Barbarian Primal Paths
Path of the Thaneborn
A thaneborn understands that all battles must end, and they seek to end them swiftly and decisively. Thaneborn bar-barians make excellent leaders, drawing allies as surely as they fill their foes with fear.
Rage Strike
Starting when you choose this path at 3rd level, you can channel all your rage into a single devastating strike. While you are raging, you can use your action to make a single melee weapon attack. If the attack hits, treat the attack roll as if it were a natural 20; on a miss, the attack becomes a normal hit. After the attack is resolved, your rage ends, and you must finish a short or long rest before you can rage again.
Herbal Shaman
Also starting when you choose this path at 3rd level, you gain proficiency in the Medicine skill and with herbalism kits.
Primal Guidance
At 6th level, you can commune with the spirits of nature to bring you and your allies insight. You gain the Magic Initiate feat (Player's Handbook Chapter 6), with druid as your spellcasting class. You gain this benefit even if you have already taken the Magic Initiate feat.
Ignore Pain
Beginning at 10th level, you can teach your allies to resist pain as you do. During a short or long rest, you can choose up to five other creatures you see to gain temporary hit points equal to your proficiency bonus plus your Wisdom modifier.
Finishing Blow
Starting at 14th level, if your Rage Strike drops an enemy to 0 hit points, your rage does not end.
Path of the Thunderborn
Thunderborn barbarians express their rage through booming shouts, terrifying howls, bloodthirsty screams, and war cries.
Thundering Voice
Starting when you choose this path at 3rd level, your voice becomes supernaturally strong. You can be heard clearly a number of feet away equal to 10 times your barbarian level.
While you are raging, you can use your action to roar.
Each creature in a 15-foot cone originating from you must make a Constitution saving throw (DC equal to 8 + your Proficiency Bonus + your Constitution modifier). On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect automatically take the damage and are pushed 10 feet away from you. The roar disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area.
Once you use this ability, you must take a short or long rest before you can do so again. This ability's damage increases by 1d8 when you reach 5th level (3d8), 11th level (4d8) and 17th level (5d8).
Inspiring Insult
Starting at 6th level, whenever a friendly creature that can hear you fails an ability check or misses an attack roll, you can use your reaction to berate them for their incompetence. If you do, that creature gains advantage on its next ability check or attack roll made within the next 10 minutes.
A creature cannot benefit from this feature again until you have apologized to it and it has finished a long rest.
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.
Annihilating Shout
Starting at 14th level, your screams can blast flesh and bone into mist, and metal and stone into powder.
If the damage from your Thundering Voice reduces a target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
Portions of nonmagical objects or creations of magical force within the area of effect are automatically disintegrated. Magical objects are unaffected, unless their description states they are affected by the disintegrate spell.


Path of the Whirlwind
Whirling slayers fight with weapons in each hand.
Followers of this path learn to move quickly to avoid attacks and can become a blur of fury and steel, cleaving through hordes of enemies and hurling death in all directions.
Fighting Style
Starting when you choose this path at 3rd 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.
Two-Weapon Fighting. When you engage in two-
weapon fighting, you can add your ability modifier to
the damage of the second attack.
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 +1
bonus to the damage roll.
Hurled Rage
Starting when you choose this path at 3rd level, you can
add your rage bonus damage to ranged attacks using a thrown weapon.
Twisting Winds
At 6th level, your unpredictable movement makes you harder to pin down. You have advantage on saving throws and ability checks made to avoid or escape being knocked prone, pushed, grappled, or restrained.
Lunging Leap
Beginning at 10th level, while you aren't wearing heavy armor, you can take the Disengage or Dash action as a bonus action on your turn. If you do so, your jump distance and height are also doubled for the turn.
Hack and Slash
Starting at 14th level, when you engage in two-weapon fighting, you can attack twice with your off-hand weapon, instead of once. You also double the short and long ranges of any thrown weapons you wield.
Credits
/u/Galemp created this document.
Inspired by D&D Fourth Edition Barbarian as represented in Player's Handbook 2 and Primal Power, by Wizards of the Coast.
Thanks to /u/Vagar for the Path of the Cyclone which also inspired the Path of the Whirlwind.
Thanks also to /u/C1awed for the feedback.
Thaneborn art credit: William O'Connor, 2009.
Thunderborn art credit: Wayne Reynolds, 2013.
Whirlwind art credit: Evgeniy Loginov, 2015.




