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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.

Path of the Celestial Avatar


Some barbarians revere the celestial spirits that roam the lands and skies, and seek them
out to be their guides and personal connection to the divine. A few barbarian clans have
a pre-established connections to celestial spirits, and for those clans taking this path is
merely proving yourself worthy of that creature’s power. For many barbarians, however,
taking this path requires them to search fafaand wide for a celestial creature willing to
let them become na avatar.
Most any celestial creature is capable of granting a barbarian this path. The most
common among these are unicorns, couatls, and low-ranking angels, who accept
righteous barbarians as their avatars—extensions of their power that help them carry out
their divine will. For some barbarians that take this path, their rage becomes reminiscent
of divine possession—in rage, their personality can take on some of the attributes of
their celestial guide’s personality.
Avatar of Might
When you adopt this path at 3rd level, you gain a celestial guide that you will serve as
its avatar. In return for your service, the guide bestows upon you the ability to channel
divine magic through your rage. You gain access to the following spells: compelled
duel, divine favor, and heroism. Wisdom is your spellcasting ability for all the spells
granted by this feature.
As part of the bonus action used to start your rage, you can cast one of the spells you
gained with this feature without expending a spell slot or using material components.
The spell is cast at 1st level, doesn’t require concentration if it normally does, and lasts
for the duration of rage rather than the spell’s normal duration.
At 10th level, you cast all the spells you gain with this feature at 2nd level, and you
gain access to the following additional spells: silence, spiritual weapon, and warding
bond.
At 14th level, you cast all the spells you gain with this feature at 3rd level, and you gain
access to the following additional spells: beacon of hope, crusader’s mantle, and
elemental weapon.
After your spellcasting improves at 10th and 14th levels, if you would cast a spell with
this feature that doesn’t benefit from being cast at a higher level, you gain 5 temporary
hit points for each slot level above the spell’s base level. These temporary hit points last
for the duration of your rage.
Celestial Blessing
At 6th level, you gain resistance to radiant and necrotic damage. Additionally, once per
rage you can use your bonus action to become momentarily incorporeal, as your body
and all of your equipment appears to transform into brilliant starlight. For the next 10
feet of movement you make on your turn, you can move through other creatures and
objects as if they weren’t there, and your movement doesn’t provoke opportunity
attacks. If this movement ends and you’re still inside na object or creature, you are
transported to the nearest unoccupied space outside of it, and take 2d6 force damage.
Divine Guidance
At 10th level, you can cast the Divination spell, but only as a ritual. The entity you are
put in contact with for this spell is the celestial guide you chose when you selected this
subclass.
Avatar of Light
Starting at 14th level, you can cause your rage to give off divine light. For the duration
of your rage, bright light extends 15 feet from you in every direction, and dim light
extends 15 feet beyond that. Creatures of your choice within the bright light gain
resistance to radiant damage, necrotic damage, and one other damage type of your
choice that isn’t bludgeoning, piercing, or slashing damage. You choose the damage
type whenever you activate your rage.

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:

 When you score a critical hit, you gain 1 fury point.


 If you deal damage to a creature and it is reduced to 0 hit points before your next
turn, you gain 1 fury point.
 At the start of your turn, if you took damage since the beginning of your
previous turn, you gain 1 fury point.
You can gain a maximum amount of fury points equal to your proficiency bonus, and
you lose any remaining fury points when your rage ends. You can use your fury points
to enhance your natural weapons in the following ways:
Bite: When you hit a creature with your bite, you can spend 2 fury points once per turn
to regain an amount of hit points equal to twice your Constitution modifier (minimum
of 2).
Claws: When you take the Attack action on your turn and make an attack with your
claws, provided both your hands are free, you can make one additional attack using your
claws as part of the same action. While you possess at least 2 fury points, attack rolls
you make with your claws will score a critical hit on a roll of 19 or 20.
Tail: Your tail always counts as an equipped weapon, and can be used to make
opportunity attacks. Once per turn when you hit a creature with your tail, you can spend
1 fury point to make a contested Strength (Athletics) check against them and knock
them prone if you win.
Dragon Color
Starting at 3rd level, you choose a Dragon Color. The damage type associated with each
Dragon Color is used by features of this path. Additionally, you can now speak, read and
write Draconic. Whenever you make a Charisma check when interacting with dragons,
your proficiency bonus is doubled if it applies to the check.
Dragon Color
Dragon Color Damage Type
Black Acid
Blue Lightning
Green Poison
Red Fire
White Cold
Draconic Ascension
At 6th level, your Draconic Form grants you additional draconic aspects. When you
enter a rage, if you gave in to your draconic fury, you gain a number of fury points equal
to half your proficiency bonus (rounded down), and you gain the following benefits
while raging:
Wings: You gain dragon wings which last until your rage ends. Your wings allow you to
glide, but aren't strong enough to grant you flight yet. When falling you can use your
reaction to slow your descent, as if under the effects of a feather fall spell. In addition,
for each foot that you fall, you can move one foot horizontally in any direction. While
aloft, you count as taking damage for the purpose of maintaining your rage. Your
clothes and armor magically change to accommodate these new wings. By 14th level,
your Draconic Form's wings are now strong enough to give you flight. While not
wearing heavy armor, you gain a flying speed equal to your walking speed.
Resistance: You gain resistance against the damage type of your chosen color on the
Dragon Color table while raging. If you already have permanent resistance against this
damage type, then all damage you deal ignores resistance against your Dragon Color's
damage type instead.
Vicious weapons: Your natural weapons count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and damage.
Unleashed Fury
Starting at 10th level, the marks of your ddraconicl heritage no longer entirely fade
when you are not raging. You gain scales which permanently grants you your Draconic
Form's Resistance benefit.
Additionally, if you gave in to your draconic fury when you entered your rage, you can
use a bonus action while raging to spend a number of fury points and breathe out a
powerful blast of elemental energy. Creatures within a 15-foot cone must make a
Dexterity saving throw. The DC of this saving throw is 8 + your Constitution modifier +
your proficiency bonus. A creature takes 2d6 damage for each fury point you expended
on a failed save, and half as much damage on a successful one. The damage type is the
same as the damage type of your chosen Dragon Color.
Similar to the racial breath weapons of half dragons and dragonborn, using this feature
counts as attacking a hostile creature for the purpose of maintaining your rage.
Draconic Savagery
Starting at 14th level, you rip and tear your opponents apart, violently and without
mercy. Once on each of your turns, when one of your melee attacks reduces an object or
creature's hit points to a number less than your Strength score, you can instantly reduce
it to 0 hit points. Additionally, you suffer none of the drawbacks of old age, you can't be
aged magically, and your lifespan extends by 1000 years.
NOTE: This feature relies on knowledge regarding a monster's remaining hit points.
Your DM may want to avoid sharing this information at the table, so if you are worried
about this ability getting overlooked in combat, we suggest checking in with them at the
start of the session to make sure they are aware of it.

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 the Fin


Tribal communities exist all across the realms, in all manner of locales and climes.
While their customs often change, one steadfast certainty seen time and time again is
the reverence for particular animals local to that tribe. These are often wildly varied;
northern tribes may revere the Wolf or the Bear, those of the deserts follow the Hawk or
the Jackal, and those of the jungle may aspire to the Ape or the Tiger. It is in this
tradition that the Path of the Fin, island warriors capturing the bloodthirsty essence of
the great Shark, arose.
Aquatic
Starting when you choose this path at 3rd level, you are permanently adapted to life
underwater. You can breathe water as well as air and have a swim speed equal to your
walking speed. Additionally, if you are swimming, your rage can’t end early, unless you
choose to end it.
Feeding Frenzy
Unlike their land-locked brothers, fin barbarians undergo drastic physical
transformations when they enter a rage. At 3rd level, while raging, you sprout rows of
razor-sharp shark teeth and gain a melee bite attack. Your bite is a natural weapon,
which you can use to make unarmed strikes. If you hit with it, youdeal piercing damage
equal to 1d8 + your Strength modifier instead of the bludgeoning damage normal for an
unarmed strike.
Starting at 6th level, your bite is considered magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and damage.
When you hit a creature within 5 feet of you with a melee attack, you can use a bonus
action to make a bite attack against that creature. This attack has advantage if the
creature has half its hit points or fewer. You can use this feature a number of times equal
to your Constitution modifier (a minimum of once) and regain all expended uses when
you finish a long rest.
Blood Sense
A fully grown shark can smell a single drop of blood in the water almost a mile away.
At 6th level, you gain an amazing sense of smell. You have advantage on all Intelligence
(Investigation) and Wisdom (Perception) checks dealing with smell, and you can
automatically track a single living creature whose scent you are familiar with as long as
the trail is less than a week old. By spending a minute concentrating, you can detect the
scents of all living creatures in a 100-foot radius, or up to a mile in the water.
Mako
Starting at 10th level, your bite attack damage increases to 1d10. Additionally, once per
turn when you hit a creature with your bite attack, it must make a Dexterity saving
throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone
or grappled by you (your choice). The target has disadvantage on this save if you are
swimming.
Tsunami
By 14th level, as a bonus action, you can conjure a magical wave of salt water that rises
at your feet and glides beneath you. The wave is up to 15 feet wide and 15 feet tall, and
moves with you as you swim. If a creature is caught up in the wave, it is forced to swim
and hold its breath until it leaves the wave’s area or the wave moves away from it. The
wave extinguishes unprotected flames in its area. The wave lasts for 1 minute, after
which it spreads across the ground in all directions and quickly evaporates.
Once you use this ability, you can’t use it again until you finish a short or long rest.

Path of Heavy Metal


The barbarians of the Path of Heavy Metal do not do things by halves. They fight the
strongest foes, swing the biggest axes, and play the loudest music. For this reason, any
battle they get involved in tends to be noisy, violent, and short.
Armored only in face paint and studded belts, these fearless hellions are known for
screaming their enemies into submission and trashing taverns, though they can also be
thoughtful and erudite when not tapping into their primal fury. Away from the
battlefield, the “thunderheads” form a tight fraternity, bonded together by absolute
commitment to their path and the shared recognition that the life of an adventurer —
with its grueling travel, explosive violence, and unfamiliar lodgings — is essentially a
never-ending tour.
Bonus Proficiencies
When you choose this path at 3rd level, you gain proficiency with three musical
instruments of your choice.
Heavy Metal Axe
At 3rd level, your dabbling with craftsmen and bards has taught you how to build the
sickest instruments possible. You can spend 8 hours of work converting a two-handed
weapon into an instrument with which you are proficient. Only you can play an
instrument weapon you have created, which retains all its combat capabilities. You can
maintain a total number of instrument weapons equal to your proficiency bonus.
Solo Shredding
Also at 3rd level, you play your instrument weapon even in combat, rocking out as you
crack skulls. When you enter a rage, you begin ferociously playing a solo on your
instrument weapon. After you deal damage to a hostile creature during your rage with
your instrument weapon, you increase your Rage bonus damage by 1. You can increase
your Rage damage bonus up to a maximum of twice your proficiency bonus. This
increase lasts until you are incapacitated, you are no longer holding your instrument
weapon, you miss an attack, or your rage
ends.
Killer Vocals
By 6th level, as a bonus action, you can release a thunderous battle cry, blood-curdling
screech, or growl. Each Large or smaller creature you cchoose within 5 feet of you is
pushed 5 feet away from you and is deafened until the end of your next turn.
Up To Eleven
Starting at 10th level, you put total commitment into your music. Whenever you make a
Charisma check or any check that involves playing your instrument weapon, you can
treat a d20 roll of 10 or lower as an 11.
Smash Hit
By 14th level, you’ve learned that the best way to end a fight (and a performance) is to
smash one of your instrument weapons entirely. When you hit a creature with your
instrument weapon while you are raging, you can smash the weapon on the target,
dealing an extra 4d12 damage. A nonmagical instrument weapon is completely
destroyed, whereas a magical instrument weapon loses its musical components and
becomes a normal weapon.
Once you use this ability, you can’t use it again until you finish a short or long rest.

Path of the Muscle Wizard


You’re a wizard! Perhaps you went to wizarding school on a football scholarship or just
picked up a book at the gym and started reading. No matter how you got here, you’re a
wizard, one that just coincidentally has massive, rippling muscles. You have the big
dumb hat and the book filled with gibberish and everything!
You gently remind others, often by beating them to a pulp and cracking their bones, that
your magical powers shouldn’t be questioned. You’re a good wizard, the best one, even!
And only a fool would say otherwise.
Unarguable Wizardry
Starting at 3rd level, your unquestionable legitimacy (and immense pectoral muscles)
gives you advantage on Charisma (Intimidation) checks made to convince others that
you are, in fact, a wizard.
Additionally, if someone questions your legitimate magical prowess, you can instantly
fly into a rage for 1 round. This rage can’t be extended and doesn’t count against your
total number of Rages following a long rest. While in this rage, you can only attack the
creature that provoked your ire and the creature’s allies.
“Cantrips"
At 3rd level, you can call upon your “magic” to cast “cantrips” in combat. You can use
the following “cantrips” a number of times equal to your Strength modifier. You regain
all expended uses when you take a short or long rest. While you are raging, you can cast
your “cantrips” at will; using them doesn’t count against your number of uses per long
rest.
Mage Hand. As a bonus action when you hit a creature with a melee weapon attack on
your turn, you can use your hand (and you are a mage, after all) to attempt to shove the
target over. The target must make an opposed Strength check against you. If your
Strength check is higher, the target is knocked prone.
Shocking Grasp. As a bonus action when you make an attack on your turn, you can hit
your target even harder than usual, a fact which they will find quite shocking. On a hit,
the target can’t take a reaction until the start of your next turn.
True Strike. As a bonus action when you make an attack on your turn, you can really,
truly strike your target. On a hit, you deal an extra 1d8 damage to the target.
“Spells“
By 6th level, your “magic” is powerful enough to cast every “spell” that exists (and no
one can or will prove otherwise without broken ribs). However, you only prepared the
following “spells” today.You can cast each of these “spells” once and recover all
expended uses when you finish a long rest.
Burning Hands. Your backhand slap is legendary. As an action on your turn, you can
make an unarmed strike against each creature within your reach. On a hit, this attack
deals bludgeoning damage equal to 1d8 + your Strength modifier.
Magic Missile. When you take the Attack action on your turn, you can use your bonus
action to make a ranged attack using a weapon you are holding. Because magic missile
never misses, you have advantage on this attack roll.
Shield. As a reaction when you’re targeted by an attack, you can quickly produce a
shield to defend yourself. You gain the shield’s bonus to AC against this attack, even if
you weren’t holding it before. If you are hit, you can reduce the amount of damage
taken by 1d12 + your Constitution modifier.
Magic Resistance
By 10th level, you’re such an amazing wizard that other wizards can’t even touch you.
While you’re raging, you have resistance to damage from spells.
I Cast Fist
Starting at 14th level, you can crush your enemies with your ultimate “spell,” Fist.
While you’re raging, you can use your action and bonus action to punch your foe really,
really hard. Make a melee attack roll, with advantage, against one creature within your
reach. On a hit, you deal bludgeoning damage equal to 8d8 + your Strength modifier.
Once you use this ability, you can’t use it again until you stop raging and begin a new
rage.

Path of the Rage Mage


Most barbarians who possess the spark of arcane talent never realize it, introspection not
always being a barbaric strength. Those who find this spark, however, might learn to
channel their brute ferocity through magic and embark on the Path of the Rage Mage.
Through their rage-fueled arcane might, such a barbarian possesses a uniquely
calamitous fury, merging physical prowess with spell slinging in a warpath of fire,
blades, and blood.
Arcane Intuition
Starting when you adopt this path at 3rd level, you gain proficiency in the Arcana skill
and can use your Constitution, instead of Intelligence, for Intelligence (Arcana) checks.
Spellcasting
Also at 3rd level, your rage manifests as a surge of arcane power. While you are raging,
you can cast and concentrate on spells. Additionally, casting a spell on your turn counts
as attacking a hostile creature for the purpose of sustaining your rage.
Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn
an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Rage Mage Spellcasting table shows how many spell slots you have to
cast your spells of 1st level or higher. To cast one of these spells, you must be raging
and expend a slot of the spell’s level or higher. You regain all expended spell slots when
you finish a long rest.
Spells Known of 1st Level and Higher. You know three 1st-level sorcerer spells of
your choice, two of which you must choose from the evocation or transmutation spells
on the sorcerer spell list.
The Spells Known column of the Rage Mage Spellcasting table shows when you learn
more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or
transmutation spell of your choice, and must be of a level for which you have spell
slots.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you
know with another spell of your 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 transmutation
spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from
any school of magic.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells. You
use your Charisma whenever a spell refers to your spellcasting ability. In addition, you
use your Charisma modifier when setting the saving throw DC for a sorcerer spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier.
Arcane Rampage
Starting at 6th level, if you take the Attack action while you are raging and attack
recklessly, you can use your bonus action to cast a spell in place of one of your attacks.
The spell must have a casting time of 1 action or 1 bonus action.
Supernatural Exploits
By 10th level, you can channel your latent magic to perform spectacular feats of daring.
Even when you aren’t raging, you can cast the following spells at will, targeting
yourself only, without using a spell slot or material components: darkvision, feather fall,
jump, and see invisibility.
Eldritch Explosions
Beginning at 14th level, you manifest surges of arcane wrath with every strike. Once per
turn, when you hit a creature with a melee weapon attack, you can expend one spell slot
to create an explosion of energy at a point you choose within 10 feet of you.
Each creature other than you within a 10-foot radius of that point must make a
Dexterity saving throw against your spell save DC, taking 2d6 force damage for each
level of the spell slot expended, or half as much on a successful save.

RAGE MAGE SPELLCASTING


BARBARIAN LEVEL - CANTRIPS KNOWN
SPELLS KNOWN 1ST 2ND 3RD 4TH
3rd 2 3 2 — — —
4th 2 4 3 — — —
5th 2 4 3 — — —
6th 2 4 3 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
9th 2 6 4 2 — —
10th 3 7 4 3 — —
11th 3 8 4 3 — —
12th 3 8 4 3 — —
13th 3 9 4 3 2 —
14th 3 10 4 3 2 —
15th 3 10 4 3 2 —
16th 3 11 4 3 3 —
17th 3 11 4 3 3 —
18th 3 11 4 3 3 —
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

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.

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