```metadata
title: Revised Primal Paths
description: >-
Revision of the SRD/PHB Path of the Berserker and XGtE Path of the Storm
Herald Barbarian subclasses.
tags: []
systems:
- 5e
renderer: V3
theme: 5ePHB
```
## Revised Primal Paths
At 3rd level, a barbarian gains the Primal Path feature. Here are revised options for the Path of the Berserker and the Path of the Storm Herald.
### 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 additional melee weapon attack as part of the Attack action on each of your turns. When your frenzy ends, you must make a DC 8 Constitution saving throw. On a failure, you suffer one level of exhaustion. Each time you frenzy after the first, the DC of the saving throw increases by 2, resetting to 8 when you finish a long rest.
#### Mindless Rage
Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frighten-ed when you enter your rage, the effect ends for you. If you were charmed or frightened because you failed a saving throw, entering your rage counts as succeeding on the saving throw.
#### Intimidating Presence
Beginning at 10th level, you can add your Strength modifier to Charisma (Intimidation) checks you make.
Additionally, 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 (Insight) check contested by your Charisma (Intimidation) check or be frightened of you until the end of your next turn. On subsequent turns, you can use your bonus action to extend this effect’s duration 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 8 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 with advantage.
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### Path of the Storm Herald
{{descriptive
Path blurb unchanged from *Xanathar’s Guide to Everything*.
}}
#### 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. At 14th level, the aura extends 30 feet from you.
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. Upon reaching 20th level, you can change your environment choice whenever you finish a long rest.
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 of your choice in your aura each take fire damage equal to your Constitution modifier + your proficiency bonus.
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{{wide
Revised Primal Paths is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}}
{{artist,top:515px,right:100px
##### Dwarf Berserker
Olivier Bernard, © Wizards of the Coast
}}
\page
***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 2d6 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 3d6 at 9th level, 4d6 at 15th level, and 5d6 at 20th level.
***Tundra.*** When this effect is activated, each creature of your choice in your aura gains temporary hit points equal to double your proficiency bonus, as icy spirits inure them to suffering.
#### 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. Each choice grants resistance to a damage type. If you already have resistance to that damage type, such as from your race, the damage you take of your resisted type is reduced by 3 after applying resistance, to a minimum of 1 point of damage.
***Desert.*** You gain resistance to fire damage. 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 equal to your walking speed.
***Tundra.*** You gain resistance to cold damage. 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
{{descriptive
Unchanged from *Xanathar’s Guide to Everything*.
}}
#### 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 + your proficiency bonus.
***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. You can also force this save as part of a hit on an opportunity attack.
***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 speeds are reduced to 0 until the end of your next turn, as magical frost covers it.
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{{note
##### Rules Tip: Resistances and Extreme Weather
As detailed in the *Dungeon Master’s Guide*, a creature with resistance or immunity to fire damage automatically passes saving throws related to extreme heat, and a creature with resistance or immunity to cold damage likewise auto-matically succeeds on saves related to extreme cold.
}}
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{{wide
Revised Primal Paths is unofficial Fan Content permitted under the Fan Content Policy. Not approved/ endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.
}}
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