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Barbarian

The Barbarian

Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path Feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4
hit dice: 1d12 per Barbarian level
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon

  • (a) two handaxes or (b) any simpIe weapon

  • An explorer's pack and four javelins


spellcasting:
class features:

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.   While raging, you gain the following benefits if you aren’t wearing heavy armor:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  If you are able to cast spells, you can’t cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.  

Unarmored Defense

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

Reckless Attack

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

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.  

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.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

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

Fast Movement

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

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.   Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.  

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.   This increases to two additional dice at 13th level and three additional dice at 17th level.  

Relentless Rage

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

Brutal Critical

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.   This increases to three additional dice at 17th level.  

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.  

Brutal Critical

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.  

Indomitable Might

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

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
subclass options:

Primal Paths

Path of the Ancestral Guardian

Path of the 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.  

Path of the Ancestral Guardian Features

                                      
Barbarian Level Feature
3rd Ancestral Protectors
6th Spirit Shield (2d6)
10th Consult the Spirits, Spirit Shield (3d6)
14th Vengeful Ancestors, Spirit Shield (4d6)
 

Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.  

Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.   When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.  

Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.   After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.  

Vengeful Ancestors

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

Path of the Battlerager

Known by many as the cracked hammer or the screaming idiot on the battlefield, they are warriors that care little for self-preservation and charge headlong into the most dangerous of foes regardless of the chances of success but when under disciplined leadership they make an effective force that fears nothing. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.  

Battlerager Armor

When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.   While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.   Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.  

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.  

Battlerager Charge

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.  

Spiked Retribution

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor.
  Path of the Beast

Path of the Beast

Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.   Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of the Beast table.  

Origin of the Beast

                                      
d4 1d4 Origin
1 One of your parents is a lycanthrope, and you’ve inherited some of the curse.
2 You are descended from a legendary druid, a fact manifested by your ability to partially change shape.
3 A fey spirit gifted you with the ability to adopt different bestial aspects.
4 An ancient animal spirit dwells within you, allowing you to walk this path.
 

Form of the Beast

When you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:   Bite. Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).   Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.   Tail. You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.  

Bestial Soul

The feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   You can also call on the feral spirit 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:   Climbing. 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.   Jumping. 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.   Swimming. You gain a swimming speed equal to your walking speed, and you can breathe underwater.  

Infectious Fury

When you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • Target takes 2d12 psychic damage.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.  

Call the Hunt

The beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit.   You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
  Path of the Berserker

Path of the Berserker

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

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.  

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.  

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.   If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.  

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
  Path of the Courageous Heart

Path of the Courageous Heart

For some adventurers, their internal reservoir of fearlessness and gallantry might border closer to foolhardiness. An intrepid do-gooder might take the first step down this path by complete accident, meddling in affairs they ought not and finding themselves unable to turn back. Their impromptu effectiveness in battle isn't due to anger but rather matching pluck, tenacity, or stubbornness to shrug off the worst the enemy has to offer.   These brawlers might not be as graceful as trained fighters, but they're guardians of the weak, and what they lack in polish they make up for in valor.  

Path of the Courageous Heart Features

                                      
Barbarian Level Feature
3rd Matter at Hand, Favor the Bold
6th Hearty Blow
10th Stroke of Inspiration
14th Tenacious Heart
 

Matter at Hand

When you choose this path at 3rd level, you gain proficiency with improvised weapons. Additionally, your unarmed strikes deal damage equal to 1d4 + your Strength modifier. If your improvised weapon is similar in shape and function to a simple weapon, you can use that weapon's stats instead.  

Favor the Bold

At 3rd level, when the adrenaline kicks in, primal instinct propels you to awe-inspiring feats, seeming to add just a smidge of luck at the right moment.   While raging, whenever you make a saving throw, or an attack roll with an unarmed strike or improvised weapon, you can roll a d4 and add the number rolled to the total.  

Hearty Blow

At 6th level, when you hit with an unarmed or improvised weapon attack while raging, roll 1d4 and add its total to the attack's damage. This damage increases when you reach certain levels in this class, increasing to 2d4 at 10th level, and 3d4 at 14th level.  

Stroke of Inspiration

At 10th level, you seem to stumble upon the right clue, connection, or words, even when you have no idea what is going on. When you fail a Charisma, Intelligence, or Wisdom check, you can expend a use of your rage to reroll the check with advantage. You must use the new roll.  

Tenacious Heart

At 14th level, whenever you make a Constitution saving throw to remain conscious because of your Relentless Rage feature, you can use one of the following Tenacious Heart options of your choice. You can use only one Tenacious Heart option per round and must decide before you make the roll.   Inspiring. Your inspiring last stand fills your allies with renewed vigor. Allies within 30 feet of you that can see or hear you gain 10 temporary hit points.   Persistent. You won't quit without a fight. The DC of your Relentless Rage feature is reduced by 5 until the end of your turn.   Rallying. Your heroic refusal to die fills your allies with confidence. All allies within 30 feet of you that can see or hear you gain advantage on the next attack roll they make within the next minute.
  Path of the Red Reaver

Path of the Red Reaver

The Path of the Red Reaver is a warrior's hunt for meaning in a life borne of suffering and violence, not some ritualistic process for raiding cannibals as inexperienced adventurers might have you believe. The barbarians that follow this path fuel their rage with this pursuit of purpose. For those that live long enough, their discipline becomes almost monk-like in its meditation, chasing their sense of self through the arteries of those they deem worthy in battle.   As wizards live to slake their thirst for knowledge, barbarians who follow the Path of Red Reaver are usually drawn to the greatest challenge in the field, not for bragging rights, or even to turn the tide of battle, but to further discern their place in the veins of the world.  

Path of the Red Reaver Features

                                      
Barbarian Level Feature
3rd Devouring Rage, Sanguine Scent
6th Blood Hound
10th Blood of the Pack
14th Sanguine Clarity
 

Devouring Rage

Starting when you choose this path at 3rd level, your thirst for blood channels the life force of your foes to sustain you. When you're raging and below half of your hit point maximum, you can enter a devouring rage by expending any number of Hit Dice as a bonus action. For the duration of your rage, your weapons become magical for the purpose of overcoming damage resistances and immunities, and on a hit, you regain a number of hit points equal to 1 + the number of Hit Dice you spent. On a critical hit, you restore twice that amount of hit points.   Your target must have blood in order for you to regain hit points from an attack.   At the beginning of each turn, if you haven't hit a hostile creature since your last turn, you suffer damage equal to the number you would regain on a hit but retain your devouring rage and its features.   Your devouring rage ends once you reach your hit point maximum or you exit your Rage whichever happens first.  

Sanguine Scent

Also at 3rd level, your senses become preternaturally attuned to the scent of blood. As an action on your turn, you can draw a deep breath to immediately track the scent of creatures around you. For the next 10 minutes, you're able to smell the approximate number of living creatures within 60 feet of you. You can differentiate the type but not the identity of any specific creature.   If you know the creature you're looking for and have access to one of its possessions, you can focus solely on that target. While focused, you can't use this feature to detect any other creature but your quarry. When you would make a Wisdom (Survival) check to track your quarry, the creature instead makes a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, you learn the direction and approximate distance to the creature, and are able to follow its scent even through terrain that would normally cover its scent, like running water.   You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. You must be able to breathe in order to use this feature.  

Blood Hound

When you reach 6th level, your mystic connection to blood has honed your sense of smell to mythic proportions. The range of your Sanguine Scent is increased to 120 feet and you no longer need access to a creature's possessions to track it if you have spent at least 5 minutes within 30 feet of your target within the last 24 hours.   Additionally, you can spend 1 Hit Die to learn the exact number and general location of creatures in the area or, when focused on a single target, impose disadvantage on your target's saving throw against being tracked by you and the range of your tracking ability becomes 5 miles for that creature.  

Blood of the Pack

At 10th level, your wild blood fury is tempered by the bond you share with your allies. As an action, while your current hit point total is at least half of your hit point maximum, you can expend some of your Hit Dice to heal allies within 10 feet of you. When you do, you roll 1 Hit Die for each creature you target with this feature. That creature regains a number of hit points equal to the result + your Constitution modifier (minimum of 1). Repeat the process for each creature you choose. At the end of your turn, you suffer one level of exhaustion.   Once you use this feature, you can't use it again until you finish a long rest.  

Sanguine Clarity

Starting at 14th level, your rage becomes focused and precise, rather than wild and wrathful. When you enter a rage, you can expend up to 3 Hit Dice to increase the critical range of your attack rolls for the duration of your rage. For example, if you expend 2 Hit Dice, your weapon attacks score a critical hit on a roll of 18-20.   If you already score a critical hit on a roll lower than 20 due to other class features or effects, this feature allows you to expand your critical range even further.
  Path of the Storm Herald

Path of the Storm Herald

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.   Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.  

Path of the Storm Herald Features

                                      
Barbarian Level Feature
3rd Storm Aura
6th Storm Soul
10th Shielding Storm
14th Raging Storm
 

Storm Aura

Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.   Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.   If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.   Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.   Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.   Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.  

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.   Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.   Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.   Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.  

Shielding Storm

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

Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.   Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.   Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.   Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
  Path of the Totem Warrior

Path of the 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, as described in the Spellcasting section.  

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.   Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.   Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.   Eagle. While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.   Elk. While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.   Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.   Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.  

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.   Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.   Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.   Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.   Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.   Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace).  

Spirit Walker

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

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.   Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.   Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.   Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.   Tiger. While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.   Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
  Path of the Wild Soul

Path of the Wild Soul

The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions powerfully and magic saturates their body.   When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.  

Path of the Wild Soul Features

                                      
Barbarian Level Feature
3rd Lingering Magic, Wild Surge
6th Magic Reserves 1d4
10th Arcane Rebuke
14th Chaotic Fury, Magic Reserves 1d6
 

Lingering Magic

At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).   You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Wild Surge

Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.   If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.                                                                 
d8 1d8 Effect
1 Necrotic energy bursts from you. Each creature within 30 feet of you takes 1d10 necrotic damage, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.
2 You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.
3 You conjure 1d4 intangible spirits that look like flumphs in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode and each creature within 5 feet of one or more of them must succeed on a Dexterity saving throw or take 2d8 force damage.
4 Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to your Constitution modifier.
5 Plant life temporarily grows around you: until your rage ends, the ground within 10 feet of you is difficult terrain.
6 Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.
7 Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.
8 A beam of brilliant light lances from your chest in a 5-foot-wide, 60-foot-long line. Each creature in the line must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded until the start of your next turn.
 

Magic Reserves

At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can’t recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled.   You take force damage equal to five times the number rolled.   When you reach 14th level in this class, you increase the die to a d6.  

Arcane Rebuke

At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.  

Chaotic Fury

At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one.
  Path of the Zealot

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.   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.  

Path of Zealot Features

                                      
Barbarian Level Feature
3rd Divine Fury, Warrior of the Gods
6th Fanatical Focus
10th Zealous Presence
14th Rage beyond Death
 

Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.   Necrotic. The extra damage you deal with Divine Fury is necrotic.   Radiant. The extra damage you deal with Divine Fury is radiant.  

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.  

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.  

Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.   Once you use this feature, you can’t use it again until you finish a long rest.  

Rage beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.   While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

Path of Blood

The Path of Blood is a path taken by only the most ruthless and battle-hungry barbarians. They do not care when they shed their own blood - in fact, they use that energy to empower their rage even farther, using their suffering to inflict wounds upon their foes through magical bonds of blood. While at first glance the Path of Blood appears to be powered by the same forces as the Path of the Berserker, the Path of Blood is far more magical in nature. Bloodragers use their blood in a form of hemomancy - a magic that utilizes blood sacrifices.

Bloodbound

  Starting when you select this path at 3rd level, you can choose to create a bond of blood between yourself and an enemy within 30 feet of you when you rage. For the duration of your rage, that enemy’s attacks deal bonus necrotic damage to you equal to 1d4 + half your barbarian level on a hit, and your attacks against that enemy also deal 1d4 + half your barbarian level bonus necrotic damage on a hit. The bonus damage dealt to you ignores resistance and immunity. If the enemy dies before your rage ends, you can use your bonus action on a subsequent turn to create a new bond between yourself and another enemy.

Power through Suffering

At 6th level, the sight of your own blood empowers your rage. When you are below half your hit point maximum, your rage damage bonus is doubled for each attack you make against the target of your Bloodbound feature.

Blood Scent

Starting at 10th level, you can smell the scent of blood from up to 5 miles away, and accurately pinpoint the direction it’s coming from. Once you get within 1 mile of the source, you can make a DC 15 Wisdom (Perception) check to determine its exact identity. On a success, you know the exact identity of the creature if you have encountered it before; otherwise you only determine its type and the severity of its injury. Either way on a success, you know the exact distance and direction to the injured enemy. On a failed check, you know that you failed the check and can’t make another one for 1 hour.

Blood Reckoning

Beginning at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes necrotic damage equal to one fourth of your Barbarian level.

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