Barbarian Primal Paths

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Primal Paths

Primal Paths

At 3rd level, a barbarian gains the Primal Path feature. The following options are available to a barbarian, in addition to those presented in the Player's Handbook: the Paths of the Brute, the Deep, the Inferno, the Lycan, the Mutant, the Reaver, the Titan, and the Warden.

Also included in this compendium are Alternate versions
of the Path of the Battlerager and the Path of the Berserker.

Path of the Brute

While most barbarians hail from the wild places of the world, you first discovered your rage in the underbelly of civilization. Your abilities stem from a combination of pure grit and street smarts. Prize fighters, gladiators, guild enforcers; brutes like you have existed since the earliest mortal settlements, and despite differences in social standing, creed, and culture, those who follow the Path of the Brute share one thing in common, they prefer to settle things with their fists.

Path of the Brute Features
Barbarian Level Feature
3rd Unarmed & Dangerous, The Wrong Crowd
6th Concussive Blow, Rage-Fueled Strikes
10th Iron Grip
14th Brutish Determination

Unarmed & Dangerous

The time you have spent in the underbelly of civilization has honed your body itself into a deadly weapon. When you adopt this Primal Path at 3rd level, your unarmed strikes deal 1d4 bludgeoning damage on hit. If you have two free hands when making an unarmed strike, this d4 becomes a d6.

In addition, while you are raging, your unarmed strikes gain the following additional properties:

  • Once per turn, when you take the Attack action and make an unarmed strike attack, you can make one additional unarmed strike as part of the same Attack action.
  • When you hit a creature with an unarmed strike, you can attempt to grapple the target as part of that same attack, so long you have a free hand to grapple the target with.

The Wrong Crowd

You are most at home when drinking, gambling, or engaging in other types of tasteless hedonism. Beginning at 3rd level, if you spend at least one night carousing in a settlement of any size, you have advantage on any ability checks you make to gather information on that settlement, its culture, any active factions, or important figures within the settlement.

Concussive Blow

Starting at 6th level, the power of your strikes sends your foes reeling. When you hit a creature with an unarmed strike, you can force it to make a Constitution saving throw. DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, it is stunned until the start of your next turn.

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 long rest.

Rage-Fueled Strikes

Upon reaching 6th level, the rage within you has become so intense that while you are raging, your unarmed strikes count as magical for the sake of overcoming resistance and immunity to nonmagical attacks and damage.

Iron Grip

Once you have a hold of something it is nearly impossible for it to escape. At 10th level, you gain the following benefits:

  • You can grapple creatures of any size. If you grapple a creature that is more than one size larger than you, it can move as normal, but you move with it so long as there is an unoccupied space adjacent to the creature.
  • When you drag a grappled creature that is one size larger then you, or smaller, you movement speed isn't reduced.
  • While raging, the damage of your unarmed strikes becomes 1d6, or 1d8 if you have two free hands.
  • You gain a climbing speed equal to your walking speed.

Brutish Determination

Your grit and rage allow you to shrug off assaults that would devastate others. Starting at 14th level, when you are forced to make a saving throw, you roll a d6 and it to your roll. This bonus applies to death saving throws. If you roll above a 20 on a death saving throw with this feature, you immediately regain consciousness and can stand up with 1 hit point.

In addition, at the start of each of your turns while you are raging, you gain temporary hit points equal to 5 + your Constitution modifier (minimum of 5 hit points).

Path of the Deep

Encounters with the great and terrible things that dwell deep beneath the waves often irreparably shatter the minds of the weak willed. However, some who live through these traumatic experiences with eldritch horrors awaken an otherworldly rage that is rarely experienced on the material plane.

Those who walk the Path of the Deep are mortals who have survived an experience with the unexplained depths and gained extraordinary, and often unsettling, eldritch abilities.

Path of the Deep Features
Barbarian Level Feature
3rd Gift of the Depths, Otherworldly Grasp
6th Reality Warp
10th Eldritch Tendrils
14th Depth Charge

Gift of the Depths

You have been irreparably changed by your exposure to the deep. At 3rd level, you gain a swimming speed equal to your movement speed and you can breathe both air and water.

Otherworldly Grasp

Your eldritch power manifests when you rage. Starting at 3rd level, when you enter your rage you manifest one additional appendage, the appearance of which reflects the nature of the creature which infused you with otherworldly power. This appendage lasts for the duration of your rage.

As a bonus action, your appendage can force creature you can see within 15 feet to make a Strength saving throw. DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, it is pulled up to 10 feet in a straight line towards you. Creatures that are more than one size larger than you have advantage on this saving throw.

Reality Warp

Your mind-altering experiences allow you to identify, and slip through, cracks in reality. Beginning at 6th level, you can use an action to magically teleport, along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Immediately before or after teleporting, you can make one attack as part of ht same action. When you use this feature to teleport you do not provoke opportunity attacks.

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 complete a long rest.

Eldritch Tendrils

The strange eldritch power inside you allows your body to mutate further. Starting at 10th level, when you enter your rage, you manifest two additional appendages which last
until the end of your rage. As a bonus action, you can cause your appendages to use your Otherworldly Grasp feature, or attempt to grapple a creature you can see within 15 feet. Your appendages can use the same, or different, features.

The Horrors Below

Starting at 14th level, when you use Reality Warp, you can choose to reveal a brief glimpse of the horrors beyond reality when you reappear. When you reappear, all creatures within 10 feet of you must make a Wisdom saving throw. DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, creatures take 3d6 psychic damage and are frightened of you until the beginning of your next turn.

Path of the Depths, Reborn

The Primal Path presented here is an adjusted version of the Path of the Depths from the briefly lived Legends of Runeterra D&D crossover.

Path of the Inferno

Across the lower planes, the eternal conflict between law and chaos rages. Devils against Demons, vying for control of the hells. Sometimes this conflict spills over into material plane and the corrupting influence of the Abyss infects the hearts of mortals. Sometimes cultists and worshipers of Archdemons seek the affliction of this overwhelming power.

No matter their origin, those who survive the corruption rise as soldiers of the Abyss, knows as Inferno Warriors.

Path of the Inferno Features
Barbarian Level Feature
3rd Abyssal Hide, Hellish Presence
6th Unbridled Fury
10th Corrupt Resilience
14th Chaos Overwhelming

Abyssal Hide

Beginning at 3rd level, the chaotic corruption of the Abyss overtakes you when you rage, causing your physical features to resemble that of lesser demons. When you enter your rage, you gain the following benefits until the end of that rage:

  • As a bonus action, you can move up to your full movement speed toward a hostile creature that you can see.
  • When you make a Reckless Attack, you gain temporary hit points equal to your Constitution modifier (minimum of 1).

Hellish Presence

When you adopt this Primal Path, the corruption of the Abyss empowers your force of personality. At 3rd level, you gain proficiency in the Intimidation skill. Whenever you make a Charisma (Intimidation) check, you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).

In addition, you learn to speak, read, and write Abyssal, the blasphemous language of Demons and the Abyss.

Unbridled Fury

Beginning at 6th level, the fury of the Abyss enhances your rage. When you are hit by a melee attack, you can make one melee weapon attack against the attacker. You can choose to make this reaction attack a Reckless Attack.

Corrupt Resilience

The chaotic energy of the Abyss that courses through you has made you more resilient in body and mind. Upon reaching 10th level, you gain resistance to fire and poison damage.

Also, as a reaction when you are forced to make a saving throw to resist being charmed or frightened, you can add your Constitution modifier (minimum of +1) to your roll.

Demons & Extraplanar Influence

Though the Path of the Inferno is themed around the demonic influence the Abyss, it can easily be reflavored to fit a number of other ideas. Perhaps your barbarian is a thrall of a powerful vampire lord, or a favored consort of a Drow priestess.

Chaos Overwhelming

You have learned to draw out the full power of the Abyssal influence that permeates your body. Starting at 14th level, when you enter a rage, you can expend one additional use of your rage to gain one of the abilities detailed below for the duration of that rage. As a bonus action while raging, you can expend another use of your rage to switch the active ability.

Accursed Speed. Your limbs grow unnaturally muscular and lengthen. Your movement speed increases by 10 feet, and you can take the Dash action as a bonus action.

Defiled Hide. Your skin becomes blighted and covered in hair, boils, or oily scales. You are immune to bludgeoning, piercing, and slashing damage from nonmagical weapons. Attacks from silvered weapons ignore this immunity.

Vile Flight. You sprout leathery demonic wings from your back which burst through any clothing you are wearing. You gain a flying speed equal to your movement speed.

Path of the Lycan

Lycnathropy is an ancient and horrible curse that changes
the afflicted into mindless beasts with insatiable hunger for flesh. However, there are some warriors who purposefully contract this dreaded affliction. Willing to give themselves over to the curse so they may use its power to rid the world of other lycanthropes. These bestial warriors often gain their powers from an againg mentor, who seeks an apprentice to take up their mantle in the war against lycanthropy.

Barbarians who walk the Path of Lycan use the fury of their rage to control the dreaded curse, and avoiding the normal cycle of uncontrolled and wild transformation.

Path of the Lycan Features
Barbarian Level Feature
3rd Animal Form, Hybrid Form
6th Accursed Predator
10th Lycan Warrior
14th Howl of Primal Fury

Animal Form

When you adopt this Primal Path at 3rd level, you can control your lycanthropy, allowing you to shift your form at will. As an action, you can expend a use of your rage to transform into your Animal Form, much like a druid does with Wild Shape.

Choose a beast of CR 1 or lower that best represents the animal your lycanthropy is based on (Common animal forms include boars, brown bears, dire wolves, tigers and rats). This choice is permanent and reflects the nature of your curse. Once you choose your Animal Form, you cannot change it.

When you transform into your animal form, you follow the rules of the Wild Shape feature from the druid class, which can be found in Chapter 3 of the Player's Handbook.

Your Animal form lasts for 1 hour. You then revert to your normal form unless you expend another use of your rage. You can revert to your normal form as an action. You revert early if you fall unconscious, drop to 0 hit points, or die.

Hybrid Form

Starting at 3rd level, your rage draws out the power of your inner beast. When you rage, you can choose to enter a Hybrid Form, a fusion between beast and man. While in this form, you gain the following benefits for the duration of your rage:

  • Your hide grows course and thick. You gain a bonus to your Armor Class equal to half your proficiency bonus.
  • Your fingers and teeth elongate into savage claws and fangs that count as simple weapons. On hit, they deal slashing damage equal to 1d6 + your Strength modifier.
  • Your movement speed increases by 5 feet.

Accursed Predator

You have gained a greater mastery over your lycanthropy. Beginning at 6th level, you gain the following benefits:

  • You have advantage on any Wisdom (Perception) checks you make that rely on your sense of hearing or smell.
  • Your Animal and Hybrid Form attacks count as magical for the sake of overcoming resistance and immunity.
  • Your movement speed increases by 5 feet.

Lycan Warrior

You are able to draw out the full power of the curse that runs within your blood. Starting at 10th level, when you transform into your Animal Form or Hybrid Form, you can expend an additional use of your rage to empower your transformation, granting you the following additional benefits:

  • You can become Large in size if you were not already.
  • The reach of your melee attacks increases by 5 feet.
  • The damage of your Animal Form and Hybrid Form attacks becomes 1d8 if it was not already.
  • If you hit the same creature with two of your Animal or Hybrid Form attacks in the same turn, you can make one additional attack against that creature as a bonus action.
  • If you have no more than half of your hit points left at the start of your turn, you regain hit points equal to your Constitution modifier (minimum of 1 hit point).

Howl of Primal Fury

Starting at 14th level, while you are raging you can expend a use of your rage as an action to let forth a bloodcurdling howl. Creatures of your choice that can hear you within 30 feet must succeed on a Wisdom saving throw or be frightened of you for one minute. DC equal to 8 + your proficiency bonus + your Constitution modifier. A creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on this saving throw is immune to this feature for 24 hours.

Blood Hunter, Dissected

The Blood Hunter is a popular homebrew class that contains many difficult mechanics that are hard to manage. The Path of the Lycan is my attempt to preserve the themes of the Blood Hunter's Order of the Lycan while staying in line with the design philosophy of Dungeons & Dragons 5e.

Path of the Mutant

Through the study of alchemy and dark transmutation magic some reclusive warriors have discovered a way to chemically alter their physical forms. By combining powerful alchemical reagents and the pure unbridled energy of their rage, they can trigger massive physiological changes within themselves. Barbarians who follow this Path of the Mutant are on a quest to evolve their bodies into the ultimate killing machine.

Path of the Mutant Features
Barbarian Level Feature
3rd Aberrant Alchemy, Manifest Forms
6th Enduring Mutation, Toxic Vigor
10th Noxious Strike
14th Rapid Mutation

Aberrant Alchemy

Your research into the more sinister side of alchemy has paid off. When you adopt this Primal Path at 3rd level, you gain proficiency with alchemist's supplies and in the Nature skill.

In addition, you learn three Mutations of your choice from the list at the end of this subclass description. At the end of a long rest, so long as you have access to alchemist's supplies, you can replace one of your Mutations with another Mutation of your choice for which you meet the prerequisites.

Manifest Forms

The energy of your rage triggers an alchemical reaction with your blood. Beginning at 3rd level, when you enter your rage, you manifest a number of Mutations you know of your choice equal to your Constitution modifier (minimum of 1 Mutation). These Mutations last until the end of your current rage.

Enduring Mutation

Your advances in the dark alchemy of mutation have evolved. Starting at 6th level, at the end of a long rest, you choose one Mutation you know. Until the end of your next long rest, you always have that Mutation manifested, even when not raging. When you enter a rage, this Mutation counts against the total number of Mutations you can manifest for that rage.

In addition, you learn two more Mutations of your choice from the list at the end of this subclass description.

Toxic Vigor

The toxic elixirs and potions you have consumed to further your research have hardened your body against all but the most noxious substances. At 6th level, you gain resistance to both acid and poison damage, and you have advantage on saving throws to resist the poisoned condition.

Blood Hunter, Dissected

The Blood Hunter is a popular homebrew class that contains many difficult mechanics that are hard to manage. The Path of the Mutant is my attempt to preserve the themes of the Blood Hunter's Order of the Mutant while staying in line with the design philosophy of Dungeons & Dragons 5e.

Noxious Strike

You can weaponize the toxins in your blood. Beginning at 10th level, when you hit a creature with a melee attack, you can force it to make a Constitution saving throw to resist being infected by the wild toxins that flow in you. DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, roll a d6, and the target immediately suffers the corresponding condition from the table below:

d6 Effect
1 blinded
2 charmed
3 deafened
d6 Effect
4 frightened
5 paralyzed
6 poisoned

    This effect lasts for 1 minute. The creature repeats this saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on their saving throw is immune to this effect for the next 24 hours.

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 long rest.

In addition, you learn one additional Mutation from the list at the end of this subclass description.

Rapid Mutation

Upon reaching 14th level you have gained mastery over your body and its mutability and you can change your form at will. While raging, you can use a bonus action to end one of your Mutations, replacing it with another Mutation that you know.

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

In addition, you learn one final Mutation of your choice from the list at the end of this subclass description.

Mutations

Listed here are the Mutations available to a barbarian of the Path of the Mutant. If a Mutation has prerequisites, like your barbarian level, you can learn it at the same time you meet it.

Aberrant Sight

You sprout unnatural eye stalks or manifest additional eyes. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. If you already have darkvision its range increases by 60 feet.

In addition, you have advantage on Wisdom (Perception) checks that rely on your sense of sight.

Alchemical Resistance

Your experiments grant you resistance to the elements. When you manifest this Mutation choose acid, cold, fire, poison, or lightning, and you gain resistance to that type of damage.

Aquatic Adaptation

You sprout unnatural gills or you skin becomes permeable and amphibious. You gain a swimming speed equal to your movement speed, and you can breathe both air and water.

Deviant Glide

You grow bat or fish-like skin flaps that you use to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating fall damage, and you can move horizontally 2 feet for every 1 foot you fall.

Enhanced Movement

Your legs grow unnaturally thick or powerful. Your movement speed increases by a number of feet equal to 5 times your Constitution modifier (minimum of 5 feet), and you can add your Constitution modifier (minimum of +1) to the distance of any long jump or high jump you make.

Oozing Form

Your body becomes slimy and pliable. As a bonus action, you can automatically escape a grapple or nonmagical restraints. Also, your body, along with any equipment you are wearing or carrying, can squeeze through spaces as narrow as 1 inch.

Synthetic Carapace

Your skin hardens resembling that of an hulking insectoid or terrible reptilian creature. You gain a bonus to your Armor Class equal to half your proficiency bonus (rounded down).

Unnatural Physicality

Your muscles and veins engorge with toxic chemicals that grant you unnatural power and maneuverability. You gain a bonus to any Strength (Athletics) and Dexterity (Acrobatics) checks equal to your Constitution modifier (minimum of +1).

Corrosive Secretions

Prerequisite: 6th level barbarian
Your body secretes a corrosive acid that burns your foes. When you are hit by an attack and the attacker is within 30 feet of you, you can use your reaction to deal acid damage
to the attacker equal to 1d6 + your Constitution modifier.

Toxic Vitality

Prerequisite: 6th level barbarian
Your body mends itself as you fight. At the start of your turns while raging, you gain temporary hit points equal to your Constitution modifier (minimum of 1 temporary hit point).

Viscous Grip

Prerequisite: 6th level barbarian
Your hands and feet secrete a sticky substance. You gain a climbing speed equal to your movement speed, and you can climb difficult surfaces, including upside down on ceilings, without making an ability check.

Acidic Bile

Prerequisite: 10th level barbarian
You can spew a corrosive substance forth from your mouth. You learn the acid splash cantrip, using Constitution as your spellcasting modifier. You can cast this cantrip while raging, and when you do, it deals additional damage equal to your Constitution modifier (minimum of +1).

Grappling Appendages

Prerequisite: 10th level barbarian
You grow two appendages alongside your arms that resemble tentacles or large pincers. They are natural weapons, which deal 1d6 bludgeoning damage on hit. After you hit a creature with a melee attack, you can attempt to grapple them with these appendages as a bonus action. These appendages are not dexterous enough to use weapons or specialized tools.

Perverted Flight

Prerequisite: 14th level barbarian
You sprout a pair of unnatural leathery or insectoid wings. You gain a flying speed equal to your movement speed.

Path of the Reaver

While most barbarians focus on overcoming their foes with raw power and brute force, barbarians known as Reavers augment their impressive strength with martial technique and tactical maneuvers. These fearless warriors are often employed as shock troops or advance forces, and their combat ability and resilience in battle strike fear into the heart of any who stand against them on the battle field.

Path of the Reaver Features
Barbarian Level Feature
3rd Reaver's Superiority, Swift Strides
6th Improved Technique
10th Unstoppable Warrior
14th Storm of Flesh and Steel

Reaver's Superiority

You have studied martial techniques to enhance your battle field presence. At 3rd level, you gain the following features:

Maneuvers. You learn two Maneuvers of your choice from the list at the end of this subclass description. You can use only one Maneuver per attack. When you gain a level, you can replace one Maneuver you know with another of your choice.

Superiority Dice. You have three Superiority Dice, which are d6s for you. You must expend a Superiority Die to use once of your Maneuvers. You regain all of your expended Superiority Dice when you finish a short or long rest.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Swift Strides

Rather than become blinded by rage, you instead are able to focus on moving about the battle field with purpose. When you adopt this Primal Path at 3rd level, opportunity attacks targeting you have disadvantage while you are raging.

Improved Technique

Your combat prowess rivals that of heroes of great renown. Upon reaching 6th level, you gain an additional Superiority Die, and all of your Superiority Dice become d8s.

You also learn one additional Maneuver of your choice.

Unstoppable Warrior

The chaos and danger of battle fuels your abilities. Starting when you reach 10th level, you are under the effects of the freedom of movement spell while you are raging.

You also learn one additional Maneuver of your choice.

Storm of Flesh and Steel

You have reached the pinnacle of your training, and woe to any who stand against you on the field of battle. At 14th level, you gain a final Superiority Die (for a total of 5), and your Superiority Dice become d10s. If you enter a rage with no Superiority Dice remaining, you regain one Superiority Die.

You also learn one additional Maneuver of your choice.

Reaver Maneuvers

The maneuvers listed below are available to Reavers, who focus on overcoming their foes with skill and technique.

Brutal Strike When you hit a creature with a melee weapon attack, you can expend one Superiority Die to deal additional damage to the target. Roll your Superiority Die twice, and add the results to the damage roll of the attack.

Crippling Strike When you hit a creature with a melee weapon attack, you can expend a Superiority Die to cripple it. You add the Superiority Die to the damage of the attack, and the target must succeed on a Constitution saving throw, or it's speed is reduced to 0 until the start of your next turn.

Disarming Strike When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack, and attempt to force it to drop an item (your choice) it is holding. The target must succeed on a Strength saving throw or drop the object at its feet.

Sweeping Attack When you hit a creature with a melee weapon attack, you can expend a Superiority Die to try to hit another creature within reach. If the attack would hit the second creature, it takes your Superiority Die in damage.

Taunting Strike When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to your damage roll and forcing the target to make a Wisdom saving throw. On a failed save, it has disadvantage on any attack roll against targets other than you until the end of your next turn.

Threatening Attack When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack and attempting to frighten the target. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

Trip Attack When you hit a creature with a weapon attack, you can expend a Superiority Die, adding it to the damage roll of the attack and to attempt to knock the target down. A Large or smaller target must succeed on a Strength saving throw or be knocked prone.

Path of the Titan

Some barbarians draw their rage from their ancestry. Those who walk the Path of the Titan are able to fuel their rage with the giant blood that flows in their veins. While some Titanic warriors are direct descendants of giants, some are unaware of their heritage until it manifests with their rage. Unusually tall or strong for their race, mortals with giant blood in their veins are fairly obvious once you know what to look for.

Path of the Titan Features
Barbarian Level Feature
3rd Gigantic Heritage
6th Titanic Vitality
10th Giant Blood
14th Wrath of the Titan

Gigantic Heritage

Starting at 3rd level, the power of your giagntic ancestors manifests when you rage. When you rage, you can choose to grow by one size category for the duration of that rage; for example, from Medium to Large. Your physical size doubles in all dimensions, and your weight is multiplied by eight.

While raging, your weapon attacks deal bonus damage depending on your current size category; Medium (1d4), Large (1d6), Huge (1d12), and Gargantuan (2d12).

Titanic Vitality

Your rage draws out an increasing amount of resilience from your giant blood. Starting at 6th level, when you enter a rage, you gain temporary hit points equal to your barbarian level.

Giant Blood

You manifest more specific giant traits depending on your specific ancestor. At 10th level, choose the type of giant that best reflects your heritage, and you gain the corresponding features. Once you make this choice it cannot be changed.

Lesser Giant. The blood on an ogre, troll, or another lesser giant flows in you. Your grotesque appearance gives you advantage on Charisma (Intimidation) checks, and while you are raging you gain a +1 bonus to your Armor Class.

Hill Giant. The blood of a stalwart hill giant flows in you. You have advantage on saving throws to resist being grappled or moved against your will. When you take damage while raging, you can use your reaction to reduce the damage by an amount equal to your Constitution modifier (minimum of 1).

Stone Giant. The blood of a thoughtful stone giant flows in you. You gain proficiency in the Insight skill and one type of artisan's tools of your choice. While you are raging, you can add your proficiency bonus to Wisdom saving throws.

Frost Giant. The blood of a savage frost giant flows in you. You are resistant to cold damage. Once per turn while you are raging, when you hit a creature with a weapon attack, their speed is reduced by 10 feet until the start of your next turn.

Fire Giant. The blood of a cruel fire giant flows in you. You are resistant to fire damage. While raging, when a creature you can see hits you with a melee weapon attack, you can use your reaction to deal 1d6 fire damage to the attacker.

Cloud Giant. The blood of a whimsical cloud giant flows in you. You reduce any falling damage you take by an amount equal to your barbarian level, and while raging you can take the Dash or Disengage action as a bonus action on your turn.

Storm Giant. The blood of a regal storm giant flows in you. You gain a swimming speed equal to your movement speed, and you can breathe both air and water. While raging you are resistant to lightning and thunder damage.

Wrath of the Titan

Starting at 14th level, you can strike with the ferocity of a full-blooded giant. When you take the Attack action while raging you can focus all your power into one devastating strike. You only make one attack for this action, even if you have a class feature that lets you make more then one attack. If the attack hits, it becomes a critical hit, regardless of your attack roll.

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

Sizes Greater than Gargantuan

The Path of the Titan allows you to increase your size category when you rage. In 5e, Gargantuan is the maximum size, and is the category given to any creature that is 20 by 20 feet or larger.

If your barbarian is able to increase their size while they are already Gargantuan, your Dungeon Master can increase your additional damage while raging by an amount of d12s that they see fit.

Path of the Warden

Hailing from the wild places of the world where the power of nature reigns supreme, Wardens are servants of the natural order who combine the raw power of their rage with primal magic. They are often found as defenders of sacred groves, Druidic Circles, and other places of great natural power.

Path of the Warden Features
Barbarian Level Feature
3rd Primal Magic, Primal Rage
6th Guardian's Fury, Reckless Magic
10th Ward of the Anicents
14th Improved Guardian's Fury

Primal Magic

When you adopt this Primal Path at 3rd level, you learn to channel the primal power of nature to cast spells.

Cantrips. You learn one cantrip of your choice from the Warden spell list. Upon reaching 10th level in this class you learn one additional Warden cantrip of your choice.

Spell Slots. The Warden Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots; all of your spell slots are the same level. To cast one of your Warden spells of 1st-level or higher, you must expend a spell slot. You regain all of your expended spell slots when you finish a short or long rest.

For example, as a 7th level Warden, you have two 2nd-level spell slots from your Warden Spellcasting. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast cure wounds as a 2nd-level spell.

Spells Known of 1st-Level and Higher. You learn two
1st-level spells of your choice from the Warden spell list. The Spells Known column of the Warden Spellcasting table shows when you learn more Warden spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

When you reach 7th level, for example, you learn a new Warden spell of your choice, which can be 1st or 2nd-level.

When you gain a level in this class, you can choose one of the Warden spells you know and replace it with another spell of your choice from the Warden spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Warden spells. You use your Wisdom whenever a spell refers to your spellcasting ability, when setting the saving throw DC, and when making a spell attack roll.

Spell save DC = 8 + your proficiency bonus
+ your Wisdom modifier

Spell attack modifier = your proficiency bonus
+ your Wisdom modifier

Primal Rage

You have learned to wield your primal magic, even while you rage. Starting at 3rd level, you can cast Warden spells while you are raging, but you have disadvantage on any saving throws you make to maintain concentration. Casting a spell of 1st-level or higher allows your rage to continue, even if you do not take or deal damage to a hostile creature on that turn.

Warden Spellcasting
Barbarian Level Spells Known Spell Slots Slot Level
3rd 2 1 1st
4th 2 2 1st
5th 3 2 1st
6th 3 2 1st
7th 4 2 2nd
8th 4 2 2nd
9th 5 2 2nd
10th 5 2 2nd
11th 5 2 2nd
12th 5 2 2nd
13th 6 2 3rd
14th 6 2 3rd
15th 6 2 3rd
16th 6 2 3rd
17th 7 2 3rd
18th 7 2 3rd
19th 7 2 4th
20th 7 2 4th

Guardian's Fury

Your primal rage allows you to draw forth magic in the midst of battle. Beginning at 6th level, whenever you take the Attack action while you are raging, you can cast one of your Warden cantrips in place of one of your attacks.

Reckless Magic

You are so in tune to the magic of the natural world that you can channel your spells with reckless abandon. Starting at 6th level, you can use your Reckless Attack feature when casting a Warden spell that requires a spell attack roll, including any spells you cast with Guardian's Fury ability.

Ward of the Ancients

Beginning at 10th level, your connection with the natural world allows you to draw on the innate magic of the world around you to shield yourself from spells. As a reaction when you would take damage from a spell, you can expend one of your Warden spell slots to grant yourself resistance to all damage from the triggering spell.

Improved Guardian's Fury

Your unbridled rage and connection with primal magic have fused to become something that rivals the greatest natural destructive forces of nature. Starting at 14th level, when you take the Attack action while you are raging, you can cast a Warden spell in place of one of your weapon attacks.

Barbaric Magic

The Path of the Warden is meant to fulfill the same niche that the Eldritch Knight fulfills for the fighter.

This Primal Path may seem to be overtuned. However, unlike their counterpart, the Warden can only access their most potent subclass features while raging, which also imposes disadvantage on their concentration saves. The Warden's spell list is also more limited than that of the Eldritch Knight.

Warden Spell List

Here's the list of spells you consult when you learn an Warden spell. It is organized by spell level, not character level. The spells below are from the Player's Handbook, Xanathar's Guide to Everything*, and Tasha's Cauldron of Everything**.

Cantrips (0-Level)

blade ward
control flames
*
create bonfire*
druidcraft
frostbite
*
guidance
gust
*
magic stone*
mold earth*
primal savagery*
shape water*
shillelagh
spare the dying
thaumaturgy
thorn whip
thunderclap
*

1st-Level

absorb elements*
armor of arcane ice
command
compelled duel
cure wounds
earth tremor*
ensnaring strike
entangle
fog cloud
hellish rebuke
heroism
inflict wounds
searing smite
thunderous smite
thunderwave

2nd-Level

dust devil*
earthbind*
flame blade
gust of wind
magic weapon
pass without trace
protection from poison
shatter
shadow blade*
spike growth
warding wind*

3rd-Level

blinding smite
elemental weapon
plant growth
sleet storm
slow
thunder step*
tidal wave
wall of sand*
wall of water*
wind wall

4th-Level

control water
elemental bane
fire shield
grasping vine
guardian of nature*
ice storm
staggering smite
storm sphere*

Alternate Battlerager

The Path of the Battlerager was originally published in the Sword Coast Adventurer's Guide, and is widely accepted as an underwhelming subclass for the barbarian. The Alternate Battlerager presented here is an attempt to bring this Primal Path up to par with the other official barbarian subclasses.

Alternate Battlerager Features
Barbarian Level Feature
3rd Bonus Proficiencies, Spiked Armor (1d4)
6th Reckless Abandon, Spiked Armor (1d6)
10th Battlerager Charge
14th Spiked Retribution, Spiked Armor (1d8)

Bonus Proficiencies

When you adopt the Path of the Battlerager at 3rd level, you gain proficiency with smith's tools and heavy armor. You can also Rage while wearing heavy armor with no drawbacks.

Battlerager Armor

You have taken up a rare fighting style that incorporates your armor as a weapon. Starting at 3rd level, when you finish a long rest, you can use smith's tools to affix spikes to a set of armor that you touch, turning it into a set of Spiked Armor. For you, Spiked Armor is a martial melee weapon with a reach of 5 feet that deals 1d4 piercing damage on hit.

The damage of your Spiked Armor increases as you gain levels in this class, at 6th level (1d6) and 14th level (1d8).

While you are raging, you can use a bonus action on your turn to make an attack with your Spiked Armor. In addition, when you successfully initiate a grapple, the target takes the damage of your Spiked Armor attack.

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 temporary hit point). They vanish if any of them are left when your rage ends.

In addition, you can turn magical armor into Spiked Armor.

Battlerager Charge

You revel in the thrill of combat and are often the first to engage in battle. 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 hits you with a melee attack while you are wearing your spiked armor, the attacker takes piercing damage equal to your Strength modifier. If you are conscious, you can use your reaction to replace this damage with the damage from a Spiked Armor attack.

Alternate Berserker

The Path of the Berserker was originally published in the Player's Handbook, and is accepted as an underwhelming subclass for the barbarian. The Alternate Berserker below is an attempt to bring this Primal Path up to par with the other official barbarian subclasses.

Alternate Berserker Features
Barbarian Level Feature
3rd Frenzied Rage
6th Mindless Rage
10th Intimidating Presence
14th Retailiation

Frenzied Rage

Starting when you choose this Primal Path at 3rd level, when you enter a rage, you can enter a Frenzied Rage. For the duration of that rage, each time you take the Attack action, you can make one additional attack as part of that action.

At the end of a Frenzied Rage, you must make a DC 10 Constitution saving throw. On a failed save, you suffer one level of exhaustion. Each additional time you choose to enter a Frenzied Rage before the end of your next long rest, the DC of this Constitution saving throw increases by 5.

Mindless Rage

You give yourself over completely to your rage. Beginning at 6th level, you can't be charmed or frightened while you are 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 strike fear into the hearts of your enemies with your menacing presence. As an action, you can force a creature within 30 feet that can see or hear you to succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. The DC is equal to 8 + your proficiency bonus + your Strength modifier.

On a subsequent turn, you can use your action to extend the duration of this fear effect, so long as the creature is still within 60 feet of you and can either see or hear 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.

In addition, when you finish a short rest, you can reduce your exhaustion level by 1. Once you use this ability you must finish a long rest before you can do so again.

Primal Paths

Embrace your Rage with eleven new & updated Primal Paths for the barbarian class in 5e.

Path of the Brute - Path of the Deep
Path of the Inferno - Path of the Lycan
Path of the Mutant - Path of the Reaver
Path of the Titan - Path of the Warden

Includes Alternate versions of the Path of the Battlerager and the Path of the Berserker!

Version 2.0.1 - Created by /u/laserllama

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