Alternate Barbarian: Expanded

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Alternate Barbarian

Expanded

The Alternate
Barbarian Expanded

In 5e, the Barbarian, while mechanically balanced, can lack interesting decisions in combat. For some, this is okay, but for players who would enjoy a more tactical experience, the Alternate Barbarian strives to capture the fantasy of playing a Barbarian without reducing it to simplistic features. Included here are additional options for the Alternate Barbarian class:

Advanced Savage Exploits. The Exploits included here may be harder to learn, or require a specific master to teach. Advanced Exploits are more fantastical in nature and are balanced based on spells that are available to casters in 5e.

Barbaric Feats. The feats included here allow all player characters to share the abilities of the Alternate Barbarian.

Additional Primal Paths. Included here are nine more Primal Paths for Barbarians to choose from at 3rd level.

Advanced Savage Exploits

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

Advanced Exploits are more fantastical in nature, and are balanced based on spells that are available to casters in 5e. Check with your DM before using the Exploits below.

1st-Degree Exploits

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

Breathless Critical

Prerequisites: Strength of 11
When you score a critical hit on a creature with a weapon attack, you can expend one Exploit Die to knock the air from its lungs. The creature cannot speak, and its speed is halved for 1 minute. It can make a Constitution saving throw at the
    end of each of its turns, ending this effect on a success.

Skilled Rider

Prerequisites: Animal Handling proficiency
When a trained mount you are riding makes an attack roll, damage roll, ability check, or saving throw, you expend an Exploit Die and add it to your mount's roll. You can do so after it rolls, but before you know if it succeeds or fails.

Taunting Strike

Prerequisites: Charisma of 11 or higher
When you hit a creature within 15 feet that can see or hear you with a weapon attack, you can expend one Exploit Die to taunt it. Until the start of your next turn, it has disadvantage on all attacks against targets other than you.

2nd-Degree Exploits

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

Intimidating Command

Prerequisite: 5th-level, Charisma of 13
As a bonus action, you can expend an Exploit Die to shout a one-word command at a creature that can hear you within 30 feet, forcing it to make a Wisdom saving throw. On a failure, it is compelled to obey your command to the best of its ability on its next turn unless its actions are directly harmful to it.

Primal Senses

Prerequisites: 5th-level, Constitution or Wisdom of 13
As an action, you can expend one Exploit Die to temporarily heighten your senses. For 10 minutes, you gain a bonus to all Insight, Perception, and Survival checks equal to your Exploit Die, so long as the checks rely on your sense of sight or smell.

You can also smell the presence and location of all poisons, poisonous creatures, and diseases within 30 feet, and identify the kind of poison, poisonous creature, or disease.

This heightened sense of smell cannot penetrate full cover.

Rending Strike

Prerequisites: 5th-level, Strength of 13
When you hit a target with a melee weapon attack, you can expend one Exploit Die to target its defenses and force it to make a Dexterity saving throw. On a failure, add your Exploit Die to your damage roll, and its Armor Class is reduced by 1 until the damage is repaired. This effect is cumulative.

Ringing Critical

Prerequisite: 5th-level, Strength of 13
When you score a critical hit on a creature with a weapon attack, you can expend an Exploit Die to daze your target. For 1 minute, that creature must roll a d4 and subtract the result from every attack roll and saving throw it makes.

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

Whirlwind Strike

Prerequisites: 5th-level, Strength or Dexterity of 13
In place of an attack, you expend one Exploit Die to force targets of your choice within your reach to make a Dexterity saving throw. Targets take the damage as if they were hit by your weapon on a failure, and half damage on a success.

3rd-Degree Exploits

3rd-degree Exploits are feats of savagery that can only be learned by Barbarians of 9th level and up. Each of these Exploits can only be used once per short or long rest.

Adrenaline Rush

Prerequisites: 9th-level, Constitution of 15
As a bonus action, you can expend an Exploit Die to increase your speed, if only temporarily. For 1 minute, you can
take the Dash action as a bonus action on each
of your turns, including the bonus action
you used to activate this Exploit.

Bewildering Blow

Prerequisites: 9th-level, Strength or Dexterity of 15
When you hit a creature with a melee weapon attack, you can expend an Exploit Die and strike with precise force, dealing additional damage equal to two rolls of your Exploit Die and forcing it to make a Wisdom saving throw.

On a failed save, it cannot take reactions and on each of its turns it must move half its speed in a random direction then make a melee attack against a random creature in range.

To determine the random direction and attack, assign a direction (or target) to an appropriate die and roll it. For the direction, use a d8, and for target use a d4 or larger.

This lasts for 1 minute, but it repeats this saving throw at the end of each of its turns, ending the effect on a success.

Disorienting Blow

Prerequisites: 9th-level, Strength of 15
When you hit a creature with a melee weapon attack, you expend an Exploit Die to strike with crippling force, dealing bonus damage equal to twice your Exploit Die, and forcing it to make a Wisdom saving throw.

On a failure, it suffers the following effects for 1 minute:

  • Its speed is halved and it cannot take reactions.
  • Its Armor Class is reduced by 2, to a minimum of 10.
  • It has disadvantage on all Dexterity saving throws.
  • On its turn it can only take an action or a bonus action.
  • It cannot make more than one attack during its turn,
    even if a feature would allow it to make multiple.

The creature can make a Wisdom saving throw at the end of each of its turns, ending this Exploit's effects on a success.
              This Exploit's effects do not stack with
                       the slow spell.

Mythic Athleticism

Prerequisites: 9th-level, Constitution or Strength of 15
As a bonus action, you can expend Exploit Dice (up to your Proficiency Bonus) to enter a state of heightened physical performance, which requires your concentration. While concentrating on this Exploit, you gain these benefits:

  • Whenever you make a Strength or Constitution check,
    you can treat a roll of 9 or lower on the d20 as a 10.
  • Your walking, climbing, and swimming speed is doubled.
  • You count as one size larger for the purposes of carrying capacity and the size of creatures that you can grapple.
  • Both your long and high jump distances double, even if that distance would exceed your remaining movement.

The effects of this Exploit last for 10 minutes per Exploit Die spent, and they end early if you are incapacitated.

Pack Tactics

Prerequisites: 9th-level, Wisdom of 15
As a bonus action, you can spend an Exploit
Die to signal creatures of your choice that
can see or hear you within 30 feet to
fight together as a pack. Until the end
of your following turn, you and these
creatures have advantage on attack
rolls, so long as another creature under
the effects of this Exploit is within 5 feet of your target.

On subsequent turns, you can use a bonus action to extend this effect until the end of your next turn without spending an Exploit Die, for a maximum duration of 1 minute.

Primal Terror

Prerequisite: 9th-level, Intimidation proficiency
As an action, you spend an Exploit Die and attempt to drive a creature within 5 feet into a fit of primal fear. It must succeed a Wisdom saving throw or it regards all creatures as enemies for 1 minute. Each time it takes damage, it repeats the saving throw, ending this effect on a success.

The creature chooses the targets of its attacks, spells, and abilities at random, and it must take all opportunity attacks.

Survey Wilderness

Prerequisite: 9th-level, Strength or Wisdom of 15
You can expend an Exploit Die and spend 1 hour gathering information on up to 1 square mile of a wilderness that you currently occupy. At the end of the hour, you gain knowledge about three of the following as they relate to the area:

  • Any settlements or camps with five or more occupants.
  • Prominent natural formations, bodies of water, and ruins.
  • Local plants, animals, weather, and ecosystems.
  • Powerful (CR 1 or higher) creatures that reside within, or have passed through the area within the last 24 hours.
  • Secret trails, entrances, groves, or monster lairs.

Once you use this Exploit to survey an area of wilderness you must finish a long rest before you can use it there again.

4th-Degree Exploits

Exploits of this degree can only be learned by Barbarians of 13th level or higher, and are terrifying feats of primal ferocity and bloodlust. Each 4th-degree Exploit you know can only be
    used once per short or long rest.

Subjugate Beast

Prerequisite: 13th-level, Animal Handling or Intimidation
As an action, you can expend an Exploit Die and attempt to dominate one Beast that can see or hear you within 30 feet, forcing it to make a Wisdom saving throw. On a failure, it is Charmed by you. This effect lasts for 1 minute, but any time the Beast takes damage, it repeats this saving throw, ending this effect on a success.

While Charmed, you can use your bonus action to issue a command to the Beast, specifying a simple course of action, which it follows to the best of its ability. If it doesn't receive a command, it instead defends itself to the best of its ability.

5th-Degree Exploits

5th-degree Exploits rival the feats of mythic monsters. They can only be learned by Barbarians of 17th level and up. Each one you know can only be used once per short or long rest.

Banishing Strike

Prerequisites: 17th-level, Strength of 19
When you hit a creature with a melee weapon attack, you can expend an Exploit Die to strike with legendary power, dealing bonus force damage equal to four times your Exploit Die and forcing it to make a Charisma saving throw.

On a failure, it shunted to a harmless demiplane where it is Incapacitated. At the start of your next turn, it appears in the unoccupied space closest to the space it left.

Barbaric Feats

The Feats listed here allow others to share in the abilities of the Alternate Barbarian class. If your game uses Feats, these can be selected in place of an Ability Score Improvement:

Alternate Savage Attacker

Updated Savage Attacker Feat
Your savage battle instincts let you exploit even the smallest weakness. You gain the following benefits:

Piercing Critical. Whenever you score a critical hit with a melee weapon attack you roll the weapon's damage die three times instead of twice.

Savage Strikes. Once per turn when you hit with a melee weapon attack, you can roll all the damage dice that are part of your attack twice, and use the higher total.

Intimidating Leader

Prerequisite: proficiency in Intimidation
You use fear and intimidation to rally those who follow you into battle. You gain the following benefits:

Ability Score Increase. You can increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.

Fearsome Rally. When another creature within 30 feet of you that can also see or hear you fails a saving throw to resist the Charmed or Frightened condition, you can use a reaction to make an Intimidation check against the same save DC. On a success, the creature is not Charmed or Frightened.

You can use this reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses of this feature each time you finish a long rest.

Hardy Physique

Prerequisite: Constitution of 13 or higher
You have hardened your physical body to absorb hits rather than dodge them. You can use your Constitution, in place of Dexterity, when calculating your Armor Class in armor.

You also have advantage on saving throws to avoid being moved against your will, Grappled, or knocked Prone.

Legendary Might

You have always found ways to leverage your great might for additional benefits. You gain the benefits on the table below that correspond to your Strength modifier and lower.

Should your Strength modifier increase, the benefits that you gain from this Feat also increase with your modifier:

Modifier Benefit
+1 You count as one size larger for the purpose
of carrying capacity, the size of creatures
you can Grapple, and the weight you can
push, pull, lift, or drag at one time.
+2 You can make Strength (Intimidation) checks
in place of Charisma (Intimidation) checks.
+3 You gain a climbing speed or a swimming
speed equal to your walking speed.
+4 Whenever you make an Athletics check,
you treat a d20 roll of 7 or lower as an 8.
+5 When you are forced to make a Constitution
saving throw, you can choose to make a
Strength saving throw instead.

Savage Training

You can draw upon the anger within your soul to perform Savage Exploits. You gain the following benefits:

Savage Exploits Known. You learn two 1st-degree Savage Exploits from those available to the Alternate Barbarian. If required, their Exploit save DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier (your choice).

Retraining Exploits. Whenever you gain a level, you can replace one of the Savage Exploits you learned through this Feat with another 1st-degree Savage Exploit of your choice.

Exploit Dice. You gain two d4 Exploit Dice to fuel these Exploits, which are expended when you use them. You regain expended Exploit Dice when you finish a short or long rest.

If you already have Exploit Dice when you gain this Feat,
      you instead gain a single Exploit Die equal to your others.

Additional Primal Paths

At 3rd level, a Barbarian gains the Primal Path feature. The following Primal Paths are available to Barbarians, along with those presented in the base Alternate Barbarian class:

     
Deep Mutant Titan
Favored Packleader Warden
Inferno Reaver Wyrmblood

Path of the Deep

Encounters with the great and terrible things that dwell deep beneath the waves often irreparably shatter the minds of the weak-willed. However, some who survive these traumatic and otherworldly experiences awaken with an eldritch Rage that is rarely experienced on the material plane.

Deep Exploits

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

Barbarian Level Exploit
3rd crushing grip, cunning instinct
5th immovable stance, rending strike
9th primal terror

Eldritch Tendrils

3rd-level Path of the Deep feature
While you are Raging, your otherworldly power manifests as writing Eldritch Tendrils which protrude from your body. The appearance of these Tendrils reflects the true nature of the
entity which granted you its power. When you Rage, or as
a bonus action while Raging, you can cause these Tendrils
to lash out, forcing a target equal to your size (or smaller) within 15 feet to make a Strength saving throw against
your Exploit save DC. On a failure, it is pulled up to
15 feet toward you. If it ends this forced movement
within 5 feet of you, it is Grappled by your Eldritch
Tendrils. Escape DC is your Exploit save DC.

You can only have one creature Grappled
by your Eldritch Tendrils at a time.

Gift of the Depths

3rd-level Path of the Deep feature
You have been irreparably changed by your exposure to the mysterious depths. You gain a swimming speed equal to your walking speed and you can breathe both air and water.

Reality Warp

6th-level Path of the Deep feature
Your mind-altering experiences allow you to identify, and slip through, the cracks in reality. While Raging, you can use your bonus action to teleport to an unoccupied space you can see within 30 feet. You can do so when you enter your Rage.

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

Empowered Tendrils

10th-level Path of the Deep feature
The aberrant power of your Rage has grown. Your Eldritch Tendrils grant you a climbing speed equal to your walking speed, and while climbing, your hands remain free.

Also, when you use your Eldritch Tentacles, you can target two creatures equal to your size (or smaller), or one creature up to one size larger than you. Your Tendrils can Grapple up to two creatures at one time.

The Horrors Below

14th-level Path of the Deep feature
You can reveal the eldritch horrors beyond this world. When you use Reality Warp, you can force creatures within 10 feet
       of the point you appear to make a Wisdom saving throw
                             against your Exploit save DC. On a failure,
                                                   creatures take psychic damage
                                            equal to twice your Exploit Die and
                                            are Frightened of you until the start
                                                                      of your next turn. On
                                                                        a success, they take
                                                                           half damage and
                                                                           aren't Frightened
                                                                                  of you.

Path of the Favored

For most Barbarians, their Rage is drawn from their lust for battle or a desire for revenge, but for others, their Rage is a gift. Warriors who walk the Path of the Favored receive their Rage from an outside source. Some are blessed by Fate to be mighty warriors, others are the scions of gods or Archfey, and others may be the descendants of legendary adventurers.

Whatever the source of your supernatural blessing, you have a knack for finding success when others would surely fail, turning bitter enemies into stout allies, and overcoming obstacles that would seem impossible to all but you.

Favored Exploits

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

Barbarian Level Exploit
3rd feat of strength, heroic fortitude
5th ringing critical, thunderous blow
9th mythic athleticism

                        Favored Presence

                                3rd-level Path of the Favored feature
                                There is something about your physicality
                               that makes others view you more favorably.
                              As a bonus action, you can expend a use of
                             your Rage to enhance your presence. For 10
                           minutes, you can add your Strength modifier
                         (minimum of +1) to all Charisma ability checks.
                             This bonus ends early if you damage or force

               a creature to make a saving throw, or if you Rage.

           Fate-Touched

          3rd-level Path of the Favored feature
       An outside force has blessed you to succeed, especially in battle. Whenever you roll a 1 on an Exploit Die, including for your Rage bonus damage, you can roll it again. Though, you must keep this new roll, even if it's another 1.

You also gain the following special abilities while Raging:

  • When you are hit by an attack, you can use your reaction to expend an Exploit Die and add it to your Armor Class against that attack, possibly causing it to miss you.
  • When you miss with a Strength-based weapon attack, you can expend an Exploit Die and add it to your attack roll, possibly turning your miss into a hit.

  Glorious Cause

   6th-level Path of the Favored feature
   Your presence motivates all who follow you in battle. When
   you enter a Rage, you and a number of creatures equal to
   your Constitution modifier (a minimum of 1) within 30 feet
   gain temporary hit points equal to 1 + your Exploit Die.

     Tireless Hero

       6th-level Path of the Favored feature
            Whatever the source of your favor, it has empowered
              you to find success where others fail. Whenever you
            make an ability check in a skill that you are proficient
            with, you gain a 1d4 bonus to your roll.

Wondrous Success

10th-level Path of the Favored feature
You embrace the supernatural power that guides your favored path through life. Once between each short or long rest when you make an ability check, attack roll, or saving throw you can use your Barbarian level in place of rolling a d20.

Also, while Raging, you can use each Fate-Touched ability once per round without expending Exploit Dice, rolling a d4 in place of your Exploit Die for these features.

Legendary Strength

14th-level Path of the Favored feature
You have become something more than mortal, and are able to perform feats of legendary might that rival heroes of myth. You learn the colossal strength Exploit. You cannot replace it, and does not count against your total Exploits Known. If you already know this Exploit, you learn another Exploit of your choice from those available to the Barbarian.

Whenever you use colossal strength, you calculate the base amount of weight you can push, drag, pull, or lift as if you had spent one additional Exploit Die (maximum of 6).

Finally, the bonus die you roll for your Tireless Hero and Wondrous Success features becomes a d6.

Path of the Inferno

Across the lower planes, the eternal conflict between law and chaos rages. Devils against Demons, vying for control of the hells. Sometimes this conflict spills over into material plane and the corrupting influence of the Abyss infects the hearts of mortals. Sometimes cultists and worshipers of Archdemons seek the affliction of this overwhelming power.

No matter their origin, those who survive the corruption rise as soldiers of the Abyss, and become Inferno Warriors.

Infernal Exploits

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

Barbarian Level Exploit
3rd commanding presence, mighty leap
5th bloodthirsty critical, menacing shout
9th primal terror

Abyssal Warrior

3rd-level Path of the Inferno feature
The chaos of the Abyss overtakes you while Raging, twisting you into a demonic form which grants you the benefits below:

Blighted Hide. You can use Strength, in place of Dexterity, when calculating your Armor Class for Unarmored Defense.

Demonic Leap. You can use the mighty leap Exploit as a bonus action on each turn, including the bonus action that you used to Rage, without expending an Exploit Die.

Hellfire Strikes. You can cause your Rage damage bonus and the damage dealt by your Exploits to be fire damage, and this special Hellfire ignores resistance to fire damage.

Hellish Presence

3rd-level Path of the Inferno feature
When you adopt this Primal Path you learn to speak Abyssal, the demonic language of the Abyss. Also, whenever you make an Intimidation check, you can draw on your Abyssal powers to gain a bonus to your roll equal to your Exploit Die.

Demonic Bloodlust

6th-level Path of the Inferno feature
Bloodshed fuels your abyssal Rage. When you hit a creature with a Reckless Attack while Raging, you gain temporary hit
   points equal to your Constitution modifier (minimum of 1).

          Hellfire Fury

                10th-level Path of the Inferno feature
                  The Hellfire of the Abyss burns within your spirit at
                    all times. The benefits from your Abyssal Warrior
                     feature become permanent, though you only take
                      on a demonic appearance when Raging.

                         Hellfire also improves your Rage. When you
                        use mighty leap while you are Raging, it grants
                        you a temporary flying speed equal to the bonus
                      jump distance from this Exploit, which lasts until
                     the end of your turn.

                   Chaos Overwhelming

                              14th-level Path of the Inferno feature
                                     You draw out the full potential of your
                                         Abyssal power. When you Rage, you
                                           gain one of the abilities below, which
                                           lasts for the duration of that Rage:

    Demonic Flight. Leathery wings burst from your back,
        destroying clothing that doesn't accomodate them. They
         grant you a flying speed equal to your walking speed.

          Hellfire Armaments. Your weapons ignite in Hellfire,
       causing weapon attacks deal fire damage. Whenever you
    deal fire damage, you ignore resistance, treat immunity as
   resistance, and creatures that take this fire damage cannot
    regain hit points until they finishe a long rest.

   Hulking Form. Your body is engorged by abyssal magic. You grow by one size category, your reach increases by 5 feet, and you can add your Constitution modifier (minimum of +1) to Strength checks and saving throws. Once per turn, when you hit with a Strength-based weapon attack, you deal bonus
  damage equal to your Exploit Die.

Iron Flesh. Your cursed flesh turns back all but the most
  heroic blows. You are immune to non-magical bludgeoning,
     piercing, and slashing damage. Silvered weapons bypass
       this special damage immunity.

Path of the Mutant

Barbarians that follow this Primal Path make use of alchemy and dark transmutation magic to mutate their physical form. The savage fury of their Rage triggers massive physiological changes thanks to reagents in their blood. These mutants are often on a quest to evolve their bodies into the ultimate form.

Mutagenic Exploits

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

Barbarian Level Exploit
3rd crushing grip, feat of strength
5th rending strike, whirlwind strike
9th confounding critical

Aberrant Alchemy

3rd-level Path of the Mutant feature
Your knowledge of dark alchemy allows you to inoculate your blood with Mutagens, granting you the following benefits:

Latent Mutagens. You inoculate your bloodstream with three Mutagens of your choice from the list at the end of this Primal Path's description. You don't gain the benefits of these Latent Mutagens until you enter a Rage.

During a long rest, you can spend 1 hour using alchemist's supplies to perform an alchemical procedure to replace one Latent Mutagen in your blood with another of your choice.

You gain two additional Latent Mutagens of your choice when you reach 6th level, and again at 10th and 14th level.

Mutation. When you Rage, you gain the benefits from a number of your Latent Mutagens equal to your Constitution modifier (minimum of 1) for the duration of that Rage.

Savage Alchemist

3rd-level Path of the Mutant feature
Your sinister studies grant you proficiency in Nature and with alchemist's supplies. When you make a check with either of these proficiencies, you gain a bonus equal to an Exploit Die.

Enduring Mutation

6th-level Path of the Mutant feature
The potency of your alchemical experiments grows. During a short or long rest, you can use alchemist's supplies to make the effects of one Latent Mutagen permanent, if you are not Raging. However, when you do Rage, this Enduring Mutagen counts as one of the Mutagens you gain the benefits of.

Noxious Strike

10th-level Path of the Mutant feature
You can weaponize the toxins in your blood to afflict others. Once per turn when you hit a creature with a melee weapon attack, you can force it to make a Constitution saving throw against your Exploit save DC. On a failed save, it takes acid damage equal to four times your Exploit Die and is Blinded or Stunned (your choice) for 1 minute. On a success, it takes half as much damage and suffers no other effects.

A Blinded or Stunned creature repeats this saving throw each time it takes damage, ending this effect on a success.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest. When you have no uses left you can expend a use of Rage to use it again.

Rapid Mutation

14th-level Path of the Mutant feature
You have gained mastery over your body's mutability. While you are Mutated, you can use a bonus action to switch one
of your active Mutagens for one of your Latent Mutagens.

Mutations

Below are the Mutations available to Mutant Barbarians. If a Mutation has prerequisites, like a certain Barbarian level, you can learn it at the same time you meet its prerequisites.

Aberrant Sight

Your eyes become voids of inky darkness, You gain darkvision out to a 60-foot radius. If you have darkvision from your race or another feature its range increases by 60 feet. Within this radius, you can also see through magical darkness.

Alchemical Resistance

Your experiments grant you resistance to the elements. When you manifest this Mutation choose acid, cold, fire, poison, or lightning, and you gain resistance to that damage type.

Aquatic Adaptation

Your neck sprouts gills or your skin becomes permeable like an amphibious creature. You gain a swimming speed equal to your walking speed, and you can breathe both air and water.

Enhanced Movement

Your legs grow unnaturally powerful, but become grotesque to look upon. You can take the Dash action as a bonus action on each of your turns.

Grappling Appendage

You grow an extra appendage from your back that resembles a tentacle. This appendage has a reach of 10 feet and can be used to make unarmed strikes, Shove, and Grapple. On hit, it deals bludgeoning damage equal to your Exploit Die.

This appendage can be used for simple tasks, but it cannot wield weapons or shields, or manipulate objects or tools.

Monstrous Glide

You grow bat-like skin flaps that you use to glide. When you fall at least 10 feet and aren't incapacitated, you can subtract up to 100 feet from your fall when you calculate fall damage, and you can move horizontally 2 feet for every 1 foot you fall.

Oozing Form

Your body can become slimy and pliable. As a bonus action, you can morph into (or revert from) an ooze-like state which allows you to squeeze through gaps as narrow as 1-inch.

Unnatural Physicality

Your muscles engorge with toxic chemicals. You gain a bonus to Acrobatics and Athletics check equal to your Exploit Die.

Acidic Bile

Prerequisite: 6th-level Barbarian
You can spew corrosive acid from your mouth. You know the acid splash LL Cantrip, and Constitution is your spellcasting modifier. When you deal damage with acid splash LL you add your Constitution modifier to the damage roll.

Corrosive Blood

Prerequisite: 6th-level Barbarian
Your wounds expel a corrosive acid. Whenever you are hit by an attack and the attacker is within 30 feet, you can use your reaction to deal acid damage to the attacker equal to your
    Exploit Die + your Constitution modifier.

Dislocated Reach

Prerequisite: 6th-level Barbarian
Your strange experiments allow your joints to unnaturally stretch, crack, and expand. The length of your arms doubles, and the reach of your melee attacks increases by 5 feet.

Engorged Physique

Prerequisite: 6th-level Barbarian
Chemicals forcefully enlarge your body, giving you a hideous physique. You grow by one size (for example, from Medium to Large), your reach increases by 5 feet, your weight multiplies by eight, and your melee weapon attacks deal bonus damage equal to one roll of your Exploit Die on hit.

If there is not room for you to grow in size, you grow to the maximum size allowed by your current surroundings.

Inoculated Vigor

Prerequisite: 6th-level Barbarian
You inoculate yourself against all but the worst poisons. You gain immunity to both acid and poison damage, and you gain immunity to all disease and to the poisoned condition.

Toxic Symbiosis

Prerequisite: 6th-level Barbarian
When you hit a creature with a melee attack, you can use a bonus action on that turn to suck the life from its wound and gain temporary hit points equal to your Constitution modifier.

This feature cannot be used against Constructs or Undead.

Viscous Grip

Prerequisite: 6th-level Barbarian
Your hands and feet secrete a sticky substance. You gain a climbing speed equal to your walking speed, you can climb difficult surfaces without needing making an ability check.

Also, creatures have disadvantage on ability checks or saving throws they make to escape being Grappled by you.

Alchemical Intellect

Prerequisite: 14th-level Barbarian
Strange chemicals enhance your mind at the expense of the body. You have advantage on all Intelligence, Wisdom, and Charisma saving throws, but you have disadvantage on all Strength, Dexterity, and Constitution saving throws.

Hideous Regeneration

Prerequisite: 14th-level Barbarian
If you begin your turn with less than half of your hit points remaining, but at least 1 hit point, you instantly regain hit points equal to your Constitution modifier (minimum of 1).

Monstrous Flight

Prerequisite: 14th-level Barbarian
A pair of monstrous leathery wings sprout forth from your back. You gain a flying speed equal to your walking speed.

Synthetic Carapace

Prerequisite: 14th-level Barbarian
Your skin hardens resembling that of an terrible insectoid
creature. You gain a +2 bonus to your Armor Class, and you gain resistance to all bludgeoning, piercing, and slashing damage from non-magical and non-silvered attacks.

Path of the Packleader

Wild warriors all, Barbarians fight with a primal ferocity not seen in civilized soldiers. For some, this wild spirit calls out to the beasts of the wilds, and a bond is forged. Known as Packleaders, these primal warriors fight side by side with a Savage Companion, hunting their foes in deadly tandem.

Savage Companion

3rd-level Path of the Packleader feature
You have forged a primal bond with a wild beast known as a Savage Companion. You determine its appearance, but this choice has no effect on its game statistics. Common Savage Companions are wolves, boars, bears, wildcats, and hyenas. Your Savage Companion uses the following rules:

Statistics. The Savage Companion is friendly to you and your allies, and it obeys your commands. It uses the Savage Companion stat block below, which uses your Proficiency Bonus (PB) and Exploit save DC in several places.

Combat. In combat, your Companion acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use your bonus action to command it to take an action from its stat block, or another action. Also, when you take the Attack action, you can forgo one attack to order your Companion to make one attack. If you are Incapacitated, your Companion acts on its own.

Dying. When the Companion is reduced to 0 hit points, it makes death saving throws like a player character. When it is at 0 hit points, you can use your action to touch it and expend one Exploit Die to automatically stabilize it.

Bonding a New Companion. If your Companion dies, you can spend 8 hours seeking out a worthy Beast to serve you as your new Companion, so long as a suitable creature can be found. It then uses the Savage Companion stat block.

Beast Whisperer

3rd-level Path of the Packleader feature
You have a special way of connecting with beasts of the wild. You gain proficiency in Animal Handling. Whenever you make an Animal Handling check related to wild animals, you gain a bonus to the roll equal to your Exploit Die.

Savage Companion

Medium Beast, Neutral


    AC 13 +PB (natural armor)
  • HP 5 + five times your Barbarian level
  • Speed 40 ft., swim 20 ft.

MODSAVE
Str14+2+4
Int8-1-1
MODSAVE
Dex14+2+2
Wis14+2+2
MODSAVE
Con15+2+4
Cha8-1-1

  • Skills Intimidation +4, Survival +4

  • Languages understands one language you speak

Traits

Hit Dice. The Companion has a total number of d8 Hit Dice equal to your Barbarian level. It also gains all of the normal benefits of both short and long rests.

Primal Bond. When your Proficiency Bonus increases, your Companion's bonus to its proficient skills and saving throws also increases by the same amount.

Actions

Maul. Melee Weapon Attack: +2 +PB to hit, reach 5 ft., one target. Hit: (1d8 +2 +PB) slashing, and a target equal to the Companion's size (or smaller) is knocked Prone.

Packleader Exploits

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

Barbarian Level Exploit
3rd cunning instinct, trampling rush
5th bloodthirsty critical, primal senses
9th pack tactics

Wild Fury

6th-level Path of the Packleader feature
Your wild fury infects your Savage Companion. While you are Raging, your Companion is resistant to bludgeoning, piercing, and slashing damage while it is within 30 feet of you.

Your Savage Companion's attacks also count as magical for overcoming resistanc and immunity to non-magical damage.

Coordinated Assault

10th-level Path of the Packleader feature
You and your Companion fight as one in battle. You and your Savage Companion have advantage on all melee attack rolls against a target if the other is within 5 feet of that target.

Primeval Companion

14th-level Path of the Packleader feature
You can infuse your Savage Companion with the primal fury of your Rage. As an action, you can expend a use of Rage and cause your Companion to grow into a Primeval Companion for 1 hour, or until it is Incapacitated. For the duration, your Companion uses the Primeval Companion stat block.

When you Rage, you can expend two uses of your Rage to cause your Companion to transform at the same time.

Primeval Companion

Large Beast, Neutral


    AC 13 +PB (natural armor)
  • HP 5 + five times your Barbarian level
  • Speed 60 ft., swim 40 ft.

MODSAVE
Str18+4+9
Int8-1-1
MODSAVE
Dex14+2+2
Wis18+4+4
MODSAVE
Con20+5+10
Cha10+0+0

  • Skills Intimidation +9, Survival +9

  • Languages understands one language you speak

Traits

Hit Dice. The Companion has a total number of d8 Hit Dice equal to your Barbarian level. It also gains all of the normal benefits of both short and long rests.

Relentless. Once per long rest, when your Companion is reduced to 0 hit points, it can choose to instantly gain hit points equal to your Barbarian level instead of falling to 0.

Primal Bond. When your Proficiency Bonus increases at 17th level, this Companion's bonus to its proficient skills and saving throws also increases by the same amount.

Savage Charge. If your Companion moves at least 20 ft. in a straight line then hits a target with its Maul attack it deals bonus damage equal to your Exploit Die on hit.

Actions

Maul. Melee Weapon Attack: +4 +PB to hit, reach 5 ft., one target. Hit: (2d8 +4 +PB) slashing, and a target equal to the Companion's size (or smaller) is knocked Prone.

Path of the Reaver

While most Barbarians focus on overcoming their foes with raw power and brute force, those known as Reavers augment their impressive strength with martial technique and tactical maneuvers. These fearless warriors are often employed as advance forces, and their combat skill and resilience strikes fear into the heart of any who stand against them in battle.

Reaver Exploits

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

Barbarian Level Exploit
3rd lightstep, savage rebuke
5th glancing blow, rending strike
9th adrenaline rush

Reaver Superiority

3rd-level Path of the Reaver feature
You have studied martial techniques to enhance your skill in battle. Your total number of Exploit Dice increases by 1, and you learn one additional Exploit of your choice which doesn't count against your total number of Exploits Known.

Moreover, when you learn a new Exploit, you can choose to learn a Savage Exploit from those available to this class, or a Martial Exploit from those available to the Alternate Fighter.

If you choose to learn a Martial Exploit that has a certain Fighter level prerequisite, you can learn it if your Barbarian level meets the prerequisite level.

Swift Strides

3rd-level Path of the Reaver feature
Rather than become blinded by your
Rage, you enter a heightened state of
focus and move with purpose. When you
are Raging, opportunity attacks against you
are made at disadvantage.

Restorative Rage

6th-level Path of the Reaver feature
Your combat skills rivals heroes of renown. When
you Rage, you gain one of the following benefits:

  • You regain one of your expended Exploit Dice.
  • You gain a number of temporary hit points
    equal to your Exploit Die.
  • Your speed is doubled for your current turn.

Unstoppable Warrior

10th-level Path of the Reaver feature
The chaos and danger of battle fuels your battle
focus. While Raging, you are under the effects
of the freedom of movement spell, but this is
not considered a magical effect.

You also learn one additional Exploit of your
choice which does not count against your total
number of Exploits Known. As normal, you can
choose this Exploit from the Barbarian or the
    Fighter class Exploit list.

Storm of Steel

14th-level Path of the Reaver feature
You have reached the pinnacle of your training, and woe to those who stand against you on the field of battle. One per turn when you hit with a weapon attack while Raging, you can forgo the Rage damage bonus for that attack to instead use an Exploit you know without expending an Exploit Die. The Exploit you use in this way must be able to be used as part of a weapon attack.

For example, if you hit a creature with a weapon attack, you could forgo the normal damage bonus to use rending strike without expending an Exploit Die.

Path of the Titan

Some Barbarians draw their Rage from their ancestry. Those who walk the Path of the Titan fuel their Rage with the giant blood that flows in their veins. Some Titanic
warriors are descendants of giants, others
are unaware of their titanic heritage until it
manifests with their Rage. Unusually tall or
strong for their race, mortals with giant blood
are fairly obvious once you know the signs to look for.

Giant Bloodline

3rd-level Path of the Titan feature
Whether by magic or blood, you bear the power of giants. Choose the option below that best fits the giant-kin whose power resides in you. This choice affects features you gain later. You gain resistance to the damage type associated with that giant. This choice is permanent and cannot be changed.

Giant Element
Hill Poison
Stone Psychic
Frost Cold
Giant Element
Fire Fire
Cloud Thunder
Storm Lightning

Titanic Exploits

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

Barbarian Level Exploit
3rd feat of strength, hurl
5th greater hurl, shattering slam
9th destructive slam

Titanic Rage

3rd-level Path of the Titan feature
Your fury draws out the elder power of your bloodline. When you Rage, you can choose to grow up to the size shown in the table below for your Barbarian level so long as there is room. Your Rage damage bonus also increases to match your new size category, as shown on the table below:

Barbarian Level Max. Size Rage Damage
3rd Large 1d8
10th Huge 1d12
18th Gargantuan 2d12

Finally, while Raging, you can use the hurl Exploit at will without expending an Exploit Die. When you damage a target with hurl, you add your Rage damage bonus to the damage.

If you are Huge in size and Raging, you can use the greater hurl Exploit at will without expending an Exploit Die.

Elder Vitality

6th-level Path of the Titan feature
Your Rage draws out an ever-increasing amount of resilience from the power that flows in your blood. When you Rage, you gain 10 temporary hit points for each size you grow above
    Medium: Large (10), Huge (20), or Gargantuan (30).

Awakened Bloodline

10th-level Path of the Titan feature
The power dormant within your blood is apparent even when not drawn out by your Rage. You manifest more specific traits dependent upon your Giant Bloodline, as detailed below:

Hill. Whenever you take damage you can use your reaction to reduce it by your Constitution modifier (minimum of 1).

Stone. You gain proficiency in Wisdom saving throws.

Frost. Your Rage damage bonus is now cold damage, and whenever you deal cold damage to a creature its movement speed is reduced by 10 feet until the start of your next turn.

Fire. You can use your Constitution, in place of Dexterity, when calculating your Armor Class in armor. When you take damage, you can use your reaction to deal fire damage to the attacker equal to your Exploit Die if it is within 30 feet.

Cloud. You are resistant to falling damage and you can take the Dash or Disengage action as a bonus action on your turn.

Storm. When you use hurl or greater hurl, they now deal lightning damage in place of bludgeoning, and creatures have disadvantage on saving throws to resist these Exploits.

Titanic Wrath

14th-level Path of the Titan feature
You strike with the power of a true giant. As an action while Raging, you can make a single overwhelming melee weapon attack. On hit, that attack is an automatic critical hit.

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

Path of
the Warden

Hailing from the wild places of the world
where the primal power of nature reigns
supreme, Barbarians that follow the Path
of the Warden are servants of the natural
order. They use the raw power of their Rage to
channel spirits found throughout the natural world.
They often serve as the defenders of sacred groves,
Druidic Circles, and other places of natural power.

Primal Magic

3rd-level Path of the Warden feature
When you adopt this Primal Path, you learn to cast
powerful primal spells, much like a Shaman does:

Cantrips. You learn one cantrip of your choice
from the Warden spell list. At 10th level in this class
you learn one additional Warden cantrip of your choice.

Spell Slots. The Warden Spellcasting table shows how many spell slots you have, and the level of those spell slots. All of your spell slots from this feature are the same level. To cast one of the Warden spells you know of 1st-level or higher, you must expend a spell slot. You regain all of your expended spell slots each time you finish a short or long rest.

For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and cast it as a 2nd-level spell.

Spells Known of 1st-Level and Higher. You learn two
1st-level spells of your choice from the Warden spell list. The Spells Known column of the Warden Spellcasting table here shows when you learn additional Warden spells of 1st-level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

When you gain a level, you can choose a Warden spell you know and replace it with another spell from the Warden spell list, which must be of a level for which you have spell slots.

Spellcasting Ability. You draw the primal power through your body to cast spells, so Constitution is your spellcasting ability for your Warden spells. Use Constitution when a spell refers to your spellcasting ability, setting the saving throw DC for a spell, or when making a spell attack roll with one.

Spell save DC = 8 + your proficiency bonus
+ your Constitution modifier

Spell attack modifier = your proficiency bonus
+ your Constitution modifier

Warden
Spellcasting
Barb. Level Spells Known Spell Slots Slot Level
3rd 2 1 1st
4th 2 2 1st
5th 3 2 1st
6th 3 2 1st
7th 4 2 2nd
8th 4 2 2nd
9th 5 2 2nd
10th 5 2 2nd
11th 5 2 2nd
12th 5 2 2nd
13th 6 2 3rd
14th 6 2 3rd
15th 6 2 3rd
16th 6 2 3rd
17th 7 2 3rd
18th 7 2 3rd
19th 7 2 4th
20th 7 2 4th

Primal Rage

3rd-level Path of the Warden feature
Your Rage enhances your primal magic instead of blocking
it out. You can cast and concentrate on Warden spells while Raging, but you always have disadvantage on saving throws to maintain concentration on spells.

Moreover, casting one of your Warden spells allows your Rage to continue until the end of your following turn, even if you don't meet the other requirements to extend your Rage.

Reckless Spellcasting

6th-level Path of the Warden feature
You can throw your primal fury behind your spells. When you use Reckless Attack, you also have advantage on spell attack rolls for your Warden spells for the duration.

War Magic

6th-level Path of the Warden feature
You can ruthlessly weave minor spells with weapon attacks. When you cast a spell as your action, you can make a single weapon attack as a bonus action on that turn.

Ward of the Ancients

10th-level Path of the Warden feature
You can draw on your natural magic to blunt hostile magicks. When you take damage from a spell, you can use a reaction to expend one Primal Magic spell slot, reducing the damage you take by twice your Exploit Die per level of the spell slot.

Elder Warden

14th-level Path of the Warden feature
You can channel cataclysmic primal power in the throes of a Rage. When you take the Attack action while Raging, you can cast a Warden spell with a casting time of one action in place of one of your attacks.

Finally, when you are Raging you can make saving throws to maintain your concentration as normal.

Warden Spell List

Here's the list of spells you consult when you learn a Warden spell. They are organized by spell level, not by character level. The spells below are from the Player's Handbook, Xanathar's Guide to Everything*, and Tasha's Cauldron of Everything**.

Spells marked with ll are found in the laserllama Spell Compendium, which includes both new and alternate spells.

Cantrips (0-Level)

beckon air ll
control flames ll
create bonfire *
druidcraft
frostbite
*
guidance ll
magic stone *
mold earth ll
primal savagery ll
shape water ll
shillelagh
thorn whip
thunderclap
*

1st-Level

absorb elements *
armor of agathys
compelled duel
cure wounds
earth tremor *
ensnaring strike ll
entangle
fog cloud
hellish rebuke
inflict wounds
searing smite ll
thunderous smite ll
thunderwave

2nd-Level

dust devil *
earthbind *
elemental blade ll
gust of wind
magic weapon LL
shatter
spike growth
warding wind *

3rd-Level

elemental weapon
plant growth
grasping vine ll
sleet storm
thunder step *
tidal wave *
wall of sand *
wall of water *
wind wall

4th-Level

control water
pillars of earth ll
fire shield
guardian of nature *
ice storm
staggering smite ll
storm sphere *

Path of the Wyrmblood

Not all who have their blood mingled with dragons manifest sorcerous power. Some instead find themselves imbued with an unquenchable spark of fury. These tyrannical warriors are known as Wyrmbloods, Barbarians fueled by draconic magic.

Wyrmblood Exploits

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

Barbarian Level Exploit
3rd commanding presence, ruthless strike
5th intimidating command, primal senses
9th roar of triumph

Draconic Ancestry

3rd-level Path of the Wyrmblood feature
Whether by ritual, ancestry, or happenstance, your bloodline bears draconic power. Choose one of the Dragons below that best represents the dragon whose power resides within you. You gain resistance to your Dragon's associated Element.

You also learn to speak, read, and write Draconic.

Dragon Element
Amethyst Force
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Crystal Radiant
Emerald Psychic
Dragon Element
Gold Fire
Green Poison
Red Fire
Sapphire Thunder
Silver Cold
Steel Acid
Topaz Necrotic
White Cold

Draconic Fury

3rd-level Path of the Wyrmblood feature
The power of your draconic blood manifests itself in your fury. You gain the following benefits while you are Raging:

  • You manifest draconic scales that grant you a +2 bonus to your Armor Class while using your Unarmored Defense.
  • Your Rage damage bonus and your Savage Exploits deal your Element damage in place of their normal damage.
  • Once per turn when you hit with a Strength-based weapon attack, you can roll two dice for your Rage damage bonus.

Tyrannical Resilience

6th-level Path of the Wyrmblood feature
Your draconic blood protects you from magical effects. When you are forced to make an Intelligence, Wisdom, or Charisma saving throw against magic while Raging, you gain a bonus to your roll equal to your Exploit Die.

Breath of the Dragon

10th-level Path of the Wyrmblood feature
The draconic power in your blood allows you to exhale blasts of elemental power. As an action, you can force all creatures in an adjacent 30-foot cone to make a Dexterity saving throw against your Exploit save DC. They take 8d6 damage of your Element type on a failure, and half as much on a success.

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

Draconic Wings

14th-level Path of the Wyrmblood feature
You manifest the full power of your draconic bloodline. As
a bonus action, you can manifest a pair of draconic wings. Your wings grant you a flying speed equal to your walking speed, and last until you dismiss them as a bonus action.

Clothing that is not made to accommodate your wings is destroyed when you manifest them.

Alt. Barbarian

Expanded

A multitude of additional options for the Alternate Barbarian! Includes Seventeen Exploits, Five Feats, and Nine new Primal Paths!

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

The Alternate Barbarian class can be found Here.

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can be found for free on GM Binder.

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