Barbarian Fixes

If one of the following class features replaces an existing class feature, then you can choose whether to use the new class feature or the original one.

Epic Labor

Replaces Brutal Critical


By 9th level, by overcoming many trials through the course of your exploits, you have awakened a mighty power within yourself. This power manifests in the form of epic deeds, acts of seemingly impossible strength or skill that you can call upon when you most need them.

Learning Deeds

You learn two deeds of your choice, which are listed in the "Deeds" section below.

You learn an additional deed of your choice at 13th and 17th level. Each time you learn a new deed, you can also replace one deed you know with a different one.

Using Deeds

Each deed takes effect when you use your Epic Labor. Afterwards, you must finish a short or long rest to use your Epic Labor again.

Beginning at 13th level, you can use your Epic Labor twice between rests, and beginning at 17th level, you can use it three times between rests. Deeds can expend multiple uses of Epic Labor at once; this is listed as a "Magnify" effect. When you finish a short or long rest, you regain your expended uses.

Saving Throws

If a deed requires a saving throw, you use your Deed save DC, which is calculated as follows:

Deed save DC = 8 + your proficiency bonus + your Strength modifier

Relentless Rage (v2)

Replaces 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.

Additionally, whenever you make a saving throw while you're raging, you can choose to immediately end your rage. If you do so, you automatically succeed the saving throw. You must choose to do so before the roll.


Path of the Berserker Fixes

If one of the following class features replaces an existing class feature, then you can choose whether to use the new class feature or the original one.

Frenzy (v2)

Replaces 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 receive the following benefits:

  • You can make a single melee weapon attack as a bonus action on each of your turns after this one.
  • When you roll maximum on a weapon damage die, you can roll the weapon damage die again and add it to the total damage. If a damage die is directly maximized (such as through the Brutal Critical deed), this benefit does not apply—you need to actually roll the die.

The first time you go into a frenzy, you suffer no adverse effect. If you use this feature again before you finish a long rest, you suffer one level of exhaustion when your rage ends.

Intimidating Presence (v2)

Replaces 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 Strength or Charisma modifier—your choice) 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.

Deeds

Brutal Critical

When determining the damage for a critical hit with a melee weapon attack—after you see the damage roll—you can use your Epic Labor to apply one of the following effects:

  • Maximize your weapon damage dice (including the extra dice from the critical hit).
  • Roll one additional weapon damage die.

Magnify. You can apply another one of the above effects for each additional use of Epic Labor. You may choose the same effect multiple times. For example, by using your Epic Labor thrice, you can roll two additional weapon damage dice and then maximize all of the weapon damage dice.

Feat of Strength

When you make a Strength check, you can use your Epic Labor to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.

Alternatively, you can use your Epic Labor as an action to lift an incredible burden. For the next hour, your carrying capacity and the weight you can push, drag, or lift is doubled.

Magnify. For two uses of Epic Labor, your carrying capacity and the weight you can push, drag, or lift is multiplied by four. For three uses of Epic Labor, your carrying capacity and the weight you can push, drag, or lift is multiplied by eight.

Fell Throw

When you take the Attack action on your turn, you can use your Epic Labor to hurl a melee weapon that you are holding with deadly power and precision. For the turn, if the weapon has the thrown property, its normal range becomes equal to its long range; otherwise, the weapon gains the thrown property with a range of 30/30 feet.

The first time you throw the weapon as part of this Attack action, you have advantage on the attack roll. If you hit, you add 1d8 to the attack's damage roll.

Magnify. For two uses of Epic Labor, the extra damage becomes 2d8 and the weapon's range is doubled. For three uses of Epic Labor, the extra damage becomes 3d8 and the weapon's range is tripled.

Forceful Charge

When you enter your rage, you can use your Epic Labor to double your speed until the end of the turn.

On that same turn, if you move at least 20 feet in a straight line toward a target and then hit it with a melee weapon attack, you add 1d8 to the attack's damage roll. If the target is a creature, it must succeed on a Strength saving throw. If it fails, you can knock it prone and push it up to 10 feet away from you. You can do this only once per fierce charge.

Magnify. For two uses of Epic Labor, the extra damage becomes 2d8 and you can push the target up to 20 feet away from you. For three uses of Epic Labor, the extra damage becomes 3d8 and you can push the target up to 30 feet away from you.

Mighty Leap

As a bonus action, you can use your Epic Labor to leap to any spot within 30 feet (this does not count against your movement). You stop early if you impact against a creature or a solid surface along the trajectory of your leap. You cannot leap if your speed is 0.

When you land at the end of your mighty leap, the impact creates a powerful shock wave. Each creature within 5 feet of you must succeed on a Dexterity saving throw or be knocked prone.

Magnify. For two uses of Epic Labor, you can leap up to 60 feet and the shock wave range becomes 10 feet. For three uses of Epic Labor, you can leap up to 90 feet and the shock wave range becomes 15 feet.


Savage Strike

With a vicious strike to the vitals, a punishing hammer-blow, or a fearsome barrage, your body itself becomes a mighty weapon. When you hit with an unarmed strike, you can use your Epic Labor to add 1d8 to the unarmed strike's damage roll. If the target is a creature, you can impose one of the following effects on that target:

  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Constitution saving throw. If it fails, it is poisoned until the end of your next turn.
  • It must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Magnify. For two uses of Epic Labor, the extra damage becomes 2d8 and you can choose to impose two of the above effects on the target. For three uses of Epic Labor, the extra damage becomes 3d8 and you can choose to impose three of the above effects on the target.

Tenacious

You can use your Epic Labor as an action to suppress the effects of your highest level of exhaustion for the next hour.

Alternatively, you can use your Epic Labor as an action to endure the elements. For the next eight hours, you don't suffer the effects of extreme cold and extreme heat, and you are adapted to high altitudes and deep water—as described in the Dungeon Master's Guide.

Magnify. You can suppress another level of exhaustion for each additional use of Epic Labor.

Wall Breaker

As an action, you can use your Epic Labor to break a hole in a nonmagical surface (such as a wall, a door, cage bars, a ceiling, or a floor) made of wood, bricks, crystal, or another material of similar toughness. You choose the size of the hole, as long as it fits within a 10-foot cube.

Magnify. For two uses of Epic Labor, you can break a hole in a surface made of stone, steel, mithral, or another material of similar toughness. For three uses of Epic Labor, you can break a hole in an adamantine surface or a creation of magical force, such as the wall created by wall of force.