D&D R:E: The Barbarian
The 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 heard.
A half-orc snarls at the latest challenger to her title as the champion of the arenas. She cracks her knuckles, ready to snap their neck like she did with the last 12 men that dared underestimate her.
With reckless abandon, a dwarf slams his helmet into the face of his drow foe, then Turns to drive his longsword into the gut of another.
These barbarians, different as they might be, are defined by their sheer power and unrelenting fury. A barbarian is the apex of natural world. Be it innate or cultivated through absurd amounts of training, their strength, fueled by the inner fire of their unquenchable Rage, is without equal among man.
For some, their Rage springs from a communion with fierce the spirits of nature. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, Rage is a power that drives them forward, fueling their immense strength and superhuman instincts.
Primal Instinct
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature — keen instincts, primal physicality, and ferocious Rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt, and their spirits rejoice.
Barbarians come alive in the chaos of Combat. Their impressive bodies, superhuman strength and furious aggression makes stand out as clear threats. Their Rage fueled offense backs up that notion with extreme power and durability.
A Life of Danger
Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to.
Their couRage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Barbarian Rework
The Barbarian
| Level | Proficiency Bonus | Features | Rages | Rage Modifier |
Imposing Presence |
|---|---|---|---|---|---|
| 1st | +2 | Imposing Presence, Rage, Unarmored Defense | 2 | +2 | 10 ft. |
| 2nd | +2 | Danger Sense, Reckless Attack | 2 | +2 | 10 ft. |
| 3rd | +2 | Primal Knowledge, Primal Path | 2 | +2 | 10 ft. |
| 4th | +2 | Ability Score Improvement | 2 | +2 | 10 ft. |
| 5th | +3 | Enhanced Movement, Primal Power | 3 | +3 | 15 ft. |
| 6th | +3 | Path Feature, Raging Charge | 3 | +3 | 15 ft. |
| 7th | +3 | Feral Instinct | 3 | +3 | 15 ft. |
| 8th | +3 | Ability Score Improvement | 3 | +3 | 15 ft. |
| 9th | +4 | Persistent Rage | 4 | +4 | 20 ft. |
| 10th | +4 | Path Feature, Relentless Rage | 4 | +4 | 20 ft. |
| 11th | +4 | Power Flow | 4 | +4 | 20 ft. |
| 12th | +4 | Ability Score Improvement | 4 | +4 | 20 ft. |
| 13th | +5 | Unbreakable Body | 5 | +5 | 25 ft. |
| 14th | +5 | Path Feature | 5 | +5 | 25 ft. |
| 15th | +5 | Indomitable Might | 5 | +5 | 25 ft. |
| 16th | +5 | Ability Score Improvement | 5 | +5 | 25 ft. |
| 17th | +6 | Path Feature | 6 | +6 | 30 ft. |
| 18th | +6 | Wild Soul | 6 | +6 | 30 ft. |
| 19th | +6 | Ability Score Improvement | 6 | +6 | 30 ft. |
| 20th | +6 | Primal Champion | ∞ | +6 | 30 ft. |
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: All Shields
- Weapons: All Melee Weapons, blowgun, dart, heavy gun, longbow, net, shortbow, sling.
- Tools: Choose one from Leatherworker's Tools, Woodcarver's Tools, Herbalist's Kit or Mason's Tools
- 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:
- any two Melee Weapons.
- (a) two handaxes or (b) a sling and 20 pebbles
- An explorer's pack and five javelins
Martial MultiAttack Scaling
When you take the Attack action, you gain one additional Attack at 5th level in this class, one more at 11th level, and one more at 17th level.
Multiclassing
Prerequisites. You must have a Strength score of 13 or higher and a Constitution score of 13 or higher.
Proficiencies. You gain proficiency with this class' Weapon proficiencies.
Rage
In battle, you fight with primal ferocity. As a Bonus Action on your Turn, you may enter a Rage provided you are not wearing armor, excluding shields. While Raging, the following effects are applied:
- You have advantage on Strength checks and Strength saving throws.
- When you make an Attack with a Melee Weapon using Strength, you gain a +2 bonus to your Damage roll. This bonus increases as you gain levels in this class, and shown in the Rage Modifier column of the Barbarian table.
- You have resistance to Piercing, Bludgeoning and Slashing Damage.
- You may not cast or concentrate on Spells.
Your Rage lasts for 1 minute. It ends early if you are knocked unconscious or if your Turn ends and you haven't taken a hostile action or taken Damage since the end of your last Turn. You can also end your Rage at will on your Turn (no action required).
You may Rage up to two times, and regain all expended uses when you finish a short or long rest. The amount of times you can Rage improves as you gain levels in this class, as shown in the Rages column of the of the Barbarian table.
Unarmored Defense
Your natural strength imbues your body with unbreakable resilience. While you are not wearing any armor (excluding shields) or Concentrating on a Spell, your AC equals 14 + your Rage Modifier.
While you benefit from this AC, your Absorptive value increases by an amount equal to your Rage Modifier.
Imposing Presence
You are always the biggest threat on the battlefield. While you are not unconscious hostile Creatures within 10 feet of you that can see and hear you have a penalty to their Attack rolls against Creatures other than you equal to your Rage Modifier. This Feature has no effect on Creatures that cannot be Frightened.
This Feature's range improves as you gain levels in this class, as shown in the Imposing Presence column of the Barbarian table.
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.
Reckless Attack
Starting at 2nd Level, you can throw aside all concern for defense to Attack with fierce bloodlust. When you make your first Attack on your Turn, you can decide to Attack recklessly. Doing so gives you advantage on Melee Weapon Attacks and thrown Weapon Attacks with Melee Weapons using Strength until the start of your next Turn, but Attack rolls against you have advantage until the start your next Turn.
Once you use this Feature, you cannot do so again until you roll Intiative at the beginning of Combat, unless you spend one use of your Rage Feature to do again.
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, 14th and 17th level.
Sheer Strength
Also at 3rd level, your body's sheer power is unmatched. The amount of weight you can push, drag or lift increases by a number of pounds equal to your Barbarian level x 50. The same bonus is applied to your carrying capacity.
In addition, the distance of your high jumps is now calculated as 7 + your Strength modifier and the distance of your long jumps is now calculated as twice your Strength score.
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.
Enhanced Movement
Starting at 5th level, your superhuman strength extends to the speed and potency of your legs. Your Speed increases by 10 feet, and your Jump Height and Jump Distance are increased by an amount of feet which equals twice your Barbarian level.
Primal Powers
Starting at 5th level, you gain the ability to summon forth your primal power, shaping the weave with your sheer strength. You learn three of the Primal Powers listed at the end of this document. Whenever you gain a level, you may switch a Primal Power you know for another one listed below. You learn additional Primal Powers as you gain levels in this class, learning one additional Primal Power at 9th, 13th and 17th level.
You can use Primal Powers a number of times equal to your Rage Modifier, regaining all expended uses when you finish a long rest.
Some Primal Powers require saving throws. In that case, the DC for these saving throws is calculated as follows:
Primal Save DC= 8 + your Proficiency Bonus + your Strength modifier.
Raging Charge
Starting at 6th level, when you you Rage, you may immediately take the Dash action as a Free Action.
Feral Instinct
By 7th level, your instincts are so honed that you have Advantage on Initiative checks. Additionally, you cannot be Surprised.
Persistent Rage
Beginning at 9th level, your Rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
In addition, your Rage now lasts for 10 minutes and you are immune to the effects of the Calm Emotions Spell while Raging.
Relentless Rage
Starting at 10th level, your Rage can keep you fighting despite grievous wounds. If you drop to 0 or less Hit Points while you're Raging and don't die outright, you can make a DC 5 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 long rest, the DC resets to 5.
Power Flow
At 11th level, your body begins to breaks the limits of mortals. Your Strength and Constitution scores increase by 2. Your maximum for those scores is now 22.
Unbreakable Body
At 13th level, your temple cannot be broken by the measly. Your Absorptive value increases by 6.
Absorptive may reduce Damage you take to 0.
Indomitable Might
Beginning at 15th level, if your total for a Strength or Constitution check or save is less than your Strength or Constitution score, you can use that respective score in place of the total.
Wild Soul
Beginning at 18th level, your very essence is as wild as your fury, making you unstoppable. At the start of your Turn in Combat, you may end one Spell or Magical Effect of your choice currently affecting you.
You can use this Feature a number of times equal to your Rage Modifier, and regain all spent uses when you finish a Long Rest.
Primal Champion
At 20th level, you embody absolute physical power. Your Strenght and Constitution Scores increase by 4, you new maximum for these Ability Scores becomes 26.
You count as being Gargantuan for the sake of Rules and Features.
Furthermore, you may Rage an unlimited amount of times.
Primal Paths
Path of the Berserker
To be a Berserker is to be the culmination of all it means to be a true warrior. Powered by the strength of flesh and the sharpness of steel, they need no gimmicks, no trickery, and no complex techniques. They are a whirlwind of steel, sleek with blood and numb to all pain, incarnations of violence itself.
Frenzy
Starting when you choose this path at 3rd level, you can go into a Frenzy when you Rage. While you are in a Frenzy your Rage Modifier is doubled.
When your Rage ends after having used this Feature, you suffer one level of Exhaustion. You are immune to the effects of Exhaustion while in a Frenzy.
Mindless Rage
Beginning at 3rd level, your Rage inebriates you with the flames of battle. You gain the following benefits:
- You can't be Charmed, Frightened or magically put to sleep while Raging.
- If you are Charmed or Frightened when you enter your Rage, the effect is suspended for the duration of the Rage.
- If a Spell or Feature would take control of your character during your Turn, you may choose to Rage regardless of that Spell or Feature’s control.
Pressuring Presence
At 6th level, the weight of your presence is tremendous, making your enemies doubt their every move that does not target you. When a Hostile Creature starts its Turn within range of your Imposing Presence or enters that range for the first time during a Turn, that Creature is Threatened until the end of the Turn.
Whenever a Threatened Creature targets a Creature Allied to you with an Attack or Spell that deals Damage, it must first make a Wisdom Saving Throw against your Primal Save DC. On a failed save, the Creature must choose you as the new target or lose the Attack or Spell.
This Feature has no effect on Spells that affect an area, such as the Fireball Spell. This Feature has no effect on Creatures that cannot be Frightened.
Retaliation
Starting at 10th level, your sharp instincts and quick reflexes allow you to always strike back. Whenever you or an Allied Creature(s) within range of your Imposing Presence takes Damage from a Hostile Creature’s Attack you can use your Reaction to make a Weapon Attack against that Creature, being able to draw a Weapon as part of the Attack.
At the end of each Turn during Combat, if you have spent your Reaction using this Feature, regain it.
Refreshed Frenzy
Beginning at 14th level, whenever your Rage ends after having a entered a frenzy you no longer gain one level of Exhaustion.
In addition, whenever your Rage ends, you may end the Bleeding, Blinded, Deafened, Paralyzed, Poisoned or Stunned Condition on yourself, alongside any effect that may be causing that Condition.
Devastator
At 17th level, you learn an additional Primal Power which does not count against the total amount of Primal Powers you know. This Primal Power is described below, and requires you to expend two uses of your Primal Powers in order to be used.
Devastation Dervish
- Use Time: One action
- Range: Self (60-foot radius)
- Free Hands: None
Your swirl and swing with absurd speed and power, destroying all that surrounds you with absolute might. All Creatures and objects of your choice within range are forced to make a Dexterity saving throw. On a failure, they take 10d12 + your Strength Score Force Damage. This Damage is doubled against objects. On a success, they take half as much Damage instead. Immediately after using this Feature, you may teleport to an unnocupied location of your choice within range which is not behind full cover from your current location.
Path of the Totem Shaman
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts the wild animal spirits spawned from Gaia's will as their guide, mentor and inspiration.
The tribes who follow this path are often deeply secluded, seeking places which have not been tarnished by the touch of civilization. This often leads to these barbarians taking on the mantle of protectors, shielding the wilds from invaders and imbalances and venturing into civilization mostly in quests to protect their homelands or seek greater enlightenment.
Spirit Seeker
At 3rd level when you adopt this path, you learn the Druidcraft cantrip. You may choose up to three Spells of 2nd Level or lower from the Druid Spell List that have the Ritual tag. You may Cast the selected Spells at will using this Feature, but only as a Ritual.
In addition, when you reach 6th level in this class, you may choose two additional Ritual Spells of 3rd level or lower from the Druid Spell List to Cast at will, but only as a Ritual.
Totem Spirit
At 3rd level, you gain the ability to channel the power of wild spirits to aid you in battle. When you Rage, choose a spirit to channel from the options below. At the start of each of your Turns while Raging, you choose which spirit you are channeling. You cannot channel the same spirit twice in a row.
- Bear. The spirit of the bear makes you tough enough to stand up to any punishment. While Raging, your Absorptive Value increases by an amount eqaul to your Rage Modifier and you may apply your Absorptive value to all Damage you take, except Force and Psychic Damage.
- Eagle. The spirit of the eagle makes you into a predator who can weave through the fray with ease. While you're Raging, other Creatures have Disadvantage on their Opportunity Attacks made against you and your Walking Speed is doubled.
- Owl. The spirit of the owl makes you a silent presence, waiting for the perfect moment to strike. When you begin channeling this spirit, you become Invisible and make no sound while moving. This Invisibility ends if you stop Raging, end your Turn, or deal Damage to a Creature.
- Tiger. The spirit of the tiger makes you an agile master of ambushes. While you're Raging, your Jump Height and Jump Distance are trippled, and your Melee Weapon Attacks deal an extra 1d12 Weapon Damage to any Creature that has not yet taken its Turn this Combat.
- Wolf. The spririt of the wolf bestow your companions with the tactical mastery to exploit small openings. Allied Creatures have Advantage on their Melee Attacks against Hostile Creatures within 5 feet of you.
- Wolverine. The spirit of the wolverine makes you a vengeful and uncontrolable force. Once per Turn while Raging, when take Damage, you immediately make a Melee Weapon Attack against a random Creature within Reach of you or a Melee Weapon you are wielding.
Aspect of the Beast
At 6th level, your spirit animals each grant you a blessing. At the end of each Short or Long Rest, you may choose one Spiritual Blessing to gain. That blessing remains until the end of your next Short or Long Rest. These blessings are listed as follows:
- Bear. You gain the might of the bear. Your carrying capacity is doubled, and you have advantage on Athletics checks. Hostile Creatures within range of your Imposing Presence have disadvantage on Attack Rolls against Creatures other than you. This Feature has no effect on Creatures that cannot be Frightened.
- Eagle. You gain the eyes of the eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no further than 100 feet away from you. You may take the Spot Weakness action as a Free Action once on each of your Turns in Combat. When you do, you may use your Strength Modifier for its Ability Check.
- Owl. You gain the awareness of the owl. You can pinpoint the exact location of the source of any sound you hear, and can accurately distingish all sounds that occur within a 100-foot Radius around you, and you have advantage on Perception checks. You may take the Search action as a Free Action at the start of each of your Turns in Combat.
- Tiger. You gain the lethality of the tiger. You gain a Climbing Speed equal to your Walking Speed. On your first Turn of Combat, the first Melee Weapon Attack you hit against a creature that cannot see you becomes becomes a Critical Hit.
- Wolf. You gain the tracking of the wolf. You have advantage on Survival checks made to track, and you may magically track a Creature through any distance and any form of terrain, so long as you have been in the presence of it or an object of its belonging within the past 24 hours. Your Weapon Attacks gain a bonus to their Damage Rolls equal to twice your Rage Modifier if their target willingly moved away from you since the start of their last Turn.
- Wolverine. You gain the uncontainability of the wolverine. You are immune to the effects of Difficult and Hazardous Terrain. You have Advantage on your Ability Checks made with the Escape Action, and may take the Escape Action as a Free Action once on each of your Turns in Combat.
Spirit Walker
At 10th level, your connection to nature deepens, giving you greater access to your totem spirits. You may choose up to three Spells of 5th Level or lower from the Druid Spell List that have the Ritual tag. You may Cast the selected Spells at will using this Feature, but only as a Ritual.
Whenever you finish a Short or Long Rest, you may change your selection of these Spells, choosing three new Spells of 5th Level or lower from the Druid Spell List that have the Ritual Tag to replace your previously chosen ones.
Totemic Attunement
At 14th level, whenever you channel a spirit to channel with your Totem Spirit Feature, that spirit grants you an additional effect as described below:
- Bear. The stalwart resilience of the bear manifests as supernatural endurance. You have Resistance to all Damage, except Force and Psychic Damage.
- Eagle. The aerial speed of the eagle manifests as supernatural wings. You have a Flying Speed equal to your Walking Speed.
- Owl. The silent movements of the owl manifest as supernatural stealth. While you are Invisible due to this spirit's effect Creatures become unaware of your position and cannot perceive you.
- Tiger. The murderous fury of the tiger manifests as supernatural lethality. Your Melee Attacks have Advantage, and whenever you have Advantage on a Melee Attack roll, you may roll one additional d20 and pick the highest roll from among the three dice.
- Wolf. The feral cunning of the wolf manifests as supernatural blessings for your allies. Attacks made by Allied Creatures against Hostile Creatures within 5 feet of you deal an additional 1d12 Damage.
- Wolverine. The indomitable frenzy of the wolverine manifests as supernatural claws. Whenever a Creature deals Damage to you with a Melee Attack, it and all other Creatures within 5 feet of you take an amount of Slashing Damage equal to your Barbarian Level.
Shamanic Awakening
At 17th level, your soul becomes one with the spirits that have aided you for so long. You gain the Beast Creature Type if you did not already have it. You gain the following benefits:
- You gain a bonus to your Wisdom Checks and Saving Throws which equals your Rage Modifier.
- Whenever you would be forced to make an Intelligence or Charisma Check or Saving Throw, you may instead perform a Wisdom Check or Saving Throw (respectively).
- You are immune to the effect of "Hex" Spells, and Magical Effects which can be removed with the "Remove Curse" Spell.
Path of the Undying Zealot
In the midst of the bloodiest wars, invaders and innocents alike look to the gods in prayer. The gods of violence, cruelty and honor are known to answer these prayers in the form of a mortal champion - one who has devoted everything to their warring deity. Few are those who would stand against such unquenchable faith.
These Barbarians, known as Undying Zealots, are forged in the flames of conflict. Unbreakable, unyielding and nigh incorruptible, they are fueled by the burning desire to fight another day in their deity's name. They march eternally to seek the next battlefield that would put their might and muscle to the test.
Warrior of the Gods
Starting when you choose this path at 3rd level, your soul is marked for endless battle. You may add your Rage Modifier to your Death Saving Throws. When you succeed on a Death Saving Throw, you may regain a number of Hit Points equal to your Barbarian Level + your Constitution Modifier.
Once have regained Hit Points with this Feature, you cannot do so again until 1 minute has passed or you have killed a Hostile Creature.
Moreover, you are not affected by the Revive Penalty ruling, nor do you suffer any penalties when being ressurected by a Spell such as Revivify and others like it.
Zealous Fervor
Also at 3rd level, your faith and fury bestow you with divine powers fueled by wrath. While in Combat, the first time each Turn one of the conditions listed below is met, you gain Fervour Points. When Combat ends, you lose all of your Fervour Points.
- When you take Damage, you gain one Fervour Point.
- When you kill a Hostile Creature, you gain two Fervour Points.
- When you make are forced to make a Saving Throw, you gain one Fervour Point.
- When you score a Critical Hit on an Attack made against a Hostile Creature, you gain three Fervour Points.
You may spend Fervour Points in the following ways:
- Empower Metal. When you hit with a Weapon Attack, you may spend any number of Fervour Points. Your Attack does (2 + your Rage Modifier x the number of points spent) additional Damage, the Type of which is either Fire, Lightning, Necrotic or Radiant (you choose when you choose this Path).
- Sustain Flesh. When you would be reduced to 0 or less Hit Points due to taking Damage, you may spend any number of Fervour Points. The Damage you would take is reduced by (2 + your Rage Modifier x the number of points spent).
Flames of Faith
Beginning at 6th level, while fueled by the flames of war, your miracles reach ever higher. You gain the following additional ways to spend your Fervour Points:
- Breakthrough. When you would fail an Intelligence, Wisdom or Charisma Saving Throw, you may spend 3 Fervour Points to succeed on that Saving Throw instead.
- Cull. When you take the Attack action, you may forego all Attacks you could make with it and spend 2 Fervour Points. If you do, make a Melee Weapon Attack against each Creature of your choice within a Radius of you, the Range of which is a number of feet which equals (your Rage Modifier x 5).
- Reap. As a Bonus Action, you may choose one Creature you can see and spend 2 Fervour Points. If you do, until the end of the Turn, you spend only 1 foot of Speed for each 4 feet you move while moving in a straight line towards that Creature.
Eternal March
At 10th level, for as long as there is war, you will keep fighting. Whenever you would regain Hit Points with your Warrior of the Gods feature, you regain twice as many instead.
Whenever a Spell or Magical Effect would affect your soul in any way, such as being ressurected as an Undead, having your soul trapped or stolen, or being possessed, you may choose to deny that Spell or Magical Effect.
Miraculous
At 14th level, the fervour of your faith reaches the heavens themselves. You gain the Celestial Creature Type. If you already where a Celestial, you instead lose all other Creature Type that are not Celestial.
Furthermore, you gain the following benefits:
- At the start of each of your Turns, you gain two Fervour Points.
- You become Resistant to the Damage Type chosen for your Empower Metal Feature.
- You manifest a pair of wings, whose appearance you determine. These are fully physical, needing clothe and armor to be shaped around them. These wings grant you a Flying Speed equal to twice your Walking Speed.
Beyond Death
At 17th level, war cometh, and nothing can stop it. When you would die or be reduced to 0 Hit Points, you may choose to instead regain Hit Points until you are not missing any Hit Points.
Once you use this feature a number of times equal to your Rage Modifier, you cannot do so again until you finish a Long Rest.
Moreover, you are immune to effects which would kill you without doing Damage to you, such as the Power Word Kill Spell, and effects which you cause you to die as soon your Hit Points become 0.
Path of the Shifting Beast
Barbarians who walk the Path of the Beast draw their Rage from a bestial spark burning within their souls. Either servants of wild gods or their descendants, these warriors were blessed with the mounstrous power to forcefully reshape their flesh to their will. By brutally tearing apart their own bodies and reforming them with ancient rituals, they become vile living weapons.
This practice allows them to take on a wide variety of monstrous forms, which they use both to slay their foes in combat and to survive the harshest environments.
Form of Beast
Starting when you choose this path at 3rd level, when you enter your Rage, you can transform, reshaping yourself into one of the forms listed below. While transformed this way, you gain the Monstrosity Creature Type. This transformation lasts until your Rage ends.
Bloodfang Beast
You turn into a ravenous, furred form that feeds of vitality to sustain itself. While in this form, the following effects apply:
- Your mouth transforms into a bestial muzzle with serrated fangs, or a blood feeding implement such as a proboscus or leech's maw. It acts as a Natural Weapon with the Vicious, Finesse and Puncture Properties. On a hit, it deals 1d10 Piercing Damage.
- Once per Round, when you deal Damage to a Creature that can Bleed with this form's Natural Weapon, you may regain an amount of Hit Points equal to half the Piercing Damage dealt, up to that Creature's Maximum Hit Points.
- You have Advantage on your Attack Rolls made against Creatures Grappled by you, and such Creatures have Disadvantage on their Attacks.
- At the end of each of your Turns, you take an amount of Necrotic Damage equal to one tenth of your Maximum Hit Points. This Damage cannot be denied or reduced in any way.
Sharpstrike Beast
You turn into a vicious, scaled form that tears through everything in its path. While in this form, the following effects apply:
- Your hands transform into bladed claws or crude bone blades. While such a hand is empty, it acts as a Natural Weapon with the Light, Finesse and Brutal Properties. On a hit, it deals 1d8 Slashing Damage.
- As a Bonus Action on your Turn, you may make an Attack with this form's Natural Weapon.
- Your Speed increases by 10 feet.
- You cannot willingly move away from the nearest Hostile Creature to you at any one point.
Steelfluff Beast
You turn into a stalwart, feathered form that resists all strikes and possesses massive strength. While in this form, the following effects apply:
- Your spine extends and transforms into a thick, bludgeoning tail. Alternatively, your arms or legs may grow much more massive and well defined. They act as a Natural Weapon with the Heavy, Reach and Pummeling Properties. On a hit, they deal 1d12 Bludgeoning Damage.
- You grow one Size Category larger.
- Your Absorptive Value increases by an amount which equals your 2 + Rage Modifier.
- Your Absorptive Value applies to all Damage, except Fire, Psychic and Force Damage.
- Your Speed is halved
- You have Disadvantage on your Dexterity Checks and Saves.
Food Chain
Also at 3rd level, when you gain this Feature and whenever you finish a Long Rest, choose one of the following Features to gain. That Feature remains until the end of your next Long Rest.
- Predator. You can consume your enemies to sustain yourself. Immediately after you reduce an enemy Creature that is within your Reach and is not an Undead, Ooze or Construct to 0 Hit Points while Raging, you may spend one use of your Rage to feed on the target. The corpse is badly mutilated, killing the Creature if it was not already dead. You then gain a bonus to your Natural Weapon Damage Rolls and Absorptive which equals your Rage Modifier. This bonus is culmulative, and lasts until your Rage ends or Combat ends, whichever comes first.
- Prey. You can detect all danger. You cannot be Surprised and gain a bonus to your Perception Checks which equals your Rage Modifier. When you roll Initiative at the beginning of Combat, you may spend one use of your Rage to gain a bonus to your Initiative Check which equals twice your Rage Modifier.
Bestial Adaptations
Beginning at 6th level, you develop bestial mutations which allow you excel in a variety of environments. When you gain this Feature, choose one of the following Features to gain. As an Action or Bonus Action, you may change which choice you have made, gaining a new Feature and losing the old one.
- Crawl. You gain a Climbing Speed equal to your Walking Speed, and can climb on difficult surfaces, even upside down on a ceiling, without making an ability check.
- Elemental Adaption. Choose one Damage Type other than Piercing, Bludgeoning, Slashing or Force Damage. You gain Resistance to that Damage Type.
- Fish. You gain a Swimming Speed equal to your Walking Speed and can breathe underwater.
- Instinct. You have advantage on Insight, Survival and Perception checks.
Mutative Enhancements
Starting at 10th level, your form can shift in even more unnatural ways. When you Rage, you may spend an additional use of your Rage to mutate an aspect of yourself. Until the Rage ends, you gain the benefit related to that mutation. You may choose the nature of the mutation each time you Rage:
- Acidic Secretions. Your Natural Weapon Attacks deal an additional amount of Acid Damage equal to your Rage Modifier and ignore the Absorptive and Fortress Properties.
- Burning Blood. Whenever a Creature Damages you with a Melee Attack while they are within 5 feet of you, that Creature takes an amount of Fire Damage which equals your twice your Rage Modifier.
- Chromatophoric Hypnosis. When a Creature that can See you ends its Turn within 10 feet of you, that Creature briefly becomes Incapacitated. It ceases to be Incapacitated at the start of the next Turn.
- Hallucinogenic Pheromones. Whenever a Hostile Creature starts its Turn within Range of your Imposing Presence or enters it for the first time in a Turn, it must succeed on a Constitution Saving Throw against your Primal Save DC or be Dazed by sensory hallucinations until the end of the Turn.
Degenerative Neurotoxin
Beginning at 14th level, you can infect targets with a noxious substance that assaults their mind. Once per Round, when you hit a Creature with a Natural Weapon Attack, you may Poison that Creature with neutoroxins. While Poisoned, that Creature suffers a randomly determined effect from the Short-Term Madness table. This lasts until the start of your next Turn, at which point they cease being Poisoned and become Immune to this effect for the next 24 hours.
Once you use this Feature, you cannot do so again until 1 minute passes, or spend a use of your Rage Feature to do so.
Monster
At 17th level, you learn to shed all weakness and unveil that which was trapped within. When you Rage and transform into a bestial form as per your Form of the Beast Feature, you may choose to evolve that bestial form for the duration of that Rage. While evolved, the following effects are applied onto you, depending on your chosen form:
- Bloodfang Beast. Your Natural Weapon Attacks deal three additional dice of Weapon Damage. The first Natural Weapon Attack you hit each Round becomes a Critical Hit. Your Maximum Hit Points are doubled.
- Sharpstrike Beast. When you make a Natural Weapon Attack as a Bonus Action, you may perform two additional Natural Weapon Attacks with that same action. Your Speed is doubled.
- Steelfluf Beast. You Resist all Damage, except Fire, Psychic and Force Damage. Your Absorptive Value is doubled.
Once you evolve this way, you cannot do so again until you finish a Long Rest.
Path of the Ancestral Guardian
Death is not the end for a true warrior, for their soul will fight eternal to protect their companions and descendants. That is the belief and way of life of those that follow the Path of the Ancestral Guardian. Dedicated to upholding the memories of those that have passed, these Barbarians carry with themselves countless generations of rich oral and writen traditions passed down through endles years.
Often etched in their bodies as complex networks of tattoos telling long sagas of lineage and heroism, the weight of their connection with the dead allows these Barbarians to breach the veil of the worlds and call upon their very ancestors from the realm of the dead. These ancestors come onto the world as spectral soldiers, fighting to protect their lineage as a terrifying but honorable army of the dead.
Wisdom of the Ancestors
Staring when you choose this path at 3rd Level, the memories of your ancestors live with you, blessing you with wisdom well beyond your years. Whenever you would make a Wisdom Check or Saving Throw, you gain a +2 bonus to it.
Furthermore, by consulting the ancients directly through your bond, you may call upon their aid in moments of uncertainty. You may cast the Augury, Ghost Sight and Spectral Scout Spells at will with this Feature, but only as a Ritual.
Ancestral Protectors
Also at 3rd Level, you may call upon your ancestor's souls when you Rage. When you do, and at the start of each of your Turns while Ragng, you may choose a number of unnocupied spaces you can See within 60 feet of you, up to your Rage Modifier. An Ancestral Spirit appears in each of those spaces, remaining there until the start of your next Turn or until your Rage ends.
Once a Creature starts its Turn within 5 feet of an Ancestral Spirit, or moves withn 5 feet of an Ancestral Spirit for the first time in a Turn, that Creature must make a Dexterity Saving Throw against a DC of 8 + your Rage Modifier + your Constitution Modifier.
On a failure, that Creatures takes an amount of Necrotic Damage equal to twice your Rage Modifier and suffers Disadvantage on its Attack Rolls against Creatures other than you until the end of the Turn. On a success, it takes half as much Damage and does not suffer from the Disadvantage inflicted by this effect.
Whenever a Creature is dealt Damage by an Ancestral Spirit, its Speed is reduced by 10 feet until the end of that Turn.
Spirit Shield
Beginning at 6th Level, your ancestors protect you and those you care for. Whenever you, or a Creature you can See within 60 feet of you that is either within 5 feet of you or an Ancestral Spirit would take Damage from a source you can See, you may spend your Reaction to reduce that Damage by an amount of d12 equal to your Rage Modifier.
If this would reduce the Damage of an Attack to 0, that Attack instead becomes a Miss.
If this would reduce the Damage of an effect that deals Damage upon failing a Saving Throw to 0, the Saving Throw becomes a success.
Spiritual Anchor
Starting at 10th Level, your connection with your ancestors grows such that can you can call their presence upon the world to a much greater extent. You have Advantage on your Wisdom Checks and Saving Throws.
Furthermore, you may Cast the Clairvoyance, Dowse Location, Locate Creature and Locate Object Spells at will with this Feature, but only as a Ritual.
Vengeful Ancestors
Beginning at 14th Level, your ancestors take direct revenge upon those that harm you or your allies. Whenever you reduce Damage with your Spirit Shield Feature, if the source of that Damage is within 5 feet of an Ancestral Spirit, it takes an amount of Necrotic Damage equal to the Damage reduced.
Furthermore, you gain an additional Special Reaction each Round. This Special Reaction can only be used with your Spirit Shield Feature.
Breach the Veil
At 17th Level, your connection with death grows so strong you learn the defy it's absoluteness. As a Bonus Action on your Turn, you may spend one use of your Primal Power Feature to Cast the Revivify Spell without the need for a Spell Slot or Components.
Furthermore, by spending two uses of your Primal Power Feature over the course of a 1 hour Ritual, you may Cast the Ressurection Spell without the need for a Spell Slot or Components.
Ressurecting Creatures with either of these Spells Cast this way do not give the ressurected Creature any penalties to it's Attack Rolls, Ability Checks and Saving Throws.
Path of Chaos
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 Chaos.
Wild Surge
Starting at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your Rage, and at the start of each of your Turns while Raging, roll a d12 and check the Barbarian Wild Magic Table to determine the magical effect produced.
If the effect requires a Saving Throw, the DC equals 8 + your Rage Modifier + your Strength Modifier.
Magic Awareness
Also at 3rd level, you become aware of the presence of concentrated magic. While you are not Unconscious, you always nonmagically replicate the effects of the Detect Magic Spell without the need to Concentrate on it.
Arcana Disruptor
At 6th level, your presence hinders the channeling of magic around you. Whenever you or a Creature of your choice that you can See within Range of your Imposing Presence would Cast a Spell, you may spend your Reaction to force that Creature to make Spellcasting Ability Score Check against your Primal Power Save DC. On a failure, the Creature's Spell fails and has no effect, however, any resource used to Cast the Spell such as a Spell Slot or use of a Feature are not lost.
Unstable Backlash
At 10th level, the magic within you grows so much it lashes out immediately when disturbed. Once per Round, Immediately after you take Damage or fail a Saving Throw while Raging, you may choose to roll on the Barbarian Wild Magic table and immediately produce the effect rolled.
Controlled Surge
At 14th, you fully master the unstable magic within you, controlling it like part of your body. Whenever you would roll on the Barbarian Wild Magic table, you may instead choose an effect on the table.
In addition, you may use a Bonus Action on each of your Turns while Raging to roll on the Barbarian Wild Magic table and immediately produce the effect rolled.
Spellbreaker
At 17th level, your wild magic grows potent enough to completely deny harmful magic against you. You have Resistance to all Damage dealt by Spells and Magical Effects, and have Advantage on your Saving Throws against Spells and Magical Effects.
Barbarian Wild Magic
| d12 | Effect |
|---|---|
| 1 | You gain an amount of Temporary Hit Points equal to your Rage Modifier x 10, which dissapear when your Rage ends or when you start your next Turn. |
| 2 | You teleport up to 60 feet to an unoccupied space you can See. |
| 3 | An intangible spirit 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 10 feet of it must succeed on a Dexterity Saving Throw or take an amount of Force Damage equal to twice your Barbarian Level, taking half as much on a success. |
| 4 | Until the start of your next Turn, all Damage you deal with Hostile Actions cannot be denied or reduced in any way. |
| 5 | Whenever a Creature or Object hits you with an Attack before the start of your next Turn, that Creature or Object takes an amount of d12 Force Damage equal to your Rage Modifier as magic lashes out. |
| 6 | Until the start of your next Turn, you are surrounded by multicolored, protective lights; you gain a +2 bonus to your Armor Class, and while within 30 feet of you, your allies gain the same bonus. |
| 7 | Flowers and vines temporarily grow around you; until the start of your next Turn, the ground within 30 feet of you is Difficult Terrain for your enemies. |
| 8 | A blessed light emerges from you. Until the start of your next Turn, you emit Bright Light in a 30-foot radius, and Dim Light for an additional 30 feet. Allied Creatures within this Bright Light gain a bonus to their Damage Rolls which equals your Rage Modifier. |
| 9 | A sweet, seducing aroma emerges from you. Each Hostile Creature within 30 feet of you must make a Wisdom Saving Throw or be Charmed by you until the start of your next Turn. A Creature Charmed this way has Disadvantage on its Intelligence and Wisdom Checks and Saving Throws. |
| 10 | You grow spectral insectoid wings. Until the start of your next Turn, you gain a Hovering Speed equal to twice your Walking Speed. |
| 11 | You experience a sudden and sharp growth spurt. Until the start of your next Turn, you become two Size Categories Larger and gain a +4 bonus to your Strength Checks. |
| 12 | You are overcharged with chaotic magical power. Until the start of your next Turn, any time you roll a 9 or higher on the d20 for an Attack Roll, that Roll becomes a 20. However, each time you roll an 8 or lower on the d20 for an Attack Roll, that roll becomes a 1. |
Path of the Juggernaut
Those who channel the path of the Juggernaut tap into the deep essence of momentum, embodying and controlling this force of nature to become truly unyielding, unmovable and unstoppable.
Be them born through training, lineage or magic, these barbarians are paragons of power and resilience, being able to shatter the world around them as if it was nothing but glass.
Thunderous Blows
Starting when you choose this path at 3rd level, your Rage instills you with the strength to batter around your foes, making them mere pieces to be moved across the battlefield.
- Once per Turn while Raging, when you Damage a Creature that is no more than one size larger than you with a Melee Weapon Attack, you can push the target a number of feet in any direction horizontally, up to your Rage Modifier x 10, and you can choose to immediately move up to that many feet towards the target's new position.
- When you use this Feature to push the target into the space of a Medium or larger Creature or Object, both the target and the Creature or Object take Force Damage equal to your Barbarian Level + your Rage Modifier. If the Creature or Object the pushed target was pushed onto is reduced to 0 Hit Points, the target is also pushed into its space.
- You deal the maximum amount of Damage possible to Objects and Structures you hit with Melee Weapon Attacks while Raging.
Impenetrable Might
Starting at 3th level, even the most cumbersome of armor has become little more than a comfortable match for your unyielding endurance. You become proficient with Medium and Heavy Armor, and may enter a Rage while wearing Medium or Heavy Armor.
In addition, you gain a bonus to your Ability Checks and Saving Throws against effects that would knock you Prone or Force you to move while you are wearing Armor which equals your Rage Modifier.
Unstoppable
Starting at 6th level, you have become powerful enough to push past many of the obstacles designed to hinder or halt you, both magical and mundane.
When you enter a Rage, you may spend an additional use of Rage to become unstoppable. For the Duration of the Rage your Attacks deal twice as much Damage to Objects and Structures, your Speed cannot be reduced, and you are immune to the Frightened, Paralyzed, Restrained and Stunned Conditions.
If you are Frightened, Paralyzed, Restrained or Stunned, you can still take your Bonus Action to enter your Rage and suspend the effects for its Duration.
While in an unstoppable Rage, every foot of movement you make takes only one foot of Speed to achieve, regardless of circumstance (difficult terrain, grappling a Creature, etc.)
Unrelenting
Starting at 10th level, you gain the following benefits:
- Your Speed increases by 10 feet.
- You gain Climbing and Swimming Speeds equal to your Walking speed.
- Your Jump Height and Jump Distance becomes equal to your Walking Speed.
- You take half as much Damage from Free Falling and are not knocked Prone by it.
Wrecking Ball
Starting at 14th level, you can leverage your momentum to crush foes with immense power. Once per Turn, if you move at least 20 feet in a straight line towards a Creature or Object immediately before making a Melee Weapon Attack against it, that Attack deals an additional 1d12 Force Damage for each 20 feet you have moved in a straight line immediately before making it.
Demolisher
At 17th level, you learn an additional Primal Power which does not count against the total amount of Primal Powers you know. This Primal Power is described below, and requires you to expend two uses of your Primal Powers in order to be used.
Demolition Impact
- Use Time: One action
- Range: 300 feet
- Free Hands: None
You charge with unfathomable speed and power, striking like a meteor. You may move up to 300 feet in a straight line towards a point of your choice within range. If this movement would cause you to move through the space of a Creature or object, they are forced to make a Constitution saving throw. On a failed save, it takes force Damage equal to 10d12 + your Barbarian Level and is knocked Prone. On a successful save, a Creature takes half Damage and is not knocked Prone. If the Damage dealt by this Primal Power is not sufficient to reduce a Creature or Object whose space you are moving through to 0 points, your movement stops. Otherwise, you move through that Creature or object’s space, resuming the movement made as part of this action. When you reach the chosen point at the end of this movement, if there is a Creature or Object within your range, you may make a Melee Weapon Attack against it as part of this action.
Path of the Almighty
Barbarians are usually born through a variety of means, but only one Path is forged only through effort. The Path of the Almighty calls to those that wish to forge themselves into the strongest beings. Seeking only pure, unaltered power, these Barbarians dedicate themselves to the most extreme forms of physical conditioning, working day after day to perfect their physical form and enhance their control of their own body.
In this path of self improvement, these Barbarians abandon all material aids, seeking to prove the destructive power of their own bare hands, and the indestructibility of their skin and muscles. Proud of their effort, they demonstrate the fruit of their labor directly on the field of battle, overpowering and undermining their foes' attempts at standing against their unfathomable might.
Living Weapon, Walking Wall
Starting when you choose this path at 3rd level, you gain the Unarmed Fighting Fighting Style. Furthermore, while not wearing Armor (including Shields) or wielding Weapons, you gain the following benefits:
- You gain a bonus to your Strength and Charisma Ability Checks which equals your Constitution Modifier.
- Your Absorptive Value increases by an amount which equals your Constitution modifier.
Demonstrations of Power
Also at 3rd level, you become even more powerful when fueled with confidence by crushing your foes. Whenever one of the conditions listed below is met, if you are not Incapacitated, you gain one Confidence Point. When you become Incapacitated or when Combat ends, you lose all of your Confidence Points.
- A Hostile Creature deals 1 or less Damage to you.
- You reduce a Hostile Creature to 0 Hit Points or less with an Unarmed Strike or Primal Power.
- A Hostile Creature misses an Attack against you by 5 or more.
- You score a Critical Hit on an Attack made against a Hostile Creature.
During your Turn, you may spend Confidence points to empower your Unarmed Strikes and Skill Actions in the following ways:
- Grappling Slam. When you successfully Grapple a Creature, you may spend one Confidence Point to knock it Prone. If you do, it takes an amount of Force Damage equal to twice your Rage Modifier.
- Skull Bash. When you hit a Creature with an Unarmed Strike, you may spend one Confidence Point to Daze it until the end of its next Turn.
- Tumbling Toss. When you successfully Shove a Creature, you may spend one Confidence point to knock it Prone and reduce its Speed to 0 until the end of its next Turn.
Climax Boost
Starting at 6th level, with sufficient confidence in your own abilities, you can perform the impossible. You gain the following news ways to use your Confidence Points:
- Deny Malaise. When you fail a Saving Throw against an effect which would Charm, Disease, Frighten or Poison you, you may spend two Confidence Points to succeed on that Saving Throw instead.
- Finisher Move. Once per Round, when you would make an Unarmed Strike, you may spend any number of Confidence Points. That Unarmed Strike does an amount of additional Weapon Damage equal to (Your Rage Modifier x the number Confidence Point spent). If you have expended at least 3 Confidence Points with this effect, the d20 roll for that Unarmed Strike's Attack Roll becomes a 20.
Overflowing Confidence
At 10th level, countless displays of strength have solidified your unshattering ego. Whenever you start your Turn, while not Incapacitated, you gain 2 Confidence Points.
Furthermore, you become Immune to the Frightened Condition.
Unparalleled Physicality
Starting at 14th level, your body has been perfected, chiseled like the greatest work of art imprinted onto marble. While not wearing armor, wielding Weapons or wielding a shield, you gain the following benefits:
- You may add your Constitution modifier to the Damage rolls of your Unarmed Strikes.
- You have advantage on Strength and Charisma checks.
- Whenever you reduce the Damage of a Melee Weapon Attack, the Creature that made that Attack takes force Damage equal to the Damage reduced, as your body is so solid attempting to break it is detrimental.
- Whenever you reduce the Damage of a ranged Weapon Attack, the projectile used to make that Attack is destroyed if it has 100 or less hit points.
At Last, Almighty
At 17th level, you learn an additional Primal Power which does not count against the total amount of Primal Powers you know. This Primal Power is described below, and requires you to expend two uses of your Primal Powers in order to be used.
Absolute Defense
- Use Time: One Reaction, which you take when you would take Damage.
- Range: Self
- Free Hands: None
You are unbreakable. All Damage you would take until the start of your next Turn, including the Damage that triggered this effect, is reduced to 0.
Path of the Primeval Hunt
Barbarians who embrace the Path of the Primeval Hunt have a deep connection the long gone spirits of the land. Being some of the most dedicated servants of Gaia, these barbarians learn to channel the souls of the most ancient and powerful of beasts, incarnating them as their loyal companions to assist them in their eternal quest to reclaim and safeguard the domain of Mother Earth.
These Barbarians are often seen riding onto battle with their primeval companions as mounts, using their enhanced mobility and size to threaten enemies anywhere on battlefield.
Primeval Companion
Starting when you choose this path, you can call upon the primeval Creatures whose spirits are bound to you. As an action, you can expend one use of your Rage Feature to magically summon your primeval companion. The companion appears in an unoccupied space of your choice within 30 feet of you.
The primeval companion is friendly to you and your companions, and it obeys your commands. See this Creature’s game statistics in the Primeval Companion stat block, which uses your Rage Modifier (RM) in several places. When you invoke your primeval companion, you may choose between the predator, tank, or crawler spirits to summon, granting it the appropriate statistics and abilities.
You can determine the cosmetic appearance of the companion; for example, your companion may evoke ancient predators like raptors or saber-toothed tigers, or it might be more inclined for defense, appearing as an armored ankylosaurus or a wooly rhino. These choices have no effect on the companion’s game statistics.
In Combat, the companion shares your initiative count and takes its Turn at the same time as yours. It can move and use its Reaction on its own, but the only action it takes on its Turn is the Dodge action, unless you spend your Bonus Action to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
While you are mounting the companion, you may treat it as the point of origin for your Imposing Presence Feature rather than yourself, changing all mentions to you in the Feature to the Primeval Companion.
The companion remains until it is reduced to 0 or less hit points or until you die, at which point the companion vanishes. If you use this Feature to summon the companion again and you already have a companion present, the first companion immediately vanishes. Anything the companion was wearing or carrying is left behind when the companion vanishes.
Keeper of the Land
Your connection to the earth mother grants you further insight into the natural world. Whenever you make a History, Medicine, Nature or Survival check to recall information about plants, beasts and the material nature of the world you were born in you are considered proficient in that skill.
Hunting Tactics
At 6th level, your Primeval Companion has advantage on Attack rolls against Creatures within 5 feet of you.
In addition, whenever you command your Primeval Companion to Attack, it may Attack one additional time.
Primeval Bond
Beginning at 10th level, your Primeval Companion gains your Rage Feature and may spend your uses of it to enter a Rage, gaining its effects and following its rules for an early end. It uses your Rage Modifier when determining its own.
In addition, while you are mounting your Primeval Companion both you and it are immune to effects that would force you to move.
Titanic Companion
Starting at 14th level, whenever you summon your Primeval Companion you may spend one additional use of your Rage in order to imbue it with power. If you do, the Primeval Companion gains the following benefits:
- It's size becomes Huge.
- It's Strength score increases by 3, granting it a +2 bonus to its Melee Attack and Damage rolls.
- It's Constitution score increases by 2, making it's hit points now equal 8 + eight times your Barbarian level.
Mother Nature's Blessing
At 17th level, your connection infuses you with endless vitality. You and your companion gain the following benefits:
- At the start of each of your Turns, if your hit points are higher than 0, you regain an amount of hit points which equals one tenth of your maximum hit points.
- Your aging slows to that you only age one year for each 5 years, and you suffer none of the drawbacks of old age.
- You need one one fifth of the regular amount of food and water to survive.
Primeval Companion
Large Beast, Unaligned
- Armor Class 13 + RM (Predator and Crawler) or 14 + RM (Tank)
- Hit Points 7 + seven times your Barbarian level (the companion has a number of Hit Dice [d12s] equal to your Barbarian level)
- Speed 50 ft. (Predator) or 40 ft. (Crawler and Tank); 40 ft. climbing (Crawler)
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
- Saving Throws Str +3 plus RM, Dex +2 plus RM
- Skills Athletics + 3 plus RM, Intimidation + 3 plus RM
- Senses darkvision 60 ft., passive Perception 11 + RM
- Languages understands the languages you speak
- Challenge ---
- Proficiency Bonus equals your RM
Keen Senses. The companion has advantage on Perception checks.
Pounce. If the companion moves at least 20 feet in a straight line towards a target immediately before hitting it with an Attack that target must make a Strength saving throw DC 12 plus RM or take a number of additional d6 Weapon Damage equal to your RM and be knocked prone. (Predator)
Restrainer. If the companion hits a Creature that is no more than one size larger than it with its Crawler Strike, it may immediately attempt to Grapple that Creature as a Bonus Action. The struck Creature is treated as being within the companion's reach.
Wall Cling. The companion can use its climbing speed to move in difficult surfaces and ceilings. (Crawler)
Actions
Predator Strike. Melee Weapon Attack: +3 plus RM to hit, Reach 5 ft., one target. Hit: 2d6 + 3 plus RM piercing or slashing Damage. (Predator)
Tank Strike. Melee Weapon Attack: +3 plus RM to hit, Reach 10 ft., one target. Hit: 1d8 plus RM bludgeoning Damage. (Tank)
Crawler Strike. Melee Weapon Attack: +3 plus RM to hit, Reach 10 ft., one target. Hit: 1d10 + 3 plus RM piercing or slashing Damage. (Crawler)Reactions
Intercept Attack. When the companion or a Creature it can see within 10 feet of it is hit with an Attack, the companion halves the Damage dealt by that Attack. (Tank)
Primal Powers
Listed here are the Primal Powers available to Barbarians. They are nonmagical in nature and reflect your superhuman power being fueled into overdrive by either ravenous fury or controlled hatred.
Herculean Throw
- Use Time: One action
- Range: 80 feet
- Free Hands: One
You lift a Creature or object no more than two sizes larger than you within 5 feet of you that is not attached to or is part of a larger object and launch it at staggering speeds, crashing it into a point you can see within range.
If you are attempting to lift an unwilling Creature, it must perform a Dexterity saving throw to avoid being grabbed by you.
When you launch the Creature or object, both the launched target and any Creature or object on the chosen point must perform a Dexterity saving throw, taking bludgeoning Damage equal to 2d12 + your Barbarian level and being knocked prone on a failure. On a success, the targets take half Damage and are not knocked prone.
If you launch a willing Creature with this Primal Power, it may choose to succeed the Dexterity saving throw, and if it does, it takes only 1d12 bludgeoning Damage.
Shockwave Clap
- Use Time: One action
- Range: Self (30-foot cone)
- Free Hands: Two
You clap your hands together with such immense force a shockwave erupts from you, launching back and deafening Creatures with a powerful blast of wind and sound. Each Creature within a 30 foot cone projected from you must make a Constitution saving throw, taking thunder Damage equal to 2d12 + your Barbarian level, being dazed and deafened 1 minute and being pushed back an amount of feet equal to your Rage Modifier x 5 on a failure. On a success, the Creatures take half Damage and are not dazed and deafened or pushed back. A dazed and deafened Creature repeats this saving throw at the end of each of its Turns, ending the conditions on itself on a success.
This Primal Power disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in it's area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
Unbreakable Endurance
- Use Time: One Reaction, which you take when you would take Piercing, Bludgeoning or Slashing Damage.
- Range: Self
- Free Hands: None
You channel your might into your skin, making it nigh unbreakable for a short time. All piercing, bludgeoning and slashing Damage you would take for the rest of this Turn, including the Damage that triggered this effect, is reduced to 0.
Seismic Stomp
- Use Time: One action
- Range: Self (20-foot radius)
- Free Hands: None
You smash the ground with your foot, creating a devastating shock wave through the earth. All Creatures within 20 feet of you that are standing on the ground are forced to make a Dexterity saving throw, being knocked prone and having their speed reduced to 0 until the end of their next Turn on a failure. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 30 minutes to clear by hand.
Shattering Strike
- Use Time: One action
- Range: Self
- Free Hands: One
You channel all your might into a singular blow strong enough to quake the skies. You perform a single Melee Weapon Attack. If it hits, this Attack deals additional force Damage equal to 2d12 + your Barbarian level. A Creature hit by this Attack is forced to make a Constitution saving throw, being Stunned until the end of its next Turn on a failure. If the Damage dealt by this Attack equaled or exceeded half of the Creature's maximum points, it has disadvantage on this saving throw.
Instinct Expansion
- Use Time: Bonus action
- Range: Self (60-foot radius)
- Free Hands: None
You empower your senses beyond their limit, foiling any ambush and seeing past all delusion. For the next 10 minutes, you gain a bonus to your Insight, Perception and Investigation checks which equals twice your Rage Modifier so long as the target of your ability check in within range. Additionally, for the duration you can see through all forms of visual obscurement within range such as fog, darkness or snow, regardless of if they're magical or not.
Body Smash
- Use Time: One action
- Range: 120 feet
- Free Hands: None
You channel your power through your whole body, charging towards a Creature and smashing into it with immense weight and momentum. Choose one Creature you can see within range, you may move up to 120 feet towards that Creature this Turn and perform a single Unarmed Strike immediately afterwards. If it hits, this Unarmed Strike deals force Damage equal to your Barbarian level + an additional 1d12 for each 30 feet you have moved using this Primal Power and the struck Creature is knocked prone. If the struck Creature was falling or flying, it immediately enters free fall.
Air Cannon
- Use Time: One action
- Range: Self (90-foot line)
- Free Hands: One
You strike at the air with an almighty punch, condensing the air in front of you and launching it as a projectile of pure kinetic energy. Each Creature and object within a line projected from you that 90 foot long and 5 feet wide must make a Dexterity saving throw, taking force Damage equal to 3d12 + your Barbarian level on a failure. On a success, they take half as much Damage instead.
If this Primal Power is used while underwater, or submerged in a similar liquid, it's range is doubled and its Damage increases by 2d12.
Buster Slam
- Use Time: One action
- Range: Touch
- Free Hands: One
You attempt to grab onto a Creature, lifting it onto the skies and slamming it down with meteoric force. Make a grapple attempt against a Creature within your reach. On a success, you may immediately jump a number of feet equal to your Rage Modifier x 50. You do not spend movement with this jump. Once you reach the peak of this jump, you and the grappled Creature immediately descend up to 500 feet. You do not take Damage from this fall. At the end of this fall, the grappled Creature becomes free of your grapple.
Who the Art Belongs To (I Think)
Please Don't Sue Me
Page 1
Haco1 on DevianArt
Page 2
ConorBurkeArt on Instagram
Page 5
Witsheep on Reddit
Page 8
Clark Ocleasa on ArtStation
