Barbarian
Hit Points
Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiences
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Overview & Creation
Barbarians, different as they may be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a communion with fierce animal spirits. Others draw from a rolling reservoir of anger at a world of pain. For every barbarian, rage is a power that fuels not just battle frenzy but also uncanny reflexes, resilience, and feats of strength.
The Barbarian
Level |
Proficiency Bonus |
Features |
Rages |
Rage Damage |
1st |
+2 |
Rage, Unarmored Defense |
2 |
+2 |
2nd |
+2 |
Reckless Attack, Danger Sense |
2 |
+2 |
3rd |
+2 |
Primal Path |
3 |
+2 |
4th |
+2 |
Ability Score Improvement |
3 |
+2 |
5th |
+3 |
Extra Attack, Fast Movement |
3 |
+2 |
6th |
+3 |
Path Feature |
4 |
+2 |
7th |
+3 |
Feral Instinct |
4 |
+2 |
8th |
+3 |
Ability Score Improvement |
4 |
+2 |
9th |
+4 |
Brutal Critical (1 die) |
4 |
+3 |
10th |
+4 |
Path Feature |
4 |
+3 |
11th |
+4 |
Relentless Rage |
4 |
+3 |
12th |
+4 |
Ability Score Improvement |
5 |
+3 |
13th |
+5 |
Brutal Critical (2 dice) |
5 |
+3 |
14th |
+5 |
Path Feature |
5 |
+3 |
15th |
+5 |
Persistent Rage |
5 |
+3 |
16th |
+5 |
Ability Score Improvement |
5/td] |
+4 |
17th |
+6 |
Brutal Critical (3 dice) |
6 |
+4 |
18th |
+6 |
Indomitable Might |
6 |
+4 |
19th |
+6 |
Ability Score Improvement |
6 |
+4 |
20th |
+6 |
Primal Champion |
Unlimited |
+4 |
Class Features
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Primal Path
At 3rd level you choose a path that shapes the nature of your rage. Choose from Path of the Ancient Guardian, Path of the Beast, Path of the Berserker, Path of the Bone Collector, Path of the Reaver, Path of the Storm Herald, Path of the Tactical Savage, Path of the Totem Warrior, Path of the Warlord, or Path of the Zealot, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
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.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Brutal Critical
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
This increases to three additional dice at 17th level.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Brutal Critical
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.
Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Starting Equipment
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 or (b) any simpIe weapon
- An explorer's pack and four javelins
Subclass Options
Primal Paths
Rage burns in every barbarian's heart, a furnace that drives them towards greatness. Different barbarians attribute their rage to different sources, however. for some, it's an internal reservoir where pain, grief, and anger are forged into a fury as hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.
Path of the Ancestral Guardian
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Path of the Ancestral Guardian Features
Barbarian Level |
Feature |
3rd |
Ancestral Protectors |
6th |
Spirit Shield (2d6) |
10th |
Consult the Spirits, Spirit Shield (3d6) |
14th |
Vengeful Ancestors, Spirit Shield (4d6) |
Ancestral Protectors
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn 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.
Spirit Shield
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
Consult the Spirits
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
Vengeful Ancestors
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
Path of the Beast
Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.
Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of the Beast table.
Origin of the Beast
d4 1d4 |
Origin |
1 |
One of your parents is a lycanthrope, and you’ve inherited some of the curse. |
2 |
You are descended from a legendary druid, a fact manifested by your ability to partially change shape. |
3 |
A fey spirit gifted you with the ability to adopt different bestial aspects. |
4 |
An ancient animal spirit dwells within you, allowing you to walk this path. |
Form of the Beast
When you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:
Bite. Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).
Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.
Tail. You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.
Bestial Soul
The feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
Climbing. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Jumping. When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
Swimming. You gain a swimming speed equal to your walking speed, and you can breathe underwater.
Infectious Fury
When you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- Target takes 2d12 psychic damage.
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
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 and you 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.
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.
Frenzy
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, 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.
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 effect is suspended for the duration of the rage.
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 Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your 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.
Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Path of the Bone Collector
Destroyers of those who defile the deceased with undeath, barbarians who follow the Path of the Bone Collector are often viewed as no higher than that which they destroy, but they hold no regard for those who cannot get dirty to cleanse others. By collecting pieces of skeletons from both the dead and undead, their spirits, especially the grateful ones freed from their cruel prison, assist you in your quest.
Path of the Bone Collector Features
Barbarian Level |
Feature |
3rd |
Bone Weapon |
6th |
Skeletal Armor |
10th |
Shroud of Undeath |
14th |
Undead Bane |
Bone Weapon
When you choose this Primal Path at 3rd level, you may adhere pieces of bone to weapons that you have as part of a Short Rest. Whenever you use one of these weapons against an Undead creature, it ignores damage resistance and immunity. In addition, while raging, you may choose to have a Bone Weapon deal necrotic damage instead of its normal damage type.
Skeletal Armor
Upon reaching 6th level, you may spend 8 hours crafting a protective covering made out of ossein. While you are wearing this armor, you use your Unarmed Defense AC, but you also gain resistance to necrotic damage. While raging, this resistance becomes immunity. Other creatures wearing this armor gain no benefit.
In addition, if you end an encounter with no superiority dice remaining, you regain one superiority die.
Shroud of Undeath
At 10th level, your attunement to the nature of undead makes you nearly indistinguishable from them. You appear as an undead creature to other undead, and you may count as Undead for any spell or similar effect that targets you.
Undead Bane
Beginning at 14th level, you are unstoppable in your quest against the undead. While you are raging, you gain advantage on all saving throws against spells and effects cast or caused by Undead creatures.
Path of the Reaver
Violence is your passion. Blood is your nirvana. You fight for the battle's sake, and the sight of gore fills you with glee. A warrior of blood, fueled by it, the power of all sorts of monsters, demons, and dragons flows through your veins as you slaughter them. Though, your destruction is not powered by your frenzy. In fact, your frenzy is just a parasite to the bloody path you will carve through the enemy.
Path of the Reaver Features
Barbarian Level |
Feature |
3rd |
Devour |
6th |
Ring of Pain |
10th |
Blood Frenzy |
14th |
Dragon Rage |
Devour
Beginning at 3rd level, when you take your first step down this violent path, your kills fill you with enhanced strength. Whenever you kill an enemy, you gain temporary hit points equal to your Constitution modifier + your Barbarian level (minimum of 1).
Ring of Pain
Once you reach 6th level, you can wound yourself in order to cause great pain to others around you. As a bonus action, you may take damage equal to your Barbarian level or less. Then, all enemies within 30 feet take the same damage as psychic damage. The damage that you deal, both to yourself and to enemies, with this feature, ignores temporary hit points, going straight for the vulnerable heart.
Blood Frenzy
Now, at 10th level, your violent wrath is further enhanced by your primal rage. During your rage, the first melee weapon attack that you make after taking any kind of damage adds your Proficiency bonus to the damage roll. This feature can only be used once per round.
Dragon Rage
Nearly reaching the apex of your power at 14th level, you may sacrifice some of your vitality to infuse your strikes with the power of a dragon. Whenever you make a melee weapon attack but before your attack roll, you may sacrifice 1d12 hit points in order to automatically roll the highest result with a damage die. If you make a critical hit with this feature, you roll the highest result on the extra damage dice used as well.
Path of the Storm Herald
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges 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 |
Feature |
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, 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.
Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases 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 1d6 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 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points 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.
Storm Soul
At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.
Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
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.
Raging Storm
At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.
Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
Path of the Tactical Savage
Sometimes raw power isn't enough to defeat a foe. The Path of the Tactical Savage is a path of cunning and strategy for barbarians who would use their experience in battle, in addition to their ferocity, to take down opponents.
Path of the Tactical Savage Features
Barbarian Level |
Feature |
3rd |
Combat Superiority |
6th |
Relentless |
10th |
Savage Superiority |
14th |
Opportunity |
Combat Superiority
Starting when you choose this path at 3rd level, you learn maneuvers fueled by superiority dice.
Maneuvers. You learn two maneuvers of your choice from the list of maneuvers available to the fighters with the Battle Master archetype. You can only use one maneuver per turn, in place of the listed action.
You learn another maneuver at 9th level, and once again when you reach 17th level. At these times you may also replace one known maneuver with a new maneuver.
Superiority Dice. You have four superiority dice, which are d8's. Your superiority dice increase to d10's when raging. A superiority die is expended on the use of a maneuver. You regain all expended superiority dice on the completion of a short or long rest.
Saving Throws. Some maneuvers require your target make a saving throw to resist effects. The saving throw is calculated as follows:
Maneuver Save DC = 8 + your proficiency bonus + your Strength modifier
Relentless
Starting at 6th level, if you complete a maneuver successfully, you can take an additional attack as a bonus action instead of spending a superiority die. This action can only occur once per short rest.
In addition, if you end an encounter with no superiority dice remaining, you regain one superiority die.
Savage Superiority
At 10th level, your superiority dice increase to d10's and d12's when raging. Once you hit level 18, your superiority dice increase to d12s and 3d6 when raging.
Opportunity
Starting at 14th level, if a creature moves out of your threat range, you can use your reaction to use the Tripping Attack maneuver against the target. You can use this ability even if you do not know the Tripping Attack maneuver. This ability does not expend any superiority dice, but can only be used once per short or long rest.
Path of the Totem Warrior
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.
Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
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, other creatures have disadvantage on opportunity attack rolls against you, 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 are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace).
Spirit Walker
At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
Totemic Attunement
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or 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.
Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
Tiger. While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Path of the Warlord
The Path of the Warlord is an exercise in leadership and willpower, as the barbarian accepts responsibility for their allies, and helps inspire them to greatness. Your allies come to respect your judgment, trust your instincts, and follow you into danger without reservation.
Path of the Warlord Features
Barbarian Level |
Feature |
3rd |
Bonus Profiencies, Inspire Heroism |
6th |
Tribal Rally |
10th |
Inspire Recklessness |
14th |
War Cry |
Bonus Proficiencies
When you adopt the Path of the Warlord at 3rd Level, you learn two languages of your choice. Also you become proficient in your choice of two of the following skills: Deception, Insight, Intimidation, or Persuasion.
Inspire Heroism
Also at 3rd Level, whenever you hit a creature with an attack, you can use your bonus action to give one friendly creature that can hear or see you temporary hit points equal to 2 + your Constitution modifier.
Tribal Rally
Beginning at 6th Level you, and any ally that can see and hear you, have advantage on Strength ability checks, Strength saving throws, and saving throws against being frightened while you are raging.
Inspire Recklessness
When you reach 10th Level, you may inspire your allies to attack with reckless abandon. When you hit a creature while under the effects of Reckless Attack, you can use your bonus action to allow one friendly creature that can see or hear you to make a melee attack against the target as a reaction.
If they do that, that ally grants advantage to all attack rolls against it until the start of your next turn.
War Cry
At level 14, whenever you score a critical hit with a melee weapon attack, each enemy within 60 feet of you that can hear you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failure, they are frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Each ally within 60 feet of you that can see and hear you can then use their reaction to make a saving throw, move up to half their speed, and make a weapon attack.
Path of the Zealot
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots- warriors who channel their rage into powerful displays of divine power.
Path of Zealot Features
Barbarian Level |
Feature |
3rd |
Divine Fury, Warrior of the Gods |
6th |
Fanatical Focus |
10th |
Zealous Presence |
14th |
Rage beyond Death |
Divine Fury
Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
Necrotic. The extra damage you deal with Divine Fury is necrotic.
Radiant. The extra damage you deal with Divine Fury is radiant.
Warrior of the Gods
At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
Fanatical Focus
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
Zealous Presence
At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Rage beyond Death
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.
While you’re raging, having 0 hit points doesn’t knock you 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.