Galdera : Barbarian Subclasses

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Barbarian

Path of Blood-Fury

A lineage connected to magic and the surnatural is the defining trait to what makes a sorcerer. However, it may come to many that their lineage reaps but a drop of magic within them, or that this magic is locked away from use. A barbarian who follows the path of the Blood-Fury is one such creature who awakened their dormant or faint sorcerous magic. With their rage having unlocked or empowered their lineage's magic, these barbarians bring wrath and magic to the battlefield as a magic-fueled creature of destruction.

Blood-Fury Spellcasting
Barbarian Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 3
4th 2 3 3
5th 2 4 4
6th 2 4 4
7th 2 5 4 2
8th 2 5 4 2
9th 2 6 4 2
10th 3 6 4 3
11th 3 7 4 3
12th 3 7 4 3
13th 3 8 4 3 2
14th 3 8 4 3 2
15th 3 9 4 3 2
16th 3 9 4 3 3
17th 3 10 4 3 3
18th 3 10 4 3 3
19th 3 11 4 3 3 1
20th 3 12 4 3 3 1

Spellcasting

When you reach 3rd level, you empower your rage with spells derived from your emotions and vitality, your options of spells varied based on the lineage your character possesses.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an extra sorcerer cantrip of your choice at 10th level.

Spell Slots

The Blood-Fury Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell False Life and have a 1st-level and a 2nd-level spell slot available, you can cast False Life using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level sorcerer spells of your choice. The Spells Known column of the Blood-Fury Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your sorcerer spells, since you cast them through sheer vitality and rage. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier

Blood Magic

Also at 3rd level, your rage is imbued with your body's magic. As a bonus action, choose a spell you know from this class, and of which you have spell slots to cast with. This spell must have a casting time of 1 action or 1 bonus action. You immediately cast this spell as part of you entering into a rage.

If this spell requires concentration, it no longer requires it and instead lasts for its full duration or until your rage ends (whichever occurs first). If it requires an attack roll, you add your rage damage to its damage rolls if you couldn't already.

Arcane Body

At 6th level, you complement your hardened personality with your hardened physique. You gain proficiency in Charisma saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence saving throws.

Additionally, whenever you make a Charisma check, you gain a bonus to the check equal to your Strength modifier.

Unrelenting Spirit

Starting at 10th level, you can expend your bodily magic to evade dangerous situations. Whenever you are forced to make a saving throw, you can use your reaction to expend a spell slot and gain a bonus to this save. This bonus is an amount equal to double the spell slot expended.

Additionally, whenever you take the attack action on your turn while not raging, you can cast one of your cantrips in place of one of your attacks. This cantrip must involve you making a melee attack or melee spell attack.

Corrupt Magic

Starting at 14th level, you have resistance to damage from spells. Additionally, hostile creatures within 30 feet of you have disadvantage on Constitution saving throws made to maintain concentration on a spell.

When you hit a creature with a melee attack, you can expend a spell slot to force them to make a Constitution saving throw (DC = 8 + your proficiency bonus + double the expended spell slot). On a failure, any spells affecting them ends. If there is no spells affecting them, they instead take 3d6 force damage, increasing by 1d6 for each spell level higher than 1st based on the spell slot you expended, up to a max of 6d6.

You can make such an attack once per rage.

Path of Obliteration

Those who take up the Path of Obliteration are imbued with an explosive rage. Be it through explosive sweat, fire, or spirit, these barbarians bring pure destruction through the power released by their wrath.

Explosive Rage

When you select this path at 3rd level, your rage allows you to perform powerful explosions. Once per turn while you are raging, you can have a creature or object you hit through a weapon or unarmed strike take extra damage equal to 1d4 + your proficiency bonus, with any hostile creatures within 5 feet of the attacked space, including you, taking half as much damage. This extra damage is fire or thunder; you choose the type of damage when you gain this feature.

This damage die increases as you progress in this class, increasing when you reach 6th level (1d6), 10th level (1d8) and 14th level (1d10). You can also use this damage die, and its damage type, for your unarmed strikes.

Volatile Physique

Also at 3rd level, your explosiveness has been imbued within your very muscles.

  • You can jump vertically or horizontally an amount of feet equal to half your walking speed, with or without a running start.
  • You can spend a bonus action while in the air to make a standing long jump or standing high jump.
  • Standing up from prone only uses 5 feet of your movement.
  • You can take the Dash action as a bonus action.

Explosion Adept

At 6th level, you gain resistance to fire and thunder damage while raging, and have advantage on saving throws against being blinded or deafened.

You also ignore resistances to the damage type associated with your Explosive Rage.

Eruptive Wrath

Starting at 10th level, your rage starts with a bang. Upon starting your rage, any creatures of your choice within 20 feet of you must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, they are pushed 10 feet away from you, and the ground within 20 feet of you is treated as difficult terrain until the end of your turn.

Until the start of your next turn, your movement speed is doubled, you have advantage on Dexterity saving throws, and your Explosive Rage has the range of its extra damage increase by 5 feet.

Living Volcano

At 14th level, you can destroy the very environment around you. When you take the Attack action on your turn, you can replace one of the attacks to bring forth a burst of explosions. You choose if this explosion manifests through a 15-foot radius centered on you, a 30-foot cone, or a 40-foot line that is 5-feet wide and 20 feet vertically high. Regardless of its size, any hostile creatures within this area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, they take an amount of damage equal to four rolls of your Explosive Rage die and fall prone. On a success, they take half damage and don't fall prone.

You can use this ability only once per rage.

Path of the Abyss

The touch of a fiend corrupts the material plane, corroding morals and burning away the mental resiliences of its victims. Those who walk the Path of the Abyss are those of which fiends have permeated into their very souls, tying them to the infernal planes through flesh and mind. Their rage is fueled with fiendish energy, tying its creator with various types of fiends.

Consider how your barbarian found themselves connected to the abyssal plane. The Abyssal Origin table offers some examples.

d4 Abyssal Origin
1 You were born with a fiendish connection, a connection much stronger than with other tieflings or fiend-touched creatures.
2 You share your body with a lingering fiendish spirit, which manifests through your rage.
3 You have consumed nutrients from the infernal planes, permanently altering your physiology.
4 You were sacrificed, willingly or unwillingly, to summon a fiend into the material plane. Somehow you survived, connecting you to the fiend that still roams this plane.

Abyssal Mark

Upon taking this path at 3rd level, you awaken your connection to the pits of hell upon entering a rage. Until your rage ends, you can speak Infernal and gain one of the following benefits. If this benefit provides you a natural weapon, you are proficient in it and you add your Strength modifier to the attack and damage rolls when you attack with it. If one of these benefits require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

  • Fiendish Horns. You grow thick, hellish horns from your head. They deal 1d10 slashing or piercing damage (your choice when entering a rage) on a hit. Once on each of your turns, if you spend half of your movement moving straight towards a creature and then hit them with your horns, you can roll the damage dice a second time and add half the roll to the total damage.
  • Gaze of the Abyss. As a bonus action, you force a creature you can see within 30 feet to make a Constitution saving throw. On a failed save, their next attack deals half damage against you or a creature friendly to you.
  • Hooves of Fury. Your feet become rock-hard hooves, giving you a climbing speed equal to your walking speed, and dealing 1d8 bludgeoning damage on a hit. Additionally, you can jump vertically or horizontally an amount of feet equal to half your walking speed, with or without a running start. You take no fall damage when jumping in this way.


- Infernal Chain. You manifest a red-hot chain. This one-handed weapon has a reach of 15 feet, and deals 1d6 piercing damage on a hit. On a hit, you can spend a bonus action to attempt a grapple check against the target, ensnaring them in the chain on a success. While grappled in this way, the creature takes 1d6 fire damage at the start of each of its turns, and you can't use the chain to attack another creature.

Each time you gain a level in this class, you can choose to change the benefit you have from this feature for another benefit provided.

Claimed Body

Also at 3rd level, you can’t be possessed while raging, and can spend your reaction to enter a rage when a creature would attempt to possess your body.

Reap the Wrongdoers

At 6th level, you can devour part of a creature's soul to invigorate yourself. When you reduce a creature to 0 hit points, you gain an amount of temporary hit points equal to 1d12 + half your level in this class. You can also use this feature as a reaction when a creature within 30 feet of you would be brought to 0 hit points, but doing so grants you half as much temporary hit points.

Additionally, if you are smaller than Large, you and anything you are wearing become Large when you enter a rage. If you lack the room to become Large, your size doesn't change.

Corrupt the Damned

At 10th level, you can bend your foes spirits so that they serve your purposes for a short time. Upon hitting a creature, choose another you can see within 30 feet of you. Until the end of your next turn, the creature you hit has advantage on attack rolls against your target, is hostile to them, and has disadvantage on attack rolls against any other creatures.

You can use this feature once per rage.

Aspect of Sin

At 14th level, you can additionally manifest one of the following trait while raging.

  • Aura of Despair. You emanate an aura of crushing defeat in a 15-foot radius around. Any hostile creature that starts their turn in this area or enters it for the first time must make a Charisma saving throw. On a failed save, they take 3d6 psychic damage and are frightened of you until the end of their next turn, at which point they repeat the save. A creature immune to being frightened instead has advantage against these saves, and any creature who succeeds this save is immune to this feature until you finish a long rest.
  • Corrupted Resistances. You have advantage on saving throws against spells and other magical effects, as well as saving throws provoked from fiends and undead.
  • Soul Rend. You attempt to tear the souls out of your foes bodies. As an action, you drain the lifeforces in a 20-foot radius around you. Each hostile creature within range must make a Constitution saving throw, taking 6d8 necrotic damage on a failed save, or half as much on a success. If a creature is brought to 0 hit points through this, you gain temporary hit points equal to 1d12 + your level in this class, rather than half your level. You can use this benefit once per rage.
  • Sulfurous Wings. Blazing wings erupt from your back. You gain a flying speed equal to your walking speed, as well as resistances to fire and cold damage.

Each time you gain a level in this class, you can choose to change the benefit you have from this feature for another.

Path of the Enlightened One

To many barbarians, the act of raging is one of unleashing ferocity and unbridled emotion into the world. Those who have found their way wandering the Path of the Enlightened have learned how to reverse this process, their rage now providing them a glimpse of great understanding of the world around them.

Opened Mind

Upon taking this path at 3rd level, you gain proficiency in two of the following skills: Animal Handling, Arcana, History, Insight, Nature, Perception, and Religion.

Each time you make an ability check with any of these skills, you gain a bonus to the roll equal to your Rage Damage.

Enlightened Rage

Also at 3rd level, your rage opens your mind to the world around you. While in a rage, you gain one of the following benefits of your choice:

  • You gain proficiency in Intelligence saving throws, gain resistance to psychic damage, and can speak and understand all languages.
  • You gain proficiency in Wisdom saving throws, see invisible creatures and objects as if they were visible, and gain a nonus your passive Wisdom (Perception) and passive Intelligence (Investigation) scores equal to your Rage damage bonus
  • You gain proficiency in Charisma saving throws, have advantage on saving throws against being charmed and frightened, and can read the basic thoughts of creatures within 15 feet of you.

Sudden Omniscience

At 6th level, you can connect the mind of your foes to the world around them, shocking them to it wonders. Upon hitting a creature with a melee weapon attack, you can choose to have it deal psychic damage and force the target to make a Charisma saving throw (DC = 8 + proficiency bonus + your Strength modifier). On a failed save, they are incapacitated for 1 minute. A creature can repeat this save at the end of each of their turns, ending it early on a success.

You can use this feature once per rage.

Truthful Rage

Starting at 10th level, your rage allows you to disperse falsehoods from this world. You gain a bonus to Intelligence (Investigation) checks made to discern illusions equal to your Rage Damage.

Additionally, as an action, you can touch an illusion you can see within range and dismiss it, ending the effect or spell early. You must recognize the illusion as one in order to do so.

If you do this while in a rage, the creature that made the illusion takes psychic damage equal to double your level in this class.

Once you end an illusion in this way, you can’t do so again until you spend a use of your rage feature.

One with the World

At 14th level, you are ready to see all the beauty and ferocity the world has. You gain the following benefits:

  • While raging, you add your Rage Damage bonus to all ability checks you make, and add half to any Intelligence, Wisdom, and Charisma saving throws you make.
  • You can gain two benefits of your choice from Enlightened Rage, rather than 1.
  • You can use your Sudden Omniscience an additional time per rage, using it as a reaction when taking damage from a creature.

Path of the Skybreaker

To many, the wrath of a barbarian is only to be feared when one is within their reach. At that point, it is better to wish for a miracle than to fight. These individuals have not meant a Skybreaker. Capable of using their rage and might to fire upon their distant enemies, they earn their name out of the sheer fear that one day they might sunder the sky itself with their wrath.

Power Shot

Upon taking this path at 3rd level, you use pure bulk over aim for ranged fights. You can use your Strength modifier, instead of Dexterity, for the attack and damage rolls of ranged weapon attacks. Additionally, your Barbarian class features now also work with ranged weapons, rather than just melee weapons.

Versatile Range

Also at 3rd level, your ranged weapons are as deadly at range as up close. While you are raging, you can use your ranged weapons to make melee weapon attacks, dealing an amount of bludgeoning damage equal to the damage die used for the weapon normally.

The first time you hit with a ranged weapon attack on each of your turns while raging, you deal an additional weapon damage die worth of damage.

Maximum Draw

At 6th level, your shots can send you and your target flying. The first time you hit a target with a ranged weapon attack on each of your turns while raging, you can push them away from you a number of feet equal to five times your proficiency bonus. If they are of a size larger than you, they must succeed a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) to stay where they are.

When making this attack, you can also cause it to push you when you are in the air or flying. Doing so pushes you away from the target up to a number of feet equal to ten times your proficiency bonus.

Slay Icarus

At 10th level, you can maim a creature's ability to fly. When hitting a flying creature, you can force them to make a Constitution saving throw against the damage you just dealt. On a failure, they fall prone and have their flying speed reduced to 0 for the next minute. The target can repeat this saving throw at the end of each of their turns, ending it early on a success.

You can successfully use this ability once per rage.

Wave of Bolts

Starting at 14th level, you can launch a wave of arrows in the blink of an eye. You can use your Maximum Draw feature outside of your rage. When in a rage, you can now push yourself with it up to a number of feet equal to fifteen times your proficiency bonus.

Additionally, once per rage, you can use your action to make a number of ranged weapon attacks equal to your Strength modifier (minimum of one), with a separate attack roll for each.

Path of the Void

Barbarians who fall into the path of the void are often considered the most frightening of barbarians. They become silent avatars of death, the only noise being the cries of their enemies and the disruption of reality around them. Your rage embodies the vastness and emptiness of the void, which craves the absorption and destruction of everything around it. As such, your sheer presence pulls everything to you, leaving them at your mercy and crushing aura.

Pulling Presence

Upon taking this path at 3rd level, your rage allows you to pull creatures to you. Upon starting your rage and as a bonus action on your following turns, you can force creatures of your choice within a 15-foot radius of you to succeed a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet towards you and take force damage equal to your proficiency bonus.

You can attempt this pull when not in a rage. When doing so, it deals no damage, and you choose if the save is done with advantage or if the range and pull is halved.

This range and pull increases as you increase your level in this class, increasing by 5 feet at 6th (20 feet), 10th (25 feet), and 14th level (30 feet).

Absorbing Strikes

Also at 3rd level, the first creature you hit on each of your turns has its movement speed halved until the end of their turn.

Consume Distance

At 6th level, you can warp the space within you and another creature, bringing one of you closer to the other. As a bonus action, you can perform one of the following:

  • Choose a creature or object you can see within 60 feet of you and that is Large or smaller. The target must succeed a Strength saving throw or be pulled to an unoccupied space within 5 feet of you. An object automatically fails this saving throw, and must not be part of the ground or solid surface.
  • Choose a creature you can see within 40 feet of you. You teleport to an unoccupied space within 5 feet of this target.

Until the end of your next turn, the next attack you make against this target deals extra damage equal to half your level in this class.

You can use this feature once per rage. The range of this feature doubles at 14th level, and you can target creatures and objects of Huge size or smaller.

One in the Void

Starting at 10th level, your body is partially one with sheer nothingness. You gain the following benefits:

  • You no longer need to eat, drink, or sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as stretching or sharpening your weapons.
  • You are proficient in Wisdom saving throws.
  • You cannot be detected by spells or magical effects that detect creatures.

Absorb into Nothingness

At 14th level, your rage pulls creatures into the void. When you bring a Large or smaller object or creature to 0 hit points, you can choose to disintegrate them, as if targeted by the Disintegrate spell.

Path of the Unrelenting Guardian

Many see barbarians as beings of reckless anger and power. Those who embrace the path of the Unrelenting Guardian are those who above all else, seek to protect others. Created from the loss of loved ones or being sworn as protectors, these warriors channel their rage to safeguard those they care for, while attacking those who seek to harm them.

Powerful Defense

Beginning at 3rd level, you may replace your Dexterity modifier with half of your Strength modifier (rounded up) for the purpose of Unarmored Defense.

Once per rage, whenever you would be the target of an attack, you can spend a reaction to increase your AC by an amount equal to your rage damage. This increase lasts until the end of your next turn.

Reeling Strikes

Upon taking this path at 3rd level, your attacks can push foes away. Once per turn, when you hit a creature of one size category larger than you or smaller with a melee weapon attack, you can make them roll a Strength saving throw (DC = 8 + your proficiency modifier + your Strength modifier). On failed save, you push them 5 feet. If the target is pushed into an obstacle or another creature, they take additional bludgeoning damage equal to half your level in this class.

For a number of times equal to your Strength modifier, you can push a creature in this manner 15 feet instead. You regain all expended uses after a long rest.

Raging Guardian

Beginning at 6th level, whenever you begin to rage, you can choose a friendly creature within 60 feet of you. You become their Guardian. Whenever you are within 60 feet of them, they have resistance to all damage. Whenever they take damage, you take the same amount of damage. This damage you take cannot be reduced or prevented in any way.

If you are within 30 feet of them, they also gain a bonus to their AC and saving throws equal to half your Rage Damage. Additionally, you have advantage on attack rolls against hostile creatures within 10 feet of them.

Body of the Unrelenting

At 10th level, you have advantage on saving throws against being charmed, exhausted, frightened, and paralyzed.

You also are considered one size category larger for the purpose of your Powerful Strikes, and can push creatures an additional 5 feet. Upon being pushed into another creature or object, the pushed creature can instead take no damage and fall prone (your choice).

Undying Protector

At 14th level, death itself has difficulty separating you from those you protect. When you are reduced to 0 hit points or lower but you are within 60 feet of the creature you are guarding, you can use your reaction to continue your guard. You drop to 1 hit point instead, before regaining a number of hit points equal to double your level in this class. You may then move up to your speed towards the target of your Raging Guardian. This movement does not provoke opportunity attacks.

You can perform this feature once per rage.

Path of the Warlord

For every pack of beast and monsters, there is always a leader that leads them to perform devastations. Barbarians with a gift for leadership are leaders of barbarian groups, known among their comrades as Warlords. Capable of instilling their rage into their allies, a barbarian who walks the path of the warlord ensures everyone has their fair share of bloodshedding.

Roaring Chant

Upon taking this path at 3rd level, your rage lets out a powerful chant, roar, or encouragement that bolsters your allies. Your chant 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. Upon starting your rage, choose bloodlust, frenzy, or painless. Your chant's effect depends on its type, as detailed below.

  • Bloodlust. Friendly creatures within 10 feet of you add your rage damage to their damage rolls on their turn, as well as the next strength check or saving throw they make before the start of your next turn.
  • Frenzy. When you hit a creature with a melee weapon attack, friendly creatures within 20 feet of you can spend a reaction to move up to their movement towards you or the closest hostile creature to them.
  • Painless. Friendly creatures within 5 feet of you have resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn.

The range of these chants increase as you progress into this class, increasing at 6th (+5 feet), 10th (+10 feet) and 14th (+15 feet) level.

Intimidating Aura

Also at 3rd level, you gain proficiency in Persuasion, Deception, or Intimidation. Whenever you make a Charisma check, you gain a bonus to the roll equal to your Strength modifier.

Chief's Mark

At 6th level, you gain resistance to thunder damage while you rage.

Additionally, allies gain your Reckless Attack feature against creatures you’ve attacked since the start of last turn.

Thunderous Chant

At 10th level, the strength of your chants grows, further invigorating your allies. The effect is based on the chant you choose at the start of your rage.

  • Bloodlust. You and any friendly creatures within range have advantage on saving throws against being charmed or frightened.
  • Frenzy. Any creature that spent their reaction to move through this feature can make one weapon attack towards the creature you hit, if they are within range.
  • Painless. Friendly creatures within range of this chant gain a bonus to their Armor Class equal to half your rage damage.

Warlord's Strike

Starting at 14th level, the vigor of your allies pushes you to greater height. While you're raging, the first attack you make on each of your turns scores a critical hit on a roll equal to or higher than 20 minus the number of creatures benefiting from your Roaring Chant feature (To a max amount equal to your proficiency bonus).

For example, if you had four friendly creatures affected by your Roaring Chant at this level, you score a critical hit on a roll of 16 to 20. If you had five friendly creatures affected, you would still score a critical hit on a roll of 16 to 20.

Path of the Wraith

No rage is fueled stronger than through the pain of loss. A barbarian who walks the Path of the Wraith is one continually fueled by loss, be it through shame, the loss of a loved one, or the loss of their previous life. Suffused with death, these barbarians incorporate the aspects of the terrifying undead, their rage hungry and demanding blood.

Rage of the Wraith

Upon taking this path at 3rd level, your rage causes you to become partially incorporeal. While raging, you gain the following benefits:

  • You can move through any creature or object as if they were difficult terrain. If you end your turn within an object or creature, you take 2d6 force damage.
  • On each of your turns, whenever you move through a creature's space for the first time, they take necrotic damage equal to double your rage damage.
  • You gain resistance to poison and necrotic damage.
  • You have advantage on death saving throws and Constitution saving throws.

Sense Death

Also at 3rd level, you have a natural sense in detecting death. As an action, you attempt to detect the stench of death around you. You learn if any creatures have died within 100 feet of you as well how many have died. Until the end of your next turn, you know the precise location of where they died within this area, and where their corpse (if any) lies within it. You know precisely when they died if they have been dead no less than a number of days equal to your barbarian level.

You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses upon finishing a long rest.

Ghostly Apparition

At 6th level, you have advantage on saving throws against being grappled, petrified, paralyzed, or restrained. If you enter a rage with one or more of these conditions, you end one of your choice.

Revitalizing Kills

At 10th level, you have learned to sap a creatures lifeforce to improve your own. When you kill a creature while raging, you gain an increase to one of your ability scores, to a maximum of 20. This increase is based on the creature's highest ability score, and you choose which score you increase if that creature has two or more ability scores sharing the highest value.

You can gain such an increase twice, and you can swap one of these increases to another score upon killing another creature. These increases are lost upon finishing a long rest.

True Wraith

Starting at 14th level, your body has gained the benefits of various undead beings of emotion.

  • Your hit point maximum cannot be reduced.
  • Your attacks score a critical hit on a roll of 19 to 20 when attacking creatures that are missing any hit points.
  • The first creature you hit on each of your turns can't regain hit points until the start of your next turn.
  • You gain the benefits of your Rage of the Wraith feature even when you are not raging.

Path of the Wrathful Armory

To many barbarians, their wrath lies within them, allowing them to perform incredible feats in combat. For barbarians who follow the Path of the Wrathful Armory, they become capable of manifesting their rage as a weapon that only they can wield and forge. These wrath weapons reflect the very aspect of their creator, can adopt the shape of any weapon, and possess the weapons they bond to. A barbarian who follows this path can grant their weapon additional properties, properties in which weapons of the same form could never hope to obtain.

Nicknamed Rage Smiths, these warriors are often individuals who seek to become living weapons, or champions of martial combat. The rare few seek this path in order to control their anger, hoping to use it without succumbing to it in its entirety.

Wrath Weapon

When you adopt this path at 3rd level, you can manifest your rage as a weapon. Whenever you use your bonus action to rage, you can also summon your wrath weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it, and you don't suffer any penalties from the Heavy property if your wrath weapon possesses it. Any creature other than you has disadvantage on Wisdom saving throws while they are holding your wrath weapon.

Your wrath weapon disappears when your rage ends or if you dismiss the weapon (no action required). When your wrath weapon isn't in your hand, you can summon it as a bonus action, causing it to teleport instantly to your hand.

You can transform one magic melee weapon into your wrath weapon by performing a ritual while you hold the weapon. You perform the ritual over a period of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space within yourself, and it appears whenever you summon your wrath weapon thereafter. You can’t affect an artifact or sentient weapon in this way. The weapon ceases being your wrath weapon if you perform the 1-hour ritual on a different weapon or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Furious Appearance

Your rage allows you to modify the appearance of your wrath weapon. You decide what appearance it takes, or you can determine its appearance by rolling on the Furious Appearance table.

d10 Furious Appearance
1 Your wrath weapon pushes itself out from one of your hands. It appears to be made of sinew and bone, with a skeleton hand covering your own.
2 Harmless blue flames emanate from the weapon, yet the weapon is always freezing to the touch.
3 Your wrath weapon appears to be made from a different era of time, be it from the far past or far future.
4 Your wrath weapon is made of solid ice, yet it is hot to the touch.
5 Vibrant colors adorn your wrath weapon, and any wounds it deals becomes covered with glitter.
6 Your wrath weapon appears to be a beam of pure green, blue, or red energy. It hums whenever you swing it.
7 Your wrath weapon resembles something a crusading knight would wield, with what looks like holy light faintly glowing over it.
8 Ghostly figures can be seen swimming within your wrath weapon, with the screams of the damned being heard whenever you swing it.
9 Your wrath weapon appears unwieldy or overly complex, yet it works just fine in your hands.
10 Your wrath weapon appears on the brink of shattering, a white glow emanating from its cracks.

Weaponized Rage

Also at 3rd level, you can transform your wrath weapon so that it gains new abilities. Select one of the modifications below for your wrath weapon. Whenever you finish a short or long rest, you may replace your chosen modification with another option from this list:

Extra-Handed. Your wrath weapon gains the Versatile property if it doesn't already have the Heavy or Two-Handed properties. If your wrath weapon already had the Versatile property, it gains a +1 bonus to its attack and damage rolls when used with two hands.

Reaching. Once on each of your turns, you can add 5 feet to the reach of one of your wrath weapon's attack. If your wrath weapon already had the Reach property, you can add 10 feet to the reach of that attack instead.

Sending. Your wrath weapon gains the Thrown property with a range of 20/60, and you add your Rage Damage when making ranged attacks with it. Each time you throw this weapon, it returns to your hand after damaging or missing a creature. If your wrath weapon already possessed the Thrown property, increase its range to 60/240.

Striking. You envelop your limbs with your rage, empowering your strikes. Your unarmed strikes count as natural weapons, use a d8 for damage, and you add your Rage Damage to your attack rolls if you are holding nothing in both hands. If you have a magic weapon as your wrath weapon, you can choose to imbue its magical abilities into your unarmed strikes instead of summoning it.

Weightless. Your wrath weapon gains the Light property. If it already had this property, you can create a second copy of it in your off-hand. If your wrath weapon would be a magical item, the copy does not gain any of its magical abilities. When holding both weapons in this way, you can use your bonus action at the start of your turn to attack with your wrath-copy immediately after every attack you make with your wrath weapon. Attacks made with your wrath-copy does not add your ability modifier to its damage.

Prepared for Battle

Starting at 6th level, your weaponized rage provides you with a magical boon when not in use. You choose one of the following boons and gain its benefits.

All-Terrain Combatant. Climbing and swimming does not cost you extra movement, and your jumping distance is doubled.

Honed Mind. You gain proficiency in two of the following skills: Arcana, History, Insight, Perception, and Intimidation. You can also instead choose to become proficient in only one of these skills. If you do so, your proficiency bonus is doubled for any ability check you make that uses that skill.

Wary Sheath. Whenever you are the target of an attack or spell, you can choose to enter a rage as a reaction before being affected by this spell or attack.

Weapon Adept. You gain the ability to cast the Identify spell, but can only cast it as a ritual spell. Once per long rest, you can cast it as an action, without requiring material components, towards a weapon that you can see within 60 feet of you.

Regardless of the chosen benefit, you can also now summon your wrath weapon as a bonus action without activating your rage. While summoned in this manner, it does not gain any of the benefits from features provided by this subclass. Additionally, this weapon is now magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Advanced Weaponization

Beginning at 10th level, you gain another modification of your choice. Select one of the modifications below for your wrath weapon. Whenever you finish a long rest, you may replace your chosen modification from this list with another option from this list:

Bleeding. Whenever you damage a creature with your wrath weapon, their wounds become hard to heal. Until the end of your next turn, whenever their hit points would be restored, roll a 1d6. On a 5 or 6, they fail to restore those hit points, and any resource used to do so is wasted.

Cleaving. Once on each of your turns when you make an attack with your wrath weapon, you can make another attack with your wrath weapon against a different creature that is within 5 feet of the original target and within range. You use the same roll from your previous attack when doing so.

Fury. When you damage a target with your wrath weapon, you can change the damage type to psychic.

Hefty. Your wrath weapon gains the Heavy property. If your wrath weapon already had this property, you can wield it one-handed so long as your other hand is free or wielding a Light weapon.

Piercing. Once per rage, you can transform your wrath weapon into a bolt of concentrated rage. When you make a ranged weapon attack with it, you can choose to form it into a line 5 feet wide that extends out from you to a target within 90 feet of you. Each creature in the line excluding you must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency modifier), taking 4d8 psychic damage on a failed save and half as much on a success. Make the ranged attack roll against the target. On a hit, the target takes damage from your wrath weapon, and your wrath weapon returns to your hand.

Smashing. Once on each of your turns when you hit a creature or object with your wrath weapon, you can push your target up to 15 feet away from you. Your wrath weapon also deals double damage to objects and structures.

You can choose one of the modifications available at 3rd level instead of one of these options, allowing you to have two 3rd level modifications at once.

One with the Weapon

A piece of yourself exists within your wrath weapon, allowing it to fight on its own even when your body would die. Starting at 14th level, whenever you enter a rage, you can instead choose for your wrath weapon to animate. Your wrath weapon shares your game statistics, class features from this class, takes its turn immediately after yours, is considered as raging, and possesses a number of hit points equal to half your hit point maximum. It is immune to poison and psychic damage, and is immune to being blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, and poisoned. It cannot communicate it any way or form.

You mentally command your wrath weapon while you are conscious, unconscious, or dead, deciding what actions it takes and where it moves on its turn. It becomes inanimate once it is brought to 0 hit points, when you use your bonus action to call it back to your hand, or when you run out of rages to expend.

While your wrath weapon is in this state, you cannot gain the benefits of raging.

Once you have used this feature, you can't use it again until you finish a long rest.

 

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