The Barbarian

by highzenburger

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Barbarian

Barbarian

A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd. With each step, he grows in size while the frost giant widens its eyes in shock.

A half-orc snarls and leaps at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.

Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to face her companions who falter in their steps, fearful as they witness their friend's terrible demise.

These barbarians different as they might be, are defined by their preternatural rage: unbridled and unquenchable fury. No mere emotion, this rage is fueled by a primal force far beyond the understanding of even the greatest of scholars.

For some, their rage springs from a communion with fierce animal spirits, souls of their forebears, planar entities, the elements themselves or even raw magical essence. Others draw from a reservoir of anger at a world of pain. Whatever be the source, every barbarian is at home in the midst of battle, their bodies and minds honed to do whatever it takes to not just survive but thrive where lesser souls would flee for their lives.

Class Features

As a barbarian, you gain the following class features

Hit Points


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

Proficiencies


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

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

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack and two javelins

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make an attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging, except via the Primal Magic feature.

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

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Strength modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. You must make attack rolls using Strength to gain the benefits of these fighting styles.


  • Bulwark: When you successfully hit a creature with a melee weapon attack, you can choose to gain temporary hit points equal to 1d12 + your Barbarian level, but the target takes no damage.
  • Reckless Attacks: You can decide to attack recklessly when you make your first attack in your turn, giving you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.
  • Up Close and Personal: When you successfully grapple or shove a creature, you deal bludgeoning damage equal to 1d8 + your Strength modifier. You have advantage on melee weapon attack rolls against creatures you have currently grappled.
  • Vanguard: You have advantage on melee weapon attack rolls when there are no friendly creatures within 5ft of you or your target.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Barbarian by HighZenBurger
The Barbarian
Level Proficiency Bonus Features Rages Rage Damage Spells Known Spell Level
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Fighting Style, Danger Sense 2 +2
3rd +2 Primal Path, Primal Magic 3 +2 3 1
4th +2 Ability Score Improvement 3 +2 3 1
5th +3 Extra Attack, Feral Instincts 3 +3 4 2
6th +3 Primal Path Feature 4 +3 4 2
7th +3 Primal Fortitude 4 +3 5 2
8th +3 Ability Score Improvement 4 +3 5 2
9th +4 Brutal Critical (1 dice) 4 +4 6 3
10th +4 Primal Path Feature 5 +4 6 3
11th +4 Relentless Rage 5 +4 7 3
12th +4 Ability Score Improvement 5 +4 7 3
13th +5 Brutal Critical (2 dice), Primal Magic Surge (6th level) 5 +5 8 4
14th +5 Primal Path Feature 5 +5 8 4
15th +5 Additional Fighting Style, Primal Magic Surge (7th level) 6 +5 9 4
16th +5 Ability Score Improvement 6 +5 9 4
17th +6 Brutal Critical (3 dice), Primal Magic Surge (8th level) 6 +6 10 5
18th +6 Indomitable Might 6 +6 10 5
19th +6 Ability Score Improvement 6 +6 11 5
20th +6 Primal Champion, Primal Magic Surge (9th level) Unlimited +6 11 5

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Primal Magic

By the time you reach 3rd level, the Primal Force that drives your Rage enhances you with magical abilities. When you spend a bonus action to activate your Rage, you can also choose to cast a known spell, as part of the same bonus action, at a level no higher than specified in the Spell Level column of the Barbarian table.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the Primal Magic Spells list.

The Spells Known column of the Barbarian table shows when you learn more Primal Magic spells of your choice. Each of these spells must be of a level no higher than the Spell Level specified in the Barbarian table. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Primal Magic spells you know and replace it with another spell from the same spell list, which also must be of a level no higher than the Spell Level specified in the Barbarian table.

Spellcasting Ability

Constitution is your spellcasting ability for your Primal Magic spells, so use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Primal Magic spell you cast.

Spell Save DC = 8 + your proficiency bonus +

your Constitution modifier
Barbarians and Magic... How?

Mordenkainen's advice to any who would ask this question: "If a barbarian is on your side, be glad. Otherwise, run! Don't think twice... Why aren't you running yet?"

Barbarian by HighZenBurger
Quirks of Primal Magic

Your magic comes from a source more fundamental than the distinctions of mundane, arcane, profane and divine. As such, its working confuses even the most accomplished of magical scholars. A spell cast through your Primal Magic has the following features:

  • If the spell does not have range Self or Touch, its range becomes Self. For example, you can only cast Enlarge/Reduce or Haste on yourself.
  • The maximum duration of the spell is 1 minute. The effect of the spell ends when your Rage ends - unless the spell specifies a different end condition, you lose concentration, or when you use your bonus action to activate your Rage again.
  • If the spell ends while Rage is still active, you continue to gain the benefits of Rage for the remaining duration.
  • If the spell requires a melee or ranged spell attack, you can make a melee or ranged weapon attack instead.
  • When you make a Constitution saving throw to sustain concentration on the spell, you can treat a roll of 9 or lower on the d20 as a 10.
  • When you upcast the spell, you do not gain any benefits at higher levels specified in the spell description, other than increased damage.
  • Casting the spell cannot be Counterspelled, however it can be Dispelled.
Spellcasting Focus

You use your own body as a spellcasting focus and can perform somatic components while holding one or more weapons or a shield. If a spell requires a material component with an associated gold cost, as long as it is present on your person, you may cast the spell.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to barbarians.

Extra Attack

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

Feral Instincts

By 5th level, your instincts are so honed that you gain the following benefits while not wearing heavy armor:

  • Your speed increases by 10 feet.
  • You have advantage on initiative rolls
  • If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, provided you enter your rage before doing anything else on that turn.

Primal Fortitude

Beginning at 7th level, your Primal Magic bolsters your physical and mental strength.

You can add your Constitution modifier to saving throws that would cause the charmed or frightened conditions. You may use this feature a number of times equal to your Proficiency Bonus and regain all spent uses after a long rest. When you reach 15th level in this class, you can add twice your Constitution modifier.

Additionally, you count as one size larger for grappling and shoving checks as well as to determine carrying capacity and the weight you can push, drag, or lift.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. Additionally, your melee attacks score a critical hit on a roll of 19 or 20.

Additional damage dice increases to two at 13th level and three additional dice at 17th level.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Primal Magic Surge

Beginning at 13th level, you are able to tap into an unimaginable reservoir of Primal Force. Pick a spell of 6th level from the Primal Magic Spells list. This spell becomes known to you and does not count against the number of spells known. When you activate your Rage, you can choose to cast this spell.

When you reach 15th, 17th and 20th level in this class, you know (these do not count against the number of spells known) and can cast one spell of upto 7th, 8th and 9th level when you activate your Rage.

Once you use this feature, you cannot do so until you finish a long rest.

Additional Fighting Style

At 15th level, you can choose a second option from the Fighting Style class feature.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Barbarian by HighZenBurger

Primal Magic Spells

1st Level
  • Expeditious Retreat
  • Furious Strikes*
  • Heroism
  • Jump
  • Longstrider
  • Thunderous Smite
  • Wrathful Smite
  • Zephyr Strike
2nd Level
  • Blur
  • Enhance Ability
  • Enlarge/Reduce
  • Kinetic Jaunt
  • See Invisibility
  • Spider Climb
3rd Level
  • Blink
  • Fear
  • Fly
  • Haste
  • Protection From Energy
  • Vampiric Touch
4th Level
  • Freedom of Movement
  • Greater Invisibility
  • Guardian of Nature
  • Shadow of Moil
  • Staggering Smite
5th Level
  • Banishing Smite
  • Dispel Evil and Good
  • Far Step
6th Level
  • Globe of Invulnerability
  • Fizban’s Platinum Shield
  • Primordial Ward
  • Tasha’s Otherworldly Guise
  • Tenser’s Transformation
7th Level
  • Draconic Transformation
  • Etherealness
8th Level
  • Mind Blank
9th Level
  • Invulnerability
  • Shapechange

*Furious Strikes

1st-level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Your rage increases the ferocity of your weapon attacks. Until the spell ends, your weapon attacks deal an extra 1d4 weapon damage on a hit.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra weapon damage increases by d4 for each slot level above 2nd until 5th.

Barbarian by HighZenBurger

Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.

Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

Ancestral Guardian Magic

At 3rd level, you also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the following table. Each spell counts as a Primal Magic spell for you, but it doesn't count against the number of spells you know.

Barbarian Level Spell
3 Protection From Evil and Good
5 Mirror Image
9 Spirit Shroud
13 Death Ward
17 Bigby's Hand

Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.

Barbarian by HighZenBurger

Path of the Battlerager

Some barbarians lead a life of constant war. Their unnatural rage and unparalleled strength make them stand out even in pitched battles, evoking terror as they leave behind a trail of death and destruction. For the barbarians that walk the Path of the Battlerager, there can be no turning back.

Primal Tactics

When you choose this path, your experience in countless battles and braving the wilds bear fruit in the form of special attacks or reactions.

Tactics Known: You know three tactics from the Primal Tactics list. You learn two additional tactics of your choice at 6th, 10th, and 14th level. Each time you learn new tactics, you can also replace one tactic you know with a different one.

Number of Uses: You can use only one tactic per turn when using the Attack Action or when you use your Reaction. You may use these tactics a number of times equal to twice your Proficiency Bonus. You regain all spent uses after a long rest.

Damage Dealt: Damage dealt by Primal Tactics is 2d6 and increases to 3d6 and 4d6 at 11th and 17th Levels.

Prerequisites: Many of the Primal Tactics require a weapon property or damage type to execute. Natural weapons or unarmed strikes can be also be used as long as these conditions are satisfied.

Saving Throws: Most of your tactics require your target(s) to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Primal Tactics Save DC = 8 + your proficiency bonus +

your Strength modifier

Grim Reminder

Beginning at 6th level, you understand the impact of psychological warfare. You can take 10 minutes to fashion a trophy from a corporeal creature you killed in the past hour. You can have only one such trophy at a time.

While you are raging and carrying this trophy on your person, when another creature of the same type and subtype (of the creature you used to create the trophy) makes a melee attack against you, it must subtract a number equal to your Rage Damage from the attack roll.

The creature must be able to see the trophy in order to take this penalty. Beasts, constructs, elementals, oozes, plants and undead are immune to this effect.

Strongarm

While you are raging, you do not have disadvantage on ranged weapon attack rolls made with Strength, when you attack at long range using a weapon with thrown property.

Resourceful

Beginning at 14th level, when you roll for initiative and have no uses of Primal Tactics remaining, you regain two uses.

Barbarian by HighZenBurger

Primal Tactics

List of Primal Tactics available to the Battlerager are presented in alphabetical order:

Attention Seeker: When you hit a target with a ranged weapon attack, it takes 2d6 additional weapon damage and makes a Wisdom saving throw. On failure, the creature uses its Reaction to move a distance equal to its speed towards you. If there is no path to you, the creature reaches the nearest point it can. Prerequisite: The weapon used has thrown property.

Battle Cry: You can use your Attack action to let loose a roar of encouragement, exhorting your allies to give their all into vanquishing your enemies. Choose a number (upto your Rage Damage) of friendly creatures within 10ft of you that can hear you. The next time each of these creatures hits an enemy with a melee or ranged weapon attack, it deals 2d6 additional weapon damage.

Battering Ram: If you move 10ft or more in a straight line towards a creature, on hitting it with a melee weapon attack, you deal 2d6 additional bludgeoning damage. The target makes a Strength saving throw. On failure, it falls prone in an unoccupied space of your choice 10ft away from you and must expend its full movement on its turn in order to end the prone condition. Prerequisite: The weapon used deals bludgeoning damage or a shield is equipped.

Blood Bath: When you hit a creature with a melee weapon attack it takes 2d6 additional slashing damage and must succeed a Constitution saving throw, or take 2d6 slashing damage at the end of its next turn unless it uses an Action to staunch its wounds. Prerequisite: The weapon used deals slashing damage.

Crack the Shell: When you hit a creature with a melee weapon, it takes 2d6 additional weapon damage and makes a Dexterity (if it is wearing armor) or Constitution (if it has natural armor) saving throw. On failure, its AC is reduced by a number equal to your Rage Damage till the end of its next turn. Prerequisite: The weapon used deals piercing damage.

Destroy Morale: When you kill a creature with a melee weapon attack, you can use your Reaction to make a gruesome display. Each hostile creature within 10ft of the dead creature that can see you must then succeed on a Wisdom saving throw, otherwise it has disadvantage on all attack rolls and ability checks until the end of its next turn.

Disruptive Clangs: You can use your Attack action to make a series of strikes against your shield producing disconcertingly loud noises and disrupting the thought patterns of your enemies. Each hostile creature within 10ft of you that can hear you, must succeed on an Intelligence saving throw, otherwise it takes 2d6 psychic damage and subtracts d6 from any saving throw it makes until the end of its next turn. On a successful save, it takes half damage. Prerequisite: Shield must be equipped.

Method in Madness

"It is foolish to dismiss these techniques as just a savage flailing about. This is the outcome of repeatedly surviving against overwhelming odds. We cannot teach this in our academies. No. One must learn it on the field or die trying." - Ser Angriff Brightblade, Knight of the Sword.

Meat Shield: When you hit a target with a melee weapon attack, it takes 2d6 additional piercing damage and makes a Dexterity saving throw. On failure, your weapon gets embedded within it, grappling the creature. While the target is grappled in this manner, your AC increases by an amount equal to your Rage Damage against any attacker other than the grappled creature, and you cannot use this weapon to attack another creature. You can have only one creature grappled at a time in this manner. Prerequisite: The weapon used deals piercing damage.

Push Comes to Shove: When you successfully shove a creature, you may choose to move it into another creature's space within 5ft of it. The second creature is then moved to an unoccupied space 5ft away from its position and must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be knocked prone. On a successful save, the originally shoved creature takes 2d6 bludgeoning damage.

Reflexive Dodge: When a hostile creature makes a melee attack against you, whether it hits or misses, you can use your Reaction to move a distance of upto half your speed. This movement does not provoke attacks of opportunity.

Seize the Moment: When you use your Reaction to make an attack of opportunity against a creature, you may instead choose to grapple it.

Thundering Slam: When you hit a creature with a melee weapon attack, each creature within a 15ft cone originating from and including the original target must succeed on a Strength saving throw, otherwise it takes 2d6 thunder damage and is flung to an unoccupied space 5ft away from you. If there is no such space, it is moved to a random unoccupied space within 5ft of its current position. On a successful save, it takes half damage. Prerequisite: The weapon used deals bludgeoning damage or has heavy property.

Whirlwind Strikes: When you hit a creature with a melee weapon attack, choose a number (upto your Rage Damage) of creatures within reach. Each of these creatures take 2d6 weapon damage, if the original attack roll would hit it. Prerequisite: Dual wielding or weapon has heavy property.

Barbarian by HighZenBurger

Path of the Beast

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

1d4 Origin
1 One of your parents is a lycanthrope, and you've inherited some of their curse.
2 You are descended from an archdruid and inherited the ability to partially change shape.
3 A fey spirit gifted you with the ability to adopt different bestial aspects.
4 An ancient animal spirit dwells within you, allowing you to walk this path.

Form of the Beast

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

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


  • Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

  • Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

  • Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Bestial Soul

Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.

  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Infectious Fury

At 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see. Target takes 2d12 psychic damage.

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

Call the Hunt

At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

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

Barbarian by HighZenBurger

Path of the Berserker

For some barbarians, rage is a means to an end – that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

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

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Barbarian by HighZenBurger

Path of the Storm Herald

Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

Storm Aura

When you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

If your aura's effects require a saving throw, the DC equals your spell save DC.


  • Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

  • Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

  • Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Storm Herald Magic

At 3rd level, you also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the following table. Each spell counts as a Primal Magic spell for you, but it doesn't count against the number of spells you know.

Barbarian Level Spell
3 Armor of Agathys
5 Dragon's Breath
9 Ashardalon's Stride
13 Fire Shield
17

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.


  • Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.

  • Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

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

Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.


  • Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Barbarian level.

  • Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.

  • Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

Barbarian by HighZenBurger

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.


  • Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

  • Eagle. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

  • Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Totem Warrior Magic

At 3rd level, you also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the following table. Each spell counts as a Primal Magic spell for you, but it doesn't count against the number of spells you know.

Barbarian Level Spell
3 Ensnaring Strikes*
5 Spider Climb
9 Fly
13 Guardian of Nature
17 Tree Stride

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.


  • Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

  • Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

  • Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Spirit Walker

At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.


  • Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

  • Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

  • Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Barbarian by HighZenBurger

Path of Wild Magic

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Magic Awareness

When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

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

Wild Surge

Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals your spell save DC.

Bolstering Magic

Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll. Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest. You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Unstable Backlash

At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

d8 Effect
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Controlled Surge

At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Barbarian by HighZenBurger

Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their rage into powerful displays of divine power.

A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Zealot Magic

At 3rd level, you also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the following table. Each spell counts as a Primal Magic spell for you, but it doesn't count against the number of spells you know.

Barbarian Level Spell
3 Shield of Faith
5 Spiritual Weapon
9 Crusader's Mantle
13 Aura of Life
17 Holy Weapon

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

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

Rage Beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

 

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