Barbarian
At first glance, there seems to be very little that separates a barbarian from standard warriors. Whereas as many warriors rely on careful training or techniques to gain an edge, barbarians are characterized by their supernatural might and endurance. The source of their power does not necessarily come from years of martial discipline, but from their unbreakable focus or resolve in the face of danger.
Barbarian's Rage
This focus can manifest itself in a variety of ways. A common method that barbarians are able to tap into this inner wellspring of power is through a seething rage that causes them to transform into an unstoppable force capable of toppling much more powerful foes and shrugging off lethal wounds. Although in many cases a barbarian's rage can be triggered by pain or fury, some derive their mysterious powers from their inner magical essence, granting them the ability to harness various kinds of arcane energy.
Barbarian Goals
Just as any warrior, barbarians can be found in all sort of occupations serving as guards, soldiers, or mercenaries. In many cases, barbarians can easily be mistaken for a standard fighter or even civilian. However, once in battle, a barbarian's true nature will finally reveal itself, often to the misfortune of their opponent.
Some barbarians seek to keep their hidden power a secret, and are even at times afraid to enter into any sort of conflict because of their incredible power. Others choose to fully embrace it, as they are at times quick to jump into any fray with zealous glee. Regardless of their agenda, barbarians can prove to be a valuable ally or formidable enemy.
Barbarian Tactics
The barbarian's greatest area of expertise lies in melee combat. Thanks to their sheer strength and incredible endurance, a barbarian is often found on the front lines, oftentimes engaging multiple opponents at once. Their primary strength's lies in their rage that grants them an unnatural resilience against many conventional forms of weaponry. Thanks to this innate resistance, the barbarian can afford to take greater risks in battle, such as charging through enemies to target vulnerable spellcasters, which more than makes up for their limited options against ranged opponents.
Unrivaled Strength
A barbarian's rage not only enhances their durability, but their strength as well. Thanks to their endurance, barbarians are likely to use their reckless ability to fully exploit the extra damage they can deal due to their Brutal ability. In most circumstances, the benefits of such a tactics override the negative drawbacks to their carelessness.
Adventurer Tactics
The best way to engage a barbarian is to maintain distance, taking advantage of its limited capabilities for ranged combat. However, adventurers still must remain wary of their positioning due to the barbarian's enhanced speed while raging allows them to easily close the gap between a ranged opponent. If close combat is unavoidable, it is best to never engage the barbarian alone without support, as a raging barbarian is more than a match for most opponents.
Barbarian Types
Barbarians can be categorized into three groups based on their mastery of their inner power.
Barbarian Ragers
Barbarian ragers have just begun mastering their ability to harness their rage. Despite their relative inexperience with their new power, they can prove to powerful opponents when they fully embrace their barbaric rage. Unfortunately, this surge of power can also make them somewhat reckless and impulsive, causing them to take on more than they can truly handle.
Barbarian Paragon
The term paragon is a quite accurate description for barbarians who have learned to master their rage. Barbarian paragons can be considered superhuman in scope due to their incredible feats of strength and durability. They have even learned to defy the clutches of death, using their inner rage to shrug off the deadliest of attacks.
Barbarian Ragelord
Ragelord are typically legendary heroes and villains typically found in myths and legends. In fact, many people do not believe these individuals exist due to their impossible feats of power rivaling that of powerful entities such as celestials, dragons, fiendish lords and more. In some instances, many believe the ragelords are actually demigods or avatars of divinity due to their seemingly invincible nature and incredible might.
Barbarian Variants
Depending on the source of their rage, barbarian can exhibit a wide array of special abilities.
Beastrager
Beastragers are defined by their feral soul. When fully harnessed, beastragers can physically transform, taking on the form of mighty beasts. The source of the bestial nature can be a boon from ancient primeval spirits or the vestiges of the therianthropic curse.
Berserker
Berserkers are the most common variant of barbarian. In fact, the term barbarian's rage was coined from berserkers. What sets a berserker apart from other barbarians is their seething fury on the battlefield. While in their rage, berserkers become mindless, killing machines who can only be stopped when killed or all their opponents have been defeated.
Bloodrager
Bloodragers are a unique variant of barbarian that uses a variant of hemomancy to enhance their abilities. Their mastery of blood allows them to harness the life force of their enemies to heal the barbarian's wounds. Such a practice is a common amongst those who form alliances or pacts with vampires.
Bonerager
Bonerager are those who have been forever marked by the touch of death, whether through encounters with the undead or even as a side effect from being resurrected. Regardless of their origin, when these barbarians harness the power of their necromantic essence, they are able to transform into ghastly avatars of death that consume the souls of their foes.
Dervish
The dervish is known for their remarkable speed and grace on the battlefield. In combat, the dervish seems to enter into a battle trance which allows them to nimbly weave between opponents, cleaving them through with a graceful storm of weapon strikes. Their speed not only allows them to overwhelm their opponent's defense; but grants them incredible awareness as they are capable of deflecting incoming attacks, even from multiple opponents
Fiend Cursed
These barbarians are marked by a demonic or infernal corruption on their soul. The source of this corruption can come from a pact with a fiendish entity, a malevolent curse on one's bloodline, or even one of the symptoms from visiting the Lower Planes.
When fully embraced, the fiend cursed is able to take on the very visage of a demon or devil. Because of the source of their power, many fiend cursed are often reviled and shunned by most of society. Those who do remain seek to keep their abilities a secret in fear of being hunter down or harming others.
Flamerager
Flameragers are often associated with a larger category of barbarians known as storm heralds. In general, storm heralds are warriors who harbor the primordial fury of the elements within them. Flameragers are known to harness the explosive potential of the element of fire. In battle, flameragers have the ability to erupt into a firestorm that incinerates anything that gets to close.
Frostbringer
Frostbringers are a special variant of storm herald who represent the unforgiving nature of winter. In battle, frostbringers emit an aura of frost that saps the vitality and will of those who dare approach them.
Hex cursed
Hex cursed barbarians are individuals whose very essence has been imbued with various hexes or curses. Although most instances are a form of punishment or revenge from a hag or a powerful spellcaster, some hex cursed are created through rituals from covens imbuing them with powerful hexes. When these barbarians enter into their rage, they can use their curse to weaken and debilitate their enemies.
Mistrager
The Feywild is a volatile realm where emotion gain magical potency. Those exposed to this chaotic realm can experience a number of strange side effects. Mistragers are one of these outcomes. These barbarians have the unique ability to harness Fey magic to confound their enemies with psychedelic mental assaults, as well as the ability to warp reality to vanish from sight. Whereas most barbarians have a specific focus that allows them to tap into their rage, mistrager typically have relatively chaotic triggers for their rage that often vary depending on their mood or even the time of day.
Mutated
The mutated are often those who survive terrible arcane experiments or endure the harsh, alien environments of many aberrant realms. However, these ordeals have forever altered the bodies of these individuals. In times of extreme danger or dire need, the mutated is able to turn into a writhing abomination of tendrils lashing out at its enemies. Thanks to their alien physiology, the mutated is naturally resistance against many forms of mental assaults and can quickly regenerate any wounds it receives.
Ragechanter
Whereas a barbarian's rage primarily enhances the ability of the individual, the ragechanter the unique ability to empower their allies with their rage. In many cases, ragechanters can often be confused for bards thanks to their ability to motivate their allies through speeches, songs, or sometimes just their heroic feats. Because of their ability to bolster their allies, their skills are often valued as combat support or even commanders.
Scalerager
Scaleragers are a special variant of barbarian that possesses the essence of a dragon in their soul. This power is often the result of their draconic legacy within their bloodline, or a boon to one who has gained the favor of a dragon. When unleashed, scaleragers can physically transform to gain the features of a dragon, such as scales and wings. However, their greatest power is their ability to channel dragon magic to unleash a breath attack akin to that of a true dragon
Spellrager
The spellrager are individuals who have been magically altered from arcane experiments or exposure to magical phenomena such as ley lines or planar rifts. However, unlike many spellcasters, spellragers cannot harness this magical energy as a spell, instead it is emitted through chaotic bursts of wild magic. Because of the chaotic nature of wild magic, one should use caution when provoking a spellrager as there is no telling what may happen once they enter into their rage.
Spirit Guardian
Barbarians of this path possess a spiritual connection with the dead. These barbarians are able to tap into this connection to call forth their guardian spirit to come to their aid in battle. These spirits are able to disorient enemies, shield allies from harm, and even physically manifest itself to strike down their foes.
Stormbreaker
Stormbreakers are typically what comes to mind when one thinks of a storm herald. Their primeval connection grants them mastery of the air and the sea, and are able to create a whirling tempest around themselves as they enter into a rage.
Totem Lord
Whereas most barbarian draw from some inner power source as a source of their rage, totem lords use a special artifact known as a totem to focus their rage. Totems can take a variety of forms depending on the individual and can manifest a barbarian's power in different ways. Regardless of its form, all totems possess the ability to amplify a barbarian's rage, which can be used to empower their allies.
Voidrager
Voidragers are rare individuals touched by the cosmos itself. This connection grants them the power to manipulate gravity as if it were an extension of their will. Upon enter into their rage, voidragers are able to create gravitational fluxes that propel themselves across the battlefield while locking down opponents by bring them into melee range or launching them into the air only to slam them back to the ground.
Warmonger
The best description for a warmonger is that they are akin to the avatars of battle. Unlike many barbarians, warmongers have fully mastered the use of spiked armor into their fighting style, using it as an impervious defense but as a brutal weapon punishing those who get too close to it. Warmongers excel at fighting on the frontlines, cleaving through multiple opponents at a time thanks to their sweeping strikes.
Zealot
Zealots are identified by their undying devotion to divinity. Because of this connection, many zealots are imbued with celestial magic, giving off a radiant or necrotic aura depending on their deity. In many instances, zealots are often appointed as the literal champions of the gods. Because of this divine favor, zealots are nearly impossible to kill due to their zealous devotion.
Barbarian Rager
medium humanoid, varies
- Armor Class 14 (Natural Armor)
- Hit Points 51(6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Str +5, Con +5
- Skills Athletics +5, Intimidation +4, Perception +2
- Senses passive Perception 12
- Languages Common and one language on choice
- Proficiency Bonus +2
- Challenge 3(700 xp)
Brutal Upon dealing a critical hit, the barbarian can triple the damage die instead of doubling it.
Furious Might While raging, the barbarian has advantage on Strength ability checks and saving throws.
Powerful Build The barbarian has the benefits of being one size larger. However, its physical size remains unchanged
Reckless At the start of each of its turns, the barbarian can grant itself advantage on melee weapon attacks until the start of its next turn. However, attacks against it have advantage until the start of its next turn.
Siege Monster The barbarian can deal double damage to buildings and objects
Rage Powers
The barbarian's rage gives them special ability, some of which require saving throws. The DC for these abilities is 13
Actions
Multiattack. The barbarian can make two Greataxe attacks
Greataxe. Melee Weapon Attack: +5 to hit to hit, 5ft., one target. Hit 9 (1d12+3) slashing damage
Bonus Actions
Aggressive The barbarian can use its bonus action to move up to its movement speed towards a creature it can see in range. However, it must end this movement closer to a hostile creature.
Rage(Recharge 5-6) As a bonus action, the barbarian can enter into a rage for one minute granting it resistance to bludgeoning, piercing, and slashing damage for the duration. The barbarian can only reroll a d6 to regain its rage once the duration ends.
Barbarian Paragon
medium humanoid, varies
- Armor Class 16 (Natural Armor)
- Hit Points 114(12d8+60)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Str +8, Con +8
- Skills Athletics +8, Intimidation +6, Perception +3
- Senses passive Perception 13
- Languages Common and one language on choice
- Proficiency Bonus +3
- Challenge 8(3900 xp)
Battle Fervor The barbarian has advantage on initiative checks
Brutal Upon dealing a critical hit, the barbarian can triple the damage die instead of doubling it.
Feral Sense The barbarian has advantage on Dexterity saving throw
Furious Might While raging, the barbarian has advantage on Strength ability checks and saving throws.
Powerful Build The barbarian has the benefits of being one size larger. However, its physical size remains unchanged
Reckless At the start of each of its turns, the barbarian can grant itself advantage on melee weapon attacks until the start of its next turn. However, attacks against it have advantage until the start of its next turn.
Relentless When the barbarian is reduced to 0 hitpoints, it can make a DC 10 Constitution saving throw. On a successful saving throw, the barbarian regains 1 hitpoint. Upon each success, the DC increases by 5. This DC resets back to 10 after the barbarian finishes a short or long rest.
Siege Monster The barbarian can deal double damage to buildings and objects
Rage Powers
The barbarian's rage gives them special ability, some of which require saving throws. The DC for these abilities is 16
Actions
Multiattack. The barbarian can make two Greataxe attacks on its turn
Greataxe. Melee Weapon Attack: +8 to hit to hit, 5ft., one target. Hit 11 (1d12+5) slashing damage. While raging, this attack deals deals 18(2d12+5) slashing damage instead
Bonus Actions
Aggressive The barbarian can use its bonus action to move up to its movement speed towards a creature it can see in range. However, it must end its movement closer to a hostile creature.
Rage(Recharge 5-6) As a bonus action, the barbarian can enter into a rage for one minute granting it resistance to bludgeoning, piercing, and slashing damage for the duration. The barbarian can only reroll a d6 to regain its rage once the duration ends.
Barbarian Ragelord
medium humanoid, varies
- Armor Class 18 (Natural Armor)
- Hit Points 230(20d8+140)
- Speed 30ft.
STR DEX CON INT WIS CHA 24 (+7) 12 (+1) 24 (+7) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Str +12, Con +12
- Skills Athletics +12, Intimidation +10, Perception +5
- Senses passive Perception 15
- Languages Common and one language on choice
- Proficiency Bonus +5
- Challenge 16(15000 xp)
Battle Fervor The barbarian has advantage on initiative checks
Brutal Upon dealing a critical hit, the barbarian can triple the damage die instead of doubling it.
Feral Sense The barbarian has advantage on Dexterity saving throw
Furious Might While raging, the barbarian has advantage on Strength ability checks and saving throws.
Legendary Resistances (3/day) Upon failing a saving throw, the barbarian can choose to succeed. Upon using this feature, the barbarian paragon can make an attack with their Greataxe
Powerful Build The barbarian has the benefits of being one size larger. However, its physical size remains unchanged
Reckless At the start of each of its turns, the barbarian can grant itself advantage on melee weapon attacks until the start of its next turn. However, attacks against it have advantage until the start of its next turn.
Relentless When the barbarian is reduced to 0 hitpoint, it can make a DC 10 Constitution saving throw. On a successful saving throw, the barbarian regains 1 hitpoint. Upon each success, the DC increases by 5. The DC resets after the barbarian finishes a short or long rest.
Siege Monster The barbarian can deal double damage to buildings and objects
Rage Powers
The barbarian's rage gives them special ability, some of which require saving throws. The DC for these abilities is 20
Actions
Multiattack. The barbarian can make three Greataxe attacks
Greataxe. Melee Weapon Attack: +12 to hit to hit, 5ft., one target. Hit 13 (1d12+7) slashing damage. While raging, this attack deals deals 20(2d12+7) slashing damage instead
Bonus Actions
Aggressive The barbarian can use its bonus action to move up to its movement speed towards a creature it can see in range. However, it must end its movement closer to a hostile creature.
Rage(Recharge 5-6) As a bonus action, the barbarian can enter into a rage for one minute granting it resistance to bludgeoning, piercing, and slashing damage for the duration. The barbarian can only reroll a d6 to regain its rage once the duration ends.
Legendary Actions(3/turn)
The barbarian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The barbarian regains spent legendary actions at the start of their turn.
Battle Charge (1 action) The barbarian can move up to its movement speed without provoking attacks of opportunity
Renewed Fury (1 action) The barbarian can reroll a d6 to regain its range. Upon rolling a 5 or 6, the barbarian enters into its range
Barbaric Strike (2 actions) The barbarian can make a single Greataxe attack with advantage
Resilience(3 actions) The barbarian can choose to end one condition or spell effect on itself.
Berserker
Mindless Fury While raging, the berserker is immune to being charmed or frightened.
Raging Fury When the berserker first enters into its rage, creatures of its choice within 30ft. of it that can see it must succeed a Wisdom saving throw equal to the berserker's Rage DC. On a failed saving throw, the target is frightened by the berserker for one minute. Frightened creatures can repeat its saving throw at the end of each of its turns to end the effect on a success.
Wild Swing(Replaces Reckless) Until the start of its next turn, the berserker can deal maximum damage on its weapon damage die. However, until the start of the berserker's next turn, attacks against it have advantage
Bonus Actions
Berserk Frenzy While raging, the berserker can use its bonus action to make one additional melee weapon attack
Reactions
Retaliation When the berserker take damage from a creature within 5ft. of it, the berserker can make a melee weapon attack against that creature. While raging, the berserker can take this particular reaction at the end of every creature's turn.
Beastrager
- Movement Speed 40ft., 40ft. swim, 40ft. climb
Amphibious The beastrager can breathe in air and in water.
Bestial Charge If the beastrager moves at least half its movement speed and makes a melee weapon attack on the same turn, the target must make a Strength saving throw against the beastrager's Rage DC. On a failed saving throw, the target is knocked prone. The beastrager can use its bonus action to make an additional melee weapon attack against the prone target.
Infectious Fury When the beastrager hits a creature with a melee weapon attack, the target must succeed a Wisdom saving throw equal to the beastrager's Rage DC. On a failed saving throw, the target must use its reaction to move up to half its movement speed to make a melee weapon attack against the nearest creature that is not the beastrager.
Spider Climb The beastrager can climb difficult surfaces without needing to make an ability check
Bloodrager
Blood Lust While raging, the bloodrager has advantage on attack rolls against creatures below half its hitpoint maximum
Gorger When the bloodrager deals a critical hit, the bloodrager regains a number of hitpoints equal to half the damage dealt.
Sanguine Rage While raging, the bloodrager gains immunity to poison and necrotic damage for the duration of the effect.
Reactions
Sanguine Healing When the bloodrager reduces a creature to 0 hitpoints, it regains a number of hitpoints equal to 10 times the bloodrager's proficiency bonus(rounded down)
Bonerager
- Challenge Rating Increases by 1
Aura of Undeath While raging, creatures that first enters within 10ft. of the bonerager cannot regain hitpoints until the end of its next turn.
Phantom Stride While raging, the bonerager can move through other creatures and objects as if they were difficult terrain. If it ends its turn in an occupied space, the bonerager is shunted to the nearest unoccupied space taking 5 (1d10) force damage for every 5ft. it is shunted.
Undead Resilience While raging, the bonerager has immunity to necrotic and poison damage.
Undying Fortitude(Replaces Relentless) If the bonerager is reduced to 0 hitpoints while raging, it does not die or become unconscious until the duration of its rage ends.
Reactions
Soul Harvest When the bonerager reduces a creature to 0 hitpoints, the bonerager gains temporary hitpoints equal to 10 times half the voidrager's proficiency bonus (rounded down).
Dervish
Battle Trance While raging, the dervish has advantage on Dexterity (Acrobatics) ability checks.
Blade Dancer While raging, the dervish can move outside a creature's reach without provoking attacks of opportunity.
Evasion While raging, when the dervish fails a Dexterity saving throw against an effect that deals damage, the dervish takes half damage. On a successful saving throw, the dervish takes no damage.
Martial Flurry Once on its turns when the dervish has advantage on a weapon attack, the dervish can forgo advantage to make one additional weapon weapon attack as part of its Attack action.
Reactions
Parry While raging, the dervish can use its reaction to grant itself a +2 to its armor class against the next attack made against it
Reactive The dervish can use its reaction at the end of eavery creatures turn
Fiend Cursed
- Challenge Rating Increases by 1
Devil Sight The fiend cursed's vision is not obscured by magical darkness
Demon Skin While raging, the fiend cursed gains resistance to cold, fire, lightning, and poison damage.
Fiendish Flight While raging, the fiendcursed gains a flying speed equal to its walking speed.
Hellish Strikes Once on each of the fiend cursed's turns while raging, the fiend cursed can deal additional fire damage on its weapon attacks. This additional damage is equal to a number of d8s equivalent to the fiend cursed's proficiency bonus.
Bonus Actions
Demonic Terror When the fiendcursed first enters into its rage, creatures of its choice within 30ft. of it that can see it must succeed a Wisdom saving throw equal to the fiend cursed's Rage DC. On a failed saving throw, the target is frightened by the fiend cursed for one minute. Frightened creatures can repeat its saving throw at the end of each of its turns to end the effect on a success.
Flamerager
- Challenge Rating Increase by 1
Blazing Aura While raging, creatures that first enter or start its turn within 10ft. of the flamerager, grapples it, or hits it with a melee attack while within 5ft of the flamerager takes 4(1d8) fire damage.
Kindled Weapon Once on each of the flamerager's turns while raging, the flamerager can deal additional fire damage on its weapon attacks. This additional damage is equal to a number of d8s equivalent to the flamerager's proficiency bonus.
Soul of Fire While raging, the flamerager gains immunity to fire damage.
Bonus Actions
Explosive Rage When the flamerager first enters into its rage, creatures of its choice within 10ft. of it that can see it must succeed a Dexterity saving throw equal to the flamerager's Rage DC. On a failed saving throw, the target takes fire damage equal to a number of d8s equivalent to the flamerager's proficiency bonus. On a successful saving throw, creatures take half damage.
Reactions
Wrath of the Flames When the flamerager takes damage from a creature within 30ft. of it, that creature must succeed a Dexterity saving throw equal to the flamerager's Rage DC. On a failed saving throw, the target takes fire damage equal to a number of d8s equivalent to the flamerager's proficiency bonus. On a successful saving throw, creatures take half damage.
Frostbringer
- Challenge Rating Increase by 1
Raging Blizzard While raging, creatures that first enter or start its turn within 10ft. of the frostbringer has its movement speed reduced by 10ft. until the start of its next turn.
Frostbitten Weapon Once on each of the frostbringer's turns while raging, the frostbringer can deal additional cold damage on its weapon attacks. This additional damage is equal to a number of d8s equivalent to the frostbringer's proficiency bonus.
Soul of Winter While raging, the frostbringer gains immunity to cold damage.
Bonus Actions
Flash Freeze When the frostbringer first enters into its rage, creatures of its choice within 10ft. of it must succeed a Constitution saving throw equal to the frostbringer's Rage DC. On a failed saving throw, the target is encased in ice and restrained until the end of its next turn.
Reactions
Wrath of the Frost When the frostbringer takes damage from a creature within 30ft. of it, that creature must succeed a Constitution saving throw equal to the frostbringer's Rage DC. On a failed saving throw, the target is restrained until the end of its next turn.
Mistrager
Fey Ward While raging, the mistrager has advantage on saving throws against being charmed or frightened
Twisted Delirium While raging, whenever the mistrager succeeds a saving throw against being charmed or frightened by an effect that targets only the mistrager, the effect is reflected back at the attacker using the mistragers' Rage DC instead.
Bonus Actions
Delirious Rage When the mistrager first enters into its rage, creatures of its choice within 30ft. of it that can see it must succeed a Wisdom saving throw equal to the mistrager's Rage DC. On a failed saving throw, the target is charmed by the mistrager for one minute. Charmed creatures have disadvantage on all attack rolls for the duration and can repeat its saving throw at the end of each of its turns to end the effect on a success.
Misty Blink The mistrager can use its bonus action to teleport 30ft. to a spot that it can see within range.
Reactions
Misty Shroud When the mistrager takes damage while raging, it can use its reaction to turn invisible until the start of its next turn.
Mutated
Amorphous Form While raging, the mutated can move through a space at least 1 inch without squeezing.
Alien Transformation While raging, the mutated is immune to affects that would magically change its form
Adaptive Physiology At the start of each of turns, the mutated grants itself immunity to one damage type of its choice until it uses this feature again.
Elongated Grasp While raging, the mutated reach for its melee weapon attacks increases by 10ft.
Bonus Actions
Mutated Tendrils As a bonus action, the mutated can force a creature it can see within 15ft. of it to make a Strength saving throw against the mutated's rage DC. On a failed saving throw, the target is grappled and restrained by the mutated. A restrained creature must use its action to repeat the saving throw to escape. The mutated can only grapple one creature at a time in this manner
Reactions
Malleable Adaptation When the mutated takes damage while raging, it can use its reaction to halve the damage received.
Ragechanter
- Skill Expertise Intimidation, Persuasion
- Challenge Rating 1
Rage Chant Creatures of the ragechanter's choice within 30ft. of it have advantage on saving throws against being charmed or frightened.
Bonus Actions
Reckless Command The ragechanter can use its bonus action to grant creatures of its choice within 30ft. of it to gain the benefits of Reckless until the start of that creature's next turn.
Raging Endurance As a bonus action, the ragechanter can grant creatures of its choice within 30ft. of it resistance to bludgeoning, piercing, and slashing damage until the start of the ragechanter's next turn.
War Chant When the ragechanter first enters into its rage, creatures of the ragechanters choice within 30ft. of it gains temporary hitpoints equal to 10 times half the ragechanter's proficiency bonus (rounded down)
Scalerager
Dragon Flight While raging, the scalerager gains a flying speed equal to its walking speed
Dragon Scale While raging, the scalerager has advantage on saving throws against spells and magical effects. Upon succeeding a saving throw against a spell or magical effect that deals damage, the scalerager takes no damage.
Wyrm Scale While raging, the scalerager gains immunity to one of the following damage types of its choice(acid, cold, fire, l)
Actions
Dragon's Breath(Raging only) Creatures in a 20ft. cone must succeed a Dexterity saving throw equal to the scalerager's Rage DC. On a failed saving throw, creatures takes damage equal to a number of d10s equal to the scalerager's proficiency bonus and half as much on a success. This damage matches the elemental attunement of its Wyrm Scale ability
Spellrager
- Challenge Rating: Increase by 1
Chaos Burst When the spellrager deals a critical hit or is hit with a critical hit, the spellrager can roll a d100 on the Wild Magic table to determine an effect. If the Wild Magic effect is a spell, the spellrager can use its Rage DC to cast the spells
Magical Attack While raging, the spellrager's attacks count as magical for the purpose of overcoming resistance.
Magical Resistance While raging, the spellrager has advantage on saving throws against spells and magical effects.
Spell Ward While raging, the spellrager gains resistance to all damage from spells and magical effects.
Bonus Actions
Wild Rage When the spellrager enters into its rage, it can roll a d100 on the Wild Magic table to determine an effect. If the Wild Magic effect is a spell, the spellrager can use its Rage DC to cast the spells
Spirit Guardian
- Challenge Rating Increases by 1
Spirit Strike When the spirit guardian hits a creature with a weapon attack, the target must succeed a Wisdom saving throw equal to the spirit guardian's Rage DC. On a failed saving throw, the target suffers disadvantage on attack rolls until the start of its next turn.
Vengeful Spirits While raging, the spirit guardian and creatures of its choice within 30ft. of it gains temporary hitpoints equal to 10 times half the spirit guardian's proficiency bonus(rounded down). These temporary hitpoints last for the duration of the rage or until depleted. When selected creatures take damage while possess these temporary hitpoints, the attacker takes 9(2d8) force damage.
Bonus Actions
Spiritual Warrior As a bonus action, the spirit guardian can conjure a spectral warrior to attack a creature within 60ft. Upon using this feature, the spirit guardian can make a melee weapon attack against a creature within range. Upon making this attack, the spirit guardian immediately vanishes.
Reactions
Spirit Shield While raging, the spirit guardian or a creature within 30ft. of its takes damage, the spirit guardian can use its reaction to take half damage.
Hex cursed
Cursed Strikes When the hex cursed hits a creature with a weapon attack, the target suffers disadvantage on saving throws until the start of its next turn.
Hex Ward While raging, whenever the hex cursed takes damage, it can roll a d6. Upon rolling a 6, the hex cursed takes no damage and is otherwise unaffected by that effect.
Bonus Actions
Cursed Rage When the hex cursed enters into its rage, it can cast Hex on a creature it can see within range. The hex cursed cannot lose concentration on this spell effect for the duration of its rage.
Binding Curse The hex cursed can teleport up to its movement speed towards a creature under its Hex
Reactions
Boundless Hex When the hex cursed reduces a creature under its Hex to 0 hitpoints, it can use its reaction to target another creature in range.
Titanrager
Crushing Blow Once on each of the titanrager's turns while raging, the titanrager can deal additional damage on its weapon attacks to a creature one size smaller than it. This additional damage is equal to a number of d8s equivalent to the titanrager's proficiency bonus.
Juggernaut While raging, the titanrager is immune to being paralyzed or stunned.
Titanic Endurance While raging, the titanrager has advantage on Constitution saving throws.
Titan's Rage While raging, the titanrager's size increases by one one size.
Bonus Actions
Titanic Tremor When the titanrager enters into its rage, creatures of its choice within 10ft. of it that can see it must succeed a Strength saving throw equal to the titanrager's Rage DC. On a failed saving throw, creatures are pushed back 10ft. and knocked prone.
Stormbreaker
- Challenge Rating Increase by 1
Stormy Aura While raging, creatures that first enter or start its turn within 10ft. of the stormbreaker, grapples it, or hits it with a melee attack while within 5ft of the stormbreaker takes 4(1d8) lightning damage.
Fury of the Tempest When the stormbreaker first enters into its rage, creatures of its choice within 10ft. of it that can see it must succeed a Strength saving throw equal to the stormbreaker's Rage DC. On a failed saving throw, creatures are pushed back 10ft. and knocked prone.
Storm Strike Once on each of the stormbreaker's turns while raging, the stormbreaker can deal additional lightning damage on its weapon attacks. This additional damage is equal to a number of d8s equivalent to the stormbreaker's proficiency bonus.
Soul of the Storm While raging, the stormbreaker gains immunity to lightning and thunder damage.
Wind Stride While raging, the stormbreaker gains a flying and swimming speed equal to its walking speed
Reactions
Tidal Wrath When the stormbreaker takes damage from a creature within 30ft. of it, that creature must succeed a Strength saving throw equal to the stormbreaker's Rage DC. On a failed saving throw, the target is pushed back 10ft. and knocked prone.
Totem Lord
Totem Link (Requires Relentless Feature) When an allied creature within 30ft. of the totem lord is reduced to 0 hitpoint, it can benefit from the totem lord's Relentless trait if it does not already have it.
If the creature succeeds its save, the DC for Relentless for the next saving throw still increases by 5 for each successful save. (The DC scale with each general success and is not dependent on each creature)
Totem Powers
When the totem lord enters into its rage, it can gain one of the following benefits for the duration of its rage
Totem of Alacrity While raging, the totem lord and allied creatures within 30ft. of it can use its bonus action to take the Dash action and can move outside a creature's space without provoking attacks of opportunity
Totem of Protection While raging, the totem lord gains resistance to all damage except for psychic damage.
Totem of Power While raging, allied creatures have advantage on attacks rolls against creatures within 5ft. of the totem lord
Warmonger
- Armor Class Increases by 3
- Challenge Rating Increases by 1
Cleaver Whenever the warmonger has advantage on an attack roll, it can forgo advantage to make one additional weapon attack as part of that action.
Savage Blows The warmonger can deal a critical hit on a 19-20
Spiked Armor When a creature grapples or hits the warmonger with a melee weapon attack, the attacker takes 4 (1d6) piercing damage.
Reactions
Bloodlust When the warmonger reduces a creature to 0 hitpoints, it can use its reaction to move up to half its movement speed to make a weapon attack against a creature within range.
Voidrager
- Challenge Rating Increases by 1
Gravitational Strikes While raging, when the voidrager hits a creature with a weapon attack, the target must succeed a Strength saving throw equal to the voidrager's Rage DC. On a failed saving throw, the target is pushed back 5ft. or knocked prone(the voidrager's choice)
Event Horizon While raging, creatures of the voidrager's choice within 10ft. of hit has its movement speed reduced by 10ft. until the start of that creature's next turn.
Gravitational Flux While raging, the voidrager's size increases by one size larger or smaller. Its physical size remains unchanged
Bonus Actions
Gravitational Surge When the voidrager first enters into its rage, creatures of its choice within 10ft. of it that can see it must succeed a Strength saving throw equal to the voidrager's Rage DC. On a failed saving throw, creatures are pushed or pulled 10ft. from the voidrager.
Grasp of the Void While raging, the voidrager can force one creature within 30ft. of it to make a Strength saving throw against the voidrager's Rage DC. On a failed save, that creature is pushed or pulled 30ft.in a direction of the voidrager's choice.
Zealot Barbarian
- Challenge Rating Increases by 1
Divine Soul While raging, the zealot is immune to radiant or necrotic damage (choose 1)
Divine Strike Once on each of the zealots turns while raging, the zealot can deal additional radiant or necrotic damage on its weapon attacks. This additional damage is equal to a number of d8s equivalent to the zealot's proficiency bonus.
Undying Zeal (Replaces Relentless) If the zealot is reduced to 0 hitpoints while raging, it does not die or become unconscious until the duration of its rage ends. It cannot benefit from this feature if the zealot did not take damage or make an attack on its previous turn.
Bonus Actions
Zealous Rage When the zealot first enters into its rage, it and allied creatures within 30ft. of it that can see or hear it has advantage on attack rolls and saving throws until the end of its next turn
A special Thanks to my Patrons
Mythic Patrons
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Art Credits
Cover Art: Andrew Mar
Barbarian Rager: Andrew Mar
Barbarian Paragon: Lie Setiawan
Barbarian Ragelord: Lie Setiawan
Mistrager: Anna Steinbauer
Patron Art: Kieran Yanner
Back Cover Art: Tomasz Jedruszek
Watercolor Stains: Jared Ondricek
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