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## Barbarian Expanded Options You can use the any or all of the following suggestions to augment the Barbarian class. Features sharing the same name replace the older (official) iteration. ### On the Path *1st-level Barbarian feature* --- You choose your Primal Path at 1st level (detailed below). Your choice still grants you features at 3rd level. ### Rage *1st-level Barbarian feature* --- On your turn, you can enter a rage as a bonus action. While raging, you fight with primal ferocity, represented by the following effects: - You have advantage on Strength checks and Strength saving throws. - When you make an attack roll 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. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or use your bonus action to end it. 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. ### Sturdy Defense *1st-level Barbarian feature, which replaces Unarmored Defense* --- While you are not wearing any armor, your Armor Class equals 13 + your Constitution modifier. You can use your sturdy defense to determine your AC if the armor you wear would leave you with a lower AC. You can use a shield and still gain this benefit. ### Reckless Attack *2nd-level Barbarian feature* --- You can throw aside all concern for defense to attack with fierce desperation. When you make an attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. \columnbreak
***Art Credit.*** [Owned by WotC (artist unkown)](https://www.dndbeyond.com/attachments/thumbnails/0/680/300/291/c3barbarian1.png) ### Brutal Critical *9th-level Barbarian feature* --- Your weapon attacks that use strength score a critical hit on a roll of 19 or 20. Further, you can add the maximum result of one of the weapon damage die as a bonus when determining the extra damage for a critical hit with that attack. This bonus increases to two maximized dice at 13th level and three maximized dice at 17th level. ### Persistent Rage *15th-level Barbarian feature* --- Your rage only ends during combat when you are knocked unconscious or use your bonus action to end it. If your rage last longer than 1 minute, it ends at the end of this combat. ## Primal Paths This section offers new options that are granted to your character as you progress on your path. ### Path of the Ancestral Guardian #### Ancestors Guidance *1st-level Path of the Ancestral Guardian feature* --- Whenever you make an Intelligence check related to your ancestors, you can roll a d4 and add it to the check. Further, your ancestors act through you to share their experiences with others. As a bonus action, you touch a creature and ask your ancestors for aid. The target hears the faint whispers of your ancestors guiding it for 1 minute. While guided by your ancestors, the target can roll a d4 and add the number rolled to an ability check or saving throw of its choice. Once the target succeeds on a roll using this d4, the ancestor stops guiding it.
\pagebreak ### Path of the Beast #### Feral Hunter *1st-level Path of the Beast feature* --- You hunt with a bestial quality. You gain proficiency with the Survival skill if you aren't already. You also enhance your sense of hearing, sight, or smell (your choice). You have advantage on Wisdom (Percpetion) checks using your enhanced sense. You can choose a different sense from this list when you finish a long rest or enter a rage. When you reach 6th level in this class, you can take the Search action as a bonus action in combat. #### Form of the Beast *1st-level Path of the Beast feature* --- 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 1d12 piercing damage on a hit. ***Claws.*** Each of your hands transforms into a claw, which you can use as a weapon if it’s empty and has the light property. It deals 1d6 slashing damage on a hit. ***Tail.*** You grow a lashing tail that has the reach property, which deals 1d12 bludgeoning damage on a hit. #### Natural Predator *3rd-level Path of the Beast feature* --- You have become more accustomed to hunting with your natural weapons, represented by the following features: ***Bite.*** 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.*** 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.*** When you hit a Huge or smaller creature with your tail, you can force it to make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a failed save, the target is either pushed 10 feet away from you or knocked prone (your choice). \columnbreak ### Path of the Berserker #### Daunting Stature *1st-level Path of the Berserker feature* --- The way you carry yourself can make a daunting impression on others. You gain proficiency with the Intimidation skill. Moreover, you to add your Strength modifier to any Intimidation checks you make, if you aren't already. #### Frenzy *3rd-level Path of the Berserker feature* --- 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. If you enter a frenzy again before finishing long rest, you gain one level of exhaustion when your rage ends. You ignore the effects of exhaustion while raging. #### Intimidating Presence *10th-level Path of the Berserker feature* --- When you first enter your rage, you can unleash a battle cry that drives doubt and fear into your enemy. Choose any creatures within 10 feet that can see or hear you. A creature must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your bonus 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 more than 60 feet away from you.
***Art Credit.*** [Dmitry Burmak](https://burmak.artstation.com/projects/gJBKPL)
\pagebreak ### Path of the Storm Herald #### Foretold Weather *1st-level Path of the Storm Herald feature* --- During a short or long rest, you can attune to the natural world around you, predicting the weather and any natural disasters that will occur within 1 mile of your current location for the next 24 hours. Additionally, you have advantage on saving throws against environmental effects, such as strong winds, avalanches, and extreme heat. #### Aspect of the Storm *3rd-level Path of the Storm Herald feature, which replaces Storm Aura* --- You carry an aspect of the coming storm. When you gain this feature, choose one of the following storms: Blizzard, Thunderstorm, or Pyroclasm. When you take the Attack action while raging, you can replace one attack with an environmental effect. If you do, choose a point you can see within 30 feet of you. Creatures within 10 feet of this point must make a saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier). A creature takes damage equal to 1d6 + half your barbarian level on a failed save, or half as much damage on a successful one. Further details of your storm's effects are below. Producing these effects maintain your rage as if you attacked a hostile creature. You can choose a different option from this list when you finish a short or long rest. ***Blizzard.*** The frigid air nips at their heels. A creature within range must make a Constitution saving throw, or take cold damage. On a failed save, its speed is reduced by 10 feet until the end of its next turn. ***Pyroclasm.*** Heated ash erupts forth. A creature within range must make a Constitution saving throw, or take fire damage. On a failed save, it's knocked prone. ***Thunderstorm.*** Lightning strikes from above. A creature within range must make a Dexterity saving throw, or take lightning damage. On a failed save, it can't take reactions until the start of its next turn. #### Storm Soul *6th-level Path of the Storm Herald feature* --- Once you sense the coming storm, your body begins to acclimate, granting you additional benefits. The benefits are based on the storm you've chosen. You can use these benefits even if you aren't raging. ***Blizzard.*** You gain resistance to cold damage, magical frost covering your body. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice or snow, which melts after 1 minute. This action fails if a creature is in the cube. ***Pyroclasm.*** You gain resistance to fire damage, your body smoldering from your internal heat. 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. ***Thunderstorm.*** You gain resistance to lightning damage, the hair on your body sparking with energy. Moreover, as an action, a strong wind blows around you in a 5-foot radius and moves with you, remaining centered on you. At the start of your next turn, the wind dissapates. Objects within this area are pushed 10 feet away from you if it's not being held or carried, and weigh 5 pounds or less. #### Shielding Storm *10th-level Path of the Storm Herald feature* --- You learn to shield others from the storm. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while within 30 feet of you. #### Raging Storm *14th-level Path of the Storm Herald feature* --- When a creature within 30 feet of you hits you with an attack while you're raging, you can use your reaction to use your Aspect of the Storm. The storm's effects are centered on the attacking creature when you take this reaction. ### Path of the Totem Warrior #### Spirit Seeker *1st-level Path of the Totem Warrior* --- Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the *beast sense* and *speak with animals* spells, but only as rituals, as described in the Spellcasting section. #### Totem Spirit: Tiger *3rd-level Path of the Totem Warrior, which replaces the Tiger options* --- While raging, you can use your bonus action to grapple a creature. You can grapple a creature as part of the bonus action used to enter your rage. The tiger spirit allows you to pounce your prey. #### Aspect of the Beast *6th-level Path of the Totem Warrior, which replaces the Elk & Tiger option* --- 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. ***Elk*** While keeping watch on a short or long rest, you have advantage on Perception checks. The elk spirit heightens your awareness of threats. ***Tiger*** You can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps. \pagebreak ### Path of the Zealot #### Warrior of the Gods *1st-level Path of the Zealot feature* --- You've learned the history and traditions of the deity you serve, gaining proficiency in the Religion skill if you aren't already. When you make a Wisdom (Religion) check related to your deity or creatures your deity is hostile towards, roll a d4 and add it to the roll. Furthermore, 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.
> **Document Created by Okra the Bugbear** > > --- > > **Special Mentions.** While creating this document, I found a [Video by Bone Wizard](https://www.youtube.com/watch?v=JjOJUAj7B3A) that inspired some of the options presented here. Their content is great, go subscribe and enjoy the barbaric violence too. \columnbreak ### Path of Wild Magic #### Magic Awareness *1st-level Path of Wild Magic feature* --- 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. #### Empowered Wild Surge *10th-level Path of Wild Magic feature* --- When an effect on your WIld Magic table would cause damage, you add half your barbarian level to the total.
***Art Credit.*** [Russell Dongjun Lu](https://www.artstation.com/artwork/XVLdy)