Barbarian Subclasses

by dot1121

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Barbarian

Path of the Raging Rocket

Bonus Proficiencies

Beginning at 3rd level you gain proficiency with Alchemist Supplies and Smith’s Tools.

It’s not Like It’s Rocket Science… Oh Wait

Also at 3rd level, you have learned of the incredible power of explosives. You gain resistance to fire and thunder damage while in rage. Additionally you gain a number of Fuel Points equal to your 2x your proficiency bonus.

Fuel points grant you the following features:

  • as a bonus action, you can spend 1 Fuel Point, gaining a momentary burst of explosive propulsion. You gain a flying speed equal to your walking speed until the end of your next turn.

  • instead of an attack, you can spend 1 fuel point to fit a creature's body with a rocket, which explodes at the end of the creature's next turn. That creature can use its action to make an intelligence check disarming the bomb on a success or constitution saving throw on at the end of its next turn (no action required), taking 2d8 fire damage on a failed save, or half as much on a successful one.

Fuel Point save DC = 8 + your Proficiency Bonus + your Constitution modifier

Fuel Point Attack modifier = your Proficiency Bonus + your Constitution modifier

You regain all expended fuel points at the end of a short rest.

Fulminous Blanket

Starting at 6th level, your knowledge of incendiaries expands into methods of obscurement. As a bonus action, you can launch one of your rockets to a point you can see within 30 feet of you. The rocket explodes into a thick cloud of black smoke, which fills a 10-foot radius sphere centered on the target point.

The area becomes heavily obscured for 1 minute. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. The radius increases to 15 feet when you reach 10th level in this class. You may use this feature a number of times equal to 1/2 your Barbarian level.

Cool Guys Don’t Look At Explosions

At 10th level, you have improved your base rockets, allowing them to carry a stronger payload. The damage from “It's Not Rocket Science” increases to 3d8. Additionally, they now affect every creature within 15 feet of the target.

Ignan Salvo

At 14th level, you can fashion an incredible display of explosive force known as the Ignan Salvo. As an action during your rage, you can spend 2 Fuel Points to unleash a barrage of rockets, which pummel a 30-foot-radius sphere that is centered on a point you can see within 120 feet.

Each creature within the sphere must make a Dexterity saving throw, taking 3d10 fire damage and 3d10 thunder damage and are deafened on a failed save, or half as much on a successful one.

Once you use this feature, you cannot do so again until the next time you enter your Rage.

Path Of The Road Rage

Lead Foot

As a bonus action you can increase your movement speed by a number of feet equal to 10x your proficiency bonus until the beginning of your next turn this movement increase applies to any vehicle you're piloting.

When you use this bonus action you also regain hitpoints equal to your constitution modifier +1/2 your barbarian level (rounded up).

you can use this feature 2x and regain all expended uses when you finish a short or long rest.

Wheelman

Also at 3rd level, gain proficiency in vehicles (land) and tinker tools. you have advantage on checks made to understand or fix mechanisms. additionally while in a vehicle your rage cannot end early

Gear Shift

Beginning at 6th level, while you are raging you can enter modes of power when you enter rage choose one of the following gears to benefit from. As a bonus action you can change out your current gear for a different one. you lose all benefits from gear shift if you exit rage for any reason

  • Defensive Gear. a vehicle you are driving and all creatures of your choice within 10 feet of you gain +1 AC
  • Aggressive Gear. When you land a critical hit against a creature you can choose to knock the creature prone if it is no more than one size larger than you.
  • Torqued Gear a vehicle you are driving and all creatures of your choice within 10 feet of you are immune to the effects of difficult terrain and cannot be moved against their will.
  • Handling Gear. you and any vehicle you are piloting gain +2 to all saving throws.

Rapid Maneuvering

Beginning at 10th level, You can use your reaction to grant a creature (other than you) or a vehicle within 10 feet of you advantage on a strength dexterity or constitution saving throw. you may choose to do so after seeing the result of the first roll but before knowing if it succeeds

Top Gear

Beginning at 14th level, You can now change which gear you are in from your gear shift feature as a free action you gain the following two gears to your gear shift feature

  • Climbing Gear. a vehicle you are driving and creatures of your choice that start their turn within 10 feet of you have a climbing speed equal to their movement speed until the end of their turn. Affected creatures can move on vertical surfaces and upside down without the need of using their hands.
  • Power Gear. when you deal damage with a melee weapon or a vehicle you are driving add 1d6 to the damage roll

Path Of The Psycho

Mask Of The Psycho

Beginning at 3rd level, you gain access to a mask that focuses your rage, at the cost of damaging your mind and body in the process, you don it as either the bonus action you use to go into your rage or as a bonus action at a later time during your rage.

While wearing the mask in rage, your rage damage increases by the result of a roll of 1d4 you make at the beginning of your rage while wearing the mask at the cost of taking the amount of damage increased at the end of each of your turns while in this rage. (example if your rage damage is increased by 2 you take 2 damage at the end of your turn) This damage cannot be reduced by any means other than marking creatures. At 11th level your rage damage increases by 1d6. You also gain additional proficiencies based on the mask you choose.

You may mark a creature of your choice you can see within 30 feet as part of the bonus action used to put on the mask. The mark ends either when the creature is reduced to zero hit points or you use your bonus action to mark another creature. When a marked creature is reduced to zero hit points you gain your barbarian level in temporary hit points that go away when another marked creature is reduced to zero hit points. You only gain the effects of the mask while you wear the mask in rage.

Violent Tendencies

Also at 3rd level, while in rage, when you fail a saving throw against being charmed or frightened you may use your reaction to move up to 1/2 your movement speed and make an attack roll against the creature that forced you to make the saving throw.

Killer Senses

Beginning at 6th level, your years of killing have taught you a few things about your targeted enemies allowing your Danger Sense feature to now be used on Strength and Constitution saving throws.

Psychotic Break

Beginning at 10th level your mask begins to awaken it’s full power. You may now mark 2 creatures at once. Additionally you gain the benefit in the "Masks" chart.

Murderous Intent

Beginning at 14th level, When you critically hit a marked creature that creature gains disadvantage on all attack rolls made until the end of your next turn.

Leather

Bonus proficiency- Leatherworking Tools

*Lore- This mask was used by an ancient psycho barbarian who quickly cut his victims in half with extreme efficiency.

Mask Feature- While in rage when you attack a marked creature its movement speed is reduced by 10 feet on a critical hit the creatures speed is reduced by 20 feet

Psychotic Break Feature- While in rage, when a creature critically hits you with a melee attack you may use your reaction to make a melee weapon attack against that creature at advantage.

Jester

Bonus proficiency- Acrobatics

*Lore- This mask was used to cause the killer’s targets to be unable to scream because they can’t stop laughing.

Mask Feature- You may cast Tasha’s Hideous Laughter once per rage. When you cast it in this way onto a marked creature, the creature does not get a saving throw when they take damage from you.

Psychotic Break Feature- When a marked creature targeted by your Tasha’s Hideous Laughter spell is reduced to zero hit points, each other creature within 15 feet of your choice of the first creature takes your barbarian level in psychic damage.

Aberration

Bonus Proficiency- Stealth

Lore- This mask was the skull of a yet to be researched aberration. Nobody knows if there are more of these creatures out there.

Mask Feature- When you recklessly attack a marked creature, that creature takes your proficiency bonus in psychic damage and on a critical hit is stunned until the end of your next turn.

Psychotic Break Feature- You may cast the darkness spell once per long rest. And while in dim light or darkness you gain the benefits of the Spider Climb spell

Decayed

Bonus Proficiency- Medicine

Lore- This mask was the face of a killer who died centuries ago but who's soul still animates it

Mask Feature- While wearing the mask in rage, flies surround you. As a bonus action on your turn you can command the flies to attack a marked creature of your choice you can see within 30 feet. That creature must make a constitution saving throw taking 1d8 + your proficiency bonus in necrotic damage on a failed saving throw.

Psychotic Break Feature- The flies that surround you now deal 2d8 +2x your proficiency bonus in necrotic damage.

Barbarian Path Of The Hive

Have you ever dealt with intrusive thoughts? Or have normal feelings suddenly gone into overdrive before dying back down to its normal intensity? Have you ever had such an extreme sense of some invisible force watching you?

Well I'm sorry to say it but you are probably the host of a Hive Mind. Many beings throughout the multiverse believe that hive minds are an evil force but in reality they have a certain... allure to them.

Hive Quirk

3rd Level Barbarian Feature

At your option, you can pick from or roll on the Hive Quirks table to create a quirk for your character.

d6 Quirk
1 You require large numbers of barrels of alcohol in order to function.
2 The symbiote’s thoughts are intrusively loud.
3 The Symbiote is extremely existential. You often have long existential conversations with it and people think you’re crazy for talking to yourself about such things.
4 You're unsure which is more chaotic your mind or the symbiote‘s mind.
5 The symbiote tells you the funniest jokes out there so you are constantly laughing at something.
6 The Symbiote hungers for the flesh of intelligent life and thirsts for their blood.

Symbiotic Host

3rd Level Barbarian Feature

There exists a creature within your body. It has lived many lives and will live many more. Its existence relies on your life but should you die, it will latch onto the nearest creature as if it was made to do so when it does so it grants your powers to the next and so on into time unending.

You gain a bite attack. It counts as a simple melee weapon for you, it has a reach of 5 feet and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. It deals 1d10 acid damage on a hit.

In addition, at the beginning of your turn gain your strength modifier in temporary hit points. If you take fire or thunder damage you cannot gain these temporary hit points at the start of your next turn. You must be in rage to gain this benefit.

Might Of The Hive

3rd Level Barbarian Feature

Also at 3rd Level, You have become a hive member. Choose one feature from the list at the bottom of the document. At 10th level, gain a second feature.

The Hivemind Awakens

6th level Barbarian Feature

Beginning at 6th level, you can spend 10 minutes and 10 gold piece’s worth of rare mushrooms to bond with a willing creature. This creature then becomes a hive member. When a hive member takes damage greater than their hit dice that creature can choose to reduce the damage dealt to them to one of their hit dice; the rest of the damage is taken by you and any other willing hive members. (Example if there’s a wizard, fighter, rogue and you and the wizard takes 12 damage the wizard can choose to take 6 damage and each other hive member take 2 damage)

Hive Movement

10th level Barbarian Feature

Starting at 10th level, The hive mind begins to allow you to take subconscious control of another member of the hive's body. As a reaction to a hive member failing a saving throw or being hit with an attack you may use your reaction to allow that hive member to move up to their movement speed without provoking opportunity attacks.

One With The Hive

14th level Barbarian Feature

At 14th level, the hive now births new symbiotes that allow you to spread its influence to others. Each hive member gains the same bite attack feature you have. In addition, while in rage the affected creatures have access to their class's Might Of The Hive feature as if they are a 3rd level barbarian with this subclass. (Anytime it says “per rage” is treated as per long rest for them.)

Host Class Bonus Proficiency Feature
Artificer Insight Your bite attack deals 2d6 lightning damage instead of 1d10 acid damage.
Bard Performance When you critically hit a creature with an attack roll one other creature of your choice gains 1d4 to their next attack roll made before the end of your next turn.
Blood Hunter Medicine While below your maximum hitpoints, when you deal bludgeoning, piercing, or slashing damage or your bite attack damage creatures hit by the damage take additional damage equal to ½ your proficiency bonus.
Cleric Religion When you receive healing from a spell, you may reroll any number of the dice, but must take the new results.
Druid Nature You may cast the find familiar spell as a ritual the creature looks like your symbiote.
Fighter Athletics Creatures up to one size larger than you that are hit by your bite attack become restrained until the beginning of its next turn.
Monk Acrobatics The range of your bite attack increases by 5 feet
Paladin Charisma Saving Throws when you hit a creature with your bite attack the creature cannot move outside 30 feet of you as if affected by Compelled Duel
Ranger Survival your movement speed increases by 5 feet.
Rogue Stealth You can cast fog cloud a number of times equal to your strength modifier per long rest on yourself, while in the fog, your bite attack does not reveal your presence to others and deals an additional die of damage.
Sorcerer Persuasion After hitting with your bite attack creatures take your proficiency bonus in acid damage at the start of each of its turns for the next minute.
Warlock Deception Once per Rage, when you hit a creature with an attack you may choose to deal an additional 1d4 psychic damage.
Wizard Intelligence Saving Throw While in rage You gain a +1 bonus to all saving throws you make against spells.

Path Of The Dreadnought

Dreadnought

Beginning at 3rd level, You have experienced a near death experience (or more than likely multiple) and have replaced parts of your weak, fleshy body with metal to compensate for this. Granting you the following benefits:

  • Gain proficiency in Smith’s and Tinker Tools

  • You are now considered a Construct. In addition you can be healed by the Mending cantrip a number of times equal to your proficiency bonus per long rest (1d12 at 3rd, 2d12 at 5th, 3d12 at 11th level, and 4d12 at 17th)

  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

  • While in rage, in place of one of your attacks you may choose to force all creatures of your choice you can see within 5 feet of you to make a strength saving throw or be pushed 10 feet back, if you use your reckless attack feature this turn the creature is also knocked prone on a failed saving throw.

Powered Eye

Beginning at 6th level, gain blindsight out to 30 feet.

Energy Barrier

Beginning at 10th level you have crafted a force field generator built into your Dreadnought body. Each creature of your choice within 10 feet of you gains the benefits of half cover. In addition, while in rage when you use your attack to force creatures to be pushed away or fall prone, they now take 2d10 force damage. If you recklessly attacked this turn the creature now takes 3d10.

Antimagic Pulse

Beginning at 14th level, as a reaction when you or a creature within your Energy Barrier are targeted by a damaging spell, you may use your reaction to cast the counterspell spell (using strength as the spellcasting modifier) a number of times equal to 2x your proficiency bonus.

Path Of The Daemonhost

Daemonhost

Beginning at 3rd level you have become vessel to a Spiritual Entity who takes over your body for a period of time. Gain proficiency in the Religion and Arcana skills. You can choose to determine it yourself or roll for it on the table below.

d8 Daemon Feature
1 Ghost while in rage, you can move through other creatures and objects as if they were difficult terrain, and this movement doesn't provoke opportunity attacks.
2 Celestial Once per long rest, if you enter your rage with less than half your maximum hitpoints, gain 1d12 + your strength modifier in hitpoints.
3 Fiend While in rage while you have advantage on an attack, you gain an additional 1d4 fire damage on a hit.
4 Fire
5 Earth
6 Water
7 Air
 

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