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Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 + Constitution modifier

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Overview & Creation

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength. You must have a Strength score of 13 or higher in order to multiclass in or out of this class.


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.   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.   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.   Primal Path   At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.   Primal Knowledge (Optional)   When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.   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.   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.   Instinctive Pounce (Optional)   At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.   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.   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.   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 simple weapon   An explorer's pack and four javelins


Subclass Options

Path of the Ancestral Guardian
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 of the target’s attacks.   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 a 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 that your Spirit Shield prevents.  
Path of the Battlerager
Restriction: Dwarves Only Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.   Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.   Battlerager Armor   When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.   While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.   Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.   Reckless Abandon   Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.   Battlerager Charge   Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.   Spiked Retribution   Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.  
Path Of The Beast
Origin of the Beast   1d4 Origin 1 One of your parents is a lycanthrope, and you've inherited some of their curse. 2 You are descended from an archdruid and inherited the 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   Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.   You choose the weapon’s form each time you rage:   Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.   Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.   Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.   Bestial Soul   Beginning at 6th level, the feral power within you increases, 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 alter your form 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:   You gain a swimming speed equal to your walking speed, and you can breathe underwater. 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. 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.   Infectious Fury   At 10th level, when you hit a creature with your natural weapons while you are raging, the beast 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 proficiency bonus, and you regain all expended uses when you finish a long rest.   Call the Hunt   At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  
Path of the Berserker
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 Storm Herald
Storm Aura   When you select this path 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 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 Totem Warrior
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.   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 and aren't wearing heavy armor, 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're 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. 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.   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 Wild Magic
Magic Awareness   When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.   You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Wild Surge   Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.   If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.   Wild Surge   d8 Effect
  1. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
  2. You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
  3. An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
  4. Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
  5. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
  6. Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
  7. Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
  8. A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
Bolstering Magic   Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:   For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest. You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.   Unstable Backlash   At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.   Controlled Surge   At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.  
Path of the Zealot
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.   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 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.  
Path of the Depths
Gift of the Drowned Ones   At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater.   Dredge Line   Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history.   As a bonus action, you can use this appendage to strike at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.   Ghostwater Dive   Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks.   Manifestations of the Deep   At 10th level, you can manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list:  
  1. Eyes of the Deep: You gain the ability to use echolocation. When you do so, you cast the True Seeing spell, without using a spell slot or material components. After you cast a spell in this way, you can’t use this feature again until you finish a short or long rest.
  2. Arms of the Deep: While raging, you now manifest two magical appendages, which may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice. When you use your dredge line ability, you can attempt a grapple with each of your appendages.
  3. Heart of the Deep: Now on your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again.
  4. Soul of the Deep: You are now immune to all effects that would cause you to be charmed or frightened.
  5. Armor of the Deep: Your skin hardens, increasing your Armor Class by 1.
Depth Charge   At 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force. When you appear all creatures within 10 feet of you must make a Strength saving throw. On a failed save a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.  
Path of the Juggernaut
Thunderous Blows   Starting when you choose this path at 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.   Stance of the Mountain   You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.   Demolishing Might   Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.   Overwhelming Cleave   Upon reaching 10th level, you wade into armies of foes, great swings of your weapon striking any who threaten you. When you make a weapon attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.   Unstoppable   Starting at 14th level, you can choose to become unstoppable when you enter a rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion.  
Path of the Hellrager
Devil Within   At 3rd level, your devilish energy seeps out of you, altering people's perception of you. You can make Intimidation (Strength) checks instead of Intimidation (Charisma) checks, and gain proficiency in intimidation checks. In addition, when you enter a rage, you unshackle the devilish energy inside you, empowering and twisting you. Your appearance changes and looks more akin to of a devil, for example growing a forked tail, your skin turning red, or infernal markings covering your body. You gain the following benefits: You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. You have advantage on saving throws against spells and other magical effects Your creature type becomes fiend (devil) and you have resistance to fire damage.   Fear Aura   Starting at 6th level, your sheer presence breaks the will of any who dare defy you. While raging, any creature hostile to you that starts its turn within 20 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is frightened of you until the start of its next turn. If a creature's saving throw is successful, the creature is immune to your Fear Aura for the next 24 hours.   Infernal Flames   At 10th level, you can coat one weapon you wield with the fires of Hell at will (no action required), if you do so, your attacks with it deal an additional amount of fire damage equal to your Constitution modifier. This effect ends early if you dismiss it (no action required) or if you let go of the weapon. 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. Alternatively you can unleash the fires of Hell in a burst. Once per short rest, you can cast the fireball spell centered on yourself at a level equal to a third of your level in this class (rounded up), you are immune to the damage it deals, and can cast it even while raging. Constitution is your spellcasting modifier for this spell. If you cast the spell in this manner, you can't coat your weapon in flames until you take a short or long rest.   Hellish Wings   Beginning At 14th level you gain greater control over the fiendish energy inside you. As a bonus action, while raging, you can sprout a pair of leathery devil wings, giving you a flying speed equal to your walking speed. This effect ends when you dismiss it as a bonus action or if your rage ends or if you fall unconscious.  
Path of Thunderstorms
Living Thunderstorm   At 3rd level, you can infuse yourself with the powers of the storm while raging, once per turn on your turn, you can choose one of the following skills to use:
  • Thunderous Strike: When you deal damage with a weapon you can choose to force the creature to make a Strength saving throw (DC: 8 + your proficiency bonus + your Constitution modifier) or be pushed back 10ft.
  • Lightning Streak: When you hit a creature, you can cause an arc of lightning to jump from your foe to another within 10 feet, it takes lightning damage equal to 1d6 + your proficiency bonus.
  • Hurricane Step: You can use the dash action as a bonus action, if you so you gain an additional 10ft of movement while dashing. At 11th level you can use this ability twice per turn, but can't choose the same skill twice on any given turn.
Eye of the Cyclone   Beginning at 6th level, you are the embodiment of thunderstorms. As an action you can cause impossibly strong winds to swirl in a 10 feet radius around you for 1 minute. The wind has the following effects:
  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • The area is difficult terrain for creatures of your choosing.
  • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind. You can use this ability a number of times equal to your Constitution modifier, and regain all uses after a long rest.
Note: A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.   Whispers in the Wind   From 10th level, you learned to whisper in the thunder and winds, carrying your messages throughout the world. You can cast the sending spell a number of times equal to your Constitution modifier, and regain all uses after a long rest. Constitution is your spell casting modifier for this spell.   Awakened Thunderstorm   At 14th level, you are one with the storms. Your living thunderstorm ability improves, when you choose one of the skills it gains additional benefits:
  • Thunderous Strike: When a creature fails their saving throw against that skill, you knock the wind out of them, their speed becomes 0 until the start of your next turn.
  • Lightning Streak: The arc of electricity can now hit 2 different creatures within 20 feet of the foe you strike. Roll damage for each.
  • Hurricane Step: You can choose to teleport the dash distance instead of walking it.
 
Path of the Brawler
Fisticuffs   Starting at 3rd level, when you take this path, you gain the following benefits:   You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain barbarian levels. While raging, when you make an unarmed strike as a part of the attack action, you can make an additional unarmed strike as a bonus action.
Barbarian Level Fisticuffs Die
3rd d4
6th d6
10th d8
14th d10
Primal Fury   Starting at 6th leveI, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   On the Ropes   Additionally at 6th level, once per turn when you attack with your unarmed strike, if you score a critical hit or you make the attack with advantage and both d20 results would hit, you can make a grapple check to shove or grapple it without replacing an attack to do so. You cannot use this feature against creatures that are more than one size larger than you.   Bloodied Combatant   Starting at 10th level, when you take damage that would set you below half of your maximum hit points and not already raging, you can use your reaction to enter a rage expending one of your daily uses of rage.   In addition, while you are raging and below half of your maximum hit points, your reckless attack feature does not grant advantage on incoming attack rolls from enemies that you hit on your turn.   Knock-out punch   At 14th level, when you hit a creature with a critical hit and the maximum damage result would drop them to 0 hit points, that creature takes the maximum damage and are set to 0 hit points.  
Path of the Cyclone
Fighting Style   When you choose this path at 3rd level, you learn the Two-weapon Fighting Style; and while raging you can engage in two-weapon fighting without having to expend your bonus action.   Double Swing   Also at 3rd level, once on each of your turns when you miss an attack while raging, you can make one additional melee attack as a part of engaging in two-weapon fighting   Twisting Winds   At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength modifier.   Mighty Leap   Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature's reach while jumping.   Tornado   At 14th level, you can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers. You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.


LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path Feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

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USNHawser113.

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Class Features

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