Cuddles’s Guide to the Barbarians of Mivernal

By Foxtail Foundry


Changes made to make Barbarian a truly terrifying primal force

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Forward

Barbarian is, in short, a very interesting class. Besides Paladin, it is the only martial class that is forced to melee, which in itself is already risky. While clearly designed to be a tank of sorts and draw aggro, this ends up meaning the Barbarian constantly drains the party’s resources due to constant hits, and the aggro drawing doesn’t work since enemies can just… walk around. Players only have 1 reaction, y’know? Other issues include often getting in the way of friendly spellcasters when they try to use an AoE or control spell, as it usually ends up with you being caught in it due to needing to be in melee to deal effective damage as a Barbarian. Couple this with the main feature of the Barbarian, its Rage, being so incredibly limited until around Tier 3, which is already pretty late-game, and you’ve got a class that just can’t keep up in higher levels of optimization and play - although that is also partly due to the fact that spellcasters are just so oppressive and basically any point in the game.

Now, that’s not to say that Barbarians are bad damage dealers - unlike Paladins, Barbarians actually have features to support their combat style with nothing super counterintuitive to the design. It’s simply the risks of melee combined with highly limited resources to deal more effective damage that make Barbarians probably one of the weakest classes in the game, fighting for that position with Rogue (Monk beats Barbarian and Rogue out by a hair due to having an Extra Attack, unlike Rogue, and being able to maximize ranged weaponry, unlike Barbarian, but still suffers many issues).

Barbarian also suffers with issues of poor scaling at higher levels, being outpaced by practically ever class.

Now, a well-built Barbarian performs perfectly fine at most tables due to many tables usually running low to mid optimization, where melee still performs relatively ok, though is still overall a resource tax to the party. That said, the point of these changes are to patch up the many holes of the class, and make it be able to perform well even in higher-optimization settings, and of course, fix the subclasses.

I hope you enjoy.

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Barbarian

A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd. A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals. Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another. These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

Primal Instinct

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal naturekeen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

A Life In Danger

Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

Creating a Barbarian

When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common? , What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to “civilized” lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.

Quick Build

You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.

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The Barbarian
Level Proficiency Bonus Features Rages Rage Bonus
1 +2 Rage, Unarmored Defense, Brutal Strength, Rage Form 2 +1
2 +2 Ability Score Improvement, Reckless Attack, Danger Sense, Fighting Style 2 +1
3 +2 Primal Path, Primal Knowledge 3 +1
4 +2 Ability Score Improvement 3 +1
5 +3 Extra Attack, Fast Movement, Rage Form improvement 3 +1
6 +3 Path Feature 4 +1
7 +3 Feral Instinct 4 +1
8 +3 Ability Score Improvement 4 +1
9 +4 Rage Form improvement 4 +2
10 +4 Ability Score Improvement, Path Feature, Primal Knowledge 4 +2
11 +4 Relentless Rage 4 +2
12 +4 Ability Score Improvement 5 +2
13 +5 Rage Form improvement 5 +2
14 +5 Path Feature 5 +2
15 +5 Persistent Rage 5 +2
16 +5 Ability Score Improvement 5 +3
17 +6 Rage Form improvement 6 +3
18 +6 Indomitable Might 6 +3
19 +6 Ability Score Improvement 6 +3
20 +6 Primal Champion Unlimited +3

Class Features

As a barbarian, you gain the following class features

Hit Points

Hit Dice:
2d12 per barbarian level
Hit Points at 1st Level:
24 + your Constitution modifier
Hit Points at Higher Levels:
2d12 (or 14) + your Constitution modifier per barbarian level after 1st

Proficiencies

Armor:
Light armor, medium armor, shields
Weapons:
Simple weapons, martial melee, longbow, shortbow
Tools:
None
Saving Throws:
Strength, Constitution
Skills:
Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

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

  • (a) a greataxe or (b) any martial weapon
  • (a) two handaxes or (b) any simple melee weapon
  • (a) four javelins or (b) a longbow with 20 pieces of ammunition
  • An explorer’s pack

Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a weapon attack using Strength, you gain a bonus to either the attack or damage roll (your choice) that increases as you gain levels as a barbarian, as shown in the Rage Bonus column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 2 minutes (20 rounds). It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

If your rage is about to end, you can choose to take 2d10 damage that cannot be reduced or resisted in any way to prolong the rage for one additional round. Each time you use this feature, you add an additional 1d10 damage, resetting once you have exited your rage.

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Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a short or long rest before you can rage again.

Rage Form

While raging, you can reduce the duration of your rage in order to use certain abilities.

Rage Form. You have a small set of Rage Forms, documented at the end of this brew. You gain access to new Forms when you reach 5th, 9th, 13th, and 17th level in this class. Primal Paths also grant additional Rage Forms.

Using a Rage Form. A Rage Form will state its action cost and the amount of rounds for your Rage that you must give up in order to use it. Rage Forms have varying durations, and only function while you are raging. If a Rage Form calls for all rounds of your rage, you are not considered raging while using that Rage Form, and it is not treated as a rage for using other rage forms, unless its description states otherwise.

Damage Dealt Through Rage Forms. Bludgeoning, Piercing, or Slashing damage dealt from a Rage Form is considered magical for the purposes of overcoming resistances and immunities. When you reach 7th level in this class, other damage types dealt through a Rage Form ignore resistances.

Saving Throws. Some of your Rage Forms require a saving throw. The DC for this saving throw is calculated as follows:

Rage Form save DC = 8 + your proficiency bonus + your Strength modifier

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Brutal Strength

Your raw strength allows you to brute force many things. You may use your Strength modifier in place of your Dexterity modifier for attacks made with shortbows and longbows, when determining your AC (such as for Unarmored Defense), and determining your initiative bonus.

Additionally, you may use your Strength instead of your Charisma when making an Intimidation check.

Ability Score Improvement

When you reach 2nd level, and again at 4th, 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.

Additionally, when you reach a level in this class that grants you this feature, you can replace one Fighting Style you know with another Fighting Style available to this class, as you shift the focus of your martial practice.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee and thrown weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

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.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

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At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Primal Knowledge

A 3rd level and again at 10th level, you gain proficiency in a skill of your choice from the skills available to barbarians at 1st level.

Extra Attack

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

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn so long as you first enter your rage.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious, if you choose to end it, or your Rage Form uses up the duration of your Rage.

If you choose to take the damage to continue a rage if you fall unconscious while raging, you take double the rolled damage and do not fall unconscious.

Indomitable Might

Beginning at 18th level, if your total for a Strength or Wisdom check or saving throw is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores and maximums increase by 4, and your hit point maximum by 50. battle

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Primal Paths

Rage burns in every barbarian’s heart, a furnace that drives him or her towards greatness. Different barbarians attribute this fire to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal, or providence from the energy of the wilderness around them. The primal path you choose reflects the source of your rage. The options available for you to choose from are listed below.

  • The Path of the Ancestral Guardian (Page 8), which calls upon the spirits of the departed to guide and protect.
  • The Path of the Beast (Page 9), which draws upon the bestial spark brimming within the soul.
  • The Path of the Berserker (Page 11), which revels in the blood and chaos of unbridled, violent rage
  • The Path of the Eldritch (Link), striking a deal with an unknown being to fuel their bloodlust and anger
  • The Path of the Everspace (Link), bending space and time with raw strength
  • The Path of the Exorager (Link), using an arcane-powered exosuit in order to fuel their strength.
  • The Path of the Giant (Link), drawing upon the raw strength of the great giants to hurl everything.
  • The Path of the Guts (Link), diving into their rage and vengeance, turning it into strength and power.
  • The Path of the Storm Herald (Page 12), who transform and manifest their rage into the power of the elements.
  • The Path of the Totem Warrior (Page 14), for whom their rage is tied to the shamanistic power of animals and totems.
  • The Path of Wild Magic (Page 16), whose rages are as untamed and transformative as the otherworlds.
  • The Path of the Zealot (Page 18), which directs the sternly devout to channel their rage into shows of divine fury.

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Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.

Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors begin to guard you. Once per round when you or an ally within 30 feet of you is targeted by a damaging effect, you can impose disadvantage if the effect is an attack, or advantage on the save for you or your ally if the effect has a saving throw.

Rage Form: The Ancient

Additionally when you you choose this path, you gain the Ancient Form Rage Form.

Ancient Form

Duration Consumption:
Half your max rage duration
Action Cost:
Bonus action. Can be used as part of the bonus action used to enter your rage.
Rage Form Duration:
Until your rage ends

While this Form is active, the first creature you hit with an attack on each of your turns becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack.

Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. Once per round if you or an ally within 30 feet of you takes damage, you can reduce it that damage 2d4. If you are under the effects of your Ancient Form, this increases to 3d4.

When you reach certain levels in this class, you can reduce the damage by more: by 3d4 (4d4 for Ancient Form) at 10th level and by 4d4 (5d4) at 14th level.

Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you learn the augury and clairvoyance spells, and can cast one of them without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest. You can continue to cast augury as a ritual.

Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.

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Beast

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

Beastial Senses

Starting when you choose this path at 3rd level, your senses become greatly enhanced to that of a wild animal. You have advantage on Wisdom (Perception) checks and add your proficiency bonus to your initiative rolls.

Rage Form: The Beast

Additionally when you choose this path, you gain the Bestial Fury Rage Form.

Bestial Fury

Duration Consumption:
4 rounds
Action Cost:
Free action
Rage Form Duration:
3 rounds

While this Form is active, you transform, revealing the bestial power within you. Until this Form ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you use this Form, and can have this Form active in multiple sittings, choosing a different weapon each time. Each instance of this form has its individual duration of 3 rounds instead of being unified.

  • Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once per turn when you attack with this bite and hit a creature that isn’t a Construct or an Undead, you gain a d8. This d8 can be expended as a free action while you have this weapon, healing you for the number rolled or added to the next saving throw or attack roll you make. You can only have one of these d8s at a time.
  • Claws. Each of your hands transforms into a claw. It deals 1d6 slashing damage on a hit. Once on each of your turns while you have this weapon when you make a weapon attack, you can make an additional attack with your claws.
  • Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 15 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, subtracting the number rolled from the attack roll, potentially causing the attack to miss you.

Bestial Soul

Beginning at 6th level, the feral power within you increases. You can alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Infectous Fury

At 10th level, when you hit a creature, you can curse your target with rabid fury, with the effects being bolstered if you are under the effects of your Bestial Fury. The target must succeed on a Wisdom saving throw against your Rage Form DC or suffer one of the following effects (your choice):

  • The target must use its reaction to make an attack against another creature of your choice that you can see. (Bestial Fury: Target must use its reaction to make the attack as normal, or move up to half its movement to an unoccupied space you can see.
  • Target takes 2d12 psychic damage. (Bestial Fury: The target takes 4d12 damage instead)

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

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Call the Hunt

At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature makes an attack roll, it can add your rage bonus to either its attack or damage roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you have no uses remaining, you may instead expend 2 rounds of your rage when you enter your rage in order to use this feature.

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Berserker

For some barbarians, rage is a means to an end – that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Bloodlust

Starting when you choose this path at 3rd level, you emanante an aura of pure bloodlust. A hostile creature that first enters or starts its turn within 5 feet of you must succeed on a Wisdom saving throw against your Rage Form DC or immediately move 5 feet away from you. This movement can provoke opportunity attacks. You can enable or disable this feature as a free action.

Rage Form: The Berserker

Additionally when you choose this path, you gain the Heightened Frenzy Rage Form.

Heightened Frenzy

Duration Consumption:
4 rounds
Action Cost:
Once per turn when you make a weapon attack
Rage Form Duration:
Instantaneous

You make a swarm of attacks in a blind frenzy. You make two additional attacks with your weapon.

Mindless Rage

Beginning at 6th level, you have advantage on saving throws against being charmed or frightened, and you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Prescence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw against your Rage Form DC or be frightened of you for 1 minute. This effect ends if the creature ends its turn out of line of sight. A creature within your Bloodlust radius if that is active has disadvantage on this saving throw.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again until the next time you enter your Rage.

Retaliation

Starting at 14th level, when you take damage from a creature that is within your weapon’s range, you can use your reaction to make a weapon attack against that creature. This benefits from your Extra Attack.

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Storm Herald

Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

Storm Aura

When you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 15 feet from you in every direction, but not through total cover. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you finish a long rest.

  • Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
  • Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet, or increase your swimming speed by 20 feet if you already have swimming speed.
  • Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

The range of your aura increases to 25 feet when you reach 14th level in this class.

Rage Form: The Herald

Additionally when you choose this path, you gain the Raging Storm Rage Form.

Thunderstruck

Duration Consumption:
5 rounds
Action Cost:
Bonus action. Can be used as part of the bonus action used to enter your rage.
Rage Form Duration:
Until your rage ends

Your aura of choice is bolstered by your natural connection. Your aura has an effect that activates when you enter this Rage Form, and you can activate the effect again on each of your turns as a bonus action. The effect is based on the environment you chose for your Storm Aura.

  • Desert. When this effect is activated, all hostile creatures in your aura take fire damage equal to your proficiency bonus + your Constitution modifier
  • Sea. When this effect is activated, all creatures in your aura must make a Dexterity saving throw. A target takes 6 + your Constitution modifier lightning damage on a failed save, or half as much damage on a successful one. The flat damage increases when you reach certain levels in this class, increasing to 8 at 10th level, 10 at 15th level, and 15 at 20th level.
  • Tundra. When this effect is activated, each creature of your choice in your aura takes 1d6 cold damage and is slowed by 10 feet.

Storm Soul

At 6th level, the storm further enhances your aura. The benefits are based on the environment you chose for your Storm Aura.

  • Desert. You gain immunity to fire damage and resistance to cold damage. Once per round when you take damage, you can reduce that damage by an amount equal to half your Barbarian level (rounded up).
  • Sea. You gain immunity to lightning and thunder damage. Once per turn when you hit a creature with an attack, you can forcefully move them towards or away from you by up to 10 feet.
  • Tundra. You gain immunity to cold damage and resistance to fire damage. Once per turn when you hit a creature with an attack, you can gain 1d8 + your Constitution modifier (minimum of 1) temporary hit points.

Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Aura feature while the creature is in your Storm Aura.

Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

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  • Desert. Once per turn immediately after a creature in your aura hits you with an attack, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Barbarian level, half as much on a successful save. This damage ignores resistances and immunities to fire damage.
  • Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
  • Tundra. Once per turn, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

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Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

  • Bear. You add your proficiency bonus to Strength checks, and double your proficiency bonus in skills you are proficient in that requires Strength.
  • Eagle. You gain a +3 bonus to Wisdom (Perception) checks and to your Passive Perception.
  • Elk. You ignore the effects of difficult terrain.
  • Fox. When you make an attack against a creature, you do not provoke opportunity attacks from that creature for the remainder of the round.
  • Tiger. You can take the Dash action as a bonus action.
  • Wolf. You can take the Help action as a bonus action.

Rage Form: The Spirit

Additionally when you choose this path, you gain the Spirit’s Aspect Rage Form.

Spirit’s Aspect

Duration Consumption:
Half your max rage duration
Action Cost:
Bonus action. Can be used as part of the bonus action used to enter your rage.
Rage Form Duration:
Until your rage ends

The animal totem you embody further bolsters your actions. When you enter this form, you choose one of the totem spirits from below to benefit from. This does not have the be the same animal as the one you chose for your Totem Spirit feature.

  • Bear. You have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
  • Eagle. Provided you aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
  • Elk. Provided you aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
  • Fox. When a creature within you misses you with an attack, you can use your reaction to make a weapon attack against that creature. The scheming nature of the fox allows you to exploit your foes’ mistakes.
  • Tiger. You can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
  • Wolf. Your friends have advantage on attack rolls against any creature within 10 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

  • Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
  • Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
  • Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.
  • Fox. You have advantage on all Intelligence checks.
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  • Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
  • Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Spirit Walker

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

  • Bear. Any creature within 10 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature that are within 15 feet of you. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
  • Eagle. You have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
  • Elk. You can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw against your Rage Form DC or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
  • Fox. When you are subjected to an effect that allows you to make a Dexterity 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.
  • Tiger. If you move at least 20 feet in a straight line toward a Large or smaller target right before making a weapon attack against it, you can use a bonus action to make an additional weapon attack against it. If you would already have a bonus action attack from another feature, such as Polearm Master, you can make another attack as part of that same bonus action attack.
  • Wolf. You can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with weapon attack.

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Wild Magic

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Magic Awareness

When you choose this path at 3rd level, you can open your awareness to the presence of concentrated magic. You know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

Rage Form: The Wild Mage

Additionally when you choose this path, you gain the Wild Surge Rage Form.

Wild Surge

Duration Consumption:
2 rounds
Action Cost:
Free action (once per turn)
Rage Form Duration:
Special, see table

The magical energy roiling inside you sometimes erupts from you. When you use this Rage Form, roll on the Wild Magic table to determine the magical effect produced.

Wild Surge
d8 Effect
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 3d6 necrotic damage, half as much on a successful save. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 force damage. Until the end of the next round, you can use this effect again, summoning another spirit as a free action
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains a +2 bonus to attack and damage rolls. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll until after 3 rounds have passed, that creature takes force damage equal to your proficiency bonus + your Constitution modifier, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 3d6 radiant damage and be blinded until the start of your next turn, or half as much damage and no blinding on a successful save. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

If you reuse Wild Surge and roll a non-instantaneous effect that is still active, you instead reroll the Wild Surge die. You can only have up to 2 non-instantaneous Wild Surge effects active at a time, and if you receive a new one, you must choose which one of the older effects to stop.

Bolstering Magic

Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

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  • For 10 minutes, the creature can roll a d6 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Unstable Backlash

At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your Wild Surge without consuming rounds from your rage. You still must abide by all other rules of Wild Surge.

Additionally, if you are not raging, you may still benefit from this effect provided you expend a use of your Rage. You roll for 2 effects if you do so.

Controlled Surge

At 14th level, whenever you roll on the Wild Surge table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table. You must reroll if you roll a non-instantaneous effect that is already active, as usual.

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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.

A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

Warrior of the Gods

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. Once per turn when you hit a creature with a weapon attack, you can deal an additional 1d8 necrotic or radiant damage (your choice).

Additionally, 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.

Rage Form: The Zealot

Additionally when you choose this path, you gain the Divine Fury Rage Form.

Divine Fury

Duration Consumption:
2 rounds
Action Cost:
Bonus action. Can be used as part of the same bonus action used to enter your rage.
Rage Form Duration:
4 rounds

While this Form is active, once per turn when you hit with a weapon attack, you can deal extra damage equal to 2d8 + half your Barbarian level (rounded up). The extra damage is necrotic or radiant; you choose the type of damage when you use this Rage Form.

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability twice per rage. If you have no uses remaining, you can instead expend one rage round to use this feature again.

Zealous Prescence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws for 2 rounds.

You can use this feature twice, and regain all expended uses after finishing a long rest. If you are raging, you may expend half of your remaining rage rounds to use this feature again.

Rage Beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

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Rage Forms

You gain certain rage forms at levels 1, 5, 9, and 13th level in Barbarian.

1st Level Rage Forms

Rage Forms you have access to at level 1 in Barbarian.

Bonus Attack

Duration Consumption
No cost
Action Cost:
Bonus action
Rage Form Duration:
Instantaneous

You make one weapon attack as part of the bonus action used for this Rage Form. You do not need to be Raging to use this Rage Form.

Bulk Up

Duration Consumption:
2 rounds
Action Cost:
1 reaction when you are targeted by a damaging effect
Rage Form Duration:
1 round

While this Rage Form is active, you gain resistance to the damage type(s) of the triggering effect.

Exhaustive Rage

Duration Consumption:
No cost
Action Cost:
Free action, only when your rage is about to end
Rage Form Duration:
1 minute (10 rounds)

Your rage gains additional rounds equal to this Rage Forms’s duration. However, once this extended duration ends, you take 1 level of Exhaustion. Rounds from this Rage Form cannot be used on Rage Forms.

Frenzy

Duration Consumption:
3 rounds
Action Cost: Once per turn when you make a weapon attack
Rage Form Duration:
Instantaneous

You make one additional attack with your weapon.

Iron Skin

Duration Consumption:
3 rounds
Action Cost:
Reaction, when you are targeted by an attack
Rage Form Duration:
1 round

While this Rage Form is active, you gain a +3 bonus to your AC.

Leap

Duration Consumption:
No cost
Action Cost:
Once per turn as a free action
Rage Form Duration:
Instantaneous

You leap up, landing at a point you can see within 30 feet of you. This movement does not provoke opportunity attacks. You do not take fall damage from this Rage Form. You do not need to be Raging to use this Rage Form.

Power Strike

Duration Consumption:
No cost
Action Cost:
Free action whenever you make a weapon attack, but before you know whether the attack hits or misses.
Rage Form Duration:
Instantaneous

You take a -5 penalty to the attack roll of the weapon attack. If the attack still hits, it deals an additional +10 damage. You do not need to be Raging to use this Rage Form.

5th Level Rage Forms

Rage Forms you have access to at level 5 in Barbarian. These are learned in addition to the previous ones at level 1.

Bull’s Rush

Duration Consumption:
1 round
Action Cost:
Bonus action
Rage Form Duration:
Instantaneous

You charge headlong into the enemy. Move up to 30 feet in a straight line. Any creature caught in this movement must succeed on a Strength saving throw or take 1d8 + your rage bonus bludgeoning damage and be knocked prone. A creature that succeeds on its saving throw is moved to the nearest horizontal unoccupied space that is not in the path of your charge.

Earthshatter

Duration Consumption:
12 rounds
Action Cost:
Action
Rage Form Duration:
Instantaneous

You pound the nearby earth into dust, impeding enemy movement. You turn the ground within a 20-foot radius centered on yourself into difficult terrain. You and creatures of your choice are unaffected by this difficult terrain.

Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

“Fireball”

Duration Consumption:
Half your max rage duration
Action Cost:
Action
Rage Form Duration:
Instantaneous

You immediately leap up and slam back down at an incredibly high velocity at a point you can see within 30 feet of you. Creatures within a 15-foot radius of that point when you land must succeed on a Dexterity saving throw or take 4d6 fire damage and 4d6 bludgeoning damage, or half as much on a successful one. Your leap does not provoke opportunity attacks. After you use this Rage Form, you can choose to immediately leap back to your original position.

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Hold Your Ground

Duration Consumption:
Special
Action Cost:
Bonus action
Rage Form Duration:
Special

As part of the bonus action used for this Rage Form, you can expend any number of rage rounds, up to a maximum of half your max rage duration. The duration of this Rage Form is determined by the amount of rounds expended.

While this Rage Form is active, your movement speed becomes zero. However, you cannot be forcefully moved or knocked prone in any way, and you are considered full cover for allies, provided they stand behind you.

You can end this Rage Form early as an action or bonus action on your turn.

Interference

Duration Consumption:
2 rounds
Action Cost:
Reaction, when you or an ally within your held weapon’s range (or 5 feet if using unarmed strikes) is targeted by an attack
Rage Form Duration:
Instantaneous

You use your weapon in hand (or your bare fists) in an attempt to interfere with an attack your enemy makes. The origin of the trickering attack, provided it is a creature, must make a Strength saving throw, or take your weapon’s (or fist’s) damage die and the attack fails.

Piledriver

Duration Consumption:
5 rounds
Action Cost:
Once per turn as a free action
Rage Form Duration:
Instantaneous

You immediately grab at the nearest enemy within 5 feet of you in an attempt to drive them into the ground. Make a Strength (Athletics) check contested by the target’s own Strength (Athletics) check. If you succeed, the enemy is immediately driven into the ground, taking 4d6 bludgeoning damage and having its movement speed reduced to 0. If you fail, you are unable to even lift the target, and nothing happens.

A target affected by this Rage Form should you succeed must use its action to make a Strength check against your Rage Form save DC, pulling itself out on a success.

Sweep

Duration Consumption:
1 round
Action Cost:
Free action, used as part of a melee weapon attack
Rage Form Duration:
Instantaneous

You sweep at the legs of your target as part of an attack you make with a melee weapon. If the attack hits, the target is immediately knocked prone.

Trip

Duration Consumption: 1 round

Action Cost:
Free action, used as part of a ranged or thrown weapon attack
Rage Form Duration:
Instantaneous

You attempt to trip up the target of the ranged or thrown weapon attack used for this Rage Form. The target must succeed on a Dexterity saving throw or be knocked prone.

9th Level Rage Forms

Rage Forms you have access to at level 9 in Barbarian. These are learned in addition to the previous ones at level 1 and 5.

Concuss

Duration Consumption:
2 rounds
Action Cost:
Free action, used as part of a melee weapon attack
Rage Form Duration:
Until the start of your next turn

You deliver a sharp blow to the head (or the equivalent of the head), dazzling the target as part of an attack you make with a melee weapon. If the attack hits, the target becomes staggered until the start of your next turn.

Death Grip

Duration Consumption:
5 rounds
Action Cost:
Bonus action, must be grappling a creature or have a creature within range of your unarmed strike
Rage Form Duration:
Special

As part of the bonus action used to activate this Rage Form, you immediately make an unarmed strike against a creature of your choice within 5 feet of you, grappling them on hit. You do not do this if you are already grappling a creature.

When you grapple the creature, or if you already have a creature grappled, you immediately put them into a chokehold, forcing the air out of their lungs. If you are able to maintain the grapple after 3 grapple checks from the creature or 3 rounds, the grappled creature becomes unconscious for 1 minute or until a creature uses its action to shake it awake.

Dreadful Prescence

Duration Consumption:
All rounds
Action Cost:
Bonus action (replaces entering your rage)
Rage Form Duration:
1 minute (10 rounds)

You radiate such intense bloodlust that creatures have no choice but to fear you. While this form is active, creatures that begin their turn within 15 feet of you must succeed on a Wisdom saving throw or become frightened until the end of your next turn.

While a creature is frightened of you this way, your attacks deal an additional 1d8 psychic damage. A creature frightened this way ends the condition early if you do not attack it after 1 round since it was frightened.

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Immeasurable Speed

Duration Consumption:
3 rounds
Action Cost:
Reaction, when you are targeted by a damaging effect
Rage Form Duration:
Instantaneous

You move with such incredible speed that you confound the enemy. You can immediately move up to half your movement speed when you use this Rage Power. If this would move you out of the range of the triggering effect, you take no damage and can immediately make a weapon attack against the origin of the effect. This attack can benefit from your Extra Attack.

Skullpiercer

Duration Consumption:
2 rounds
Action Cost:
Free action, used as part of a ranged or thrown weapon attack
Rage Form Duration:
Until the start of your next turn

You pierce the skull or equivalent of the target as part of the ranged or thrown weapon attack used for this Rage Form. If the attack hits, the ammunition or thrown weapon becomes lodged into the target, halving their movement speed until they use an action to pull the ammunition or weapon out.

Stagger

A staggered creature stumbles around, confused and weak, and as a result has its movement speed halved and suffers disadvantage on the next saving throw it makes. The duration of stagger lasts for 1 round or the staggered creature is healed, unless stated otherwise.

A creature that is Undead or a Construct cannot be staggered.

13th Level Rage Forms

Rage Forms you have access to at level 13 in Barbarian. These are learned in addition to the previous ones at levels 1, 5, and 9.

At the Speed of Light

Duration Consumption:
5 rounds
Action Cost:
Bonus action. Can be used as part of the same bonus action used to enter your rage.
Rage Form Duration:
5 rounds

You put your leg muscles into overdrive for the duration of this Rage Power. Your movement speed doubles and you can leap up to half your movement speed into the air without needing to make a running start. You do not take fall damage, and you can end your turn in the air if you choose to leap by hovering through incredibly fast kicking of your legs, defying physics.

Break Age

Duration Consumption:
3 Rounds
Action Cost:
Reaction, in which a spell would target and/or affect you or a creature within 20 feet of you
Rage Form Duration:
Instantaneous

You use your pure musculature to shatter even the Weave itself. Make a Strength check, with the DC equaling 10 + the triggering spell’s level. You automatically succeed if the triggering spell is of 4th level or lower. On a success, you immediately destroy the spell, stopping it from causing any effects, and the caster takes a number of d8s in force damage equal to the level of the spell.

Haymaker

Duration Consumption:
Half your max rage duration
Action Cost:
Action
Rage Form Duration:
Instantaneous

You put much of your rage behind one, incredible blow. Make an unarmed strike against a creature within range. The sheer concussive force of the punch grants this particular unarmed strike a range of 20 feet. This unarmed strike can be power attacked by Great Weapon Master or Sharpshooter, depending on which of those feats you have.

On a hit, the unarmed strike does twice your Barbarian level in damage plus your weapon damage modifiers.

Undending Rage

Duration Consumption:
No cost

Action Cost: Free action, when you would drop to 0 hit points or outright die while raging

Rage Form Duration:
10 minutes (100 rounds)

When you activate this Rage Form, you remain in your rage and do not fall unconscious. Your rage is extended to the duration of this Rage Form, but you cannot use any other Rage Forms. You must still make death saving throws as normal if you activated this Rage Form if you reach 0 hit points and suffering the normal effects of taking damage while at 0 hit points. Failing all of your death saving throws or dying through some other means while this Rage Form is active will immediately end the rage, with no chance to extend it.

If you activated this Rage Form when you died, you are immune to all damage and negative effects, but after the rage ends, you immediately die until resurrected.

“Wall of Force”

Duration Consumption:
Half your max rage duration
Action Cost:
Action
Rage Form Duration:
Special

You gain the effects of the Hold Your Ground Rage Form at max duration (1 minute). While you benefit from Hold Your Ground this way, you cannot attack, but are immune to all damage and negative effects. Creatures of your choice and their attacks cannot physically pass through you or the “wall” you form. This

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“wall” spans 30 feet in 2 horizontal directions of your choice, and is 30 feet high.

You can end this Rage Form early as an action on each of your turns.

17th Level Rage Forms

Rage Forms you have access to at level 17 in Barbarian. Rage Forms learned at 17th level do not use rage duration, instead costing a certain amount of rage uses. If you are at 20th level, they prevent you from using any Rage Powers (save for 17th level ones) for a number of minutes equal to the rage uses expended. Each 17th-level Rage Form can only be used twice per long rest. These are learned in addition to the previous ones at levels 1, 5, 9, and 13.

Kill

Rage Use Consumption:
5 rages
Action Cost:
Free action when you hit a creature with a weapon attack
Rage Form Duration:
Instantaneous

Your sheer might breaks the rules of reality. The attack turns into a critical hit - if the attack was already a critical hit, you double the dice you would roll. If this would reduce the target below 100 HP, you instantly kill them.

Leeroy Jenkins

Rage Use Consumption:
4 rages
Action Cost:
Action
Rage Form Duration:
Instantaneous

You briefly become a world-defying force that can foil any plans spontaneously. Choose one of the following effects, which affect 1 creature you can see:

  • The creature cannot make melee attacks
  • The creature cannot make ranged attacks
  • The creature cannot use Legendary Actions
  • The creature cannot cast any spells
  • The creature loses any damage resistances and immunities it has
  • The creature loses any condition immunities it has
  • The creature loses any skill proficiencies it has
  • The creature loses any saving throw proficiencies it has
  • You replace the ability score of one of the creature’s abilities with one of your own scores.

The affected creature suffers from the chosen effect from 24 hours.

True Polydwarf

Rage Use Consumption:
3 rages
Action Cost:
Action
Rage Form Duration:
3 rounds

You reach out at a creature within 5 feet of you to crush it into a pulp. The creature is considered grappled while it is in your grasp, and has disadvantage on its contesting check to escape. If you manage to keep the creature in your grapple for the duration of this Rage Form, it is permanently reduced by 1 size When a creature has its size reduced this way, its Strength and Dexterity scores are reduced by 4 for one week, and it suffers disadvantage on its attacks for 3 days.

This particular Rage Form can be used 4 times per long rest instead of only 2 times per long rest.

“Wish”

Rage Use Consumption:
5 rages
Action Cost:
Action
Rage Form Duration:
Instantaneous

You can forcefully bend the Weave to your will, allowing you to duplicate any other spell of 6th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Zenith

Rage Use Consumption:
6 rages
Action Cost:
Bonus action. Replaces entering your rage.
Rage Form Duration:
1 minute (10 rounds)

You reach your absolute physical peak. You are immune to all damage, all negative effects, and can’t be forcefully moved nor knocked prone against your will. You gain a flying speed equal to your walking speed, and your walking speed doubles. All of your weapon attacks add your Barbarian level to its damage.

You can use Rage Forms while this Rage Form is active, expending rounds from this Rage Form’s duration instead of normal rage duration.

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Class Changes

Barbarian was ultimately a very interesting, yet oddly simple class to make tweaks to, mainly handling how limited rage is, or now was, and Barbarian’s lack of ranged weapon proficiency. With those base class changes handled, it’s mainly the subclasses that needed some love - or just removed because they weren’t really good to begin with and were too difficult to fix.

Hit Dice. Doubled and increased. Martials desperately need more hit die and HP in general.

Rage. The signature feature of Barbarian. Uses reduced, but is now a short rest resource, drastically improving its overall usability. In addition, you can now inflict self-damage to prolong its use.

Rage Bonus. Part of Rage, but essentially the Rage Damage is now converted to a bonus that can be applied to either the weapon attack or damage rolls. Now no longer limited to melee as well.

Brutal Strength. New feature to allow Barbarians better use ranged weaponry. Unique quirk in that while it lets you handle armor and ranged weapons better, it’s not gonna let you replace every Dexterity check with your Strength.

Rage Forms. A new and unique twist on Rage Powers. Each subclass gets one and there are additional ones too.

Fighting Style. Newly added to Barbarian. Lets Barbarian be just a little better at what it’s good at. Or do the funny Crossbow Expert + Sharpshooter.

Primal Knowledge. Merged into the base class from Tasha’s.

Savage Strike. Renamed from Brutal Critical and improved. Brutal Critical was such a marginal damage increase that it was pretty much a nothing feature, so the change in Brutal Strike is more reliable and better.

Persistent Rage. Since without any tweaks this would invalidate the self-damage to prolong a rage, a second section has been added to prevent falling unconscious.

Indomitable Might. Now applies to Wisdom checks and saves. Mental strength is as important as physical strength.

Ancestral Guardian

Ancestral Protectors. No longer depends on raging, main effect moved to the rage power, so it’s a new but similar effect.

Spirit Shield. Can now be used on yourself too, and the dice used has been altered. No longer hard depends on raging.

Consult the Spirits. You can ritual cast augury now.

Battlerager

Removed. This is literally just Berserker thematically, but with much weaker features. Could I have changed this? Yes. But since Berserker just already fits the bill well enough, there’s not much of a reason to.

Beast

Bestial Senses. New feature that doesn’t depend on raging.

Bestial Fury. Renamed from Form of the Beast and made a Rage Form with a unique twist on the duration. Bite has been reworked, Claws has been improved, Tail received a slight change to how it handles enemy attacks to prevent the infinite AC trick.

Infectous Fury. Now a short rest resource, with uses reduced to fit, and no longer hard depends on raging, insted getting boosts if you use your Bestial Fury Rage Form. First bullet is also now any attack method and not just a melee attack.

Call the Hunt. Creatures now just add your rage bonus instead of rolling dice, providing some scaling. Additionally, you can now expend rage duration to reuse it if you’ve got no uses left.

Berserker

A problem child many are well aware of.

Bloodlust. New feature that doesn’t depend on raging.

Heightened Frenzy. Renamed from Frenzy. Slightly reworked and made a Rage Form. This change was done since Frenzy is a global Rage Form.

Intimidating Prescence. Uses your Strength instead of Charisma for the save now. Lives up to the fantasy of scaring them with pure might. Oh, and now you can use this more often on a creature.

Retaliation. Applies to any weapon now, and now also benefits from Extra Attack. Decent capstone for DPR, and isn’t horribly be broken since let’s be frank, you don’t want to take a lot of damage or else you start being a real drain on your party’s resources.

Eldritch

Original path. Enjoy eldritch blasting as a Barbarian.

Everspace

Original path. Revamped version of the original Path of Fundamental Chaos by Matt Mercer.

Exorager

Original path. Sorry, but the Titanfall subclass is on Artificer, not Barbarian.

Giant

“Original” path brought back from the UA and given my own adjustments.

Guts

Original path. It doesn’t take many braincells to know this is the Berserk subclass.

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Storm Herald

Storm Aura. Basically the Storm Soul features moved to 3rd level now. Doesn’t depend on raging. Now also gets a range increase at later levels.

Thunderstruck. Where the features of Old Storm Aura were moved to, and made a Rage Form alongside various buffs.

Raging Storm. Slight buffs. No longer rage-dependent.

Totem Warrior

Totem Spirit. New version that adds features that aren’t rage-dependent.

Spirit’s Aspect. Renamed from Totem Spirit, made a Rage Form. Added Fox, Wolf buffed.

Aspect of the Beast. Fox added.

Totemic Attunement. Bear range buffed, Fox added, Tiger altered to account for bonus action attacks from other sources, Wolf buffed

Wild Magic

Magic Awareness. You are now basically permanentnly under the effects of detect magic. Enjoy.

Wild Surge. Multiple effects buffed, now made a Rage Form.

Bolstering Magic. Dice slightly buffed for the first bullet.

Unstable Backlash. You can now trigger it yourself at the cost of a whole rage use.

Zealot

Warrior of the Gods. Given a new non rage-dependent feature.

Divine Fury. Made a Rage Form. You now choose the damage type when you use the feature instead of when you first gain the feature.

Fanatical Focus. An ok feature, but the once per rage use would often make it difficult to judge when the best time to use it. Is now 2 uses per rage instead of 1. You can now also expend a rage round to use it again.

Zealous Prescence. Increased to 2 uses per long rest instead of 1. You can now also expend a large portion of your rage rounds to reuse it.

fox

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Artists and their works used in this document.


Cover Logo - Barbarian Emblem by Wizards of the Coast

Cover Background - War by ???

Forward - Kotrigu by AngiePebbles

Opening - Octo the Warrior by vera-ist-44

Page 6 - Ghost Battlefield by ArenaNet

Primal Paths - Barbarian by Haco1

Ancestral Guardian - Barbarian by anna-lakisova

Beast 1 - Mistral Umaimon by AngiePebbles

Beast 2 - Dire Wolf Base by CreamCard

Beast 3 - Barbarian by Wizards of the Coast

Berserker 1 - Kobold Barbarian by FormalPeanut

Berserker 2 - Barbarian by Alexandr-Leskinen

Storm Herald - Storm Set by Epic Games

Totem Warrior - Totem Warrior by ???

Wild Magic 1 - Lilliana the Scale by Blazbaros

Wild Magic 2 - Dragonborn Barbarian by jeffchendesigns

Wild Magic 3 - Conan the Wanderer by AlexHorley

Zealot - Barbarian Rage by SaraForlenza

17th-Level Rage Forms - Behold the Stormcaller by u/DmDunk

Recap - Robofox by ???

Artist Credit - Soma Schicksal by Jeff-Drawing

Back Cover Logo - Foxtail Foundry Logo by FadeShock

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