Alternate Barbarian

by laserllama

Search GM Binder Visit User Profile
Alternate Barbarian

The
Barbarian

A massive half-orc let out
a blood-curdling battle cry as
he leaped onto the gargantuan blue
dragon. No matter how much it twisted
and turned, the dragon could not shake the
warrior from its back. As the monster tired,
the half-orc plunged his greatsword into the
neck of the beast. After the dust cleared, the
warrior emerged victorious from the heap of
blue scales that had once terrorized the land.

As the goblins began to come over the ramparts,
a young warrior emptied her mind and gave herself
over to the bloodlust of battle. Her dire axe severed
the head of the first goblin to climb the wall, and
before its head hit the ground, she had another by
the throat. As her foe begged for his tiny life, she let
out a guttural roar and threw him from the wall.
Minutes later, she came to, surrounded by bodies
of those who dared to assault her citadel.

As a group of adventurers fled the collapsing
tomb, a hulking white dragonborn led the way.
He could see the exit, but his instincts told him
he was the only one fast enough to make
it out before the roof caved in. Drawing
on the ancestral draconic fury in his blood,
he shouldered the stone mantle of the doorway. When his final companion made it through, he let out a roar, and the weight of the entire front wall of the ruin fell behind him.

All three warriors described above are examples of the primal warriors known as Barbarians. Drawing upon primal instinct and the fury of their Rage, they become unstoppable forces of destruction when they take to the battlefield.

Savage Instincts

Not all warriors learn to fight as expert soldiers or in a formal school of war. The rare few known as Barbarians are born with an instinctive, almost bestial, lust for battle. They wield the weapons of war with deadly force based on pure instinct.

What they lack in technique, these wild warriors make up for with overwhelming force. Like a wild animal backed into a corner, the more deadly the situation, the more a Barbarian's Rage fuels their primal feats of might, ferocity, and resilience.

Unbridled Fury

The source of every Barbarian's prowess in battle is the white hot Rage that flows in their blood. How this Rage manifests is different for each savage warrior. For some, it is a primal lust for blood that only subsides when each of their foes lies slain at their feet. For others, their Rage is an emotionless trance that allows them to ignore any emotions, loyalties, or injuries that would interfere with their fight.

No matter how this primal Rage manifests itself, it grants all Barbarians near-supernatural levels of might and allows them to shrug off blows that would fell a lesser mortal. The wild fury of Rage drives Barbarians to be the first to engage foes, no matter how deadly. Many Barbarians spend their life seeking ever-greater foes to test the limits of their Rage, only
    satisfied when facing one who can match their strength.

Creating
Your Barbarian

When creating a Barbarian, the most important thing for you to consider is how they first awakened their Rage. Did a lust for violence overtake you when your hamlet was raided? Is it fueled by your desire for revenge against a terrible monster? Or, a desire for someone who can match your strength?

Also, consider how your Barbarian's Rage manifests itself in battle. Is it a frothing bestial fury that causes you to lose your sense of self? Is it an ancient trance passed down from the elders of your tribe so that you may defend your people? Or does it manifest as a supernatural instinct in battle that allows you to predict the weak points of your enemies and shrug off deadly blows that would slay any other mortal?

Multiclassing and the Barbarian

If your group uses the optional multiclassing rule, here's what you need to know when you choose to take your first level in the Barbarian class.

Ability Score Minimum. As a multiclass character, you must have a minimum of 13 Strength to take a level in this class, or to take a level in another class if you're already a Barbarian.

Proficiencies. If Barbarian isn't your initial class, here are the proficiencies you gain when you take your first Barbarian level: simple weapons, martial weapons, and shields

Exploits. If you learn Exploits from more than one source, use the rules Linked Here to determine your total number of Exploit Dice and Exploits Known.

The Barbarian
Level   PB   Features Rages Exploits
Known
Exploit
Die
Exploit
Dice
1st +2 Rage, Unarmored Defense 2
2nd +2 Reckless Attack, Savage Exploits 2 2 d4 2
3rd +2 Primal Path 2 2 d4 2
4th +2 Ability Score Improvement 3 2 d4 2
5th +3 Danger Sense, Extra Attack 3 3 d6 3
6th +3 Primal Path Feature 3 3 d6 3
7th +3 Feral Instincts 3 4 d6 3
8th +3 Ability Score Improvement 4 4 d6 3
9th +4 Improved Critical (19) 4 5 d6 3
10th +4 Primal Path Feature 4 5 d6 3
11th +4 Critical Strike, Unstoppable 4 6 d8 4
12th +4 Ability Score Improvement 5 6 d8 4
13th +5 Improved Critical (18) 5 7 d8 4
14th +5 Primal Path Feature 5 7 d8 4
15th +5 Persistent Rage 5 7 d8 4
16th +5 Ability Score Improvement 5 7 d8 4
17th +6 Improved Critical (17) 6 8 d10 5
18th +6 Indomitable Might 6 8 d10 5
19th +6 Ability Score Improvement 6 8 d10 5
20th +6 Primal Champion Unlimited 8 d10 5

Class Features

Hit Points


  • Hit Dice: 1d12 per Barbarian level
  • Hit Points at 1st Level: 12 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two of the following: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

As a Barbarian, you start with the following equipment, along with the equipment granted to you by your Background:

  • (a) a greataxe, (b) greatsword, or a (c) maul
  • (a) two simple weapons or (b) a dagger and shield
  • (a) hide armor or (b) leather armor
  • An explorer’s pack, a dagger, and four javelins

Quick Build

You can make a Barbarian quickly by using the suggestions here. First, make Strength your highest ability score, then either your Constitution or your Dexterity. Second, choose
    either the Outlander or Mercenary background.

Rage

You fight with an unchecked primal ferocity in battle. Starting at 1st level, if you are not wearing heavy armor, you can use a bonus action on your turn to enter a Rage. While your Rage lasts, you gain the benefits and drawbacks listed below:

  • You have advantage on Strength saving throws and any ability checks that use your Strength or Constitution.
  • Whenever you hit with a weapon attack that uses your Strength, you deal a bonus 1d4 damage. At certain levels in this class, this bonus damage increases to match the Exploit Die column on the Barbarian table above.
  • You resist all bludgeoning, piercing, and slashing damage.
  • You cannot cast spells or concentrate on spells or effects.

Your Rage lasts until the end of your next turn, but it ends instantly if you are Unconscious. You extend your Rage to the end of your next turn if you attack a hostile creature, take any damage, make a Strength check, or use your bonus action to extend it. You can maintain your Rage for 10 minutes.

You Rage the number of times shown in the Rages column of the Barbarian table for your level. You regain one expended use of your Rage whenever you finish a short rest and all uses of your Rage when you finish a long rest.

Unarmored Defense

Also at 1st level, if you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack

Starting at 2nd level, whenever
you make an attack on your turn
using your Strength, you can make
a Reckless Attack by throwing caution
to the wind. If you do, you have advantage
on Strength-based attacks until the beginning
of your next turn, but every attack targeting you is also
made with advantage until the start of your next turn.

Savage Exploits

Also at 2nd level, you have gained savage abilities that enhance your martial skill on and off the battlefield:

Exploit Dice

The Barbarian table shows how many Exploit Dice you
have to perform any Exploits you know. Most Exploits
require you to expend these Dice in order to use them.
You can only use one Exploit per attack, ability check, or saving throw, and you regain all expended Exploit Dice
when you finish a short or long rest.

Your Exploit Dice start as d4s and increase in size
at certain Barbarian levels, as shown in the Exploit
Die column of the Barbarian class table.

When you add an Exploit Die to a roll, always roll
your Exploit Die and add the roll to the result.

Exploits Known

At 2nd level, you learn two Savage Exploits from the
list at the end of the class. The Exploits Known column
of the Barbarian table shows when you learn additional Savage Exploits. To learn an Exploit, you must meet any prerequisites it may have, like a minimum ability score,
Barbarian level, or skill proficiency.

When you gain a Barbarian level, you can replace
one Savage Exploit you know with another of your
choice, so long as you meet all of its prerequisites.

Saving Throws

If one of your Savage Exploits requires a creature to make a saving throw, the Exploit saving throw DC is calculated based on either your Strength or Dexterity. Once you choose which ability score to use for this save DC, it cannot be changed:

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

Primal Path

At 3rd level, choose the Primal Path that best represents the source of your Barbarian's Rage: the Ancestors, Beast Heart, Berserker, Blood & Iron, Brute, Champion, Elemental Chaos, Lycan, Sorcery, or Zealot.

Your Primal Path grants you features at 3rd level, and again when you reach 6th, 10th, and 14th level in this class.

Path Exploits

Some Primal Paths have a list of Path Exploits that you learn at the Barbarian levels noted in that Primal Path description. These Exploits do not count against your number of Exploits Known and cannot be switched out for other Exploits. If you
    do not meet their prerequisites, you learn them regardless.

Ability
Score Improvement

When you reach 4th level, you can increase one of your ability scores by 2, or two of your ability scores by 1. You cannot use this feature to increase your ability scores above 20. You gain this feature again at 8th, 12th, 16th, and 19th level.

Alternate Primal Paths

Many Primal Paths included here are alternate takes on official Paths for the Barbarian. Some have more of a setting agnostic name along with their rework:

Official Path
Alternate Path
Ancestral Guardian
Ancestors
Battlerager
Blood & Iron
Beast
Lycan
Wild Magic
Sorcery

Danger Sense

The fury within your blood alerts you to dangers. Starting at 5th level, you have advantage on initiative rolls, and whenever you roll initiative, you can choose to Rage.

Moreover, if you are surprised when you roll initiative, you can act normally during the first round of combat so long as you Rage as part of rolling initiative.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to Dash or Disengage while Raging, you can make one weapon attack as a bonus action.

Feral Instinct

Primal instinct has honed your senses. Beginning at 7th level, when you make a Dexterity saving throw against an effect you can see (such as a trap or a spell), you have advantage on your roll. You do not gain this benefit if you are Blinded, Deafened, or Incapacitated when you make the saving throw.

Moreover, your Rage always lasts for its maximum duration unless you become Unconscious or you choose to end it.

Improved Critical

Primal fury increases the power of your strikes. Beginning at 9th level, attack rolls for your Strength-based weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

At certain levels, your critical hit
range increases again: 13th level
a roll of 18-20 is a critical hit,
and at 17th level a roll
of 17-20 is a critical hit.

Critical Strike

You ruthlessly exploit even the smallest weaknesses. Starting at 11th level, each time you score a critical hit with a weapon attack while Raging, you can use a Savage Exploit you know as part of that attack without expending an Exploit Die.

Unstoppable

The white hot intensity of your Rage burns ever brighter. Also at 11th level, if you drop to 0 hit points while you are Raging, but you are not killed outright, you can choose to end your Rage to drop to 1 hit point instead.

Also, if you make an Intelligence, Wisdom, or Charisma saving throw while you are Raging, you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).

Persistent Rage

Your Rage is a smoldering fire that never goes out. Beginning at 15th level, the duration of your Rage increases to 1 hour.

Indomitable Might

Your legendary might and endurance rival the heroes of myth. Starting at 18th level, if you make a Strength or Constitution check and the result of your roll is lower than your Strength score, you can use your Strength score in place of the result.

Primal Champion

You embody the raw power of the primal wilderness and have exceeded the physical limits of mortality. Upon reaching 20th level, both your Strength and Constitution scores increase by 4, and your maximum for both of those scores is now 24.

Savage Exploits

Below are the Exploits available to Barbarians. If an Exploit has a prerequisite, like a minimum Ability Score or level, you can learn it at the same time you meet the prerequisites.

1st-Degree Exploits

Exploits of the 1st-degree are minor techniques slightly more complicated than swinging a weapon. They can be learned by Barbarians with no training and have no level prerequisite.

Bonebreaking Critical

Prerequisites: Strength of 11
When you score a critical hit with a weapon attack, you can expend an Exploit Die to cripple the target. For 1 minute, it deals half damage with Strength-based attacks.

A crippled target can make a Constitution saving throw at the end of each of its turns, ending this effect on a success.

Brace Up

Prerequisites: Constitution of 11
You prepare yourself to take a hit. As a bonus action, you can expend one Exploit Die to gain temporary hit points equal to your Exploit Die + your Constitution modifier. Temporary hit points from this Exploit only last for 1 minute.

Commanding Presence

Prerequisites: Charisma or Strength of 11
Whenever you make a Intimidation or Persuasion check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.

You can also make Strength (Intimidation) checks in place of the normal Charisma (Intimidation) checks.

Crushing Grip

Prerequisites: Strength of 11, Athletics proficiency
When you Grapple a target, you can expend one Exploit Die to enhance your grip. The target takes bludgeoning damage equal to your Exploit Die + your Strength modifier when you initiate the Grapple and if it attempts to escape the Grapple.

Cunning Instinct

Prerequisites: Wisdom of 11
Whenever you make a Perception or Survival check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.

Destructive Strike

Prerequisites: Strength of 11
When you hit a non-magical object with a melee weapon attack, you can expend an Exploit Die, add it to the damage, and that attack deals maximum damage in place of rolling.

Feat of Strength

Prerequisites: Strength or Constitution of 11
When you make a Strength or Constitution ability check, you can expend Exploit Dice (up to your Proficiency Bonus) and add them to your roll. You can do so after you roll, but before you know if you succeed or fail.

Heroic Fortitude

When you make a Strength, Dexterity, or Constitution saving throw, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.

Hurl

Prerequisites: Strength of 11, Athletics proficiency
In place of an attack, you expend an Exploit Die to throw one object you are holding at a target you can see within 60 feet. The target must succeed on a Dexterity saving throw or both the thrown object and target take bludgeoning damage equal to twice your Exploit Die + your Strength modifier.

At 11th level, the range of this Exploit becomes 120 feet.

Lightstep

Prerequisites: Dexterity of 11
Whenever you make an Acrobatics or Stealth check, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.

Mighty Leap

Prerequisites: Strength of 11, Athletics proficiency
After you run 10 feet in a straight line, you use a bonus action to expend an Exploit Die to long jump up to 30 feet in a line, even if this distance would exceed your remaining speed.

Mighty Thrust

Prerequisites: Strength of 11, Athletics proficiency
In place of an attack, you expend an Exploit Die to force one target that you touch to make a Strength saving throw. On a failure, it is knocked back in a line number of feet equal to 5 times your Strength modifier (minimum 5 feet). This distance
is halved for every size category the target is larger than you.

Rustic Intuition

Prerequisites: Wisdom of 11
When you make an Animal Handling, Medicine, or Nature check, you can expend one Exploit Die and add it to your roll. You can do so after you roll, but before you know if you fail.

Ruthless Strike

Prerequisites: Strength of 11
Whenever you hit a target with a melee weapon attack, you can expend Exploit Dice (up to your Proficiency Bonus) and add them to the damage roll of your attack.

Savage Rebuke

When a creature hits you with a melee attack, you can use a reaction to expend an Exploit Die to make a melee weapon attack against it. On hit, add your Exploit Die to the damage.

Sweeping Strike

If you hit a creature with a melee weapon attack, you expend an Exploit Die and force it to make its choice of a Strength or Dexterity saving throw. On a failure, add your Exploit Die to the damage roll and the creature is knocked prone.

Trampling Rush

Prerequisites: Strength of 11
If you move at least 20 feet toward a target and hit it with a melee weapon attack, you can expend an Exploit Die to force it to make a Strength saving throw. On a failed save, add your Exploit Die to the damage roll and it is knocked Prone.

2nd-Degree Exploits

Exploits of the 2nd-degree represent the peak of martial
skill and ability achievable without training. These can
be learned by any Barbarian of 5th level or higher.

Arresting Critical

Prerequisites: 5th-level, Strength of 13
When you score a critical hit with a weapon attack,
you can expend an Exploit Die to disable your
target. For 1 minute, its
speed is reduced to 0.

A crippled target can
make a Constitution
saving throw at the start
of each of its turns. On a
success, this effect ends.

Bloodthirsty Critical

Prerequisites: 5th-level, Strength of 13
When you score a critical hit with a weapon
attack, you can expend one Exploit Die to instantly make
one additional weapon attack against the same target.
On hit, you add your Exploit Die to the damage roll.

However, if you score a critical hit with this bonus
attack, you can't use this Exploit on that attack as well.

Concussive Blow

Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with force. It must succeed on a Constitution saving throw or until the start of your next turn its speed is 0, it can't speak, it has disadvantage on Dexterity saving throws, and attack rolls against it have advantage.

Glancing Blow

Prerequisites: 5th-level
When you make a melee weapon attack and miss, you can expend an Exploit Die to immediately repeat your attack against another target within the reach of your weapon.

Greater Hurl

Prerequisites: 5th-level, Strength of 13, Athletics proficiency
In place of an attack, you can expend an Exploit Die to touch a target at least one size smaller than you, forcing it to make a Strength saving throw. On a failure, you throw it to a space you can see within 30 feet. The target can choose to fail.

An unwilling target falls Prone if it lands in an unoccupied space. If it hits another target, that target must succeed on a Dexterity saving throw or it takes bludgeoning damage equal to your Exploit Die + your Strength modifier.

A feature that increases the size of targets you can Grapple increases the size of targets you can throw with this Exploit.

Honor Duel

Prerequisites: 5th-level, Charisma of 13
As a bonus action, you shout a challenge at one creature that can hear and understand you within 15 ft., forcing it to make a Wisdom saving throw. On a failure, it has disadvantage on attacks against targets other than you for 1 minute, or until you attack or force another creature to make a saving throw.

The creature repeats this Wisdom saving throw at the end of each of its turns, ending this effect on a success.

Immovable Stance

Prerequisites: 5th-level, Strength or Constitution of 13
As a bonus action, you can expend an Exploit Die to enter an immovable stance that lasts until you move from your space.

For the duration, when a creature attempts to Grapple you, move you, or move through you, it first must make a Strength saving throw. On a failure, you Grapple it or knock it Prone.

Menacing Shout

Prerequisites: 5th-level, Constitution or Charisma of 13
As a bonus action, you can expend an Exploit Die to force a creature within 30 feet that can hear you to make a Wisdom saving throw. On a failure, it is Frightened of you until the end of your next turn, or until you are incapacitated.

Shattering Slam

Prerequisites: 5th-level, Strength of 13
In place of an attack, you can spend Exploit Dice (up to your Proficiency Bonus) and strike the ground, forcing all targets within 5 feet to make a Strength saving throw. On a failure, targets take bludgeoning damage equal to the Exploit Dice spent + your Strength modifier and fall prone. On a success, they take half as much damage and do not fall prone.

Terrain in this area that is loose earth or stone becomes difficult terrain until a creature uses its action to clear it.

Thunderous Blow

Prerequisites: 5th-level, Strength of 13
When you hit a target with a melee weapon attack, you can expend an Exploit Die and force it to make a Strength saving throw. On a failure, it takes bonus damage equal to an Exploit Die and is knocked back in a line a number of feet equal to 5 times your Strength modifier. Creatures more than one size larger than you have advantage on their saving throw.

3rd-Degree Exploits

3rd-degree Exploits are feats of savagery, and can be learned by Barbarians of 9th level or higher. Each 3rd-degree Exploit you know can only be used once per short or long rest.

Confounding Critical

Prerequisites: 9th-level, Strength of 15
When you score a critical hit on a creature with a weapon attack, you can expend an Exploit Die to strike its head. For
1 minute, it must subtract a d6 from every attack roll, ability check, or saving throw it makes to maintain concentration.

The creature makes an Intelligence saving throw at the end of each of its turns, ending this effect on a success.

Destructive Slam

Prerequisites: 9th-level, Strength of 15
In place of an attack, you can expend Exploit Dice (up to your Proficiency Bonus) and strike the ground, forcing all targets in an adjacent 20-foot cube to make a Strength saving throw. On a failure, targets take bludgeoning damage equal to twice your Exploit Die for each Exploit Die spent + your Strength modifier and fall prone. On a success, they take half as much damage and do not fall prone. Objects within this area take the maximum amount of damage.

The area becomes difficult terrain. A creature can spend
1 minute to clear one 5-foot square of this difficult terrain.

Mythic Resilience

Prerequisites: 9th-level, Constitution of 15
When you take damage from a source you can see, you can expend Exploit Dice (up to your Proficiency Bonus) to reduce the damage by three Exploit Dice per Exploit Die spent.

If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.

Primal Terror

Prerequisite: 9th-level
As an action, you expend an Exploit Die and force a creature within 5 feet to make a Wisdom saving throw. On a failure, it cannot distinguish friend from foe, and regards all creatures as enemies for 1 minute. It can repeat the saving throw each time it takes damage, ending the effect on a success.

For the duration, the creature uses its attacks and spells as normal, choosing targets at random from among those it can see in range. If a creature provokes an opportunity attack, the affected creature must use its reaction to attack the target.

Roar of Triumph

Prerequisites: 9th-level
When you score a critical hit, you can expend an Exploit Die to let out a cry that can be heard up to 300 feet away. You and a number of creatures of your choice who can hear you equal to your Constitution modifier (minimum of 1) gain temporary hit points equal to your level + your Constitution modifier.

Savage Defiance

Prerequisites: 9th-level
As an action you can expend an Exploit Die to issue a primal challenge. Creatures of your choice within 60 feet that can hear you have disadvantage on attacks against targets other than you for 1 minute, or until they hit you with an attack.

Thunderous Shot

Prerequisites: 9th-level, Strength or Dexterity of 15
In place of an attack, you can expend Exploit Dice (up to your Proficiency Bonus) and make a single attack with a ranged or thrown weapon, forcing creatures in straight line out to the weapon's normal range to make a Dexterity saving throw.

On a failure, creatures take damage as if they were hit by your weapon + two Exploit Dice per Die spent, and if they are Large or smaller, they are knocked prone. On a success, they take half as much damage and are not knocked prone.

War Cry

Prerequisites: 9th-level, Constitution or Charisma of 15
As an action, you can expend an Exploit Die to issue forth a mighty cry, forcing creatures of your choice that can hear you in an adjacent 30-foot cone to make a Wisdom saving throw. On a failed save, creatures drop whatever they are holding and are Frightened of you for 1 minute.

If a Frightened creature can't see or hear you, it can use its action repeat the saving throw, ending the effect on a success.

4th-Degree Exploits

Exploits of this degree can only be learned by Barbarians of 13th level or higher, and each 4th-degree Exploit that you know can only be used once per short or long rest.

Befuddling Critical

Prerequisites: 13th-level, Strength of 17
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to shatter its focus.
If it was concentrating, its concentration is broken, and for 1 minute, it has disadvantage on all Intelligence, Wisdom, and Charisma saving throws, and it cannot concentrate.

The creature makes an Intelligence saving throw at the end of each of its turns, ending this effect on a success.

Colossal Strength

Prerequisites: 13th-level, Strength of 17
As a bonus action, you can expend Exploit Dice (up to your proficiency bonus) to enhance your strength to mythic levels, though this Exploit's effect requires your concentration.

For 10 minutes, the amount of weight you can push, drag, pull, or lift is multiplied by the amount in the table below:

Exploit Dice Total Weight
Normal Total 30 x Strength score
1 50 x Strength score
2 100 x Strength score
3 150 x Strength score
4 200 x Strength score
5 250 x Strength score
6 300 x Strength score

    For each size category you are above Medium, the amount of weight you can move as part of this Exploit is doubled.

For example, a Medium-sized Barbarian with 20 Strength could expend 3 Exploit Dice to use this Exploit, multiplying their 20 Strength by 150, to lift up to 3,000 pounds. If they were Large, they'd double this weight to 6,000 pounds.

Staggering Blow

Prerequisites: 13th-level, Strength of 17
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with near-supernatural power, dealing bonus damage equal to three times your Exploit Die. The target must succeed on a Wisdom saving throw, or for 1 minute it has disadvantage on attack rolls and ability checks and it cannot take reactions.

It can make a Wisdom saving throw at the start of each of its turns, ending this effect on a success.

Sundering Strike

Prerequisite: 13th-level, Strength of 17
In place of an attack, you can expend an Exploit Die to strike a creation of magical force, such as a prismatic wall, resilient sphere, or forcecage with a melee weapon. Magical creations from a spell slot of 3rd-level or lower are instantly destroyed.

If it was created by a spell slot of 4th-level or higher, make a Strength check. DC equals 10 + the level of the spell slot. On a success, the magical creation is instantly destroyed.

Unbreakable

Prerequisites: 13th-level,
Constitution of 17

When you take damage
that would reduce you to 0
hit points, even if that damage
would normally kill you outright,
you can expend Exploit Dice (up
to your Proficiency Bonus) and
fall to 1 hit point instead. You
gain temporary hit points equal to two
Exploit Dice per Exploit Die spent.

5th-Degree Exploits

Exploits of the 5th degree are primal feats that rival mythic monsters and demigods. These Exploits can only be learned by Barbarians of 17th level or higher. Each 5th-degree Exploit that you know can only be used once per short or long rest.

Cataclysmic Slam

Prerequisites: 17th-level, Strength of 19
As an action on your turn, you can expend Exploit Dice (up
to your Proficiency Bonus) to strike the ground with mythic force. A shockwave ripples out from you, forcing all targets within 30 feet to make a Strength saving throw. On a failure, targets take bludgeoning damage equal to twice your Exploit Die for each Exploit Die spent + your Strength modifier and fall prone. On a success, they take half damage and don't fall prone. Objects in this area take maximum damage.

The area becomes difficult terrain. A creature can spend
1 minute to clear one 5-foot square of this difficult terrain.

Vorpal Critical

Prerequisites: 17th-level, Strength of 19
When you score a critical hit with a weapon attack, you can spend an Exploit Die to strike with legendary force, dealing bonus damage equal to three times your Exploit Die.

If the damage of this Exploit reduces the target's remaining hit points to 50 or fewer, you cut off one of its heads. If the creature cannot survive without the lost head, it is killed.

Creatures can use a Legendary Resistance to avoid being beheaded. Creatures that don't have or don't need a head are
    immune to this Exploit's effects, but still take the damage.

Primal Paths

Choose the Primal Path from the following options that best represents the source of your Barbarian's Rage:

     
Ancestors Brute Sorcery
Beast Heart Champion Zealot
Berserker Elemental Chaos
Blood & Iron Lycan

Path of the Ancestors

Not all Barbarians are savages who revel in bloodlust.
Some draw their Rage from a spiritual connection to
their ancestors. Barbarians who walk this Path call on
spirits from beyond the mortal plane to lend them aid
and experience. Some serve as guardians of ancestral
tombs, others call on the power of mythical heroes,
and some call on the local spirits to aid them in
their endeavours, whether willing or not.

Ancestral Knowledge

3rd-level Path of the Ancestors feature
As an action, you can call upon the departed spirits of
your ancestors to lend you their collective knowledge.
For 10 minutes, you gain a bonus to all Intelligence,
Wisdom, and Charisma ability checks equal to your
Exploit Die. This feature ends early if you Rage or
if you become Incapacitated.

You can call upon your ancestors in this way
once between each long rest at no cost. After
that, you must expend one use of your Rage
to use this feature again.

Ancestral Exploits

3rd-level Path of the Ancestors feature
You learn certain Exploits at the Barbarian levels noted in the table below. These Exploits don't count against your number of Exploits Known and can't be switched upon gaining a level.

Barbarian Level Exploit
3rd brace up, rustic intuition
5th arresting critical, thunderous blow
9th mythic resilience

Spectral Warriors

3rd-level Path of the Ancestors feature
The spirits of your ancestors heed your call and come to your aid in battle. While you Rage, Spectral Warriors swirl about you in your space, granting the following benefits:

Ancestral Strikes. While the Spectral Warriors remain in your space, both your Rage damage bonus and damage dealt by your Savage Exploits becomes radiant damage.

Ethereal Scourge. When you hit a creature with a melee attack, you can command the Spectral Warriors to surround it. While they do, it has disadvantage on attack rolls against creatures other than you. If it hits a creature other than you with an attack, it has resistance to the damage dealt.

This effect lasts until the start of your next turn, but it ends early if you direct your Spectral Warriors to another target or
    you use a bonus action to call them back to your space.

Spectral Shield

6th-level Path of the Ancestors feature
When you are Raging, you can call on your ancestral spirits to defend your allies. When you see another creature within 30 feet take damage, you can use your reaction to command your Spectral Warriors to intercept it. The Spectral Warriors leave their current space and fly to the target, reducing the damage it would take by three times your Exploit Die.

After this reaction, the Spectral Warriors return to you.

Ancestral Oracle

10th-level Path of the Ancestors feature
Your mystical bond with the spirit world allows you to extract knowledge of unseen or future things. While using Ancestral Knowledge, you can cast clairvoyance or commune without expending a spell slot or requiring its components. Once the spell ends, the benefits of Ancestral Knowledge end.

When cast in this way, clairvoyance conjures an invisible spirit, and commune consults the spirits you bond with.

Vengeful Ancestors

14th-level Path of the Ancestors feature
The overwhelming power of your Rage infuses your Spectral Warriors with a fraction of the power it had in life. When you use Spectral Shield, the attacker takes radiant damage equal to the damage your Spectral Warriors intercepted.

Path of the Beast Heart

Barbarians who follow the Path of the Beast Heart draw their Rage from primal bestial spirits of the wilderness. Learning to channel this animalistic power, these warriors take on both spiritual and physical abilities of bestial spirits. Beast Hearts often see themselves as guardians of the beasts of the wilds.

Beast Heart Exploits

3rd-level Path of the Beast Heart feature
You learn certain Exploits at the Barbarian levels noted in the table below. These Exploits don't count against your number of Exploits Known and can't be switched upon gaining a level.

Barbarian Level Exploit
3rd mighty leap, rustic intuition
5th arresting critical, immovable stance
9th savage defiance

Bestial Spirits

3rd-level Path of the Beast Heart feature
You enter a bond with one of the Bestial Spirits listed below. While Raging, you gain the benefits of your Bestial Spirit:

Bear. The resilient spirit of the Bear grants you resistance to all damage except for force, psychic, and radiant.

Eagle. The fierce spirit of the Eagle grants you speed. As
a bonus action, including the bonus action used to Rage, you can gain the benefits of the Dash and Disengage actions.

Elk. The noble spirit of the Elk increases your speed by 15 feet, and you can ignore the effects of difficult terrain.

Tiger. The ruthless spirit of the Tiger allows you to use the mighty leap Exploit at will without expending an Exploit Die.

Wolf. The cunning spirit of the Wolf grants creatures of your choice advantage on all melee attack rolls against
hostile creatures that are within 10 feet of you.

Wild Empathy

3rd-level Path of the Beast Heart feature
Your spiritual connection to the wilds grants you the ability to verbally communicate with and understand Beasts. Though, when you speak with a Beast, its awareness and ability to
      recall knowledge is limited by its Intelligence score.

Bestial Skill

6th-level Path of the Beast Heart feature
You enter a bond with a second Bestial Spirit from the list below. You add your Constitution modifier (minimum of +1) to the two skills associated with your Bestial Spirit:

Elephant. The spirit of the Elephant lends you its wisdom and might enhancing your Athletics and Insight checks.

Owl. The spirit of the Owl grants you its sight and intuition enhancing your Investigation and Perception checks.

Panther. The spirit of the Panther grants you its cunning, enhancing your Stealth and Survival checks.

Council of Beasts

10th-level Path of the Beast Heart feature
Your bond with the wild spirits of nature has grown stronger. You can perform a 1-hour ritual, which can be done as part of a short or long rest, to replace one of your Bestial Spirits with another Bestial Spirit of your choice from the same list.

Wild Awareness

10th-level Path of the Beast Heart feature
Your mystical abilities grant you an instinctive knowledge of your surroundings. Whenever you finish a short or long rest, you gain the benefits of the commune with nature spell.

Bestial Champion

14th-level Path of the Beast Heart feature
You bond with a final Bestial Spirit, chosen from the options below. While Raging, you gain this final Spirit's benefits:

Lion. The spirit of the Lion grants you its regal presence. Hostile creatures within 5 feet of you have disadvantage on all attacks against targets other than you.

Falcon. The spirit of the Falcon lends you its swift wings. You gain a flying speed equal to your walking speed.

Rhino. The spirit of the Rhino lends you its power. When you hit a creature equal to your size or smaller with a melee attack, it must make a Strength saving throw or fall prone.

Path of the Berserker

The savage warriors known as Berserkers live for the
chaos and bloodshed of battle. For a Berserker, Rage
is a manifestation of their primal lust for violence and
destruction. Always found running to the front lines,
those who walk the Path of the Berserker only feel
fully alive when risking life and limb to test their
might against ever more dangerous enemies.

Berserker Exploits

3rd-level Path of the Berserker feature
You learn certain Exploits at the Barbarian levels
noted in the table below. These Exploits do not
count against your total number of Exploits
Known and can't be switched upon gaining a level.

Barb. Level Exploit
3rd commanding presence, savage rebuke
5th bloodthirsty critical, menacing shout
9th roar of triumph

Frenzy

3rd-level Path of the Berserker feature
Your fury in battle surpasses even other Barbarians.
A truly terrifying sight to behold on the battlefield. The
first time on each of your turns that you hit a creature
with a Reckless Attack, you deal bonus damage equal
to twice your Exploit Die.

Your lust for the chaos and blood of battle propels
you. While Raging, your speed increases by 10 feet.

Mindless Rage

6th-level Path of the Berserker feature
Your Rage has grown so intense that you lose yourself
in its primal grip. You can't be Charmed or Frightened
while Raging. If you are Charmed or Frightened when
you Rage, that effect is suspended for the duration.

Moreover, while Raging, you can ignore the effects
of the first five levels of Exhaustion that you have.

Intimidating Presence

10th-level Path of the Berserker feature
The unchecked ferocity that dwells within you inspires
primal fear in your enemies. You can use the menacing
shout
Exploit at-will, without expending an Exploit Die
a number of times equal to your Constitution modifier
(a minimum of once), and you regain all expended uses
of this feature when you finish a long rest.

In addition, if you hit a creature with a melee weapon
attack, it has disadvantage on any saving throws you
force it to make to resist being Frightened until the
end of your following turn.

Unrivaled Fury

14th-level Path of the Berserker feature
When you Rage, you are no longer yourself, giving
in to the whirlwind of primeval violence that rages
inside you. You can use the savage rebuke Exploit at
will, without expending an Exploit Die.

You can also apply your Frenzy bonus damage once
       during each turn in combat, not just on your turn.

Path of Blood & Iron

Reveling in the chaos of battle, Barbarians who walk the Path of Blood & Iron don their signature spiked armor and charge headlong into combat. Channeling their Rage while wearing their signature heavy armor, these savage warriors fight as if they have no regard for their own life, only the thrill of battle.

Blood & Iron Exploits

3rd-level Path of Blood & Iron feature
You learn certain Exploits at the Barbarian levels noted in the table below. These Exploits don't count against your number of Exploits Known and can't be switched upon gaining a level.

Barbarian Level Exploit
3rd crushing grip, mighty leap
5th bloodthirsty critical, honor duel
9th savage defiance

Spiked Armor

3rd-level Path of Blood & Iron feature
You are known for two things: your savagery in battle and signature Spiked Armor, which uses the following rules:

Crafting Spiked Armor. Over the course of 1 hour, which can be during a short or long rest, you can use smith's tools to affix spikes to a set of non-magical armor you are holding, turning it into Spiked Armor, usable only by you.

Properties. While wearing a set of Spiked Armor, you can use it to make special unarmed strikes, which deal piercing damage equal to your Exploit Die + your Strength modifier.

Grappling. A creature that starts its turn Grappled by you takes piercing damage equal to your Exploit Die.

Rage. While Raging, if you take
the Attack action and only make
unarmed strikes with your Spiked
Armor, you can make one Spiked
Armor attack as a bonus
action on that turn.

Warrior Smith

3rd-level Path of Blood & Iron feature
You are a skilled smith, able to craft and maintain your armor. You gain proficiency in both smith's tools and heavy armor.

Unlike other Barbarians, your familiarity with armor allows you to enter and maintain Rage while wearing heavy armor.

Battle Hysteria

6th-level Path of Blood & Iron feature
You give yourself over to the chaos of battle with little regard for your safety. Once per turn, when you make a Reckless Attack while Raging, you can gain temporary hit points equal to your Constitution modifier (minimum of 1).

Mythic Smith

6th-level Path of Blood & Iron feature
Your skills as an armorer have greatly improved. You can use smith's tools to turn magic armor into a set of Spiked Armor.

If the armor grants a bonus to AC, you can change it to a bonus to your Spiked Armor attack and damage rolls.

Wild Charge

10th-level Path of Blood & Iron feature
While Raging, you can use a bonus action to move up to your speed and make an unarmed strike with your Spiked Armor.

Spiked Retribution

14th-level Path of Blood & Iron feature
Your armor thirsts for blood. When a creature hits you with
            a melee attack while you are wearing Spiked Armor, it
           takes piercing damage equal to your Strength modifier.

            When Raging, you can use your reaction
            to add your Exploit Die to the damage
                 your attacker takes from this
                           feature.

Path of the Brute

While most Barbarians hail from the wild places of the world, Brutes discovered their Rage in the underbelly of civilization. Their abilities stem from a combination of street smarts and pure grit. All those who follow this Path share one thing in common, they prefer to solve their problems with their fists.

Brutish Exploits

3rd-level Path of the Brute feature
You learn certain Exploits at the Barbarian levels noted in the table below. These Exploits don't count against your number of Exploits Known and can't be switched upon gaining a level.

Barbarian Level Exploit
3rd commanding presence, crushing grip
5th concussive blow, greater hurl
9th confounding critical

Unarmed & Dangerous

3rd-level Path of the Brute feature
Your life in the underbelly of civilization has forged your body into a deadly weapon. You gain the benefits listed below:

  • You can use your Constitution, instead of Dexterity, when calculating your Armor Class in light and medium armor.
  • You gain proficiency with improvised weapons.
  • Your damage die for improvised weapons and unarmed strikes equals your Exploit Die unless it was higher.
  • When you take the Attack action while Raging and only make unarmed strikes, Grapple, Shove, or improvised weapon attacks, you can make another one of the attacks
        from the list above as a bonus action on that turn.

The Wrong Crowd

3rd-level Path of the Brute feature
You always seem to find yourself with the roughest crowd in any town you find yourself in. You can speak, decipher, and leave secret messages in Thieves' Cant.

In addition, spending time Carousing counts as resting for you, so long as you don't deal or take any damage. After you spend a night Carousing in a settlement, you have advantage on ability checks to gather information about the settlement.

Brutal Strikes

6th-level Path of the Brute feature
Fury empowers your strikes. While Raging, your unarmed strikes and improvised weapon attacks count as magical.

Also, when you hit with an unarmed strike, you can use concussive blow without expending an Exploit Die. You can do so a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.

Iron Grip

10th-level Path of the Brute feature
When Raging, you can Grapple targets up to two sizes larger than you, your speed isn't halved while Grappling, and when you make an Athletics check to Grapple or Shove, you gain a bonus to your roll equal to your Exploit Die.

Brutish Determination

14th-level Path of the Brute feature
You can shrug off physical blows that would devastate lesser mortals. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d4 and add it to your roll.

Should you roll a 20 or higher on a death saving throw, you regain consciousness and stand up with 1 hit point.

Path of the Champion

At the front of every great fighting force stands a Champion. These elite Barbarians are masters of warfare who stand as paragons of honorable combat and fairness. In combat, they will seek out their most powerful foe and look to swiftly end conflicts with honorable duels or athletic competitions.

Champion Exploits

3rd-level Path of the Champion feature
You learn certain Exploits at the Barbarian levels noted in the table below. These Exploits don't count against your number of Exploits Known and can't be switched upon gaining a level.

Barbarian Level Exploit
3rd feat of strength, mighty leap
5th honor duel, thunderous blow
9th mythic resilience

Fighting Style

3rd-level Path of the Champion feature
Your Rage has been forged in the furnaces of war. You learn one Fighting Style of your choice from those available to the Fighter Class. To learn a Fighting Style, you must meet any prerequisites it may have, like a minimum Ability Score, and you can't learn a Fighting Style more than once.

Martial Training

3rd-level Path of the Champion feature
The white-hot fury of your Rage is tempered with
discipline. Your total Exploit Dice increases by
one, and when Raging, all your Exploit Dice
increase by 1 size, a maximum of 1d12.

For example, at 5th level, your Exploit Dice
would be d8s while you are
Raging.

Mighty Blow

6th-level Path of the Champion feature
You can focus the full might of your Rage into a single mighty blow. When you hit a creature with a Strength-based weapon attack while you are Raging, you can instantly end that Rage to turn your attack into an automatic critical hit.

Once you use this feature, you must finish a short or long rest before you can do so again.

Warrior's Discipline

6th-level Path of the Champion feature
You have honed your physical abilities to their peak. You gain a climbing and swimming speed equal to your walking speed, and when you Rage, you gain the benefits of the Dash action.

Also, during the course of a long rest, you can spend 1 hour practicing combat drills and replace your Fighting Style with another Fighting Style of your choice from the Fighter Class.

Invigorating Critical

10th-level Path of the Champion feature
The thrill of battle renews your will to fight. When you score a critical hit with a weapon attack, you regain hit points equal to your Exploit Die + your Constitution modifier.

Paragon of Battle

14th-level Path of the Champion feature
You have honed your body to the peak of mortal capability and nearly impossible to kill. When you start your turn with
at least 1 hit point, you gain temporary hit points
equal to your Constitution modifier.

Path of Elemental Chaos

Dwelling in places of great elemental power, Barbarians who walk the Path of Elemental Chaos channel the overwhelming energy of the primeval elements. They conjure its destructive power with their Rage and become walking natural disasters; swirling blizzards, devastating hurricanes, and storms of fire.

Elemental Exploits

3rd-level Path of Elemental Chaos feature
You learn certain Exploits at the Barbarian levels noted in the table below. These Exploits don't count against your number of Exploits Known and can't be switched upon gaining a level.

Barbarian Level Exploit
3rd hurl, destructive strike
5th shattering slam, thunderous blow
9th destructive slam

Heart of Chaos

3rd-level Path of Elemental Chaos feature
You are bonded to a primeval Element and the damage type associated with it: Air (lightning), Fire (fire), or Water (cold). Choose one of these Elements as the source of your power, you then gain the following benefits while Raging:

Damage Resistance. You are resistant to the damage type of your chosen Element.

Elemental Strikes. Your Exploits and the bonus damage from your Rage both change to your Element's damage type.

Primeval Rebuke. When a creature hits you with a melee attack, you can use your reaction to cause the attacker to take
    Element damage equal to twice your Exploit Die.

Controlled Chaos

6th-level Path of Elemental Chaos feature
You can control the elemental chaos within you. You gain the benefits from Heart of Chaos even when you are not Raging.

Elemental Whirlwind

6th-level Path of Elemental Chaos feature
Your primeval fury unleashes elemental power. While Raging, elemental chaos surrounds you in a 10-foot radius. Creatures of your choice in that range suffer your Element's effects:

Air. Creatures treat this area as difficult terrain, and if they start their turn within it, they lose their reaction for that turn.

Fire. Creatures in range are drawn to your flame and have disadvantage on attack rolls against targets other than you.

Water. Creatures that start their turn within this area have their speed halved until the start of their next turn.

Greater Whirlwind

10th-level Path of Elemental Chaos feature.
The intensity of your Rage draws out even more elemental chaos. The radius of your Elemental Whirlwind is 15 feet.

Also, creatures of your choice that begin their turn in your Elemental Whirlwind take damage equal to your Exploit Die + your Constitution modifier of your Element's type.

Primeval Destruction

14th-level Path of Elemental Chaos feature
As an action, you can expend a use of Rage to unleash a blast of elemental destruction. Creatures of your choice within 30 feet must make a Dexterity saving throw against your Exploit save DC. On a failure, they take Element damage equal to six times your Exploit Die and fall Prone. On a success, they take half as much damage and do not fall Prone.

Path of the Lycan

Lycanthropy is an ancient curse that changes those afflicted into mindless beasts with a wild hunger for flesh. While some Barbarians seek out this power, many have the curse thrust upon them. Those who follow this Path come to master their bestial curse, dominating it with the wild fury of their Rage.

Beast Transformation

3rd-level Path of the Lycan feature
As a bonus action, you can channel your curse and Shift, transforming into your Beast Form using the rules here:

Beast Form. Your curse is based on a Beast of CR 1 or lower of your choice. Once chosen, it cannot be changed.

Statistics. When you Shift, your statistics are replaced by those of your Beast, but you retain your hit points, alignment, personality, and Intelligence, Wisdom, and Charisma scores. You retain your skill and saving throw proficiencies, and gain the Beast's. If you share a proficiency, use the higher bonus.

Duration. You can remain in your Beast Form for 1 hour. You can revert to your normal form early as a bonus action, but you revert instantly when you are Incapacitated.

Equipment. When you Shift, you choose if your
equipment merges with your Beast Form or if it
falls to the ground. You can only merge with
equipment that you can wear or carry.

Features. Your Beast Form retains the
benefits and features from your class, race,
and other sources, including Exploits, and can still use them as long as the Beast would be physically capable of doing so. However, you don't retain any special Senses, like Darkvision, unless your Beast Form also has that Sense.

Casting Spells. You cannot cast spells while you are in a Beast Form. However, you can maintain your concentration on spells and other abilities you used before you Shifted.

Bestial Rage

3rd-level Path of the Lycan feature
While you are Raging, your body grows the following Natural Weapons, which you can use to make unarmed strikes:

Bite. You grow fangs that deal 1d8 piercing damage. Once on your turn, when you hit a creature with your Bite, you gain temporary hit points equal to your Constitution modifier.

Claws. You grow claws that deal 1d6 slashing damage. If you take the Attack action and only make Claw attacks, you can make one bonus Claw attack as part of your action.

Tail. You grow a tail that deals 1d8 bludgeoning damage and has the reach property. When a creature within 10 feet attacks you, you can use your reaction to gain a bonus to your Armor Class against that attack equal to your Exploit Die.

Lycan Exploits

3rd-level Path of the Lycan feature
You learn certain Exploits at the Barbarian levels noted in the table below. These Exploits don't count against your number of Exploits Known and can't be switched upon gaining a level.

Barbarian Level Exploit
3rd cunning instinct, mighty leap
5th bloodthirsty critical, menacing shout
9th roar of triumph

Feral Might

6th-level Path of the Lycan feature
The primal nature of your curse has increased your physical abilities. You can use both cunning instinct and mighty leap without expending an Exploit Die, and you gain a climbing speed equal to your walking speed.

Savage Strikes

6th-level Path of the Lycan feature
Your Natural Weapon attacks in both your normal and Beast Form count as magical. In addition, when in your Beast Form, you use your Proficiency Bonus instead of the Beast's.

Beasts of CR 1 and below have a Proficiency Bonus of +2.

Infectious Fury

10th-level Path of the Lycan feature
You can temporarily afflict others with your cursed savagery. When you hit a creature with a Natural Weapon attack while Raging, you can force it to make a Wisdom saving throw.

On a failure, you choose if it takes psychic damage equal to three times your Exploit Die or if it uses its reaction to make a melee attack against another target of your choice.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all uses each time you finish a long rest. If you have no uses left, you can expend an Exploit Die to use this feature again.

Primal Roar

14th-level Path of the Lycan feature
Your roar is fueled by the primal fury of your curse. You are no longer limited to using roar of triumph once between each rest, and can use it as long as you have Exploit Dice.

If a creature has temporary hit points from roar of triumph, it has advantage on its first melee attack on each of its turns.

Path of Sorcery

For some Barbarians, their Rage boils up from an unrealized magical potential. When those born with an arcane spark fail to channel it in the correct way, this uncontrollable power can burst forth in a chaotic storm of magic-infused battle fury.

Spellsense

3rd-level Path of Sorcery feature
Your latent sorcerous spark potential allows you to smell the presence of magic. As an action, you can awaken your senses to the presence of magic within 60 feet of you, allowing you to smell magic using the rules of the detect magic spell. This lasts for up to 10 minutes, but ends early if you Rage.

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

Sorcerous Exploits

3rd-level Path of Sorcery feature
You learn certain Exploits at the Barbarian levels noted in the table below. These Exploits don't count against your number of Exploits Known and can't be switched upon gaining a level.

Barbarian Level Exploit
3rd heroic fortitude, mighty leap
5th immovable stance, thunderous blow
9th savage defiance

Wild Sorcery

3rd-level Path of Sorcery feature
Your Rage bubbles up from the latent magic in your blood. Each time you Rage, roll a d12 and the corresponding effect from the Wild Sorcery table below manifests.

Wild Sorcery effects use your Exploit save DC, and last for the duration of the Rage, even if they require concentration.

Arcane Disruption

6th-level Path of Sorcery feature
The unstable sorcery which erupts from you disrupts normal orderly magic. You have resistance to all damage from spells. When you are Raging, creatures of your choice within 15 feet also gain resistance to damage from spells.

Unstable Sorcery

10th-level Path of Sorcery feature
When you take damage or fail a saving throw while Raging, you can use your reaction to roll on the Wild Sorcery table, replacing your current Wild Sorcery effect with this result.

Chaos Incarnate

14th-level Path of Sorcery feature
You have learned to control your untapped arcane potential. Whenever you roll on the Wild Sorcery table, you roll twice and choose which result manifests.

Finally, you learn the sundering strike Exploit and it cannot be replaced. You can use it more than once per short or long rest by expending a use of Rage instead of an Exploit Die.

Wild Sorcery Table
d12 Wild Sorcery Effect d12 Wild Sorcery Effect
01 Your Rage damage bonus deals necrotic
damage. Once per turn when you deal this
necrotic damage to a creature, you gain
temporary hit points equal to the necrotic
damage. This has no effect on Undead.
07 You gain resistance to the last type of damage
you took. You can only be resistant to one type
of damage from this effect at a time. For example,
if you are hit by a firebolt, you gain resistance to
fire until you take another type of damage.
02 As a bonus action, you can teleport to
an unoccupied space of your choice
that you can see within 30 feet.
08 You are targeted by the enlarge part of
an enlarge/reduce spell. If there isn't room
for you to grow, roll again on this table.
03 As a bonus action, you can cause raw
magic to explode at a point you can see
within 30 feet. Creatures within 5 feet
of that point must make a Dexterity
saving throw or take force damage
equal to twice your Exploit Die.
09 You emit bright light in a 15-foot radius.
As a bonus action, you can force a creature
in this bright light to make a Constitution
saving throw. On a failure, it is Blinded until
the beginning of your next turn.
04 One weapon you are holding is infused
with magic. It gains the Thrown (20/60)
and Light properties. When you make a
ranged attack with it, it immediately
returns to your hand after the attack.
10 You can pass through solid creatures and
objects as if they were difficult terrain. If you
stop moving inside a solid object or creature,
you are shunted to the last unoccupied space
that you occupied.
05 When a creature you can see within 30
feet damages you, you can use your
reaction to force it to make a Dexterity
saving throw. On a failure, it takes force
damage equal to twice your Exploit Die.
11 Mystical flowers and vines sprout from
you in a 15-foot radius and move along
with you. This radius counts as difficult
terrain for creatures of your choice.
06 You know the mighty leap Exploit, and can
use it without expending an Exploit Die.
12 You regain one expended use of your Rage.
Roll again on the Wild Sorcery table.

Path of the Zealot

Your Rage has been implanted in you by the divine powers of the heavens. Whether you are the descendant of a powerful celestial, or the chosen champion of a deity, you now carry in you a spark of divine wrath. Those who walk the Path of the Zealot stand as champions of the gods and divine causes.

Zealous Exploits

3rd-level Path of the Zealot feature
You learn certain Exploits at the Barbarian levels noted in the table below. These Exploits don't count against your number of Exploits Known and can't be switched upon gaining a level.

Barbarian Level Exploit
3rd feat of strength, savage rebuke
5th honor duel, menacing shout
9th mythic resilience

Champion of the Gods

3rd-level Path of the Zealot feature
Your Rage is a gift from the divine. The first time you hit with a weapon attack on each of your turns while Raging, you deal bonus damage equal to twice your Exploit Die. Damage dealt by this feature depends on your divine alignment:

Alignment Damage Type
Good Radiant
Neutral Thunder
Evil Necrotic

    Moreover, while Raging, damage dealt by your Exploits
and your Rage damage bonus changes to match the type
of damage indicated in the Alignment table above.

Divine Mandate

3rd-level Path of the Zealot feature
You have been chosen for divine purpose
and cannot die until that purpose is
fulfilled. When you are targeted
by a spell that restores you
to life (but not undeath)
such as raise dead,
the spell does not
require material
components.

Unwaivering Faith

6th-level Path of the Zealot feature
Divine purpose allows you to find success when most would fail. If you fail a saving throw while Raging, you can expend one Exploit Die and add it to the result of your roll.

Fanatical Fervor

10th-level Path of the Zealot feature
As a bonus action, you can let forth a battle cry infused with fanatical zeal, choosing a number of creatures equal to your Barbarian level that can hear you within 30 feet. Until the start of your next turn, chosen creatures have advantage on all attack rolls and saving throws.

You can use this feature once per long rest at no cost, after which, you must expend a use of your Rage to use it again.

Undying Zealot

14th-level Path of the Zealot feature
The gods will not allow you to die while you still serve them. When you are reduced to 0 hit points while Raging, you don't fall Unconscious. In this state, you continue to make Death saving throws on each of your turns, and each time you take damage you suffer one death saving throw failure.

If you begin your turn in this state with three death saving throw failures, you must make a DC 10 Constitution saving throw. On a failure, your Rage ends.

Should your Rage end while you have 0 hit points, you fall
                                      Unconscious. If you have three death
                                          saving throw failures when your
                                            Rage ends, you die
                                               instantly.

The Alternate

Barbarian

Become the unstoppable destructive force you were meant to be! Includes Forty Savage Exploits and Ten New and Revised Primal Paths.

Version 2.2.2 - Created by /u/laserllama
Last Updated: May 23rd, 2025

Want more Primal Paths, Feats, and Exploits? Check out the Alternate Barbarian: Expanded!

Patrons unlock the exclusive Primal Paths of
Beauty - Undying Thirst - Wilder

Check out all my homebrew on GM Binder

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.