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# The Barbarian Revised ##### Original Source: Player's Handbook
##### The Barbarian | Level | Proficiency Bonus | Features | Rages | Rage Damage | |:----:|:--:|:---|:---:|:---:| | 1st | +2 | Rage, Unarmored Defense | 2 | +1d4 | | 2nd | +2 | Reckless Attack, Danger Sense | 2 | +1d4 | | 3rd | +2 | Primal Path, Primal Knowledge | 2 | +1d4 | | 4th | +2 | Ability Score Improvement | 2 | +1d4 | | 5th | +3 | Extra Attack, Fast Movement | 3 | +1d6 | | 6th | +3 | Path Feature | 3 | +1d6 | | 7th | +3 | Feral Instinct, Instinctive Pounce | 3 | +1d6 | | 8th | +3 | Ability Score Improvement | 3 | +1d6 | | 9th | +4 | Deadly Rage (Critical, 19-20) | 4 | +2d4 | | 10th | +4 | Path Feature, Primal Knowledge | 4 | +2d4 | | 11th | +4 | Relentless Rage | 4 | +2d4 | | 12th | +4 | Ability Score Improvement | 4 | +2d4 | | 13th | +5 | Deadly Rage (Critical, 18-20) | 5 | +2d6 | | 14th | +5 | Path Feature | 5 | +2d6 | | 15th | +5 | Persistent Rage | 5 | +2d6 | | 16th | +5 | Ability Score Improvement | 5 | +2d6 | | 17th | +6 | Deadly Rage (Critical, 17-20) | 6 | +2d8 | | 18th | +6 | Indomitable Might | 6 | +2d8 | | 19th | +6 | Ability Score Improvement | 6 | +2d8 | | 20th | +6 | Primal Savage | 6 | +2d8 |
## 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 martial weapon and a shield or (b) two martial weapons
(a) two handaxes or (b) any simple weapon
An explorer’s pack and four javelins
#### Rage ___ - At 1st level, 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 a weapon attack using Strength, you gain a bonus rage damage dice 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. ____ \pagebreakNum ____ - Your rage lasts for 1 minute. It ends early if you are - Incapacitated. You can also 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 ____ - Starting at 1st level, while you are not wearing any armor, - your Armor Class equals 10 + your Dexterity modifier + - your Constitution modifier. You can use a shield and still - gain this benefit. ___ #### Reckless Attack ____ - Starting at 2nd level, you can throw aside all concern for - defense to attack with fierce desperation. When you make - your first attack on your turn, you can decide to attack - recklessly. Doing so gives you advantage on weapon - attack rolls using Strength during this turn, but attack rolls - against you have advantage until your next turn. ____ #### 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. ____ #### Primal Path ____ - At 3rd level, you choose a path that shapes the nature of - your rage. The Path of the Berserker and Path of the - Totem Warrior are detailed at the end of the class - description, and additional primal paths are available in - other sources. Your choice grants you features at 3rd level - and again at 6th, 10th, and 14th levels. #### Primal Knowledge ____ - When you reach 3rd level and again at 10th level, you gain - proficiency in one skill of your choice from the list of skills - available to barbarians at 1st level. ____ #### 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. _____ - Using the optional feats rule, you can forgo taking this - feature to take a feat of your choice instead. _____ #### Extra Attack ____ - Beginning at 5th level, you can attack twice, instead of - once, whenever you take the Attack action on your turn. _____ #### Fast Movement ____ - Starting at 5th level, your speed increases by 10 feet while - you aren’t wearing heavy armor. ____ #### Feral Instinct ____ - By 7th level, your instincts are so honed that you have - advantage on initiative rolls. _____ - Additionally, if you are surprised at the beginning of - combat and aren’t incapacitated, you can act normally on - your first turn, but only if you enter your rage before - doing anything else on that turn. _____ #### Instinctive Pounce ____ - At 7th level, as part of the bonus action you take to enter - your rage, you can move up to half your speed. ____ #### Deadly Rage ____ - Beginning at 9th level, while you are raging, your weapon - attacks that rely on Strength score a critical hit on a roll of - 19 or 20.This Critical range improves to 18, 19 or 20 at - barbarian level 13, and 17,18, 19, 20 at Barbarian level 17. ____ - In addition, even when you are not raging, you still keep - some of your ferocity in battle. When you are not raging, - you gain a static bonus to damage equal to half your - proficiency bonus, rounded up. ___ #### 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 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 rage again, the DC resets to 5. ____ #### Persistent Rage ____ - Beginning at 15th level, your rage is so fierce that your - rage lasts naturally for 10 minutes rather than 1 minute. - After your rage ends, you can attempt to extend the rage. - You can make a DC 10 Constitution saving throw. If you - succeed, the rage lasts an additional 10 minutes or - until you fall unconscious. ____ - Each time you use this feature after the first, the DC - increases by 5. The DC resets to 10 when you begin a new - rage. ____ #### 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. ____ - Whenever you have disadvantage on an attack roll using - Strength, you can reroll one of the dice once per attack. ____ #### Primal Savage _____ - At 20th level, you embody the power of the wilds. You - may divide 10 points between your Strength, Constitution - and Dexterity scores. Your maximum for those scores is - now 24. ___ - In addition, when you roll initiative and don't have any - rage uses, you may expend a hit die to regain 1 use of - rage. \pagebreakNum ## Barbarian Archetypes ___ ##### Barbarian Archetypes Table | Barbarian Archetypes | Original Source | |:---|:---:| | Ancestral Guardian | Xanathar's Guide to Everything | | Battlerager | Sword Coast Adventuerer's Guide | | Beast | Tasha's Cauldron of Everything | | Berserker | Player's Handbook | | Storm Herald | Xanathar's Guide to Everything | | Totam Warrior | Player's Handbook| | Wild Magic | Tasha's Cauldron of Everything | | Zealot | Xanathar's Guide of Everything | | Giant | Unearthed Arcana | ### Path of the Ancestral Guardians ___ - 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. ___ -
Original Source:
Xanathar's Guide to Everything #### 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. ___ #### Consult the Spirits ___ - At 3rd 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. ___ #### 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 reduce that damage - by an amount equal to 1 roll of your rage dice. ____ - You can use this feature once per turn at level 6, 2 times - per turn at level 9, 3 times per turn at level 13 and 4 times - per turn at level 17. ___ #### Conduit to the Past ___ - Starting at 10th, you can speak with the recently - deceased. For 10 minutes after a creature has died, you - may talk to them as if using a Speak with Dead spell, - without needing to cast it. You see glimpses of their spirit - floating about on the battle field, aimlessly going about - their business. Instead of the normal amount of question - you can ask, you can ask a number of questions equal to - twice your proficiency bonus. After the 10 minutes have - passed after a creature has died, their spirit has moved - on and is no longer there. ___ - In addition, you may as an hour long ritual once per long - rest call back a creature you have encountered before to - use this feature to Speak with dead again (no body - required). Once you use this feature, you can't use it again - on the same creature until 10 days have passed. ___ #### 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. ___ - In addition, the range of your Spirit Shield ability increases - to 45 feet instead of 30 feet. ### Path of the Battlerager ___ - Prerequisite: Only dwarves can follow the Path of the - Battlerager. The battlerager fills a particular niche in - dwarven society and culture. ___ - Your DM can lift this restriction to better suit the - campaign. The restriction exists for the Forgotten Realms. - It might not apply to your DM's setting or your DM's - version of the Realms. ___ - Known as Kuldjargh (literally "axe idiot") in Dwarvish, - battleragers are dwarf followers of the gods of war and - take the Path of the Battlerager. They specialize in - wearing bulky, spiked armor and throwing themselves - into combat, striking with their body itself and giving - themselves over to the fury of battle. ___ -
Original Source:
Sword Coast Adventurer's Guide -
Special Shout out to Nerd Immersion I almost took this - verbatim with some minor changes...
___ #### Spiked Armor Training ___ - Starting when you choose this primal path at 3rd level, - you gain proficiency in heavy armor and all forms of - spiked armor. You also suffer no penalties for sleeping in - armor. ___ - In addition, Barbarian features (including rage) other than - Unarmored Defense are no longer restricted while using - Heavy Armor. ___ \pagebreakNum ____ > ##### Spike Armor > You can purchase or construct spiked variants > of leather, hide, breastplate, half-plate, or > plate, as well as shields. These variants cost > 25% more than original armor and its other > statistics are shown below and have the > following traits: > ___ > -
Armor Spikes:
When wearing spiked armor > - or using a spiked shield a proficient creature > - can use it to make a melee weapon attack > - dealing 1d4 piercing damage. > ___ > -
Harmful:
A creature that is not proficiency in > - spiked armor who wears it suffers piercing > - damage for every 5 feet they move in the > - armor. This damage is 1 for light armor, 2 for > - medium armor, and 3 for heavy armor. > ___ > -
Retribution
When worn by a proficient > - creature, any creature that touches the wearer > - (including grappling or being grappled) or hits > - them with a melee attack while within 5 feet > - suffers 1 piercing damage. A grappling or > - grappled creature suffers this damage once > - per attacker and attacked turn. ____ #### Retributive Spiked Armor ___ - When you choose this path at 3rd level, you gain the - ability to use spiked armor as a weapon. ___ - While you are wearing spiked armor and are raging, you - can use a bonus action to make one melee weapon attack - with your armor spikes against a target within 5 feet of - you. If the attack hits, the spikes deal your rage dice - instead of the normal damage done by the Spiked Armor - while raging. You use your Strength modifier for the - attack and damage rolls. ___ - Additionally, when you use the Attack action to grapple a - creature while raging, the target takes your rage dice in - damage instead of the normal damage done for Spiked - Armor in piercing damage if your grapple check succeeds. - Each round they are successfully grappled they take the - rage dice in piercing damage at the start of their turn. ___ - Furthermore, when a creature within 5 feet of you hits - you with a melee attack, the attacker takes damage equal - to your rage dice in piercing damage if you are raging. ___ #### Reckless Abandon ___ - At 6th level, whenever you use the Reckless Attack - feature, you gain temporary hit points equal to your - Constitution modifier. If you are raging, increase the - number of temporary hit points gained by your - proficiency bonus. \columnbreak ___ #### Battlerager Charge ___ - At 10th level, you have learned how to capitalize on your - momentum. When you move at least 20 feet on your turn - and first time you hit with a melee weapon attack with - your armor spikes against a medium or smaller creatures, - you may initiate a grapple check with the same attack. If - the attack was a critical, the grapple check automatically - succeeds. ___ - Creature may spend their action to roll an opposed - Athletics or Acrobatics check to free themselves on their - turn. ___ - If you reduce a medium or small creature to 0 hit points - with this attack, or while grapplings them, they are - impaled upon your spikes until the start of your next - turn, providing you with cover. A medium creature grants - 3/4 cover and a small creature grants 1/2 cover. ___ - In addition you can Dash as a bonus action while raging. ___ #### Death to your Enemies ___ - Starting at 14th level, when you successfully grapple a - creature, that creature suffers additional piercing damage - equal to your Strength modifier. A creature you are - grappling suffers additional piercing damage equal to - your Strength modifier whenever it attempts to escape - your grapple. ___ - In addition, if you choose to continue grappling a creature - from the round before, you may as an action on your - turn, to hug the creature close and shake vigorously. The - creature must make a Strength saving throw with a - DC equal to 8 + your Strength modifier + your proficiency - bonus. On a failed save the creature suffers 8d8 + your - Strength modifier piercing damage. On a success they - take half as much damage and can attempt to break the - grapple as a reaction. If you are not proficient in Athletics, - they get to make the save with advantage. If you have - expertise in Athletics, they make the save with - disadvantage. ___ - Furthermore, If you are raging while performing this - special grapple, the damage becomes 8d8 + Rage damage - dice + Strength Modifier in piercing damage. ___ ### 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. ___ -
Original Source:
Tasha's Cauldron of Everything \pagebreakNum
| 1d4 | Origins | |:---:|:-----------| | 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 1d10 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 Rage Dice damage + 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. Claws have advantage on Athletics (Strength) checks to maintaining and initiating grapples.
Tail: You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property, allowing melee weapon attacks with it up to 10 ft away from you.. 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 d4 + your proficiency bonus, applying a bonus to your AC equal to the number rolled until the start of your next turn, potentially causing many attacks to miss you.
#### Beastly Traits ___ - At 3rd level, your frequent transformations impart - improvements to your senses. You may gain proficiency in - one of the following skills: Acrobatics, Athletics, Insight, - Perception, Stealth, or Survival. When making skill checks - with the chosen skill, you may add a 1d4 to the check. - While raging, the chosen skill is intensified, and you - double your proficiency bonus on checks with the chosen - skill while you are raging. #### 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. This jump distance is added to your movement speed for this 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. The Target may move up to half its movement speed to reach another. If the attack hits, it does additional damage equal to your rage dice.
Target takes your Rage dice in additional psychic damage. Until the start of your next turn, it also takes this additional Rage dice in additional psychic damage if it attempts to attack anyone other than you.
___ - You can use this feature a number of times equal to your - proficiency bonus, and you regain all expended uses - when you finish a short or 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 your - proficiency bonus in 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 - your Rage damage dice and gain a bonus to the damage - equal to the number rolled. The chosen creatures can't - concentrate on spells and can't cast spells, other than - cantrips, while they accept this boon. ___ - 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. \pagebreakNum ### 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. -
Shout out to Treantmonk, as most of this was from his - variant with some minor tweaks
___ -
Original Source:
Player's Handbook #### 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. Each time you use this ability - before completing a long rest, you suffer one level of - exhaustion. You ignore the effects of exhaustion while - using Frenzy. ___ - At 6th level, once per turn when you hit a creature within - reach of a melee weapon attack utilizing your strength, - you may target a 2nd creature that is also within reach - of the melee weapon attack with the same attack roll. ___ - At 10th level, you gain temporary hit points when you use - Frenzy equal to your Barbarian levels. ___ - At 14th level, once per long rest, when you take a short - rest, you gain a number of rage uses equal to half your - proficiency bonus, rounded up. ___ #### Frequently Exhausted ___ - Starting at 3rd level, your life's calling leaves you - exhausted often, and you have learned to bear this - burden and even garner benefits from it while raging or - being in a frenzy. ___ - When you take a long rest, you may recover a number of - levels of exhaustion equal to your proficiency bonus. You - can achieve an additional level of exhaustion (to a total of - 7). This additional level of exhaustion is the 1st level of - exhaustion and gives you no penalties for having this - condition. ___ - In addition, while exhausted and raging, reduce final - damage taken after resistances by an amount equal to - your proficiency bonus. This damage can't be reduced - below 1. ___ - Furthermore, while exhausted and in a frenzy, increase - damage done with Strength based attacks equal to your - proficiency bonus. #### 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 condition immediately ends. ___ - In addition, you have resistances to Psychic damage and - have advantage on Wisdom saving throws while raging. #### 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 Strength 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 you are using Frenzy, you may use a bonus action to - frighten someone and maintain the effect. ___ - 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 reach of a melee weapon you are - holding, you can use your reaction to make a melee - weapon attack against that creature. ___ - If you are using Frenzy when you take damage from a - creature that is within reach of a melee weapon you are - holding, when you use your reaction to make a melee - weapon attack against that creature, if the attack misses, - and wasn't a natural 1, they still take damage equal to half - rage dice total. ___ - In addition, when you Recklessly Attack, it last for all - attacks you make until the start of your next turn, instead - of this turn. ___ ### Path of the Giant ___ - Barbarians who walk the Path of the Giant draw strength - from the primal forces that are the Giants and their - elemental Ilk. Their rages surge with elemental power and - cause these barbarians to grow in size, transforming them - into avatars of primordial might. ___ - During their rage, a barbarian may take after a legendary - storm giant, hair turning white and eyes crackling with - lightning. Others adopt the monstrous features of - apocalyptic titans, rending the world around them so that - it may be made anew. ___ -
Original Source:
Unearthed Arcana ___ #### Giant Power ___ - Starting at 3rd level, when you choose this path, you learn - to speak, read, and write Giant or one other language of - your choice if you already know Giant. Additionally, you - learn the Druidcraft and Thaumaturgy cantips. Pick - Intelligence, Wisdom or Charisma, your choice is your - spellcasting ability for these cantrips. You may cast either - cantrips while raging. ___ #### Giant's Havoc ___ - Also at 3rd level, your rage pull strength from the primal - might of giants, transforming you into a hulking force of - destruction. While raging, you gain the following benefits: ___ \pagebreakNum
Crushing Hurl:
When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Dice damage to the attack's damage roll.
Giant Stature:
If you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to become Large, your size doesn't change. While Large, your reach increases by 5 feet.
___ #### Elemental Cleaver ___ - Starting at 6th level, your bond with the elemental might - of giants and their ilk grows, and you learn to infuse - weapons with primodial energy. When you enter your - rage, you can infuse one weapon of your choice that you - are holding with one of the following damage types: Acid, - Cold, Fire, Thunder, or Lightning. While you wield the - infused weapon during your rage, the Weapon's damage - types changes to the chosen type, it deals an extra 1d6 - damage of the chosen type when it hits and it gains the - thrown property, with a normal range of 20 feet, and a - long range of 60 feet. If you throw the weapon, it - reappears in your hand the instant after it hits or misses a - target. The infused weapon's benefits are suppressed - while a creature other than you wields it. ___ - While raging and holding the infused weapon, you can - use bonus action to change the infused weapon's current - damage type to a different one from the above damage - types. ___ #### Mighty Impel ___ - At 10th level, your connection to giant strength now - allows you to hurl both allies and enemies on the - battlefield. As a bonus action while raging, you can choose - one Medium or smaller creature within your reach and - move it to an unoccupied space you can see within 30 feet - of yourself. An unwilling creature must succeed on a - Strength Saving throw (DC equals 8 + proficiency bonus + - your Strength Modifier) to avoid the effect. ____ - If at the end of this movement, the thrown creature isn't - on a surface or liquid that can support it, the creature falls - taking damage as normal and landing prone. ___ - In addition, while your Elemental Cleaver is active on the - chosen weapon and you are holding it, you gain - resistance to the chosen damage type. ___ #### Omnipotent Colossus ___ - At 14th level, The primordial power of your rage - ntensifies. When you rage, your size can increase up to - Huge, and while Huge, your reach now increases by 10 - feet. You also can use your Mighty Impel to move - creatures that are Large or smaller, while Huge. ___ - In addition, the extra damage dealt by your Elemental - Cleaver feature increases to 2d6. You may also use - Elemental Cleaver after you are raging to change the - element damage type with a reaction or a bonus action. ___ ### 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. ___ -
Original Source:
Xanathar's Guide to Everything ___ #### 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 as a bonus action, - or with the same bonus action you use to enter 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 you take a long rest. ___
Desert:
Once on your turn, when this effect is activated, all other creatures of your choice in your aura take your Proficiency bonus in fire damage.
Sea:
When this effect is activated, once on your turn, you can choose one other creature you can see in your aura. They take lightning damage equal to your Proficiency bonus. The target can't take reactions, and until the beginning of your next turn, the target can't make more than 1 attack with the Attack action.
Tundra:
When this effect is activated, once on your turn, you and 1 creature of your choice you can see in your aura gains temporary hit points equal to your Proficiency bonus, as icy spirits inure it to suffering.
___ - If you are raging, the above features improve, add your - Rage damage dice to damage dealt (Desert, Sea) or - Temporary hit points granted (Tundra) ___ #### Guided Environment ___ - Starting at 3rd level, whenever traveling in your chosen - environment, or one similar based on the DM's judgment, - you cannot get lost, you are able to provide food and - finds means to survive in said environment. With 10 - minutes of searching, you can find up to 6 pieces of food - indigenous to the area that each act as a Goodberry spell. - This food doesn't stay long and must be used with 24 - hours. ___ - Once you use this feature, it takes you at least 24 hours - and a long rest before you find enough pieces of food to - use this feature again. ___ - Furthermore, you gain proficiency in one of the following - skills: Animal Handling, Insight, Perception, Stealth, - Survival. \pagebreakNum ___ #### 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, and thunder 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.
___ - If you are Raging, you may as a reaction gain immunity - instead of resistance to the Storm Auras resistance types. - Once you use this feature you can't use it again until you - take a long rest. ___ #### 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. Your - Storm Aura's radiua increases by 5 ft, to be up to 15 - feet from you. ___ - Your Storm Soul Immunity to damage feature gains 2 uses - per long rest instead of one. #### Raging Storms ___ - 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 while - raging:
Desert:
Immediately after a creature in your aura hits you with an attack, you can force that creature to make a Dexterity saving throw. You deal fire damage equal to your Rage Dice + your proficiency bonus. On a success, they take half damage instead.
Sea:
When you hit a creature in your aura with an attack, you can 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:
When you hit a creature in your aura with an attack, you can force that creature to make a Strength saving throw. On a failed save, its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
___ - If your aura's effects require a saving throw, the DC - equals 8 + your proficiency bonus + your Constitution - modifier. ___ - Furthermore, you may change out your Storm Aura more - easily. You can do so as an action or replace one of your - attacks from the attack action to change your - Environment for your Storm Aura. ___ ### 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. ___ -
Original Source:
Player's Handbook
Shout out to - Treantmonk, most of these changes were from his variant
#### 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, as a bonus action, you may - benefit from a beast sense spell or speak with animals - spell without concentration. You may also turn either spell - off with a bonus action as well. You temporarily lose these - ability while raging. ___ #### 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, your movement does not provoke attacks of opportunity, 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.
Elk:
While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift
Tiger:
While raging you can add 5 feet to your movement, and you gain a Climbing Speed equal to your walking speed. The spirit of the tiger empowers your movement.
\pagebreakNum #### 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 fortitude of a bear. You gain a +2 to your Constitution score. Your maximum Constitution is now 22. Your carrying capacity (including maximum load and maximum lift) is doubled, and you may add double your proficiency bonus (that do not already use your proficiency bonus, or use this, whichever is higher ) on Strength checks made to push, pull, lift, or break objects.
Eagle:
You gain the eyesight of an eagle. You gain a +2 to your Wisdom score. Your maximum Wisdom is now 22. In addition, you gain proficiency in Wisdom saving throws if you don't have it already. 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. Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks. In addition, you have advantage on all Wisdom (Perception) checks that rely on sight.
Wolf:
You gain the hunting sensibilities of a wolf. You gain a +2 to your Dexterity score. Your maximum Dexterity is now 22. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace). You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Elk:
The Elk spirit helps you roam far and fast. You gain a +2 increase to either your Strength, Dexterity, or Constitution score. You maximum for the chosen score increases to 22. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. Your movement speed increases by another 10 ft.
Tiger:
The Tiger spirit hones your skills. You gain a +2 increase to either your Strength, Dexterity or Constition score. Your maximum for the chosen score increases to 22. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. Add 1d4 to Ability Checks made with these 2 chosen skills.
#### 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. ___ - In addition, you may benefit from your Spirit Seeker - feature, even while raging. ___ #### 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.
Furthermore, once per long rest, when you are raging, you may add 2d4 to a Strength save or Ability check.
Eagle:
While raging, spectral eagle wings sprout from your back, you have a flying speed equal to your current walking speed.
Furthermore, once per long rest, when you are raging, you may add 2d4 to a Wisdom save or Ability check.
Wolf:
While you’re raging, you can use a bonus action to cause one creature you hit with a melee weapon attack to make a Dexterity saving throw (DC 8 + your Strength modifier + your proficiency bonus) or have their movement speed reduced to 0 until the start of your next turn.
Furthermore, once per long rest, when you are raging, you may add 2d4 to a Dexterity save or Ability check.
Elk:
While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to your Rage Dice + your Strength modifier.
Furthermore, once per long rest, when you are raging, you may add 2d4 to a Strength, Dexterity, or Constitution save or Ability checks.
Tiger:
While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
Furthermore, once per long rest, when you are raging, you may add 2d4 to a Strength, Dexterity, or Constitution save or Ability checks.
### 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. ___ -
Original Source:
Tasha's Cauldron of Everything #### 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 30 feet of you - that isn’t behind total cover. When you sense a spell, you - learn which school of magic it belongs to. ___ \pagebreakNum #### 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. You gain a minor ability using your - bonus action for the duration of the rage. ___ ___
##### Wild Surge | d8 | Effect | |:---:|:---| | 1 | As a bonus action, a number of creatures of your choice equal to your proficiency bonus within 60 feet of you that you can see takes your rage dice in necrotic damage. You also gain temporary hit points equal to your rage dice plus your barbarian level. | | 2 | As a bonus action, you teleport up to 30 feet to an unoccupied space you can see. You also become invisible until you attack, or cause a creature to make a save, or cause an opposed ability check. | | 3 | As a bonus action, you summon an intangible spirit which looks like a flumph or 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 must take your Rage dice in force damage from the blast. | | 4 | As a bonus action, magic infuses 1 weapon of your choice that you are holding. The weapon is considered magical and can float in a space within 5 ft of you. You may make 1 weapon attack with the weapon as a Bonus action. Use your Strength modifier and proficiency bonus to hit and damage for this bonus action attack | | 5 | As a bonus action, you may initiate and escape grapples on your turn, gaining advantage on grapple/grappled checks. In addition, whenever a creature hits you with an attack roll, the creature takes force damage equal to your rage dice. | | 6 | As a bonus action, you may create illusory images equal to the number of Rage dice you have. You gain a +1 bonus to AC for each image active. When a creature successfully hits you with an attack or an ally within 5 ft of you, you may use your reaction to have them hit the image instead. A hit image disappears and is no longer active. | | 7 | As a bonus action, you may cause the ground within 15 feet of you becomes difficult terrain until the start of your next turn. You and your allies ignore this difficult terrain. You and allies within 15 ft of you gain a 10 ft boost to their walking speed until the start of your next turn. | | 8 | As a bonus action, light shoots from your chest. A creature of your choice within 10 feet takes your twice Rage dice in radiant damage and becomes blind until the end of your current turn. |
#### Bolstering Magic ___ - Beginning at 6th level, you can harness your wild magic to - bolster yourself or a companion. As a bonus action, which - may be the same bonus action you use to enter rage, you - can touch one creature (which can be yourself) and confer - one of the following benefits of your choice to that - creature: ___
For the duration of your rage or for 10 minutes if not raging, the creature can roll a 1d4 - 1 whenever making an attack roll and add the number rolled to the d20 roll.
For the duration of your rage or for 10 minutes if not raging, the creature can roll a 1d4 - 1 whenever making an ability checks and add the number rolled to the d20 roll.
Roll a 1d4 - 1. The next spell cast is up cast as if using a higher level spell slot equal to the current level spell slot plus the roll result. You cannot have more than 1 of this effect on a creature at a time.
___ - You can take this bonus action a number of times equal to - your proficiency bonus, and you regain all expended uses - when you finish a short or long rest. #### Unstable Recall ___ - 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 Surge table and - immediately produce the effect rolled and have access to - that minor Wild Surge effect. This effect replaces your - current Wild Surge effect. ___ - While raging, you gain resistance to force, psychic, radiant - and necrotic damage. ___ - Additionally, while raging, you also have Advantage on - Intelligence, Wisdom and Charisma saving throws. ___ - Furthermore, when you enter a rage, roll your rage dice. If - the roll is the maximum result or the roll is doubles, - your rage doesn't expend a use. #### 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. ___ - In addition, you can choose a number of creatures with - your Bolstering Magic equal to your proficiency bonus - each time you use it, and the range becomes within 30 - feet of you that you can see. ### 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. ___ -
Original Source:
Xanathar's Guide to Everything ___ \pagebreakNum #### 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 turn with a - weapon attack takes extra damage equal to your Rage - dice + 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. ___ - In addition, when you are making death saving throws, - you may add 1d4 to the roll. ___ - Furthermore, when you are healed while at 0 hit points, - you heal additional amount of hit points equal to your - rage dice + your barbarian level. #### 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. You may add your rage - dice to this new saving throw. ____ #### 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. You and 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 short or 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. ___ - Once per long rest, while you are raging, when you would - be reduced to 0 hit points, but do not die when your rage - ends, regain a use of rage. ____ \pagebreakNum ## Changelog ### Base Class
Barbarian subclass features follow the trend of 2 level 3 features and a single feature at 6th, 10th, and 14th level
Changed Functionality of Rage at level 1.
Rage damage bonus now scales and is die or dice depending on the barbarians level. This is to synergize with later levels that allow improved criticals.
Rage only ends prematurely if you are incapacitated, instead of requiring you attack a creature or take damage since your last turn, or if you are knocked unconscious.
Rage uses scales now with at same levels you increase in proficiency bonus (if you were a straight level barbarian, only scales with barbarian levels)
Removed Unlimited rages at level 20, but added can rage again by using a Hit die at that level.
Removed Brutal Critical at 9th level, replaced with Deadly Rage at 9th.
At 9th, your weapon attacks while raging becomes 19-20. At 13th, this feature becomes 18,19, and 20. At 17th, this feature becomes 17,18,19, and 20.
Also at 9th level, when not raging, you gain a static bonus to damage equal to your proficiency bonus.
Changed Functionality of Relentless Rage At 11th
DC changed to start at 5 and increase by 5 each time instead of starting at 10 and increasing by 5 each time.
Changed that the DC resets back to 5 when you use rage again, instead of when you take a short or long rest.
Changed Functionality of Persistent Rage at 15th
Original functionality removed, as it is baked into the normal rage feature.
Your rage now last 10 minutes, and when your rage ends, you may make a DC 10 Constitution Saving throw to extend it an additional 10 minutes. Each time you use this feature after the first, tyhe DC increases by 5 and resets when you begin a new rage.
Added Functionality of Indomitable Might at 18th
Now when you have Disadvantage on an attack roll using Strength, you can reroll one of the dice once per attack.
Changed functionality of Primal Champion, changed named to "Primal Savage" at 20th.
Now adds a total of 10 points to your Strength, Constitution and/or Dexterity Scores, your choice. Your Maximum for those scores becomes 24 if lower than 24.
When you roll initiative, and don't have any uses of Rage left, you may expend a hit die to regain 1 use of rage.
### Path of Ancestral Guardian
Moved Consult Spirit to level 3. No change in functionality.
Spirit Shield Changed Functionality
Now utilizes the Barbarians rage dice
Removed the Reaction requirement but put limitations on how many times per turn it may be used.
Now number of times you can use per turn instead of the amount of damage reduced scales with level.
Added "Conduit to the Past" feature at 10th.
Gain a limited time, but unlimited use of Speak with Dead spell without needing to cast a spell (duration limit is 10 minutes). Number of questions you can ask the dead equals your Proficiency bonus.
May Once per long rest Cast Speak with Dead spell (no body required) as a ritual. Once you use this feature you can't use it again on the same creature until 10 days have passed.
Added functionality to Vengeful Ancestors at 14th.
Your Spirit Shield Ability now can be used on allies up to 45 feet away instead of within 30 feet away.
### Battlerager
Added Stats and information on how to create "Spike Armor" as many feature rely on you having it.
Moved/Added 3rd level feature that is similar in functionality to the original 14th level feature "Spiked Retribution"
While raging gain the following features.
When using the Spiked Armor's "Armor Spikes" feature, do your rage die in damage instead of the normal damage of the Armor
You may while raging as a bonus action perform an Armor Spikes melee weapon attack.
If you are grappled or you grapple another creature, do your rage dice in damage.
If you are hit with a melee attack within 5 ft takes your rage dice in damage
3rd level feature (Spiked Armor Training) Now clearly states that Heavy Armor no longer interferes with other Barbarians features (except Unarmored Defense)
Changed/Added Functionality to Reckless Abandon at 6th level
Gain original benefit while not raging
Gain additional benefit equal to your Proficiency bonus while raging
Added additional functionality to Battlerager Charge at 10th level
Additional features, allows dead creatures to give you cover, and for you to grapple and hit a creature with a singular attack
\pagebreakNum
Added feature "Death to your Enemies" at 14th level.
Creature you grapple take additional damage equal to your Strength modifier.
As an action to a creature you are Grappling, you can shake vigorously and do 8d8 + Strength Modifier in damage.
If raging this damage becomes 8d8 + rage dice + Strength modifier.
Saving throw for this feature gains advantage/disadvantage depending on your proficiencies with Athletics.
### Beast
Changed Functionality of Form of the Beast at 3rd level.
Changed Bite damage to 1d10
Changed Bite Healing to be equal to your Rage dice damage + your PB instead of just PB
Added Claws have advantage on Strength (Athletics) checks to maintaining and initiating grapples.
Changed AC you add be 1d8 instead of 1d4 + proficiency bonus.
Changed AC bonus to last until the start of your next turn, instead of just the 1 attack
Added Feature "Beastial Traits" at 3rd level
Gain proficiency in 1 skill from the following list: Acrobatics, Athletics, Insight, Perception, Stealth or Survival. Add 1d4 to skill checks made with said skill. While raging, gain expertise instead.
Added functionality to Bestial Soul at 6th
Added that the Jumping distance once per turn can add to your movement speed for this turn.
Added Functionality to Infectious Fury at 10th level
Target that fails their Wisdom save versus your first option feature may move up to half their movement to reach the target you chose. If the attack hits it does additional damage equal to your rage dice
Changed Psychic damage taken is equal to your rage dice (2d4 at this level), but they also take the same amount of psychic damage each time they attack someone other than you until the start of your next turn.
Regain uses on a short or long rest instead of just long rests.
Changed Functionality of Call of the Hunt at 14th level.
Changed Number of Temporary hit points to equal your Proficiency bonus instead of static 5, for each creature that accepts your Call the Hunt
Damage chosen creature can do once per each of their turns is equal to your rage dice instead of just 1d6
Chosen creatures can't cast spells other than cantrips and can't concentrate on spells
### Berserker
Changed Functionality of Frenzy at 3rd level.
You gain the level of exhaustion the moment you start your frenzy instead of when rage ends
You ignore the effects of Exhaustion while using Frenzy
At 6th level, you may may 1 melee weapon attack as part of the same bonus action you use to begin a Frenzy
At 10th level, you gain temporary hit points when you use Frenzy equal to your Barbarian level.
At 14th level, once per long rest, when you finish a short rest, you gain a number of rage uses equal to half your proficiency bonus, rounded up.
Added "Frequently Exhausted" feature at 3rd level
When you take a Long rest, you can recover a number of levels of exhaustion equal to your proficiency bonus.
You also can gain an additional "0 level" of Exhaustion to a total of 7 levels of exhaustion. This 0 level of exhaustion give you no penalties other than having the exhausted condition.
While Exhausted and raging, reduce final damage taken after resistances by an amount equal to your proficiency bonus. This damage cannot be reduced below 1.
Furthermore, while exhausted and in a Frenzy, increase damage done with Strength based attacks equal to your proficiency bonus.
Added functionality to Mindless Rage at 6th level.
Gain resistance to Psychic damage and have advantage on Wisdom Saving throws while raging
Changed Functionality to Intimidating Presence at 10th level
Wisdom Saving Throw DC is 8 + PB + your Strength Modifier, instead of 8 + PB + Charisma modifier.
Added that if you are using Frenzy, you may use a Bonus action to Frightened creatures and maintaining the Frightened Condition on a creature.
Changed Functionality of Retaliation at 14th level
Changed range to be within the weapon you are holding's reach, to use your reaction to make a melee weapon attack against the creature
Added if you are using Frenzy, when you use your reaction to make a melee attack against a creature that dealt you damage, if you miss but didn't roll a 1, they still take damage equal to half the total of your Rage dice.
Additionally, When you recklessly Attack, it last for all attack you make until the start of your next turn, instead of just on your turn.
\pagebreakNum ### Storm Herald
Changed Functionality of your Storm Aura at 3rd level
Can activate your Storm Aura with or without raging
Can Activate your Storm Aura with the same Bonus action you use to rage.
Removed Saving Throws necessary for effects from Storm Aura
You can change your Aura on a long rest instead of when you level up in this class
Damage now scales with Proficiency bonus instead of increasing at certain levels
Lightning Adds effect for target to lose reaction and can only make 1 attack with the attack action on their turn
Temporary hit points scale with proficiency bonus
If raging, add rage dice to the damage or temporary hit points you gain.
Added feature at 3rd level called "Guided Environment"
Can help you and allies survive in your chosen environment better.
10 minutes of searching you can find up to 6 pieces of food indigenous to the area that each act as a Goodberry Spell. This food doesn't stay long and must be eaten within 24 hours or is lost.
Once you use this feature it takes you 24 hours and a long rest before you find enough pieces of food to use this feature again.
Furthermore, you gain proficiency in one of the following skills: Animals Handling, Insight, Perception, Stealth, or Survival.
Changed Functionality of Storm Soul at 6th level
Added Thunder resistance to the Sea category of Aura's
Added once per long rest you may as a reaction gain immunity instead of resistance to the Storm Aura's resistance types.
Changed Functionality of Storm Aura at 10th level
Your Storm Aura increases to 15 feet instead of 10 feet.
You now may use your Storm Soul Immunity twice per long rest instead of once.
Changed Functionality of Raging Storm
Changed Damage of Desert to be equal to your Rage dice + your Proficiency bonus, and half on a successful save.
Removed the reaction for Desert
Removed the reaction from the Sea
Changed Functionality of Tundra, now when you hit a creature in your Storm aura with an attack, you can force that creature to make a Strength saving throw. On a Failed save, it's speed is reduced to 0 until the start of your next turn, as magical frost covers it.
The saving throw DC for these effects equals 8 + proficiency bonus + your Constitution modifier
Furthermore, you may changed your Storm Aura more easily, you can do so as an action, or replace one of your attack from the Attack action to change your environment for your Storm Aura.
### Totam Warrior
Changed Functionality of Spirit Seeker at 3rd level
Now can as a bonus action benefit from a beast sense or speak with animals spell without concentration. You may also turn off the spell with a bonus action, and you can't take these bonus actions while raging.
Changed Functionality of Totem Spirit at 3rd level.
Changed Eagle aspect to: "While you're raging, your movement doesn't provoke opportunity attacks and you can use this dash action as a bonus action on your turn." . Removed the restriction of Heavy armor (cause you can't rage while in heavy armor anyway)
Changed Tiger to be 5 ft of extra movement and gain a climbing speed equal to your walking speed.
Changed Functionality of Aspect of the Beast at 6th level.
Bear: Gain +2 Constitution and maximum Constitution equal 22. Add twice your proficiency bonus to Strength checks made to push, pull, lift or break objects.
Eagle: Gain +2 Wisdom and Maximum Wisdom equal 22. Gain Proficiency in Wisdom Saving throws. And you have advantage on all Wisdom (Perception) checks that rely on sight. (Still has all other aspects of Original Eagle)
Wolf: +2 to Dexterity and maximum Dexterity equal 22. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Elk: +2 to your choice of Strength, Dexterity or Constitution and it's maximum is also increases to 22. Your movement Speed increases by another 10 feet.
Tiger: +2 to your choice of Strength, Dexterity or Constitution and it's maximum is also increases to 22. Add 1d4 to checks made with these two chosen skills.
Added Functionality to Spirit Walker at 10th level
Can use and benefit from Spirit Seeker even while raging
\pagebreakNum
Changed Functionality of Totemic Attunement at 14th level
Bear: Added Once per long rest, when you are raging, you may add 2d4 to a Strength Saving throw or Ability Check.
Eagle: Removed falling at the end of each of your turns while you are flying.
Eagle: Added Once per long rest, when you are raging, you may add 2d4 to a Wisdom Saving Throw or Ability Check.
Wolf: Changed feature to be: "While you're raging, you can use a bonus action to cause one creature you hit with a melee weapon attack to make a Dexterity Saving throw (DC 8 + PB + Strength Modifier) or have their movement speed reduced to 0 until the start of your next turn."
Wolf: Added Once per long rest, when you are raging, you may add 2d4 to a Dexterity Saving throw or Ability check.
Elk: Changed damage to be equal to your Rage Dice + your Strength Modifier instead of 1d12 + your Strength Modifier.
Elk: Added Once per long rest, when you are raging, you may add 2d4 to a Strength, Dexterity or Constitution Saving throw or Ability Check
Tiger: Added Once per long rest, when you are raging, you may add 2d4 to a Strength, Dexterity or Constitution Saving throw or Ability check.
### Wild Magic
Changed Functionality of Magic Awareness at 3rd level.
Removed limitation of uses, now can be used at will.
Decreased the Radius to being 30 feet instead of 60 feet.
Changed Functionality of Wild Surge at 3rd level.
Dramatically most effects on the table. There is no effect that requires a save, they simply happen.
Some effects are close to what they would have originally done, theme wise. Damage depends on your Rage dice. Some effects depend on your Barbarian level.
All features require a Bonus action to activate while raging.
Changed Functionality of Bolstering Magic at 6th level
As a bonus action, including the bonus action used to rage, you may confer one of the following features:
For the duration of your rage, or for 10 minutes if nore raging, the creature can roll a 1d4 - 1 whenever making an attack roll and add the number rolled to the d20 roll.
For the duration of your rage, or for 10 minutes ir not raging, the creature can roll 1d4 - 1 whenever making an ability check and add the number rolled to the d20 roll.
Roll a 1d4 - 1. The next spell cast is up cast as is using a higher level spell slot equal to the current level of the spell slot plus the roll result. You cannot have more than 1 of this effect on a creature at a time.
You can use these bonus actions a number of times equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.
Changed name of 10th level feature to "Unstable Recall" instead of "Unstable Backlash"
Added you gain resistance to Force, Psychic, Radiant, and Necrotic damage while raging.
Added you have advantage on Intelligence, Wisdom, and Charisma Saving throws while raging.
Added "When you enter a rage, roll your rage dice, if the roll is the maximum result or the roll is doubles, your rage doesn't expend a use"
Changed functionality of Controlled Surge at 14th
Added you can choose a number of creature with your Bolstering Magic equal to your proficiency bonus each time you use it and the range becomes within 30 feet of you that you can see
### Zealot
Changed functionality of Divine Fury at 3rd level
Changed damage to be equal to your rage dice + half your barbarian level, instead of a 1d6 + half your barbarian level.
Changed Functionality of Warrior of the Gods at 3rd level
Added when you make Death saving throws, you may add 1d4 to the roll.
Added when you are healed while at 0 hit points, you heal additional amount of hit points equal to your rage dice + your Barbarian level.
Changed Functionality to Fanatical Focus at 6th level.
Added that you can add your Rage dice to the new saving throw you make with this feature.
Changed Functionality of Zealous Presence at 10th level.
Changed that the battle cry is you + 10 creatures of your choice that can hear you.
Changed that this feature may be used Once per short or long rest instead of once per long rest.
Changed Functionality of Rage Beyond Death at 14th level.
Added: "Once per long rest, while you are raging, when you would be reduced to 0 hit points, but do not die when your rage ends, regain a use of rage". If this isn't clear, if you are conscious while you were at 0 hits points after your rage ends, recover 1 use of rage.
\pagebreakNum ### Giant
Changed Functionality of Giant Power at 3rd level
Get Druidcraft and Thaumaturgy instead of choosing between the two.
You pick Intelligence, Wisdom, or Charisma as your Spell casting stat for the feature instead of it being forced to be Wisdom.
Changed Functionality of Giant's Havok at 3rd level
Changed wording that you only get the increased reach if you are Large.
Damage technically changed to rage dice instead of static rage bonus for Crushing Hurl.
Added functionality to Mighty Impel at 10th
While holding the weapon you infused with Elemental Cleaver, you have resistance to the chosen damage type.
Changed name of "Demiurgic Collussus" to "Omnipotenet Colossus" at 14th
Changed wording that you only get the increased reach if you are Huge.
Added that you now can swap Elements with Elemental Cleaver as a bonus action and a reaction while raging. This is to hopefully allow better utilization of the resistance you get from Elemental Cleaver, from Might Impel.