Legendary Classes

Welcome to Legendary Classes! The next major update for Legendary Player Characters, a supplement for Dungeons and Dragons 5th Edition that intends to give rules for buffing up players so one on one games (1 DM and 1 Player) is much more possible!

Now of course, let me start by saying the obvious: This class breaks all typical 5e balancing conventions, it should not be used in regular play, nor should it be compared to regular 5e classes.

Legendary classes are meant to make a single player worth the equivalent of 3 players (Without just tripling damage output and HP) So it's going to be significantly more powerful than the regular version of the class.

Why?

Why would you use this? Why would you play D&D with two people when it's meant for a larger group? There's a myriad of reasons really, but below are a few good ones.

  • It's easier to schedule and prepare for, instead of having to manage the schedules of six different people, you've reduced that total to two, making it much easier to arrange sessions for D&D.

  • This helps with protagonist syndrome... In a normal campaign, no one player should outshine the others, and you'll often hear horror stories of players who try to take the spotlight... In solo games with one player and one DM, that is not a problem! The singular player can shine as bright as they want without worry of making other players feel useless.

  • It can simply be a lot of fun. I've played solo games a lot with my partner, and before I began making Legendary Player Characters, it was... Really difficult to actually run encounters and make characters without things feeling really bad, because D&D isn't made for solo play.

Of course as mentioned, there's far more reasons than just those three. If you don't think you'd like this, then that's perfectly fine! Solo play isn't for everyone. I personally prefer it and that's just how I play the game, everyone plays in their own way.

For anyone else who prefers solo style or is interested in giving it a try, then this class and the full Legendary Player Characters document are right up your alley!


Legendary Player Characters

As mentioned to the left of this text, this is meant as a supplement for the Legendary Player Characters document. You can find the links to the full 127 page document below!

Google Drive

Homebrewery

It is not mentioned in the class specifically, but this class does still use Legendary Actions. Nothing has been changed about the Legendary Action rules from the LPC document, and the legendary actions you can choose for this class can be found at the end of this document!

Encounters

When calculating encounters for a player with this class, consider them to be equivalent to three characters of the same level.

I recommend using milestone leveling with this system, however if you do not and want to use XP, then you should reward a third of the xp they would normally gain (So they don't level rapidly)

If the PC is using Auric Emotions or Signs of Labors in tandem with this class, treat them as three and a half characters. If they are using both in tandem with this class, treat them as four characters.

Leveling

Legendary Classes are special, even aside from their increased power. Their maximum level has been increased from 20 to 30, and not only that-but every legendary class will have rules for leveling beyond 30. To an infinite amount.

Again I strongly recommend using milestone leveling, as I do not have a good experience total required for levels beyond 20 (Especially once you begin going into 31+)

You can find what features the Legendary class gains for every level beyond 30 on the same page that their legendary actions are listed.

Multiclassing

Assume the following for multiclassing:

  • You may multiclass as normal up to level 30.

  • Once you hit level 31, you begin receiving the Leveling Beyond 30 features for your particular class. You do not receive any features they would receive at an earlier level.

  • For example, a level 10 Legendary Rogue and level 20 Legendary Sorcerer wouldn't receive Legendary Sorcerer's 21-30 features when they begin leveling beyond 30, nor would they receive Legendary Rogue's 11-30 features.

Legendary Barbarian
Level Proficiency
Bonus
Features Fury
Die
Marks
Bared
Savageries
Known
1st +2 Rage, Spirit Totem, Unarmored Defense, Semi Proficiencies d4
2nd +2 Ancient Marks, Savage Agony d4 3 2
3rd +2 Primal Path, Principles of Wrath d4 3 2
4th +2 Ability Score Improvement d4 3 2
5th +3 Extra Attack d4 4 2
6th +3 Path Feature d4 4 2
7th +3 Legendary Ability Score Improvement d6 4 3
8th +3 Ability Score Improvement d6 4 3
9th +4 Principles of Wrath (2), Spirit Totem Feature d6 4 3
10th +4 Path Feature d6 5 3
11th +4 Brutality d6 5 3
12th +4 Ability Score Improvement d6 5 3
13th +5 Forced Rage d8 5 3
14th +5 Path Feature d8 5 4
15th +5 Legendary Ability Score Improvement, Principles of Wrath (3) d8 6 4
16th +5 Ability Score Improvement d8 6 4
17th +6 Extra Attack (2), Spirit Totem Feature d8 6 4
18th +6 Indomitable Might d8 6 4
19th +6 Persistent Rage d10 6 4
20th +6 Ability Score Improvement d10 7 4
21st +7 Principles of Wrath (4) d10 7 5
22nd +7 Path Feature d10 7 5
23rd +7 Legendary Ability Score Improvement, Brutality (2) d10 7 5
24th +7 Ability Score Improvement d10 7 5
25th +8 Spirit Totem Feature d12 8 5
26th +8 Enduring Agony d12 8 5
27th +8 Principles of Wrath (5) d12 8 5
28th +8 Ability Score Improvement d12 8 6
29th +9 Extra Attack (3) d12 8 6
30th +9 Primal Force d12 9 6

Class Features

Your Class gains the following features

Hit Points


  • Hit Dice: 2d12
  • Hit Points at 1st Level: 24 + two times your Constitution modifier
  • Hit Points at Higher Levels: 2d12 (13) + two times your Constitution modifier per Barbarian level after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception and Survival

Rage

Upon choosing this class at 1st level, your unbridled ferocity is something to behold. At the start of your turn (No action required) You may initiate your Rage, gaining the following benefits while it is active:

  • Whenever you make a Strength ability check or saving throw, you may roll 1d4 and add it to the check. This die increases as you gain levels, as shown in the Fury Die column in the Barbarian class table.

  • Whenever you hit with a melee weapon attack, you deal 1d4 additional damage of the weapons damage type. This damage die increases as you gain levels, as shown in the Fury Die column in the Barbarian class table.

  • You have resistance to bludgeoning, piercing and slashing damage.

  • You cannot cast spells or concentrate on spell effects.

Your rage ends if you are incapacitated, or if your turn ends and you haven't made an attack against a creature or taken damage. You can also choose to leave your rage at the start of your turn (No action required)

Once your rage ends, you cannot enter it again until a number of minutes have passed equal to the number of rounds your rage was active. Your rage can last no longer than a number of minutes equal to your Constitution modifier (Minimum of 1 minute)


Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any martial melee weapon
  • (a) Two Handaxes or (b) Any simple weapon
  • (a) Hide Armor or (b) Leather Armor
  • A Shield, an explorer's pack, and four Javelins










Spirit Totem

Also at 1st level, you have attuned yourself with a mighty beast. You may choose one of the various Spirit Totem options found later in this document.

Your choice grants you features now and again at levels 9, 17 and 25.

It is encouraged to reflavor existing totems to match your character-for example, a Gnoll Barbarian with the Wolf totem may reflavor the wolf to be a hyena instead.

Unarmored Defense

Also at 1st level, so long as you aren't wearing armor, your AC is equal to 13 + Your Constitution modifier. You can use a shield and still gain this benefit.

If your Dexterity modifier is +4 or higher, you may instead have your AC be equal to 10 + Your Dexterity modifier + Your Constitution modifier.

Semi Proficiencies

Additionally at 1st level, you choose a number of skills equal to the amount you normally get upon choosing your starting class (2 as a Barbarian) you gain semi proficiency in these skills. Meaning you add half of your proficiency bonus (Rounded down) to checks made with them.

Additionally, choose one saving throw you lack proficiency in. You gain the same bonus to rolls made for that particular saving throw.

If you ever gain proficiency in a skill or saving throw you had semi-proficiency in, you may move your semi-proficiency to a new one of the same type.

You only gain this feature if Barbarian is the first class you choose. You can not have two instances of this feature from separate classes.

Ancient Marks

Upon reaching 2nd level, you have begun to augment yourself with powerful symbols. You start baring 3 of these marks, which you may choose from the options listed later in this document. You learn additional marks as shown in the Marks Bared column in the Barbarian class table.

Marks grant you two benefits: Their innate benefit and their rage benefit, a Barbarian can use a marks innate benefit at any time, while the rage benefit is only active while the Barbarian is raging.

Whenever you gain a level in this class, you may exchange one mark you know for another.

Savage Agony

Also at 2nd level, you make sure to return the pain you endure twicefold. You gain both the Agony Pool and Savagery features.

Agony Pool

Whenever you suffer damage, you may add the damage taken to a temporary pool known as your Agony Pool. At the end of your turn, all damage stored in your Agony Pool is lost and the pool returns to 0.

If you regain hit points, you lose an equal amount of damage stored in your Agony Pool equal to the hit points regained (Your Agony Pool can not go below 0)

Savagery

Using the pain stored from your Agony Pool, you are capable of producing powerful effects known as Savageries. You start knowing 2 of these techniques, the ones you can learn can be found later in this document. You learn additional savageries as shown in the Savageries Known column in the Barbarian class table.

Each savagery has its own rules detailed in its description. Often they will require some kind of action (Whether it be bonus action, reaction, action or in place of an attack) And in order to use them, you must expend an appropriate amount of points from your Agony Pool.

Whenever you gain a level in this class, you may exchange on savagery you know for another.


Primal Path

Once you reach 3rd level, you choose a Primal Path that represents how your rage manifests. Your choice grants you features at certain levels in the Barbarian class, as indicated in the Barbarian class table. The options can be found later in this document.

Principles of Wrath

Also at 3rd level, you have begun to make use of your wrath in unique ways. You may choose a Combat Trait from the options listed later in this document. Some features have a level prerequisite, in order to choose that feature, you must have at least that many levels in the Barbarian class.

Upon reaching the following levels in this class, you may select an additional Combat Trait that you meet the prerequisites for: 9th level, 15th level, 21st level and 27th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, 20th, 24th and 28th 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. Alternatively, you can choose a feat.

When you reach 7th level and again at levels 15 and 23, you gain a Legendary Ability Score Improvement. You may either gain the benefits of a regular ASI as per the rules up above, or you may take a Legendary Feat, which are listed in the Legendary Player Characters document.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

When you reach certain levels in this class, the number of attacks you can make as part of your Attack action increases; at 17th level (3 attacks) and at 29th level (4 attacks)


Brutality

At 11th level, your brutality knows no limits. Your critical hit range is increased by 1 (From 20 to 19-20 for example) Additionally, whenever you score a critical hit with a weapon attack, you can roll an additional die for determining the damage of the critical hit.

At 23rd level, you gain this feature a second time.

Forced Rage

Upon reaching 13th level, you are capable of entering your rage even when it is unavailable to you. If your rage is currently still recovering due to you having used it too recently, you may still enter it at the start of your turn as normal.

If you do so, you gain a level of exhaustion after 1 minute and the rage automatically ends if it is still active.

Indomitable Might

Upon reaching 18th level, your raw power and endurance is enough to rival even those of legend. Whenever you make a Strength or Constitution check and the result is lower than your Strength score, you may instead use your Strength score for the checks result.

Persistent Rage

Beginning at 19th level, your rage is everlasting. Your rage can only end if you fall unconscious or if you choose to willingly end it.

Additionally, the duration before you can enter your rage again after it ends is halved.

Enduring Agony

Once you reach 26th level, your agony is ever present. Your Agony Pool is no longer emptied at the end of your turn, it instead lasts until initiative ends.

Additionally, whenever you regain hit points, instead of losing points in your Agony Pool equal to the health regained, you lose points equal to half the health regained (Rounded up)

Primal Force

Finally at 30th level, you are a one person army. You gain the following minutes:

  • When your rage ends, you must wait a number of rounds equal to the number of rounds your rage was active before entering it again. You still factor in time augmentations such as the Darastrix or Jotun marks and the Frenzy subclass feature. Persistent Rages duration reduction no longer applies.

  • Your Strength and Constitution scores and their maximums are increased by 8.

Bear Totem

The spirit of the bear is brawny and tough.

Bears Endurance

1st Level Feature

Chosee three damage types other than bludgeoning, piercing, slashing or psychic. While you are raging, you have resistance to the chosen damage types.

At levels 9, 17 and 25, you may choose an additional 2 damage types from the above options to gain resistance to (Meaning at level 25 you'd be resistant to all non-psychic damage types while raging)

Powerful Build

9th Level Feature

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Intimidating Presence

17th Level Feature

While you're raging, hostile creatures within 5-feet of you must subtract half your proficiency bonus (Rounded down) from their weapon attacks made against you. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Thick Hide

25th Level Feature

Creatures cannot ignore your resistance to damage/treat it as if you did not have resistance to a specific damage type.


Boar Totem

The spirit of the boar is aggressive and violent.

Charge

1st Level Feature

While raging, if you move at least 10-feet in a straight line towards a target and then hit them with your first melee weapon attack after moving this distance, the attack deals 1d6 additional damage for every 10-feet traveled.

Continue Moving

9th Level Feature

After hitting a creature with a melee weapon attack, you may immediately move 5-feet without provoking attacks of opportunity from the struck creature. This movement does not count against your movement for the turn.

Relentless

17th Level Feature

If you take bludgeoning, piercing or slashing damage that would deal less damage than your proficiency bonus, you instea take 0 damage.

Greater Charge

25th Level Feature

The damage from your Charge feature now deals 1d10 per 10-feet traveled in a straight line rather than 1d6.

Bovine Totem

The spirit of the bovine is hardy and stubborn.

Bovine Toughness

1st Level Feature

When you enter your rage or when you start your turn while raging, you gain temporary hit points equal to one roll of your fury die + Half your Barbarian level (Rounded up) These temporary hit points disappear at the start of your next turn (Upon which you roll for new ones if you are still raging)

Leathery Hide

9th Level Feature

You have advantage on saving throws against poisons that are applied via injection or injuries (Such as being coated on a blade) You also have resistance to poison damage (Unless the damage was dealt from it being ingested)

Regenerative Health

17th Level Feature

As a bonus action on your turn, you may remove all temporary hit points you currently have to regain hit points equal to half the temporary hit points removed (Rounded down)

Supreme Toughness

25th Level Feature

The temporary hit points Bovine Toughness grants is now equal to two rolls of your fury die + your Barbarian level.


Crab Totem

The spirit of the crab is armored and patient.

Spirit Shell

1st Level Feature

While raging, your AC is increased by 2. If you suffer bludgeoning or thunder damage during your rage, this bonus is decreased to 1 for the remainder of your rage.

Gripping Claws

9th Level Feature

You cannot be disarmed of your weapon while you are conscious.

Thick Shell

17th Level Feature

Spirit Shell now increased your AC by 4. If you suffer bludgeoning or thunder damage during your rage, this bonus is decreased to 2 for the remainder of your rage, instead of 1.

Enduring Shell

25th Level Feature

Suffering bludgeoning or thunder damage no longer reduces the bonus AC granted by this totem.

Eagle Totem

The spirit of the eagle is graceful and observant.

Rush

1st Level Feature

While raging, you may take the dash action as a bonus action, and creatures have disadvantage on attacks of opportunity made against you.

Eagle Eyes

9th Level Feature

You can see up to 1 mile away with no difficulty, and you are able to discern fine details as looking at something no more than 100-feet away. Additionally, you treat dim light as if it were bright light.

Wings of Fury

17th Level Feature

While raging, you have a flying speed equal to your walking speed. If you end your turn and nothing else is holding you aloft, you fall.

Stronger Wings

25th Level Feature

You gain the benefits of your Wings of Fury trait even while you aren't raging. Additionally, you no longer fall if you end your turn and nothing else is holding you aloft.


Locust Totem

The spirit of the locust is many in a single body.

Many in One

1st Level Feature

While raging, you have advantage on saving throws made against the blinded, charmed, deafened and frightened conditions.

Reform

9th Level Feature

If a piece of your body has been severed, you may hold the severed piece up to the stump to instantly cause it to reattach.

Additionally, you may survive a number of rounds with your head unattached equal to your Constitution modifier (Minimum of 1 round) And you may reattach your head using this feature.

Amorphous

17th Level Feature

You can fit through spaces as small as 1 inch without squeezing.

Pestilent Strikes

25th Level Feature

Weapon damage you deal can only be healed by completing a short or long rest.

Peacock Totem

The spirit of the peacock is flamboyant and lively.

Glamorous

1st Level Feature

While you are raging, you may use your Strength modifier for any Charisma ability checks or saving throws you make. Performing or engaging in social confrontations (DM discretion) prolongs your rage as if it were normal combat.

Lucky Feather

9th Level Feature

When you make an ability check, you may roll your fury die and add it to the checks roll. You must do so before seeing the checks result however.

You may use this feature a number of times equal to your Constitution modifier (Minimum of 1) You regain all uses upon completing a long rest.

Skillfully Adaptable

17th Level Feature

When you enter your rage, choose any two skills. If you lack proficiency in a chosen skill, you gain proficiency in it for the duration of your rage. If you already have proficiency in a chosen skill, you gain expertise in it for the duration of your rage instead.

Brute Brilliance

25th Level Feature

You gain a bonus to all ability checks equal to half your Strength modifier (Rounded down, minimum of 1) If the ability check already includes your Strength modifier, this feature does not apply.


Rat Totem

The spirit of the rat is sneaky and persistent.

Skittering

1st Level Feature

While raging, you can move through spaces as if you were a creature one size smaller than your current size. Additionally, attacks of opportunity made against you have disadvantage.

Urban Sneaker

9th Level Feature

You have advantage on Stealth checks made while in an urban environment.

Fell the Large

17th Level Feature

For every size larger a creature is than you, you gain a +2 bonus to attack rolls against them (Include your Skittering size reduction when accounting for this bonus)

Nip of the Plague

25th Level Feature

When you hit a creature with a melee weapon attack, you can force that creature to make a Constitution saving throw against your Mark DC. On a failed saving throw, they become Poisoned until they complete a short or long rest.

Once you use this feature on a creature, you cannot use it on that creature again until you complete a short or long rest.

Shark Totem

The spirit of the shark yearns for blood.

Blood Fuel

1st Level Feature

Provided you are raging, when you deal damage with a melee weapon attack to a blooded creature, you may subtract points from your Agony Pool up to the damage the attack dealt. For every 2 points expended in this way, you restore 1 hit point.

This healing does not subtract any points from your Agony Pool as a result of being healed.

(You gain your Savage Agony feature at 1st level, however you do not gain any savageries)

Predators Domain

9th Level Feature

You gain a swimming speed equal to your walking speed and can breathe both air and water. Additionally, you are aware of the exact location of any creature within 120-feet of you that is missing any hit points. They must be blooded for this feature to work.

Maim

17th Level Feature

After damaging a creature with a melee weapon attack, that creature suffers a penalty on their weapon attacks equal to half your proficiency bonus (Rounded down) Until the end of your next turn.

Blood Frenzy

25th Level Feature

You have advantage on attack rolls made against creatures missing any hit points. They must be blooded for this feature to work.


Stag Totem

The spirit of the stag is swift and ever moving.

Fight or Flight

1st Level Feature

While raging, as a bonus action you may roll your fury die. Your movement speed is increased by an amount equal to 5 times the number rolled until the end of your turn.

Traveler

9th Level Feature

Whether mounted or on foot, your travel pace is doubled. Up to 10 creatures traveling with you also gain this benefit.

Forced Shove

17th Level Feature

Once per turn when you hit a creature of larger size or smaller with a melee weapon attack, you can force them to make a Strength saving throw against your Savagery DC. On a failed saving throw, you may roll your fury die. They are pushed away from you a number of feet equal to 5 times the number rolled.

Preys Fury

25th Level Feature

Once per turn when you roll your fury die for Fight or Flight or Forced Shove, you may choose to reroll it. You must use this new result.

Tiger Totem

The spirit of the tiger is always on the hunt.

Springy Limbs

1st Level Feature

While raging, the distance of your long and high jumps are doubled. You also do not require a running start to gain the full distance from such a jump.

Survival Instincts

9th Level Feature

You gain proficiency in two skills of your choice from the following list: Acrobatics, Athletics, Stealth and Survival. If you choose a skill you are already proficient in, you instead gain expertise.

Leaping Strike

17th Level Feature

If you jump at least 5-feet towards a creature and then make a melee weapon attack against them, you may make an additional melee weapon attack against them as a bonus action.

True Jumps

25th Level Feature

Once per round when you jump, you can choose to treat every 2-feet of movement spent jumping as 1-foot for the purposes of determining how much movement it requires.


Viper Totem

The spirit of the viper seeks to encircle and debilitate prey.

Ensnare

1st Level Feature

While you're raging, you can attempt to grapple creatures as a bonus action. When a creature you have grappled starts its turn, you may choose to deal poison damage to them equal to one roll of your fury die.

Serpents Tools

9th Level Feature

You gain proficiency in the Herbalism kit and Poisoner's kit. You may use your Strength modifier for any checks made using these kits.

Sickening Grasp

17th Level Feature

Creatures you have grappled are considered Poisoned until the grapple ends.

Constrict

25th Level Feature

When you damage a creature using Ensnare, you may deal bonus bludgeoning damage to them equal to one roll of your fury die + Your Strength modifier.

Whale Totem

The spirit of the whale is enduring and tireless.

Blubbery

1st Level Feature

While you're raging, when you suffer bludgeoning, piercing, or slashing damage, you may reduce that damage to 0 as a reaction. Even if you have multiple reactions, you can only use this feature once per round.

Oceanic Blessing

9th Level Feature

You gain a swimming speed equal to your walking speed and can breathe both air and water. Additionally, creatures of your size or smaller cannot grapple you by nonmagical means.

Titanic Size

17th Level Feature

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, melee weapons you wield deal an additional 1d4 damage.

Extra Thick

25th Level Feature

When you reduce damage using Blubbery, you gain temporary hit points equal to the damage reduced.


Wolf Totem

The spirit of the wolf is a leader among followers.

Alphas Onslaught

1st Level Feature

Choose one of the following features, you gain the benefits of the chosen feature while raging:

Cornered. Provided 2 or more hostile creatures are within 5-feet of you, you have advantage on attack rolls.

Pack Tactics. You have advantage on attack rolls if an allied creature is within 5-feet of the target and not incapacitated.

Tracker

9th Level Feature

You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Knock Down

17th Level Feature

Once per turn when you hit a creature of large size or smaller with a melee weapon attack, you can force them to make a Strength saving throw against your Savagery DC. On a failed saving throw, they fall prone.

Alphas Privilege

25th Level Feature

If you have advantage on attack rolls as a result of Alphas Onslaught, creatures automatically fail their saving throw against Knock Down.

Primal Path

A barbarians Primal Path is their subclass, and represents how they wield their rage and fight in combat. They choose their archetype at 3rd level, and gain features then and again at levels 6, 10, 14 and 22

Subclasses

All subclasses can be found below

Ancestral Guardian (Page 15) - A protective subclass that defends themselves with the might of their ancestors.

Beast (Page 16) - A feral subclass that gives in to the beast within.

Berserker (Page 17) - A lethal subclass for barbarians whose rage has evolved beyond that of the average barbarian.

Herald (Page 18) - A half-caster subclass who brings forth the tidings of a god or otherworldly entity.

Storm Herald (Page 19) - A tempestuous subclass that unleashes a storm around themselves and the battlefield.

Warden (Page 20) - A half-caster subclass that wields arcane magic alongside their raw might.

Zealot (Page 21) - An undying subclas that springs forth into batte with fanatical devotion.


Half-Casting Subclasses

Some primal paths are considered to be half-casters, which means they have spell slots and spellcasting. The specifics of how their spellcasting works depends on what fullcaster the subclass is based on, but below you can find the table to determine how many spell slots you have at each level.

Unlike classes that do gain spellcasting as apart of their base class, a half-caster subclass does not gain any extra resources for their casting if they level beyond level 30.

Half-Caster Spellcasting
Level 1st 2nd 3rd 4th 5th 6th 7th 8th
3rd 2
4th 3
5th 3
6th 4 2
7th 4 2
8th 4 3
9th 4 3
10th 4 3 2
11th 4 3 2
12th 4 3 3
13th 4 3 3
14th 4 3 3 1
15th 4 3 3 1
16th 4 3 3 2
17th 4 3 3 2
18th 4 3 3 3 1
19th 4 3 3 3 1
20th 4 3 3 3 2
21st 4 3 3 3 2
22nd 4 3 3 3 2 1
23rd 4 3 3 3 2 1
24th 4 3 3 3 2 1
25th 4 3 3 3 2 1
26th 4 3 3 3 2 1 1
27th 4 3 3 3 2 1 1
28th 4 3 3 3 2 1 1
29th 4 3 3 3 2 1 1
30th 4 3 3 3 2 1 1 1

Path of the Ancestral Guardian

Ancestral Guardians are Barbarians who are deeply in communication with their ancestors, they call upon them for aid to protect both themselves and their tribe.

Spirit Shield

Upon choosing this archetype at 3rd level, your ancestors you and others from harm. Whenever you or a creature within 30-feet of you would suffer damage, you may use your reaction to roll your fury die twice and reduce the damage by the amount rolled. You must be raging to use this feature.

This increases to 3 die at level 6, 4 die at level 10, 5 die at level 14, and 6 die at level 22.

Consult the Past

Additionally at 3rd level, you are always in contact with your past. Whenever you finish a long rest, you may ask one question that is no more than 15 words. A random one of your ancestral spirits appears and answers your question, the spirit answers to the best of their abilities-they are not omnipotent and only know what they knew in life.

Ancestral Warnings

Beginning at 6th level, your ancestors warn you of incoming danger. You cannot be surprised, and invisible creatures attacking you within 30-feet of you do not have advantage as a result of being unseen by you.

Lingering Spirits

At 10th level, your ancestors linger after defending you. After you reduce damage using Spirit Shield, if the damage was the result of a weapon attack, the attacker has disadvantage on their next attack roll, and you have advantage on your next attack roll against them.

Vengeful Ancestors

Once you reach 14th level, your ancestors don't take kindly to attempted assault towards their descendant. Whenever you reduce damage using Spirit Shield, the attacker suffers force damage equal to the amount reduced.

Repeated Protection

Finally at 22nd level, your ancestors truly smile down upon you. Using your Spirit Shield no longer requires a reaction, however for each subsequent use beyond the first each round, you roll two less dice (To a minimum of 0)

For example, the first time would be 6d10 since your fury die is a d10, the second time would be 4d10, and the third time would be 2d10. Then at the start of your turn, it returns to 6d10 as normal.

Path of the Beast

A primal force lurks within you, one that bursts forth when your anger reaches its peak. Perhaps you inherited this force from a shapeshifting ancestor such as an archdruid or lycanthrope, or perhps an ancient animal spirit resides within you... Regardless of its origin, this force grants incredible primal power.

Bestial Form

Starting at 3rd level, the beast within begins to reach the surface. You have two "Primal Points", when you enter your rage, you may allocate these points into three different natural weapons.

You can distribute these points across multiple abilities to diversify your form, or you can distribute them into a single ability to empower it. These abilities disappear when your rage ends.

Your body shapeshifts and adjusts itself to accommodate for these natural weapons, you are proficient with attacks made using these natural weapons.

At levels 6, 10, 14 and 22, you gain an additional Primal Point to distribute whenever you enter your rage.

Bite

Your mouth transforms into a fanged maw 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 hit points equal to your Constitution modifier multipled by the number of points in this ability (Minimum of the number of points in this ability)

As a reaction to a creature entering a space within 5-feet of you, you may make an attack with your bite against them.

Claws

Each of your hands transforms into a claw, which can be used as a weapon if it's empty. Your claws deal 1d6 slashing damage on a hit, and they receive a +2 bonus to damage rolls for each Primal Point put into this feature beyond the first.

Once on each of your turns when you make an attack with one of your natural weapons from this feature, you may make an addtional attack with a claw as apart of the same action.

Tail

You grow a lashing tail, which can be used as a weapon that deals 1d10 bludgeoning damage on a hit, and its reach is 5-feet longer than your normal reach with melee weapons. For every point put into this ability beyond the first, the reach of this tail increases by 5-feet.

If a creature within your tails attack range would hit you with a weapon attack, you can use your reaction to grant yourself a bonus to your AC equal to 4 + the total number of points in this ability, potentially causing the attack to miss.


Beast Speech

Additionally at 3rd level, you can commune with beasts as if you shared a language. They are not inclined to behave in any specific way towards you, but you may curry favor with them.

Bestial Soul

At 6th level, your natural weapons from Bestial Form are considered magical for the purposes of overcoming immunity and resistance to damage.

Additionally whenever you finish a short or long rest, you may gain one of the following benefits:

  • 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.

  • Your jump distance is doubled.

Diversify Primality

Beginning at 10th level, each of your natural weapons grants you bonus effects while manifested:

Bite. You gain a bonus to Constitution saving throws and Intimidation checks equal to the number of points in this ability. If both this ability and at least one other have two points in them, you have resistance to all damage from ranged weapon attacks.

Claws. You gain a bonus to melee weapon attack rolls equal to the number of points in this ability. If both this ability and at least one other have two points in them, your critical hit range with melee weapon attacks is increased by 1.

Tail. All ranged attack rolls have a penalty to hit you equal to the number of points in this ability. If both this ability and at least one other have two points in them, you have resistance to all damage from ranged weapon attacks.

Savage Excitement

Starting at 14th level, you are excited for a worthy hunt. When you enter your rage, you gain a +1 bonus to attack and damage rolls for your natural weapons equal to the number of hostile creatures within 30-feet of you (Maximum of your proficiency bonus)

Swiss Army Beasts

Finally at 22nd level, the beast within encourages you to use your entire body. When you manifest your natural weapons and distribute 2 points to each of the three weapons, each weapon deals an additional die of damage (2d8 for Bite, 2d6 for Claws, 2d10 for Tail)

Path of the Berserker

Berserkers are Barbarians who manifest their rage even more violently and intensely than other barbarians do, which is saying something given that every barbarian is filled with immense rage. They use this greater rage to decimate and destroy.

Frenzy

Upon choosing this path at 3rd level, you have learned how to enter a frenzy. Whenever you enter your rage, you may choose to enter a Frenzy instead. A frenzy functions identically to rage, however for the duration of your frenzy, you may make one melee weapon attack as a bonus action on each of your turns.

When your frenzy ends, the duration before you can enter a rage against is tripled.


Horrific

Additionally at 3rd level, you gain proficiency in the Intimidation skill. If you are already proficient in this skill, you instead gain expertise. Additionally, you may use your Strength modifier for intimidation checks instead of your Charisma modifier.

Mindless

Beginning at 6th level, you truly empty your mind while angered. You cannot be charmed or frightened while raging, if you already were afflicted by one of these conditions before entering your rage, they are suspended for the duration of your rage.

Additionally, you are immune to effects that require a minimum intelligence score (Such as the Synpatic Static spell or an Elder Brains creature sense feature)

Intimidating Shout

Upon reaching 10th level, you are capable of frightening those who would stand against you. As a bonus action, you may choose one creature within 60-feet of you that can hear you and make an Intimidation check contested by their Insight check.

If they fail the contest, they become Frightened of you until the end of your next turn. On subsequent turns while a creature is frightened by this feature, you may use your bonus action to extend the duration of it until the end of your next turn. A creature is no longer frightened if they are further than 60-feet away from you or can no longer hear you.

If a creature succeeds on this contest, they cannot be frightened by this feature for 24 hours.

Retaliation

At 14th level, your rage can erupt at the slightest grievance. When you are hit by a melee attack from a creature within 5-feet of you, you may use your reaction to immediately make a melee weapon attack against them.

You must be in your Frenzy to use this feature.

Bash and Scare

Finally at 22nd level, you are capable of both harming and frightening at the same time. When you use your bonus action to to use Intimidating Shout while frenzying, you may immediately make a single melee weapon attack as apart of the same bonus action.

Alternatively, if you make a melee weapon attack as a bonus action while frenzying, you may use your Intimidating Shout as apart of the same bonus action.

Path of the Herald

Many people feel themselves called by a higher power in the world, these barbarians are just some of these people. Using their rage, they commit themselves to this higher power, directing their anger at the powers foes.

Heraldic Spellcasting

Beginning at 3rd level, you have become the herald of an overwhelming power. You gain the spellcasting trait as a cleric possesses it, however you refer to the half-caster spellcasting table found on Page 14 for determining how many spell slots you have.

You do not gain cantrips unless there's a specific subclass feature that grants them, otherwise your casting works exactly as a cleric does. Your spellcasting ability is your choice of Intelligence, Wisdom or Charisma, and you can learn and prepare spells as a cleric does.

When preparing spells, you choose a number of spells from the cleric spell list equal to half your barbarian level (Rounded down) + your spellcasting modifier. All spells must be of a level you can cast.

Otherworldly Power

Additionally at 3rd level, choose one of the following features that represents what the power you worship is:

Divine. Choose a Holy Pledge from the Cleric class and gain its benefits. If a feature from the pledge refers to your Cleric level in any way, you instead use your Barbarian level.

Eldritch. Halve the number of spell slots you gain at each level (Rounded down. So for example, at 6th level you'd only have 2 1st level spell slots) However, you now regain spell slots gained from this subclass upon completing a short rest.

Instead of learning spells from the Cleric spell list, you learn them from the Warlock spell list (You still prepare spells as a Cleric does however)


Heraldic Might

Beginning at 6th level, your otherworldly power grants you an additional benefit to inflict your rage upon your foes more easily. The exact feature you receive is dependant on the Otherworldly Power option you selected earlier:

Divine. As a bonus action, you may force a creature within 60-feet of you to make a Dexterity saving throw against your spell save DC, on a failed saving throw, they suffer radiant damage equal to two rolls of your Fury Dice.

Eldritch. As a bonus action, you may make a ranged spell attack roll against a target within 60-feet of you. On a hit, the target suffers force damage equal to two rolls of your Fury Dice. If a creature is within 5-feet of you, you do not have disadvantage on this attack roll.

At 14th level, both features now roll your Fury Dice three times instead of two times. At 22nd level, both features now roll your Fury Dice four times instead of three times.

Heraldic Favor

At 10th level, you learn two cantrips of your choice from either the Cleric or Warlock spell list. You learn one cantrip of your choice from the spell list you didn't choose. You cannot choose the Eldritch Blast cantrip.

Empowered Might

Starting at 14th level, your Heraldic Might features improve.

Divine. When you use the bonus action granted by Heraldic Might, all other creatures of your choice within 5-feet of the targeted creature must also make the Dexterity savng throw, suffering half the damage rolled on a failed saving throw.

Eldritch. when you use the bonus action granted by Heraldic Might, you may make a second ranged attack roll (Which can be against the same creature or a different one) This second attack roll deals half damage on a hit.

Entities Disdain

Finally at 22nd level, you are truly a herald of your entity. All creatures suffer a penalty to their saving throws against spells of 1st level or higher that you cast equal to your Fury Dice.

Cleric and Warlock CLass

This subclass uses material from the legendary cleric and warlock classes, you can use the below links to access the classes.

Cleric Homebrewery

Cleric Google Drive

Warlock Homebrewery

Warlock Google Drive

Path of the Storm Herald

Storm Heralds are barbarians who manifest their rage into a furious storm around them, threatening to consume all who dare stand against them.

Storm Aura

Upon choosing this path at 3rd level, you manifest a storm around yourself. While you are raging, the storm takes the form of an aura that emanates in a 10-foot radius around yourself.

As a bonus action while the storm is present, you may unleash your aura, gaining an effect depending on what aura your storm is. You may choose from the following options for your storm: Sandstorm, Snowstorm, Thunderstorm. You may change your choice whenever you gain a level in this class.

If your storm forces a creature to make a saving throw, its DC is the same as your mark DC.

Sandstorm. Roll 1d6, all creatures within your storms area other than yourself suffer fire damage equal to half the result rolled (Rounded down, minimum of 1) Every 4 levels you gain in this class, you may roll an additional 1d6.

Snowstorm. All creatures of your choice within your storms area gain 1d6 temporary hit points. Every 4 levels you gain in this class, the temporary hit points gained increase by 1d6.

Thunderstorm. You can force one creature within your storms area to make a Dexterity saving throw, on a failed saving throw they suffer 1d6 lightning damage. Every 4 levels you gain in this class, the damage increases by 1d6.

Weather Sense

Additionally at 3rd level, you are always familiar with the weather. You are aware of exactly what the weather will be in the area 5 miles around you for the next 24 hours. You are immediately made aware if the weather is magically altered within this area.

Storm Soul

Beginning at 6th level, your storm evolves to grant you benefits even while you aren't raging.

Sandstorm. You gain resistance to fire damage, and you are naturally adapted to the extreme heat. Once per round you can touch a flammable object not being warn or carried (No action required) And set it ablaze.

Snowstorm. You gain resistance to cold damage, and you are naturally adapted to the extreme cold. Moreover, you can walk across water, your feet freezing the liquid as you come into contact with it. The ice melts as soon as you step off of it.

Thunderstorm. You gain resistance to lightning damage, and your vision can not be obscured as the result of natural weather such as heavy rain. You also gain a swimming speed equal to your walking speed and can breathe underwater.

Protective Storm

Upon reaching 10th level, your storm shields you from harm. While your storm is active, you gain a +1 bonus to your AC. If you suffer damage that your storm gives you resistance to, this bonus is increased to +3 until the end of your next turn.

Raging Storm

At 14th level, your storm can barely be contained.

Sandstorm. When you unleash your storm, all creatures who suffer any of the fire damage must succeed on a Constitution saving throw or gain one level of exhaustion until the end of your next turn.

Snowstorm. When you unleash your storm, one creature of your choice within the storms area must succeed on a Constitution saving throw or have its speed reduced to 0 until the end of your next turn, as frost envelops it.

Thunderstorm. When you unleash your storm, you may target two creatures instead of one. If you only target one creature, that target has disadvantage on their saving throw.

Expanded Storm

Finally at 22nd level, your storm reaches its pinnacle. The area your storm effects is increased from 10-feet around you to 30-feet around you.

Additionally, whenever you unleash your storm, you may choose to unleash it twice as apart of the same bonus action. You may do so a number of times equal to your Constitution modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Path of the Warden

Wardens are Barbarians who don't just rely on pure brawn and fury, they are Barbarians who dabble into the mysterious arts of the arcane as well. They still struggle to cast while under their rage, but unlike many others, they are capable of briefly doing it.

Wizard Spellcasting

Beginning at 3rd level, you have adopted the studies of a wizard. You gain the spellcasting trait as a wizard possesses it, however you refer to the half-caster spellcasting table found on Page 14 for determining how many spell slots you have.

You do not gain cantrips unless there's a specific subclass feature that grants them, otherwise your casting works exactly as a wizards does. You gain a spellbook, your spellcasting ability is Intelligence, and you can learn and prepare spells as a wizard does.

Whenever you first gain this feature, you may add 6 wizard spells to your spellbook (As a reminder, the wizard spell list encompasses every spell) Whenever you gain a level in your class, you may add an additional wizard spell of a level you can cast to your spell book.

When preparing spells, you choose a number of spells equal to half your barbarian level (Rounded down) + your intelligence modifier. All spells must be of a level you can cast, and must be in your spellbook.

You can also scribe spells into your spellbook as per the Wizard class.

Most Wardens don't have a typical spellbook, their "spellbooks" could take the form of a bag of bones, with each bone containing a spells inscriptions, or any other sort of primal feeling to it.


Arcanic Rage

Additionally at 3rd level, not even your rage can stop your magic. You may cast a spell gained from this subclass while raging, following the normal rules for casting.

You may do so a number of times equal to your Constitution modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Spell Fury

Once you reach 6th level, your fury and spells begin to work in tandem. You are now able to concentrate on spells while raging, provided they were gained from this subclass.

Cantrip Rage

Upon reaching 10th level, lesser magic fuels your rage. You learn 2 cantrips of your choice from your classes spell list, they do not count against your cantrips known.

You may now cast cantrips during your rage without expending a usage of Arcanic Rage. Casting a cantrip is enough to prolong your rage an additional round.

Spell Might

At 14th level, your spells grow from your hatred. Damaging spells you cast add your Fury Die to their damage roll provided you are raging.

True Warden

Finally at 22nd level, your rage and magic have finally harmonized. You can now cast spells as normal during your rage, no longer requiring usages of Arcanic Rage in order to do so.

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.

Divine Fury

Upon choosing this subclass at 3rd level, you are filled with zealous fury. While you are raging, you may cause your bonus Fury Damage to become either Radiant or Necrotic (Your choice) If you make this conversion, its die stage is increased by 2 (From 1d4 to 1d8 for example)

If this would bring the die size beyond 1d12, it instead stops at 1d12, and it gains a +2 bonus to damage for every die size beyond 1d12 it would've gone.

Warrior of the Divine

Additionally at 3rd level, your soul is marked for eternal 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.

Additionally when you die and your soul travels to your deities realm (Meaning it cannot have been trapped by something such as a liches phylactery) You may commune with your deity and attempt to bargain with them to bring you back to life.

Make a Persuasion (Charisma) check, with a DC of 20 (Your DM may waive the check if they believe the deity would agree with the characters argument/stance) On a success, the deity restores you to life at a temple dedicated to them. After successfully using this feature, the DC for subsequent checks is increased by 10. For every month that passes without you dying, the DC decreases by 1 (Until it returns back to 20)


Fanatical Focus

Beginning at 6th level, your focus is unbelievable. When you fail a saving throw while raging, you can reroll the saving throw, you must use the new roll.

Once this feature turns a failed saving throw into a successful one, you cannot use it again until the start of your next turn.

Zealous Presence

At 10th level, your zeal can be felt in the air. As a bonus action, you may let out a cry to your deity, granting yourself advantage on all attack rolls and saving throws until the start of your next turn.

Instead of using this feature on yourself, you may cause up to 6 other creatures you can see within 60-feet of you to gain its benefits. They must be able to hear you.

You may use this feature a number of times equal to your Constitution modifier (Minimum of 1) You regain all expended uses upon completing a long rest.

Rage Beyond Death

Once you reach 14th level, not even death can stop your rage.

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.

If you have been at 0 hit points for longer than an hour, your rage automatically ends.

Divine Lightning

Finally at 22nd level, the divine power within you cannot be contained. The first time each round you use Fanatical Focus or Zealous Presence, you can release a bolt of divine energy upon a creature within 30-feet of you.

That creature suffers Radiant or Necrotic damage (Your choice) equal to half your barbarian level (Rounded down) + your Constitution modifier (Minimum of 1)

Ancient Marks

Powerful marks of either a Draconic or Giant origin that a barbarian can choose to augment themselves with. There are a variety of ways these marks could be represented-some barbarians tattoo them onto themselves, some inscribe them on a totem they carry, and some engrave them onto their equipment.

The power of a mark is broken up into two categories: Innate and Rage. A barbarian always benefits from the marks Innate effect, while they only benefit from the Rage effect while they themselves are under the effects of their rage.

Mark Ability Score

Marks are not inherently magical, they are fueled by mysterious primal energies within the Barbarian. These energies use a Barbarians Constitution score for determining DC's and attack rolls.

Mark Attacks. If a feature says it makes a Mark Attack (Such as the Uvar mark) then the attack roll it uses is Your Proficiency Bonus + Your Constitution modifier.

Unless otherwise specified, Mark attacks always add your Constitution modifier to their damage roll.

Mark DC. If a feature forces another creature to make a saving throw, the DC is equal to 8 + Your Proficiency Bonus + Your Constitution modifier.

Achauk

A draconic mark that represents the chromatic color green.

Innate. You may use your Strength modifier in place of your Dexterity modifier whenever making Stealth checks.

Rage. You have resistance to poison damage, if you are already resistant to poison damage, you are instead immune.

Arcaniss

A draconic mark that represents magic.

Innate. You may attune to one additional magic item.

Rage. You have advantage on Intelligence, Wisdom and Charisma saving throws made against spells.


Aujir

A draconic mark that represents the metallic color bronze.

Innate. As a bonus action you may cause a thunderous boom to emanate from you, which can be heard from up to 120-feet away. All creatures within 10-feet of you must succeed on a Constitution saving throw or suffer thunder damage equal to one roll of your fury die on a failed save. You do not add your Constitution modifier to this damage roll.

Rage. This marks thunderous boom deals damage equal to two rolls of your fury die insteade of one. Creatures who fail their saving throw against it by 5 or more are deafened until the end of their next turn.

Auraj

A draconic mark that represents the metallic color brass.

Innate. You may use your Strength modifier in place of your Charisma modifier whenever making Persuasion checks.

Rage. When a creature makes a melee weapon attack against you, you can use your reaction to babble and talk about nonsensical things, forcing them to have disadvantage on the attack roll.

Aurix

A draconic mark that represents the metallic color gold.

Innate. You may use your Strength modifier in place of your Dexterity modifier whenever making Initiative checks.

Rage. Afterimages blur around you as you act, all attack rolls have disadvantage against you. Once you are hit by an attack roll, this effect ends until the start of your next turn.

Aussir

A draconic mark that represents the chromatic color white.

Innate. You can move across and climb icy surfaces without needing to make an ability check. Additionally, you may ignore difficult terrain made of ice or snow.

Rage. A chilling mist wafts from you, the ground within 15-feet of you is considered to be difficult terrain made of ice. Additionally, you are considered to be lightly obscured.

Blod

A giant mark that represents blood.

Innate. Whenever you would expend a Barbarian hit die during a short rest, if the die result is less than your Constitution modifier, you may instead treat the die as if you had rolled an amount equal to your Constitution modifier.

Rage. While at or below half your hit point maximum, you may add half your proficiency bonus (Rounded up) to the damage rolls of your melee weapon attacks.

Charir

A draconic mark that represents the chromatic color red.

Innate. When you hit a target with a melee weapon attack or damage them with a savagery, you may convert any amount of the damage into fire damage. If the target suffers any of this damage, roll your fury die. At the start of their next turn, they suffer damage equal to the number rolled (You do not add your Constitution modifier to this damage)

This can stack with itself.

Rage. Fire damage you deal ignores resistance to fire damage (But not immunity)

Darastrix

A draconic mark that represents a dragon.

Innate. At the end of each long rest, you may choose any Draconic mark you are not currently baring. This mark gains the innate properties of the chosen mark. If you are baring any Giant marks, you are unable to use this feature.

Rage. Upon entering your rage, you may choose to grow scales across your flesh and allow dragon wings to grow from your back. You cannot manifest the wings while wearing armor, and they will destroy any clothing not made to accommodate them.

While the scales are manifested, you gain a +1 bonus to your AC. Everytime your fury die size increases (Levels 7, 13, 19, 25) this bonus is increased by 1 (+2 bonus, +3 bonus, +4 bonus, and +5 bonus respectively) While the wings are manifested, you gain a flying speed equal to your walking speed.

When your rage ends, your scales and wings retract-if you had manifested either effect, the duration before you can enter your rage again is multiplied by 10 (For example, if you had been in your rage for 5 rounds, normally that'd mean you couldn't enter it again for 5 minutes. If you had manifested these effects however, you could not enter it again for 50 minutes)

You cannot benefit from this effect and the Jotun marks rage effect at the same time.

Dod

A giant mark that represents death.

Innate. After you damage a creature, the next source of healing they receive before the start of your next turn is halved (Rounded down)

Rage. Once per round, you may receive the healing reduced with this marks innate effect.


Ferd

A giant mark that represents a journey.

Innate. While traveling at a fast pace, you do not suffer a penalty to perception checks. Additionally, you can undergo a Forced March for 16 hours without needing to make saves against exhaustion instead of 8.

Rage. Your movement speed is increased by 10-feet.

Fjel

A giant mark that represents a mountain.

Innate. You have a climbing speed equal to your walking speed.

Rage. You are able to move up, down and across vertical surfaces and upside down along ceilings, while leaving at least one hand free.

Frahr

A draconic mark that represents breathing.

Innate. As an action (Or as a legendary action by expending 3 legendary actions) You may exhale destructive energy in an area in front of you, dealing damage equal to a number of rolls of your Fury Die equal to your proficiency bonus. Creatures can attempt a saving throw to only take half damage on a successful save.

When you use this feature, you must choose a draconic mark you bare to base it off of. You are unable to use this feature if you are not baring any suitable draconic marks. The area this affects, the damage type it deals and the type of saving throw it foces are all dependant on what mark you chose to base it off of.

Achauk. The area this affects is a 15-foot cone, it deals poison damage and is a Constitution saving throw.

Aujir/Uljar. The area this effects is a 30-foot long line that is 5-feet wide, it deals lightning damage and is a Dexterity saving throw.

Auraj/Aurix/Charir. The area this affects is a 15-foot cone, it deals fire damage and is a Dexterity saving throw.

Aussir/Orn. The area this affects is a 15-foot cone, it deals cold damage and is a Constitution saving throw.

Rach/Vutha. The area this affects is a 30-foot long line that is 5-feet wide, it deals acid damage and is a Dexterity saving throw.

Once you use this feature, you cannot do so again until a number of rounds have passed equal to 10 - Your Constitution modifier (Minimum of 1 round)

Rage. The range of this marks breath weapon is doubled (30-foot cone/60-foot long line that is 5-feet wide) And at the start of each of your turns, if it is not available, you may roll 1d6. On a roll of 6, you regain usage of it.

Haug

A giant mark that represents a hill.

Innate. For every pound of food you eat, you recover 1 hit point.

Rage. As a bonus action, you may drink a potion or eat a number of pounds of food up to your Constitution modifier (Minimum of 1) You must have the food on you in order to do so.

Instead of recovering 1 hit point per pound of food, you recover 2 hit points per pound of food.

Hellig

A giant mark that represents something sacred.

Innate. When a Fiend or Undead forces you to make a saving throw, you may use your reaction to add your fury die to the saving throws result. You may do so after seeing the roll but before you know whether or not you succeed.

Rage. Fiends and Undead within 15-feet of you must subtract your fury die from all weapon attack rolls they make.


Hlar

A draconic mark that represents a roar.

Innate. As an action (Or as a legendary action by expending 3 legendary actions) you can let out a horrific roar. All creatures who can hear you within 60-feet of you must succeed on a Wisdom saving throw, on a failed saving throw a creature is Frightened of you for 1 minute.

A creature may repeat the saving throw at the end of their turn, ending the effect on a successful save.

Rage. Creatures who fail their saving throw also subtract your fury die from the next attack roll, ability check or saving throw they make. If a creature is immune to being frightened and they fail the saving throw, they are still affected by this.

Ild

A giant mark that represents fire.

Innate. Your hands are superheated, once per turn you may touch a creature to deal fire damage to them equal to one roll of your fury die (No action required) You do not add your Constitution modifier to this damage roll.

Rage. You have resistance to Fire damage, if you are already resistant to fire damage, you are instead immune.

Irisv

A draconic mark that represents healing.

Innate. Whenever you receive magical healing (Such as from a spell or potion) You may roll your fury die and add it to the healing received.

Rage. If a creature would roll dice to heal you, they may instead use the maximum result of those dice when healing you.

Ise

A giant mark that represents frost.

Innate. When you hit a target with a melee weapon attack, you may convert any amount of the damage into cold damage. If the target suffers any of this damage, roll your fury die. The targets movement speed is reduced by an amount equal to 5 times half the dies result (Rounded up. If you rolled a 3 for example, their movement speed would be reduced by 10-feet)

This reduction lasts until the start of your next turn, and a creature can only suffer this reduction once per turn.

Rage. You have resistance to Cold damage, if you are already resistant to cold damage, you are instead immune.

Jotun

A giant mark that represents a giant.

Innate. At the end of each long rest, you may choose any Giant mark you are not currently baring. This mark gains the innate properties of the chosen mark. If you are baring any Draconic marks, you are unable to use this feature.

Rage. Upon entering your rage, you may choose to grow one size category (From Medium to Large for example) causing your size to double in all dimensions, and your weight to be multiplied by eight. If you lack the proper space to grow, you instead grow to the maximum size you can given the space.

While enlarged, your melee weapon attacks deal additional damage equal to your fury die (Meaning you add it twice since you already add it once while raging) And your reach is increased by 5-feet. You subtract your fury die from all Dexterity checks and saving throws you make while enlarged however.

When your rage ends, you return to normal size-if you had enlarged, the duration before you can enter your rage again is multiplied by 10 (For example, if you had been in your rage for 5 rounds, normally that'd mean you couldn't enter it again for 5 minutes. If you had enlarged however, you could not enter it again for 50 minutes)

You cannot benefit from this effect and the Darastrix marks rage effect at the same time.

Kong

A giant mark that represents a king.

Innate. Whenever you make a Charisma check, you may roll your fury die and add it to the checks roll. You may do so after seeing the result, but before you know whether or not you succeed.

You may do so a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.

Rage. While raging, you also have advantage on Charisma checks and saving throws. Making a Charisma check prompted by the DM is enough to prolong your rage for 1d4 rounds.

Krig

A giant mark that represents war.

Innate. When you roll your fury die and the result is less than your Constitution modifier (Minimum of 2) You may instead treat the result as if it were equal to your Constitution modifier (Minimum of 2)

You may do so a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.

Rage. When you make an attack roll, you may choose to roll your fury die and add it to the attack rolls result (Which you must choose to do before rolling) If you do so, you do not add your fury die to the attacks damage.


Kurik

A draconic mark that represents slaughter.

Innate. If you have dealt weapon damage to a creature in the past hour, they cannot be hidden from you by any means, and you know their exact location.

Rage. When you kill a creature (Typically by reducing it to 0 HP) You may immediately make a single melee weapon attack.

Liv

A giant mark that represents life.

Innate. For every 5 years that pass, you only age 1 year. Additionally, regardless of your age you are considered to be in perfect physical condition, meaning you suffer none of the frailty of old age.

Rage. Whenever you kill a creature of CR 1/4 or higher, your lifespan is increased by 1 day (Which is effectively 5 days given this marks innate effect)

Orn

A draconic mark that represents the metallic color silver.

Innate. As a reaction to a creature within 30-feet hitting you with an attack, you may force them to make a Constitution saving throw against your mark DC. On a failed saving throw, they become Restrained, which lasts until the end of their next turn or until you hit them with a melee weapon attack.

Rage. Whenever you make an attack roll against a creature who is grappled or restrained, you may add your fury die to the attack roll.

Rach

A draconic mark that represents the metallic color copper.

Innate. As a bonus action, you may tell a horrid joke to a creature within 30-feet of you that can hear you. It must succeed on a Wisdom saving throw against your mark DC or suffer psychic damage equal to your fury die. A creature who takes this damage also subtracts the damage taken from the next ability check or saving throw they make before the end of your next turn.

Rage. You may target three different creatures with this marks innate ability as apart of one bonus action, all must be within range.

Skold

A giant mark that represents a shield.

Innate. You may wield two shields at a time, gaining the AC from each.

Rage. For each shield you are wielding, you gain a bonus on saving throws against being knocked prone or moved against your will equal to your fury die.

Skye

A giant mark that represents a cloud.

Innate. You fall at a rate of 60-feet per round and are immune to fall damage.

Rage. You are capable of walking on air as if it were solid ground, leaving behind visible wisps of air where you walk using this feature. You cannot gain height from this walking, and if you fall prone or are moved against your will, it immediately ends.

Stein

A giant mark that represents stone.

Innate. As an action, you can reach into a solid surface of earth and stone to create a throwing rock. You may have any number of these throwing rocks created at a time. The rocks have a range of 30/90-feet, and they deal bludgeoning damage on hit equal to your fury die. You may use your Strength modifier for the attack and damage rolls of these rocks.

Only barbarians who possess this mark can use these stones in this way, for anyone else they are regular rocks. If a barbarian other than the creator is using the stone, they use the creators fury die for the damage roll.

Rage. Once per turn when you would make an attack, you can instead create a throwing rock as per the innate portion of this mark and throw it, making an attack with it.

Stig

A giant mark that represents light.

Innate. You can see in dim light and darkness within 60-feet of you as if it were bright light. You are capable of making out color in this range, unlike darkvision.

Rage. The area within 15-feet of you is considered to be bright light. Creatures cannot benefit from being hidden or invisible while within this bright light.

Strix

A draconic mark that represents invigoration.

Innate. As a bonus action, you let out a howl of invigoration. You and all creatures of your choice within 30-feet of you gain temporary hit points equal to one roll of your fury die. While these temporary hit points persist, a creatures speed is increased by 10-feet.

Rage. When you use the innate portion of this mark, you instead roll two fury die instead of one, and you may add your Constitution modifier (Minimum of 1) to the temporary hit points gained.

Sveargith

A draconic mark that represents bravery.

Innate. When you succeed on a saving throw against being frightened, or a creature attempts to frighten you when you are immune to the creature, the creature who attempted to frighten you must succeed on a Wisdom saving throw against your mark DC or become frightened of you until the end of your next turn.

Rage. You cannot be Frightened, any effects causing you to be Frightened when you enter your rage are suspended for the duration, only resuming once your rage ends.

Troth

A draconic mark that represents protection.

Innate. When an attack would hit you, you may use your reaction to roll your fury die and add the result to your AC, potentially causing the attack to miss. Your AC remains increased until the start of your next turn.

You may use this feature a number of times equal to your Constitution modifier (Minimum of 1) Regaining all expended uses upon completing a long rest.

Rage. When you are hit by a weapon attack while under this marks innate effects AC increase, your AC is increased by 1 until the start of your next turn.

The total AC increase from this feature cannot exceed the maximum result your fury die can roll (For example, if your fury die is a d6 and you roll a three, your AC could be increased three times total before it can no longer be increased)

Uljar

A draconic mark that represents the chromatic color blue.

Innate. As a bonus action on your turn, you may move up to 15-feet in a straight line without expending any movement. Throughout this movement, you burrow through the ground without disturbing the material you pass through, meaning you do not provoke attacks of opportunity (However, you are also unable to use this movement if you lack the ground to burrow into)

Rage. When you enter your rage, you call forth 3 mirages of sand alongside you. Whenever you would be hit by an attack, you can instead sacrifice one of these mirages to cause the attack to miss you (No action required) Any remaining mirages dissipate at the end of your rage.

Uvar

A giant mark that represents a storm.

Innate. Once per round when you would make an attack, you can manifest lightning in a free hand and throw it at a foe instead. Make a ranged mark attack against a target within 60-feet of you, on a hit the target suffers lightning damage equal to two rolls of your Fury die.

Rage. You have resistance to Lightning or Thunder damage (You choose upon entering your rage) If you are already resistant to the chosen damage type, you are instead immune.

Uven

A giant mark that represents the enemy.

Innate. As a bonus action, you may target a creature within 30-feet of you that you can see and make an Insight check, with a DC equal to 5 + their Deception bonus. On a successful check, you determine whether or not they have hostile intentions towards you.

Rage. When you reduce a creature to below half their hit point maximum for the first time, you may force them to make a Wisdom saving throw against your mark DC. On a failed saving throw, they are unable to tell friend from foe for the next minute. Whenever they suffer damage, they may repeat this saving throw, ending this effect on a successful save.

You may only have this effect active on one creature at a time. If you attempt to use it on another creature, the creature currently under its effects is immediately freed (Regardless of whether the new creature succeeds on their saving throw or not)

Venn

A giant mark that represents friends.

Innate. You may choose to make any damage you deal with weapons or savageries nonlethal. When you would reduce a creature to 0 HP, you can instead choose to leave them at 1 HP.

Rage. When you start your turn within 5-feet of an allied creature, or a creature you have chosen to use the innate portion of this mark on in the past minute, you gain advantage on all attack rolls until the end of your turn.

Veschik

A draconic mark that represents replenishment.

Innate. You are able to eat anything without any negative effects, including ingested poisons, acid and even lava.

Rage. Once per turn when you hit a creature with a melee weapon attack, you may regain hit points equal to one roll of your fury die. This cannot heal you above half your hit point maximum.

Vind

A giant mark that represents wind.

Innate. As a bonus action, you may create a small blast of wind. One creature of your choice within 30-feet of you must succeed on a Strength saving throw against your mark DC or be pushed 5-feet away from you.

Rage. Wind roars around you in a 10-foot radius, ranged weapon attack rolls have disadvantage if they pass in or out of this wind.


Vutha

A draconic mark that represents the chromatic color black.

Innate. Once per round when you would make an attack, you can instead regurgitate foul water and project it at a foe instead. Make a ranged mark attack against a target within 60-feet of you, on a hit the target suffers poison damage equal to one roll of your fury die and become Poisoned until the end of their next turn.

Rage. You have resistance to Acid damage, if you are already resistant to acid damage, you are instead immune.

Savage Agony

Immensely powerful techniques fueled by ones own pain are known as Savageries, and barbarians are familiar with these techniques. As explained earlier, a barbarian can expend the damage stored within their Agony Pool to power their savageries.

Savageries refer to the damage stored within your Agony Pool as Agony Points.

A barbarian begins by knowing 2 savageries, and they learn additional ones as shown in the Savageries Known column in the barbarian class table.

Your Savagery DC is equal to 8 + Your Proficiency bonus + Your Strength modifier.

Annihilate

You channel all of your pain into your fist and unleash a single, brutal blow.

Usage. Action

Cost. 1+

You expend agony points and then make a melee attack against a creature within your unarmed strikes reach. On a hit, the target suffers bludgeoning damage equal to the amount of agony points expended. If you miss, you recover half the agony points expended (Rounded down)

If you score a critical hit, instead of dealing additional damage, the target is Stunned until the end of your next turn.

Blood Bath

You injure yourself in order to better fuel your savagery.

Usage. Once per turn (No action required)

Cost. None

You grievously wound yourself, you may roll your Fury Die a number of times up to your proficiency bonus, and you suffer damage equal to the amount rolled. This damage ignores any resistances or immunities you may possess, and you cannot be vulnerable to it.

The damage taken from this is stored within your Agony Pool as normal.

Chest Pound

You strike your chest like a drum, unleashing a wave of sound around you.

Usage. Action; Or in place of 1 attack

Cost. 5+

All creatures within 30-feet of you must succeed on a Constitution saving throw, suffering 1d6 + Your Strength modifier thunder damage on a failed saving throw, or half as much on a successful one.

For every 5 agony points beyond the initial 5 you expend on this savagery, it deals an additional 1d6 damage.


Execute

You destroy the weak who stand in your way.

Usage. Bonus Action

Cost. 1+

Target a creature within your reach, if the targets CR is less than or equal to your proficiency bonus, and their current HP is less than or equal to the amount of agony you expended on this ability, they are instantly killed.

Ground Grip

You grip the earth beneath you and lift up the material, causing a shockwave.

Usage. Action; Or in place of 2 attacks

Cost. 25+

All creatures in a 100-foot line that is 10-feet wide in a direction of your choice must succeed on a Strength saving throw, suffering 4d12 + Your Strength modifier force damage on a failed saving throw.

Creatures who succeed their saving throw must move to an unoccupied space not within the line, and they may move up to 15-feet to do so. If they are unable to do so, they are considered to have failed the saving throw.

Creatures who fail this saving throw are hurled 30-feet into the air before falling down, suffering falling damage as normal.

For every 10 agony points beyond the initial 25 you expend on this savagery, it deals an additional 1d12 force damage and the distance creatures are hurled upwards is increased by 10-feet.

Guttural Scream

You scream as loud as your lungs can handle.

Usage. Bonus Action

Cost. 15

All creatures within 120-feet of you that can hear you must succeed on a Constitution saving throw or become Deafened for the next minute. Creatures concentrating (Such as on concentration spells) immediately lose their concentration.

Immovable Object

You stand firmly, unflinching and unbreakable.

Usage. Once per turn (No action required)

Cost. 1+

You expend agony points to initiate a stance of pure endurance. While in this stance, you cannot be moved against your will, and you cannot become Grappled, Restrained, or be knocked Prone. Any creature that would attempt to do so suffers psychic damage equal to half the amount of agony points you expended to use this feature (Rounded down, minimum of 1) As their mind reels from your impossibility.

If a creature under the effects of Unstoppable Force walks into you while this is active, both effects end and you both become Stunned until the end of each of your turns.

Impossible Leap

You leap to punch the clouds.

Usage. Once per turn (No action required)

Cost. 1+

You expend agony points, for every point expended, you gain a flying speed of 2-feet which you must immediately use. Once you stop moving after using this feature, you fall if you are airborne and nothing else is holding you aloft.

Overpowering Flex

You flex your muscles to overcome puny magic affecting you.

Usage. Reaction

Cost. 8

When you would fail a saving throw against a spell or spell-like effect (Such as a Mind Flayers mind blast) You can use this ability to immediately attempt the saving throw again, applying whatever penalties or bonuses you had for the initial saving throw.


Seismic Strike

You strike the ground in a swift, brutal strike.

Usage. Action; Or in place of 1 attack

Cost. 5+

All creatures within 10-feet of you that are standing on the ground must succeed on a Strength saving throw, suffering 1d10 + Your Strength modifier bludgeoning damage on a failed saving throw, or half as much on a successful one.

For every 5 agony points beyond the initial 5 you expend on this savagery, it deals an additional 1d10 damage.

Unstoppable Force

You move forwards, nothing capable of standing in your way.

Usage. Once per turn (No action required)

Cost. 3+

You expend agony points, for every 3 points expended, you may move 1-foot (Which does not count against your normal movement) You are capable of walking through solid material and any object during this movement (Even through things such as a Wall of Force)

Objects and material you walk through leaves a hole in your shape behind as you pass through them.

If you attempt to walk into a creature under the effects of Immovable Object, both effects end and you both become Stunned until the end of each of your turns.

Wind Clap

You channel your anger and clap your hands, releasing a fearsome gale.

Usage. Action; Or in place of 2 attacks

Cost. 10+

All creatures in a 30-foot cone in a direciton of your choice must succeed on a Strength saving throw, suffering 2d8 + Your Strength modifier bludgeoning damage on a failed saving throw, or half as much on a successful one.

Creatures who fail their saving throw additionally fall prone. Flying creatures are unable to fly towards you within the cones area until the end of your next turn, regardless of whether they succeeded or not.

For every 5 agony points beyond the initial 10 you expend on this savagery, it deals an additional 1d8 damage and the cones area is increased by 10-feet.

Combat Traits

Below you will be able to find the features you are able to select from your Principles of Wrath feature at levels 3, 9, 15, 21 and 27.

Bare the Marks

Choose any ancient mark that you do not currently have. You gain the benefits of the chosen mark and it does not count against your marks bared.

You may select this trait as many times as you wish.

Battlefield Cleaner

When you hit a creature with a weapon attack, the creature takes extra damage equal to your fury die if it is below half its hit point maximum. A creature may only be afflicted with this damage once per round.

Brutal Blows

Whenever you damage a creature with a melee weapon attack that deals bludgeoning or slashing damage, all creatures of your choice within 5-feet of that creature suffer damage equal to your Strength modifier (Minimum of 1) This damage is the same type as your weapon.

If a targeted creature has an AC higher than the attack roll you used to hit the initial creature, they do not suffer this damage.

Colossus Toppler

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Critical Improvement

Your critical hit range for weapon attacks is increased by 1 (From 20 to 19-20 for example)

If you have at least 15 levels in this class, you may select this feature a second time. If you have at least 27 levels in this class, you may select this feature a third time.

Danger Sense

You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. To gain this benefit, you can't be both blinded and deafened, or incapacitated.

Dual Wielder

When you engage in two weapon fighting, you may make your offhand attack as apart of your attack action rather than as a bonus action. If you do so, you are unable to use your bonus action to make any sort of attack.

Additionally, you may add your ability modifier to your offhand attack if you were not already.

Duelist

When you are wielding a melee weapon in one hand and no other weapons, you gain a bonus to that weapons damage rolls equal to half your proficiency bonus (Rounded up)


Feral Instincts

You have advantage on initiative checks. Additionally, if you are surprised, you may still act normally during the surprise round provided you enter your rage at the start of your turn.

Forceful Shot

When using a Shortbow or Longbow, you may use your Strength modifier instead of your Dexterity modifier.

When attacking with a bow while using this feature, you have a -1 penalty to your attack rolls with them; however you also have a +2 bonus to damage rolls with them.

Furious Power

Whenever you make an attack roll using a weapon in which you are proficient in, you may choose to use your fury die in place of the weapons normal damage die.

(This includes unarmed strikes)

Gaze of Wrath

While you are raging, you are immune to effects that only work if they would require you to see them (Such as a Wizards Hypnotic Gaze feature, or a Medusas stare)

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Horde Breaker

Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Marked Knowledge

Choose your Intelligence, Wisdom, or Charisma score. Whenever you make a Mark Attack or calculate the DC for the abilities of your marks, you use your chosen score instead of your Constitution score. If a mark ever refers to your Constitution score, it instead uses the chosen ability score.

Offensive Shields

You gain proficiency with shields as a martial melee weapon, which deals 1d6 bludgeoning damage on a hit. If a shield has a magical bonus to its AC, that bonus is also applied to its attack and damage rolls.

On a successful hit with a shield, instead of dealing damage you may push them up to 5-feet away from you.

Pounce

When a creature moves to a space within 20-feet of you, you may use your reaction to immediately move up to your speed, you must end this movement within 5-feet of the offending creature. You may then make a single melee attack as apart of the same reaction.

You cannot use this feature if the offending creature was already within 20-feet of you when they started their movement.

Pursue the Cowards

When a creature damages you from outside your melee weapon attack range, you may use your reaction to immediately move up to half your speed without provoking attacks of opportunity. If this movement brings you within attack range of the creature who damaged you, you may make a weapon attack against them.

Recklessness

At the start of your turn before doing anything else, you may decide to either Recklessly Attack or Recklessly Defend. You do not need to do either, although if you choose to do neither you cannot change your mind later in the turn.

Reckless Attack. You have advantage on all attack rolls you make until the start of your next turn, however all attack rolls made against you also have advantage until the start of your next turn.

Reckless Defense. You have disadvantage on all attack rolls you make until the start of your next turn, however all attack rolls made against you also have disadvantage until the start of your next turn.

Resilient Body

Your HP maximum increases by an amount equal to five times your level in this class. Everytime you gain a Barbarian level, your maximum HP increases by an additional 5 HP.

You may select this trait multiple times.

Sharpened Fury

Whenever you roll your Fury Die during your rage, you gain a +2 bonus to the result of the roll. Examples of when you roll your Fury Die include when adding damage to weapon attacks, rolling it for specific marks, or rolling it for specific savageries.

If you are at least 15th level in this class, you may select this trait a second time, increasing the bonus to +4. If you are at least 27th level in this class, you may select this trait a third time, increasing the bonus to +6.

Sieger

You deal double damage against objects and structures.

If you are at least 15th level in this class, you may select this trait a second time, causing you to deal triple damage against objects and strucutres. If you are at least 27th level in this class, you may select this trait a third time, causing you to deal quadruple damage against objects and structures.


Sightless Warrior

You have blindsight with a range equal to 5 times your proficiency bonus in feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Skirmisher

When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.

Versatile Warrior

While wielding a single weapon with the versatile property and no shield, you gain the following benefits depending on whether you are wielding it in one or two hands.

One Hand. You gain a +2 bonus to your Armor Class.

Two Hands. You gain a +3 bonus to the weapons damage rolls.

Weapon Juggler

You can draw a weapon that has the thrown property as apart of the attack you make with the weapon.

Additionally, if you hit an attack made with the thrown property of a weapon and the target is within your weapons short range, you may cause it to bounce off the target and return to your hand.

Wrathful Sniper

While you are raging, you may now add your Fury Die to the damage rolls of your ranged weapon attacks.

Brutal Critical

Prerequisite: 9th Level

Whenever you score a critical hit with a weapon attack, you can roll an additional die for determining the damage of the critical hit.

You may select this trait as many times as you wish, rolling an additional die for each subsequent taking.

Endurance

Prerequisite: 9th Level

When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Persistent Mark

Prerequisite: 9th Level

Choose an Ancient Mark you bare that is not the Darastrix or Jotun marks. You gain the benefits of that marks Rage effects even while you are not raging.

You may disable or re-enable the marks rage ability as a bonus action on your turn.

If you are at least 21st level in this class, you may choose a second mark you know to apply this benefit to. When disabling or re-enabling a marks rage effect, you can choose to do it to both with a single bonus action.

Critical Agony

Prerequisite: 15th Level

When you score a critical hit against a creature, your Agony Pool gains points equal to half the damage dealt (Rounded down)


Relentless Rage

Prerequisite: 15th Level

When you are reduced to 0 HP while raging and don't die outright, you can instead 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 is increased by 5. When you finish a short or long rest, the DC returns to 10.

At the end of another creatures turn by expending 2 legendary actions, you may grant yourself a +5 bonus to your next saving throw made against this feature before the end of your next turn.

Totemic Merging

Prerequisite: 15th Level

Your spirit totem has fused with another, choose any spirit totem other than the one you chose at 1st level. You gain that totems 1st level benefits in addition to your current totems (In the case of bear, you only select three damage types)

If you are at least 27th level in this class, you may select this combat trait a second time. If you do so, you gain the 9th level benefits of the spirit totem gained from this trait.

Legendary Actions

Here you will find the Legendary actions that only a Barbarian of the appropriate level can learn (If a Barbarian specific Legendary action requires 2 actions, you must be a level 11 Barbarian to know it for example)

Bear Hug

Cost: 2 Legendary Actions

You squeeze a creature you are currently Grappling. They suffer bludgeoning damage equal to your Strength Score.

Bulging Strength

Cost: 3 Legendary Actions

Choose a damage type your rage gives you resistance to. You become immune to that damage type until the end of your next turn.

You must be raging to use this.

Easy to Anger

Cost: 1 Legendary Action

You enter your rage if it is available.

Frequently Savage

Cost: 2 Legendary Actions

You use the Chest Pound, Guttural Scream, Impossible Leap or Seismic Strike savagery. You must know the savagery in order to use it, and you still must expend the appropriate amount of agony points.

Rippling Muscles

Cost: 1 Legendary Action

Your carrying capacity doubles. If you begin your turn without having used this legendary action in the past round, it returns to its normal value.

Savage Might

Cost: 2 Legendary Actions

The next attack you hit before the end of your next turn becomes a critical hit.


Leveling Beyond 30

Here you can find what the Legendary Barbarian gains for every level beyond 30 they are! It is intentional that their proficiency bonus stops increasing.

  • Every 4 levels beyond 30 (34, 38, ect) a legendary barbarian gains a regular ASI.

  • Every third ASI a legendary barbarian would gain after level 30 (42, 54, 66 ect) is instead a legendary ASI.

  • Every even level (32, 34, 36, 38 ect) you gain a +1 to one ability score of your choice.
  • Every level, you gain an additional 10 maximum hit points. Other then that, your HP increases as normal.

  • Your new ability score maximums for Strength, Dexterity and Constitution is equal to your Barbarian level if they were not already higher.

Changelog

Version 1.1

  • Added 4 new totems: Bovine, Crab, Peacock and Rat.

  • Shark totem now specifies you get the Savage Agony feature at 1st level.

  • Added 3 new subclasses: Beast, Herald and Zealot.

  • Added 10 new Combat Traits for 33 total.

  • The Aussir rune now creates difficult terrain in addition to its previous effect of creating lightly obscuring mist.

  • All savageries that allow for "Any Amount" of agony points expended now specify they require at least one expended.

  • Unstoppable Force now requires a minimum of 3 points (It did previously, but this just makes it clearer)

  • Storm Heralds Protective Storm feature now has a duration

  • The Warden subclass no longer allows for picking from different casting classes (This is because they have been divided into individual subclasses)

Version 1.0.1 (April 13th 2023)

A very minor update that every legendary class is receiving, increasing their hit points

  • Hit die is now 2d12, you now add double your Constitution modifier for each level.

Version 1.0 (February 8th 2023)

The sixth overall legendary class and the first release of Barbarian

  • Released with 8 Spirit Totems: Bear, Boar, Eagle, Locust, Shark, Stag, Tiger, Viper, Whale and Wolf

  • Released with 4 Subclasses: Ancestral Guardian, Berserker, Storm Herald and Warden

  • Released with 40 Ancient Marks

  • Released with 12 Savageries

  • Released with 23 Combat Traits

  • Released with 6 Legendary Actions

Credits and Thanks!

Artist Credit

I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible.

Stain Credit

In all of my homebrew I use watercolor stains created by u/flamableconcrete aka Jared Ondricek. These brews and PDFs would not look nearly as nice without his creations, so huge thank you to him! You can find all stains I use on his website, watercolors.giantsoup.com.

Other Homebrew

You may recognize me for other homebrews such as the Siphoner class and my project to turn every league of legends champion into a subclass, if you want to be alerted as soon as all of those are publically available, join the discord!

https://discord.gg/c4T35TqbqT

Patron Thanks!

This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it!

A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them.

  • Living Legend: Apollyon

  • Living Legend: Kiphea

  • Living Legend: Mistaken Faith

  • Living Legend: Trains

  • Savior: Bird Jormungandr

  • Renowned Hero: Cynical Sorcerer

  • Renowned Hero: InsaneInsanity

  • Renowned Hero: Xabbu

  • Folk Hero: Xenostar

  • Mercenary: Deathknight

  • Mercenary: Echo Arashi

  • Mercenary: Miraak

  • Mercenary: RDRGM

  • Mercenary: RobynHoodWest