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Bárbaros
Bárbaros
BLAZING DAWN
Path of the Blazing Sun
There are many cultures, particularly in the harsh outlands that many barbarians call
home, that revere the power of the sun. Barbarians who follow the Path of the Blazing
Sun take this reverence a step further, and learn to how to transform and harness this
power. These barbarians transform their rage into a dazzling display of magic, where
powerful flames leap from their weapons and their movement becomes impossible to
track as they disappear in a flash of light only to reappear moments later, ready to strike
down their foes with radiant energy.
Barbarians who draw on the power of the sun are versatile fighters, capable of clearing
groups of enemies with ease. In a display of their reverence, these barbarians typically
adador themselves with tattoos and markings that represent the sun, and often adorn
their clothing with these symbols as well.
Sunlit Fury
Starting when you choose this path at 3rd level, the burning rage in your heart manifests
as white-hot fire and dazzling radiance. While you rage, you can enhance the first attack
you make each turn with either fire or radiance. The weapon’s damage type for the
attack becomes fire or radiant, respectively, and it gains a secondary effect, outlined
below:
Fire. Upon hitting your primary target, you can choose up to two secondary
targets that are also within your weapon’s reach. If the attack roll you made
against the primary target would also hit a secondary target, the arcing flames
cause that target to take fire damage. This fire damage equals 1d6 + half your
Barbarian level if you chose a single secondary target, or 1d4 + a third of your
Barbarian level if you chose two secondary targets.
Radiance. Your reach for this attack is increased by 15 feet. Immediately after
you declare your attack’s target, you teleport to a unoccupied space within 5 feet
of the target in a flash of light, and complete the attack. If there is no space
available within 5 feet of the target, you remain at your original location and the
attack fails. In order to select this option, your speed can’t be 0.
Aspect of the Sun
Beginning at 6th level, the warm touch of the sun can invigorate you. When you take a
short rest and spend the entire rest in sunlight, you regain na additional 1d6 hit points if
you spent at least one hit die during the rest, and you regain 1 additional hit point for
every hit die you spend. Also, you are provided with enough nourishment to sustain
yourself for one day. Also, you gain both the control flames cantrip and the liligh cantrip
if you don’t already have them. Your spellcasting ability for these spells is Constitution.
Radiant Steed
At 10th level, you learn to form the radiance and fire of your soul into a separate entity
—a mighty steed. You can cast the Phantom Steed spell at-will, without expending a
spell slot. For you, this spell summons a semi-transparent steed made from light and
fire. The steed sheds bright light in a 10-foot radius, and dim light 10 feet beyond that.
Blazing Retribution
At 14th level, when a creature within your weapon’s reach hits you with na attack while
you’re raging, you can use your reaction to cause magical energy to streak towards your
attacker. Choose fire or radiance. The creature must make a Constitution Saving Throw
with a DC of 8 + your proficiency bonus + your Constitution modifier. It then suffers
one of the following effects:
Fire. The creature takes 3d8 fire damage on a failed save, or half as much
damage on a successful one.
Radiance. On a failed save, the creature is blinded until the start of its next turn.
SON OF DRAGONS
Path of the Dragon
Barbarians are well known for tapping into primal powers, but only a few can tap into
one of the most ancient and primeval of them all: The power of dragons. Most notably,
the type of dragon that causes such unyielding rage is that of the chromatic variant. Not
all those with chromatic blood in their veins are tended towards such violent and
destructive outbursts, but all those that follow this path do indeed share that ancestry:
Their chromatic heritage simply manifests itself far stronger than it does for others.
While chromatic dragons are not as renowned for walking among the mortal masses as
their metallic cousins are, there have been those that started bloodlines that stretch back
millennia. No matter how diluted this bloodline becomes, it can always manifest itself
in any of its descendants. And when properly harnessed can become a force of
reckoning. Due to their more volatile chromatic blood, those following this path tend
toward Chaos, as they contain potent destructive power that paces at the edges of the
cage, just waiting to be unleashed. This however is not the norm, as there are those that
have learned to control their impulses.
The zekyl, an elven subrace that was created through unions between drow and shadow
dragons, are all able to tap into this primal path due to the chaotic influences of the
shadowfell. Their normal calm and calculated demeanor hides the violent dragon that
lurks beneath wating to strike.
Draconic Form
At 3rd level, whenever you enter a rage, if you are not wearing heavy armor, you can
choose to give in to your draconic fury and manifest aspects of a draconic being;
growing natural weapons as claws erupt from your fingertips, fangs sprout from your
maw, and you gain a vicious lashing tail (or an existing one becomes stronger).
If you do, your draconic pride compels you to stow or doff any weapons or shields you
are wielding. You can do this as part of the same bonus action you use to enter your
rage, and must do so in order to gain the benefits of your draconic fury. You cannot
wield any weapons or shield until you stop raging, and you gain the features listed
below until your rage ends:
Natural Weapons
You gain the following natural weapons, but you can only use one at a time as part of
the Attack action:
Natural Weapon Damage Properties
Claws 1d6 slashing —
Tail 1d12 bludgeoning Reach
Bite 1d10 piercing —
Fury Points
When you enter a rage, if you gave in to your draconic fury, you can gain fury points to
enhance your natural weapons. You can gain fury points in the following ways:
GRIM HOLLOW
Path of the Fractured
Barbarians are defined by their rage, channeling emotion to unleash brief but potent
destruction on their enemies. A rare few study esoteric psychological techniques that
split their rage off from the rest of their psyche, dividing their identity into two parts:
ego and id. When their ego is in control, the Fractured—as these barbarians are known
—are capable of a degree of self-control and cunning few other barbarians are. When
they allow their id to take control, their countenance turns monstrous and their bodies
swell with the power of rage made physically manifest.
Face of Rage
Starting at 3rd level, when you enter your rage, your features distort and your body
swells such that your appearance completely changes. Creatures who don’t witness your
transformation and have not witnessed it in the past do not recognize you. In addition,
while raging, you gain the following benefits if you aren’t wearing heavy armor:
• You can roll a 1d8 in place of the normal damage of your unarmed strike, and
your unarmed strikes count as magical for the purpose of overcoming resistance
and immunity to nonmagical attacks and damage.
• When you use the attack action with an unarmed strike and are not wielding a
shield, you can make one unarmed strike as a bonus action.
• You count as one size larger when determining who you can target and who can
target you with grappling, and your reach with unarmed attacks increases to 10
feet.
Mask of Civility
Also at 3rd level, you gain proficiency with one of the following skills of your choice:
Arcana, History, Investigation, Medicine, Nature, Persuasion, or Religion. In addition,
you gain proficiency with one artisan’s tool kit of your choice or learn to read, speak,
and write one language of your choice.
Brains and Brawn
At 6th level, while you are not raging, you have resistance to psychic damage. While
you are raging, you have resistance to all damage except psychic damage.
Cunning and Brutal
At 10th level, while you are not raging, you can take a bonus action on each of your
turns to take the Disengage or Help action. While you are raging, your unarmed strikes
score a critical hit on a roll of 19 or 20.
Better Half
At 14th level, when you take damage that would reduce you to 0 hit points, you can use
your reaction to drop to 1 hit point instead and gain temporary hit points equal to half
your maximum hit points. In addition, if you were raging your rage ends, and if you
weren’t raging, you enter a rage (even if you have no remaining uses of your rage). You
lose all remaining temporary hit points after 1 minute.
Once you use this feature, you can’t use it again until you finish a long rest.
Path of the Primal Spirit
Many barbarians are in tune with the natural world, but few are as mystically
intertwined with it as those who walk the Path of the Primal Spirit. These barbarians
forge powerful connections with the beasts and natural spirits of the world, inspiring
such ethereal beings to manifest and journey with them on far-flung adventures.
Barbarians who follow this path have a deep reverence for the ecological cycle of the
natural world. Such barbarians are as likely to accept quests and pleas for aid from local
wildlife as they are other humanoids. This respect for animals doesn’t cross into naivety
—no barbarian better understands the circle of life and the delicate balance between the
needs of predator and prey better than those who walk the Path of the Primal Spirit.
Primal Companion
At 3rd level, you gain a primal companion, a spirit that accompanies you on your
adventures and instinctively fights alongside you. Select either the Guardian or Striker,
and one of land, sea, or sky. Its in game statistics found below, which uses your
proficiency bonus (PB) in several places.
You determine your companion’s appearance; however, this does not affect its game
statistics. Despite taking on a physical form, your primal companion does not need to
breathe, eat, or sleep. You and your primal companion can communicate with one
another telepathically while you are both on the same plane.
As an action, you can temporarily dismiss your primal companion or summon it within
30 feet of you. In combat, your primal companion shares your initiative count, but it
takes its turn immediately after yours. It can move and use its reaction on its own, but
the only action it takes on its turn is the Dodge action, unless you use a bonus action on
your turn to command it to take another action. That action can be one in its stat block
or some other action. If you are incapacitated, your companion can take any action of its
choice.
You can spend one minute per short rest caring for your primal companion. When you
do, the spirit regains 2d6 hit points. Your primal companion regains all lost hit points at
the end of a long rest. If your primal companion dies, the spirit manifests in a form of
your choice the next time you finish a long rest.
Shared Rage
Also at 3rd level, while you are raging, your primal companion has resistance to
bludgeoning, piercing, and slashing damage.
Kin to Beasts
At 6th level, you can cast the animal friendship and speak with animals spells using
Constitution as your spellcasting ability. Once you cast a spell using this feature, you
can’t cast either spell until you finish a short or long rest.
Skinrider’s Trance
At 10th level, you can use an action and choose your primal companion or one beast
currently under the effect of your animal friendship spell to enter a trance. For the
duration of this trance, you possess the chosen creature.
While possessing a creature, you sense the world through the target’s senses, you have
total control over its movement and actions, you use the beast’s physical statistics and
abilities instead of your own, and keep your mental attributes. This possession ends if
you choose to exit the trance (no action required by you), the beast you’re possessing is
reduced to 0 hit points, or you and the beast are on different planes of existence.
While in this trance, you are blinded and deafened in regard to your own senses and
cannot move or take actions. You can remain in the trance for a number of hours up to
half your level in this class + your Constitution modifier. Once you use this feature to
enter the trance, you cannot do so again until you finish a long rest.
Shape of the Wild
At 14th level, you can use a bonus action on your turn to choose a new form for your
primal companion, causing it to transform instantaneously. When you cause your primal
companion to transform in this way, its current hit points change to its new maximum
hit points. Once you use this feature, you can’t use it again until you finish a short or
long rest.
Statistics
Primal Guardian
Medium (Large if Land or Sea) beast, neutral
Armor Class 12 plus PB (natural armor)
Hit Points 5 + six times your barbarian level
Speed 30 ft.; fly 45 ft. (Sky only); swim 45 ft. (Sea only)
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (+3) 4 (-3) 12 (+1) 6 (-2)
Saving Throws Str +2 plus PB, Con +3 plus PB
Skills Athletics +2 plus PB, Intimidation -2 plus PB x 2,
Perception +1 plus PB
Senses Darkvision 60 ft., passive Perception 11 plus PB
Languages Understands your languages but cannot speak.
Challenge equal to your PB
Resilient Rage. When the guardian’s hit points fall be-
low half its maximum, it’s enraged for 10 minutes, gaining
temp hit points equal to half of its maximum.
Vigilant. The guardian can’t be surprised.
Actions
Natural Weapon. Melee Weapon Attack: +2 plus PB,
reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning, piercing,
or slashing damage (based on form chosen).
Reaction
Body Block. When an ally within 5 feet of it is hit by an
attack, the guardian takes the damage instead.
*Proficiency Bonus (PB)
Primal Striker
Medium Beast, neutral
Armor Class 12 plus PB (natural armor)
Hit Points 5 + four times your barbarian level
Speed 40 ft.; fly 60 ft. (Sky only); swim 60 ft. (Sea only)
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 7 (-2)
Saving Throws Dex +2 plus PB, Wis +1 plus PB
Skills Perception +1 plus PB, Stealth +2 plus PB
Senses Darkvision 60 ft., passive Perception 11 plus PB
Languages Understands your languages but cannot speak.
Challenge equal to your PB
Flyby (Sky Only). The striker doesn’t provoke oppor-
tunity attacks when it flies out of an enemy’s reach.
Aquatic Assault (Sea Only). While the striker is
submerged in water it has advantage on natural weapon
attacks made against other creatures without a swim
speed submerged in water.
Enraged Strikes. While you are raging, the striker’s
natural weapon attacks gain a damage bonus equal to
your Rage Damage.
Actions
Natural Weapon. Melee Weapon Attack: +2 plus PB,
reach 5 ft., one target. Hit: 1d8 + PB bludgeoning, piercing,
or slashing damage (based on form chosen).
Reaction
Harry (Land Only). When a creature within 5 feet of the
striker is attacked, the striker gives that attack roll advantage.
*Proficiency Bonus (PB)
PLANET APOCALYPSE
Path of the Trophy Hunter
The Path of the Trophy Hunter exceeds the mere bloodlust of battle: it is the simmering
rage, the festering hatred that drives one not only to kill but to dominate their foes in
body and mind. Barbarians of this path take trophies from slain foes to commemorate
their victories, and they wear these grisly totems to gain the strength of those they have
conquered.
Experienced Hunter
When you choose this primal path at 3rd level, you become proficient in Intimidation
and one other skill from the following list: Arcana, Insight, Nature, Performance,
Religion, or Survival. If you are already proficient in Intimidation, choose a second skill
from the list instead.
Spirit Carver
Beginning at 3rd level, when you take trophies from your slain foes, they feel the pain
down to their very spirits, lingering at the place of their demise out of shock. When a
celestial or a fiend dies and you have damaged it since the start of your last turn, its
body doesn’t disappear for 24 hours and you can harvest parts of it for indefinite
preservation as if it were a mortal creature.
Necklace of Trophies
At 3rd level, you create your first trophy from an enemy you have slain and choose one
of the following benefits. You can take a new necklace trophy and change the benefit at
the end of any long rest if you have participated in slaying a foe with a challenge rating
at least equal to your level since your last long rest. You can only have one necklace
trophy at a time.
Necklace of Teeth. You make a necklace of assorted teeth or spines pulled from your
slain foes, inspiring you to greater ferocity. While raging, when you roll a 1 or a 2 on a
damage die for an attack you make with a melee weapon, you can reroll the die and
must use the new roll, even if it is a 1 or a 2.
Grisly Necklace. You make a necklace of tongues, skin, or other grisly bits cut from
your slain foes, which inspires horror and fear in those who look upon you. While
raging, you can use your action to cause a creature you can see or hear that can see or
hear you to become frightened of you until the end of your next turn unless it succeeds
on a Wisdom saving throw. The save DC is 8 + your proficiency bonus + your Strength
modifier. When the creature succeeds on its save or the frightened condition ends on it,
it becomes immune to your Grisly Necklace for 24 hours. Using this action prevents
your rage from ending early, as if you had made an attack.
Necklace of Bones. You make a necklace of splinered bones, inspiring you to laugh at
death. While raging, you have resistance to necrotic and poison damage and you have
advantage on saving throws against being frightened or poisoned.
Prize Trophy
By 6th level, you have taken a great trophy from a powerful foe. Choose one of the
following. You can take a new prize trophy and change the benefit at the end of any
long rest if you have participated in slaying a foe with a challenge rating at least equal
to your level since your last long rest. You can only have one prize trophy at a time.
Inspiring Trophy. This trophy, typically a heart, reminds your allies of your mighty
deeds and inspires them to greater action. When you reduce a hostile creature to 0 hit
points, choose one friendly creature that can see or hear you. That creature gains
advantage on its next attack roll, saving throw, or ability check. You cannot use this
ability again until you have finished a short or long rest.
Invigorating Trophy. This trophy, typically a scalp or set of horns, encourages you to
persevere against hardship. When you reduce a hostile creature to 0 hit points, you can
either regain lost hit points equal to your barbarian level or end one condition on
yourself from the following list: charmed, frightened, or poisoned. You cannot use this
ability again until you have completed a short or long rest.
Enduring Trophy. This trophy, typically a skull, reminds you that you have outlasted
mighty foes, instilling you with endurance. You have resistance to cold and fire damage,
are unharmed by extreme heat and cold, and have advantage on saving throws against
exhaustion.
Flesh Carver
Beginning at 6th level, you can cast the speak with dead spell without expending a spell
slot, targeting the corpse of a creature you damaged within 24 hours before its death.
In addition, you add double your proficiency bonus instead of your normal proficiency
bonus to ability checks using the Intimidation skill while you are raging. Using
Intimidation prevents your rage from ending early as if you had attacked.
Spirit Interrogator
Starting at 10th level, you have advantage on ability checks made to gain information
from celestials, elementals, fey, fiends, and undead. You can use Flesh Carver to cast
speak with dead on any corpse with a mouth, regardless of whether you damaged it.
Armor of Rites
At 14th level you craft a suit of armor of your choice from the remains of the celestials,
fey, fiends, or undead you have slain. You are considered proficient in this armor.
Only you may gain the benefits provided by this armor. You may conduct a 1-hour ritual
on the corpse of a celestial, fey, fiend, or undead of at least your size category to make
one of the following suits of armor. Performing the ritual destroys any other Armor of
Rites you created previously; any such suit collapses into a moldering heap of dead
flesh.
Armor of Scars. You ritually scar yourself using the teeth and claws of your fallen
enemies and lash the teeth and claws together with sinew.
This is light armor that weighs 10 pounds. While wearing this armor, your Armor Class
is 11 + your Dexterity modifier + your Constitution modifier.
When you hit with a weapon attack on your turn while you are raging, you may use
your bonus action to expend a use of rage; if you do so, you deal additional damage of
the same type equal to your barbarian level.
Armor of Skin. You cut armor from the leather of demon wings, shape a cloak stitched
from the skin of distorted faces, or something else terrifying to behold.
This is medium armor that weighs 20 pounds. While wearing this armor, your Armor
Class is 14 + your Dexterity modifier (max 2) + your Constitution modifier.
When you hit with a weapon attack on your turn while raging, you may use your bonus
action to force a creature within 60 feet that can see or hear you and that you can see to
make a Wisdom saving throw. The save DC is 8 + your proficiency bonus + your
Strength modifier. On a failed save, the creature is stunned until the end of its next turn.
You can’t use this feature again until you finish a short or long rest.
Armor of Bones.You craft armor from the bones of those you kill, a skull mask and the
clattering embrace of ribs.
This is heavy armor that weighs 40 pounds and gives you disadvantage on Dexterity
(Stealth) checks. You can rage while you are wearing this armor. While wearing this
armor, your Armor Class is 17 + your Constitution modifier.
When you take damage while wearing this armor while raging, you can use your
reaction to reduce the damage by your barbarian level before applying resistance. If the
attacker is within 5 feet of you when you use this reaction, you can also make a melee
attack with disadvantage against it as part of the same reaction.
RYOKO'S
Path of the Kaiju
“Be it man, beast, or earth itself, everything
trembles before me.”
The Path of the Kaiju is one of sheer destructive force. Some warriors of this kind are
fueled by a relentless hatred of a kaiju, perhaps one that destroyed their home or
ravaged their continent. In such cases, an individual’s burning obsession is a source of
incredible strength, manifesting as an aspect of the kaiju’s own power in moments of
blind rage. Other barbarians might worship kaiju for their strength and grandeur, calling
on their aid in battle, embodying the might and fury of a colossus as they charge into the
fray.
Aspect of the Kaiju
3rd-Level Path of the Kaiju Feature
When you adopt this path, choose a kaiju through which you draw power and gain the
associated benefit from the options below.
• The Ascendant Dragon. While raging, you can use na action to let loose a
devastating blast of radiant energy from your mouth. Each creature in a 15-foot
cone must succeed on a Dexterity saving throw (DC equal to 8 + your Strength
modifier + your proficiency bonus), taking a number of d6s radiant damage
equal to your proficiency bonus on a failed save, or half as much damage on a
successful one.
• The Eternal Leviathan. When you enter your rage, or as a bonus action while
raging, you can bellow an echoing cry. Each creature of your choice within 10
feet of you must succeed on a Wisdom saving throw (DC equal to 8 + your
Constitution modifier + your proficiency bonus) or have disadvantage on attack
rolls against any target other than you until the start of your next turn.
• The Titan Earth. You can use your Constitution modifier in place of your
Strength modifier for the attack and damage rolls of your unarmed strikes and
weapon attacks. These strikes are still considered Strength-based attack rolls for
the purposes of your other barbarian features.
• The Armoured Kabuto. While raging, if you move at least 15 feet straight
towards a target and then immediately hit it with a weapon attack, the target
takes an extra 9 (2d8) bludgeoning damage from the attack.
• The Infinite Tempest. The first time each turn while raging that you hit a target
with a melee attack roll, you deal 3 (1d6) lightning damage to each creature of
your choice within 10 feet of the target as lightning spirals out from the point of
impact.
You can switch your chosen kaiju each time you gain a new barbarian level.
Apex Hunter
3rd-Level Path of the Kaiju Feature
You gain proficiency in the Medicine and Survival skills. If you already have this
proficiency, you gain proficiency in another skill of your choice. Additionally, you can
take the Brace action*, stand up from prone, or mount a creature using only 5 feet of
movement.
*See page XX
Kaiju Force
6th-Level Path of the Kaiju Feature
When you enter your rage, you can choose for you and everything you are wearing and
carrying to double in size in all dimensions if there is room, and your weight is
multiplied by eight. This growth lasts until your rage ends and increases your size by
one category, from Medium to Large, for example. While in this form, you can add your
Constitution modifier to all Strength checks and Strength saving throws, and your
weapon attacks deal an extra 1d4 damage on a hit.
Transformation of the Kaiju
10th-Level Path of the Kaiju Feature
You gain the power to transform into a vassal of a kaiju when you rage. This kaiju is the
same as the one you draw power from with your Aspect of the Kaiju feature.
• The Ascendant Dragon. While raging, you and any objects you are wearing or
carrying assume a pseudo-liquid form. In this form, you have resistance to ire
damage, you are immune to the grappled and restrained conditions, you gain a
swimming speed of 60 feet, you can move through other creatures’ spaces and
through gaps as small as 1 inch wide without squeezing (but you can’t stop
there), and you gain the benefits of half cover while submerged in water.
• The Eternal Leviathan. While raging, you adopt a translucent, ghastly form. In
this form, you have resistance to cold and necrotic damage, and you can move
through other creatures and objects as if they were difficult terrain. You take 5
force damage if you end your turn inside an object. If you are inside an object
when your rage ends, you are shunted to the nearest unoccupied space and take 5
force damage for every 5 feet travelled.
• The Titan Earth. While using your Kaiju
Force feature, you and everything you are wearing and carrying grows still further.
Provided there is room, your size increases by one category, from Large to Huge, for
example. While in this form, your reach increases by 5 feet, and your weapon attacks
deal an extra 1d4 damage on a hit.
• The Armoured Kabuto. While raging, you sprout large, insectoid wings. You
have a flying speed equal to your walking speed, and your movement doesn’t
provoke opportunity attacks.
• The Infinite Tempest. While raging, you crackle with lighting and your blows
land with booming claps of thunder. In this form, you have resistance to
lightning and thunder damage, and you can use a bonus action to move in a
straight line up to 30 feet, passing through other creatures without provoking
opportunity attacks. Each creature you pass through in this way must succeed on
a Dexterity saving throw (DC equal to 8 + your Constitution modifier + your
proficiency bonus) or take 1d8 lightning damage.
Chaos Threshold
14th-Level Path of the Kaiju Feature
While you are raging and have hit points equal to less than half your hit point
maximum, your speed increases by 10 feet and you can make one weapon attack as a
bonus action. Furthermore, if you fail a saving throw, you can expend one use of your
rage to succeed instead. You can use this feature to succeed on a saving throw a number
of times equal to half your Constitution modifier (minimum of once), and you regain all
expended uses when you finish a long rest.
VALDA'S
Path of the Colossus
The colossus, sometimes known as a war-hulk, is a barbarian of the front lines, hefting
massive weapons and sweeping away smaller combatants in their fury. To a war-hulk,
strength is the only attribute that matters. Cunning is for the weak; faith is for the weak;
speed is for the weak. Victory is for the strong alone, and rage is the purest path to
strength. This path is a favorite of goliaths and giants, who step easily into crushing
smaller opponents.
Larger Than Life
Starting when you choose this path at 3rd level, you become a titan in your anger. When
you begin a rage, your size doubles in all dimensions and your weight is multiplied by
eight. This growth increases your size by one category—from Medium to Large, for
example. This size increase doesn’t stack with similar size increases, such as from the
enlarge/reduce spell. If there isn’t enough room for you to double your size, you attain
the maximum possible size in the space available. Your weapons also grow to match
your new size. While these weapons are enlarged, your attacks with them deal 1d4 extra
damage.
While raging, you can use your action to make a massive swing against all creatures in a
15-foot line within your reach. Roll a separate attack roll for each target in the line.
Imposing Presence
At 6th level, your immense stature can block line of sight. Ranged effects drawing line
of sight through your position treat targets behind you as if they have three-quarters
cover. When you are raging, this becomes total cover.
Boulder Throw
At 10th level, you can throw massive boulders or other suitably large objects as
weapons. Such weapons are considered two-handed, heavy, thrown weapons with a
range of 30/60 feet. You have proficiency in such weapons. On a hit, a boulder deals
2d8 bludgeoning damage. You can only throw one boulder per turn.
Colossal Strength
At 14th level, your Strength score increases by 2 and your maximum for this score
becomes 22. At 20th level, your Strength maximum becomes 26, rather than 24.
When you make a melee weapon attack while raging, the attack has reach if it did not
have it before.
Path of Tranquility
Barbarians who follow the Path of Tranquility embrace a zen philosophy of restraint and
moderation, much in contrast with their furious brethren. Embraced by the fey and
called “the serene,” these barbarians are calm, tactical warriors who issue swift
retaliation instead of violent assaults. At their pinnacle, the serene are one with nature
and with themselves, entering flow states at will to dispatch their foes with
dispassionate precision.
Mantra
Starting when you select this path at 3rd level, taking the Dodge action on your turn
counts as attacking a hostile creature for the purposes of sustaining your rage.
Anticipate
Also at 3rd level, whenever you do not make an attack roll on your turn, you prepare
yourself for blows. Until the start of your next turn, whenever a creature makes a melee
attack against you, you can use your reaction to make one melee weapon attack against
that creature.
Battle Trance
At 6th level, whenever you use your reaction to make an attack, you can make two
attacks instead.
Tranquility
At 10th level, you can chant calming verses to entice, relieve, and protect those around
you. You can cast the calm emotions, enthrall, and sanctuary spells once each, without
expending spell slots or components, and regain the ability to do so when you finish a
long rest. You can cast these spells while you are raging. Your spell save DC for these
spells is 8 + your proficiency bonus + your Constitution modifier.
Zen State
At 14th level, whenever a creature misses you with a melee attack, you gain a +2 bonus
to your Armor Class, up to a maximum of +6. This bonus resets to 0 if you take damage
or at the start of your turn.