14
Bolstering Magic
At 6th level, you can harness your wild magic to bolster
yourself or a companion. As an action, you can touch one
creature (which can be yourself) and confer one of the
following benefits of your choice to that creature:
For 10 minutes, the creature can roll a d3 whenever
making an attack roll or an ability check and add the
number rolled to the d20 roll.
Roll a d3. The creature regains one expended spell slot,
the level of which equals the number rolled or lower (the
creature’s choice). Once a creature receives this benefit,
that creature can’t receive it again until after a long rest.
You can use this feature a number of times equal to your
Constitution modifier (a minimum of once), and you regain all
expended uses when you finish a long rest.
Unstable Backlash
At 10th level, when you are imperiled during your rage, the
magic within you can lash out; immediately after you take
damage or fail a saving throw while raging, you can use your
reaction to roll on the Wild Magic table and immediately
produce the effect rolled. This effect replaces your current
Wild Magic effect.
Controlled Surge
At 14th level, whenever you roll on the Wild Magic table, you
can roll the die twice and choose which of the two effects to
unleash. If you roll the same number on both dice, you can
ignore the number and choose any effect on the table.

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15
Path of the Zealot
Some deities inspire their followers to pitch themselves into Warrior of the Gods
a ferocious battle fury. These barbarians are zealots— At 3rd level, your soul is marked for endless battle. If a spell,
warriors who channel their rage into powerful displays of such as raise dead, has the sole effect of restoring you to life
divine power. (but not undeath), the caster doesn't need material
A variety of gods across the worlds of D&D inspire their components to cast the spell on you.
followers to embrace this path. Tempus from the Forgotten
Realms and Hextor and Erythnul of Greyhawk are all prime Fanatical Focus
examples. In general, the gods who inspire zealots are deities Starting at 6th level, the divine power that fuels your rage can
of combat, destruction, and violence. Not all are evil, but few protect you. If you fail a saving throw while you're raging, you
are good. can reroll it, and you must use the new roll. You can use this
ability only once per rage.
Path of the Zealot Features
Barbarian Level Features Zealous Presence
3rd Divine Fury, Warrior of the Gods At 10th level, you learn to channel divine power to inspire
zealotry in others. As a bonus action, you unleash a battle cry
6th Fanatical Focus infused with divine energy. Up to ten other creatures of your
10th Zealous Presence choice within 60 feet of you that can hear you gain advantage
on attack rolls and saving throws until the start of your next
14th Rage Beyond Death turn.
Once you use this feature, you can't use it again until you
Divine Fury finish a long rest.
Starting when you choose this path at 3rd level, you can
channel divine fury into your weapon strikes. While you're Rage Beyond Death
raging, the first creature you hit on each of your turns with a Beginning at 14th level, the divine power that fuels your rage
weapon attack takes extra damage equal to 1d6 + half your allows you to shrug off fatal blows.
barbarian level. The extra damage is necrotic or radiant; you While you're raging, having 0 hit points doesn't knock you
choose the type of damage when you gain this feature. unconscious. You still must make death saving throws, and
you suffer the normal effects of taking damage while at 0 hit
points. However, if you would die due to failing death saving
throws, you don't die until your rage ends, and you die then
only if you still have 0 hit points.

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16
Changelog from RAW Artworks Credits
Core Class: Changed the Rage, Rage Damage, Brutal Critical Barbarian by Sebastian Horoszko
and Indomitable Might class features.
Garona by Svetlana Tigai
Added Path of the Beast subclass. Modified from the UA
original version. Changed the Call of the Hunt class feature.
Ghostly Sentinel by Daarken

Path of the Berserker: Changed the Frenzy, Mindless Rage High level berserker by ZhangQipeng
and Intimidating Presence class features. Swapped Blood Priest by Veli Nyström
Retaliation with Frenzy (Retaliation now 3rd level, and
Frenzy 14th level). Do you want to live forever? by Pablo Fernandez

Added Path of the Rage Mage subclass. Crevice by thomaswievegg

Added Path of the Red Reaver subclass. Modified from the Ghost Wolf by anonymous
Xanathar's Lost Notes original version.
Blue Bear Hunts by Lake Hurwitz
Path of the Storm Herald: Changed the Storm Aura and
Raging Storm class features.
Barbarian by Josh Tallman

Path of the Totem Warrior: Changed the Elk and Tiger


option in the Totem Spirit class feature.

Path of the Wild Soul subclass. Changed the Wild Surge


class feature.

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