Barbarian Remastered

by Biggest of the Milks

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Barbarian Remastered


Barbarian
Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Fighting Style, Reckless Attack, Fast Movement 2 +2
3rd +2 Danger Sense, Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Juggernaut 3 +2
6th +3 Path Feature 4 +2
7th +3 Feral Instincts, Vicious Strikes (19-20) 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Mindless Rage, Brutal Critical (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage, Vicious Strike (18-20) 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Indominable Might, Brutal Critical (2 dice) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistent Rage, Vicious Strikes (17-20) 5 +3
16th +5 Ability Score Improvement 5 +3
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Titan 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

Class Features

As a Barbarian, you gain the following class features.

Hit Points


  • 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

Proficiencies


  • Armor: Light armor, medium armor, and shields
  • Weapons: simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following items, plus anything provided by your background.

  • (a) a greataxe or (b) any martial weapon
  • (a) two handaxes (b) any simple weapon
  • an explorer's pack, and four javelins

Alternatively, you may start with 80 gp to buy your own equipment.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Additionally, you can use your Constitution in place of Dexterity for determining your AC when wearing medium or light armor. You can use a shield and still gain this benefit.

Rage

In battle, you fight with primal ferocity. As a bonus action on your turn, or as a reaction whenever you take damage, you can enter a rage.

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 an attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  • You have resistance to bludeoning, piercing, and slashing damage. If you use your reaction to enter a rage in response to damage, that resistance applies to that damage if it is one of the damage types rage gives you resistance to.

If you are able to cast spells or manifest powers, you can't cast or manifest them, or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your rage on your turn as a bonus action.

Once you have raged the maximum number of times for you barbarian level, you must finish a long rest before you can rage again. The number of rages you have at a given level is indicated on the "Rages" column of the Barbarian table.

Fighting Style

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

Whenever you gain a level in this class, you can replace one Fighting Style you know with another.

Fighting Styles

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 attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Fast Movement

Starting at 2nd level, your speed increases by 10 feet while you aren't wearing heavy armor.

Danger Sense

At 3rd 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 from the list of available paths. your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 1 and gain a feat. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Juggernaut

Starting at 5th level, you become nigh invulnerable when you rage. While raging, you have resistance to all damage except psychic, and you deal double damage to objects and structures when you hit them with weapon attacks or deal damage with your barbarian class features.

Feral Instincts

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, but only if you use your reaction to enter a rage in response to damage, or if you use your bonus action to enter a rage before doing anything else on your turn.

Vicious Strikes (19-20)

At 7th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Mindless Rage

At 9th level, your rage consumes even your own mind. While raging, you are immune to being charmed or frightened, and whenever you enter a rage, any effects currently charming or frightening you end. Additionally, you have resistance to psychic damage while raging.

Brutal Critical (1 die)

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with an attack using a weapon.

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. This DC resets to 10 every time you enter a new rage, or when you finish a short or long rest.

Vicious Strikes (18-20)

At 11th level, your weapon attacks score a critical hit on a roll of 18 to 20.

Indominable Might

Beginning at 13th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Brutal Critical (2 die)

Beginning at 13th level, you can roll two additional weapon damage die when determining the extra damage for a critical hit with an attack using a weapon.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it never seems to end. The duration of your rage increases to 10 minutes.

Vicious Strikes (17-20)

At 15th level, your weapon attacks score a critical hit on a roll of 17 to 20.

Brutal Critical (3 die)

Beginning at 17th level, you can roll three additional weapon damage die when determining the extra damage for a critical hit with an attack using a weapon.

Titan

Beginning at 18th level, your might becomes uncanny. You ignore the size restriction for grappling and shoving other creatures, and your speed is no longer reduced when you're grappling other creatures. Additionally, your weapon attacks are considered adamantine for the purposes of dealing damage to objects and for the purposes of damage resistance and immunity.

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.

Optional Class Features

You gain class features when you reach certain levels in this class. An optional feature is an additional feature that you can gain beyond these.

Unlike normal features, you don't gain an optional feature automatically. Consulting with your DM, you decide whether to gain an optional feature if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

If you take an optional feature that replaces another feature, you gain no benefit from the replaced one and don't qualify for anything in the game that requires it.

Primal Knowledge

2nd level barbarian feature, which replaces the Fast Movement feature

You gain proficiency in one skill of your choice. Additionally, choose one of your skill proficiencies. You can double your proficiency bonus for any check that uses that skill.

Instinctive Pounce

7th level barbarian feature, which replaces the Feral Instincts feature

Whenever you enter your rage, you can move up to half your speed as part of the bonus action or reaction you used to enter it. This movement does not provoke opportunity attacks and ignores difficult terrain.

Additionally, you can enter a rage as a reaction whenever you roll initiative.

Savage Cleave

9th level barbarian feature, which replaces the Brutal Critical features

Whenever you score a critical hit with a melee weapon attack, each creature of your choice within 5 feet of you other than the target you just hit takes damage equal to your Strength modifier of the same damage type as your attack.

At 13th level, this damage becomes 2 + your Strength modifier. At 17th level, it becomes 5 + your Strength modifier.

Shake It Off

9th level barbarian feature, which replaces the Mindless Rage feature

Whenever you are subjected to a spell or other effect that imposes the stunned, paralyzed, or incapacitated condition while raging, you can choose to end that rage early to ignore that effect.

Shoving Attack

2nd-level barbarian feature, which replaces the Reckless Attack feature

Starting at 2nd level, you can throw aside all concern for defense to aggressively shove your enemies. When you make your first attack on your turn, you can decide to make shoving attacks. Doing so causes your weapon attacks that use Strength to push your targets 5 feet away from you in a straight line on a hit if they are no more than one size category larger than you, but attack rolls against you have advantage until your next turn.

Additionally, whenever you push an enemy using this feature, you can choose to immediately move up a number of feet equal to the distance you pushed the target. This movement does not provoke opportunity attacks, and must bring you closer to the target you pushed.

Slam

9th-level barbarian feature, which replaces the Brutal Critical feature

Starting at 9th level you violently slam your enemies when you push or shove them. Once per turn, whenever you push a creature into a piece of terrain, an object, or another creature the same size or larger than them, you can choose to slam the creature you just pushed. The target and whatever you push them into takes bludgeoning damage equal to your Strength modifier, and they both must make a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or fall prone.

At 13th level, the targets also have their speeds reduced to 0 until the start of your next turn. At 17th level, the targets also become incapacitated until the start of your next turn.

Primal Paths

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 the rage you can make a single additional melee weapon attack the first time you take the attack action on each of your turns. When your rage ends, you suffer one level of exhaustion.

Restless Rage

At 3rd level, whenever you rage you do not suffer the penalties of any levels of exhaustion you may have.

Intimidating Presence

Beginning at 6th level, your rages terrify your foes. Whenever you enter a rage, each creature of your choice within 30 ft. of you that can see or hear you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature is frightened of you for 1 minute. A frightened creature that ends their turn out of line of sight or more than 30 feet away from you can repeat the save, ending the effect on a success.

If a creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Indominable Stamina

Starting at 10th level, your frenzy does not give you a level of exhaustion.

Retaliation

Starting at 14th level, when you are targeted by an attack from a creature that is within your reach, you can use your reaction to make an opportunity attack against that creature.

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 gaint he ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10 of the Player's Handbook.

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 hair 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, 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 you're raging and aren't wearing heavy armor, your movement does not provoke opportunity attacks, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you a predator who can weave through the fray with ease.
  • Elk. While you're 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 qual to 1d8 + 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, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.

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. Additionally, you are considered one size larger for the purposes of grappling and shoving other creatures.
  • 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 and you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
  • 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. Additionally, your walking speed increases by 10 feet.
  • Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival.
  • 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. Additionally, you can attempt to hide even when you're only lightly obscured.

Spirit Walker

At 10th level, you cast 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 raging, creatures cannot gain advantage on attacks against you unless you are incapacitated.
  • Eagle. While raging, you have a flying speed equal to your current walking speed.
  • Elk. While raging, your movement cannot be reduced by any spell or magical effect, and you are immune to the stunned and paralyzed conditions.
  • Tiger. Whenever you hit a creature with a melee weapon attack while raging, their speed is reduced by half until the start of your next turn.
  • Wolf. While you're raging, you can use a bonus action on your turn to knock a Huge or smaller creature prone when you hit it with a melee weapon attack.

Path of the Storm Herald

All barbarians harbor a fury within. Their age grants their superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle 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 sword to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, the in frozen reaches at the world's end, or deep in the hottest deserts.

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 whenever you enter your rage and at the start of each of your turns afterwards. 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 enter a new rage.

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 of your choice within your aura take fire damage equal to your Constitution modifier (minimum 1 damage). The damage increases when you reach certain levels in this class, increasing to 1 + your Constitution modifier at 5th level, 2 + your Constitution modifier at 9th level, 3 + your Constitution modifier at 13th level, and 4 + your Constitution modifier at 17th level.
  • Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target takes 1d4 + your Constitution modifier lightning damage and can't take reactions until the start of your next turn. At 5th level, the damage increases to 1d6 + your Constitution modifier and you can target up to two separate creatures in your aura when it activates. At 9th level, the damage increases to 1d8 + your Constitution modifier. At 13th level, the damage increases to 1d10 + your Constitution modifier. At 17th level, the damage increases to 1d12 + your Constitution modifier, and you can target three separate creatures in your aura when it activates.
  • Tundra. When this effect is activated, each creature of your choice in your aura gains temporary hit points equal to your Constitution modifier, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 1 + your Constitution modifier at 5th level, 2 + your Constitution modifier at 9th level, 3 + your Constitution modifier at 13th level, and 4 + your Constitution modifier at 17th level.

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn't active. You gain one of the following benefits of your choice. You can change your benefit whenever you complete a short or long rest.


  • Desert. You gain resistance to fire damage, and you don't suffer the effect 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 equal to your land speed.
  • Tundra. You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Raging Storm

At 10th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you choose 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 and is blinded until the end of your next turn.
  • 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 target takes 1d8 bludgeoning damage and is knocked prone.
  • 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.

Shielding Storm

At 14th level, your Storm Aura grows in strength. The range of your aura increases to 30 feet.

Additionally, creatures of your choice in your Storm Aura have resistance to fire, cold, thunder, and lightning damage while they remain in your aura.

Path of the Beast

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters.

Form of the Beast

At 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon's form each time you rage:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Whenever you hit with an attack using this bite, you regain a number of hit points equal to the damage you dealt.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. You can engage in two-weapon fighting with your claws, treating them as light weapons, and they deal 1d10 slashing damage on a hit.

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within your reach hits you with an attack roll, you can use your reaction to make an opportunity attack against that creature, reducing the amount of damage the target's attack deals by the damage you dealt to it.

Bestial Soul

The feral power within you increases, 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 alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

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

Infectious Fury

Starting at 10th level, when you hit a creature with your natural weapons while you are raging, the beast 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 the following effects:

  • You can choose for the target to use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 psychic damage, or half as much on a success.

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

Call the Hunt

Starting at 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to half your barbarian level.

You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

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

Path of Wild Magic

Magic Awareness lasts for 1 minute and the die for Bolstering Magic is now a d4. Wild Magic otherwise remains unchanged.

Ancestral Guardian

Ancestral Protectors now reads:

"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 a melee 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."

Zealot

Zealous Presence now reads:

"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. You and 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."

Changelog

Features

  • Unarmored Defense also allows you to use CON in place of DEX for determining your AC in medium or light armor.
  • Rage lasts for 1 minute and only ends early if you are unconscious or if you choose to end it. You can also enter a rage as a reaction in response to taking damage.
  • Gains a fighting style at 2nd level.
  • Fast Movement moved to 2nd level
  • Danger Sense moved to 3rd level.
  • New 7th level feature: Juggernaut. Gives you resistance to all damage but psychic while raging, and you deal double damage to objects and structures.
  • Feral Instincts reworded
  • Mindless Rage is now a core feature gained at 9th level.
  • Relentless Rage DC resets when entering a new rage.
  • Indominable Might moved to 13th level.
  • Persistent Rage now lasts for 10 minutes.
  • New feature: Vicious Strikes. Expands your critical range at 7th, 11th, and 15th levels.
  • New 18th level feature: Titan. You ignore size restrictions for grappling and your attacks are considered adamantine.
  • New CFVs for barbarian

Berserker

  • Frenzy's bonus attack is now part of the attack action.
  • New feature: Restless Rage. Allows you to ignore the penalty of exhaustion while raging.
  • Intimidating Presence moved to 6th level. Activates when you enter a rage. Keys off STR instead of CHA, lasts for 1 minute, and creatures can only repeat their save when you're out of line of sight or more than 30 feet away.
  • New feature: Indominable Stamina. Frenzy no longer gives exhaustion.
  • Retaliation is now explicitly an opportunity attack.

Totem Warrior

  • Bear 3rd level feature replaced with its capstone. It's 6th level feature also considers you larger for grappling. 14th level prevents enemies from gaining advantage on attacks against you while you rage.
  • Eagle 3rd level allows you raging movement to not provoke OAs. 6th level gives you darkvision in addition to other benefits. 14th level no longer requires you to land.
  • Elk 3rd level replaced with capstone. 6th level also increases your walking speed. 14th level makes you immune to stun and paralysis and movement reduction.
  • Tiger 3rd level gives you a "pounce" BA attack if you move 20 feet before attacking a creature while raging. 14th lets your reduce a creatures speed with your attacks.
  • Wolf 6th level also lets you hide whle only lightly obscured.

Storm Herald

  • Storm aura activates when you enter the rage and at the start of each of your turns after.
  • You can change your storm aura on a long rest.
  • Raging Storm is gained at 10th level and Shielding Storm at 14th.
  • Each aura now gets improvements at 5th, 9th, 13th, and 17th levels. They all also scale with CON.
  • Sea 3rd level no longer requires a save. Sea 6th level swim speed is equal to land speed.
  • Desert 6th level lets you touch flammable objects and set them alight. 10th level blinds a creature on a failed save.
  • Shielding Storm increases the storm aura to 30 feet. Allies in it have resistance to fire, cold, thunder, and lightning damage while in the aura.

Bestial Soul

  • Each natural weapon has been tweaked. The Bite now heals for each attack you hit with it, and the amount is equal to the damage you deal. Claws are now a d10 and let you engage in TWF. The tail lets you make an opportunity attack and reduce the damage you take by the amount dealt.
  • Infectious Fury now deals both damage and forces the target to make a reaction attack. Psychic damage is halved on success.

Wild Magic

  • Magic Awareness now lasts for 1 minute (instead of "Until the end of your next turn")
  • Bolstering Magic's die is now a d4 (from a d3)
 

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