Revised 2024 UA Barbarian

by Tatarius

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The Revised 5.24e Barbarian
Level Proficiency Bonus Features Rage Bonus Weapon Mastery # Rages
1st +2 Rage, Unarmored Defense, Weapon Mastery 2 2 2
2nd +2 Danger Sense, Reckless Attack 2 2 2
3rd +2 Barbarian Subclass, Primal Knowledge 2 2 3
4th +2 Ability Score Improvement 3 3 3
5th +3 Extra Attack, Tactical Shift 3 3 3
6th +3 Subclass Feature 3 3 4
7th +3 Feral Instincts, Instinctive Pounce 3 3 4
8th +3 Ability Score Improvement 3 3 4
9th +4 Brutal Critical (1d12) 3 3 4
10th +4 Subclass Feature 4 4 4
11th +4 Relentless Rage 4 4 4
12th +4 Ability Score Increase 4 4 5
13th +5 Brutal Critical (2d12) 4 4 5
14th +5 Subclass Feature 4 4 5
15th +5 Persistent Rage 4 4 5
16th +5 Ability Score Improvement 4 4 5
17th +6 Indomitable Might, Brutal Critical (3d12) 4 4 6
18th +6 Subclass Feature 4 4 6
19th +6 Ability Score Improvement 4 4 6
20th +6 Primal Champion 4 4 6

Class Features


  • As a Barbarian, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per Barbarian level
  • Hit Points at 1st Level: 24 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your
  • Constitution modifier per Barbarian level after 1st.

Proficiencies


  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Perception, Survival
  • Weapons: Simple weapons, Martial Weapons
  • Tools: None

Armor Training


  • Light Armor, Medium Armor, Shields

Starting Equipment


  • As a 1st-level character, you either can spend 75 GP on
  • equipment of your choice or you start with the following
  • equipment:
    Explorer's Pack, Handaxe (4) 15 gp (a) Greataxe or (b) Battleaxe, Shield, and 10 GP

Multiclassing and the Barbarian


  • If your group uses the multiclassing rules in the Player’s
  • Handbook, here’s what you need to know if you choose
  • Barbarian as one of your Classes.
  • Ability Score Minimum. As a multiclass character, you
  • must have a score of at least 13 in the Barbarian’s primary
  • ability, Strength, to take a level in this Class or
  • to take a level in another Class if you are already a
  • Barbarian.
  • Proficiencies Gained. If Barbarian isn’t your initial Class,
  • here you gain proficiency with Martial Weapons when you
  • take your first Barbarian level.
  • Armor Training. When you gain your first Barbarian
  • level, you gain armor training with Shields.

Barbarian Class Features:


  • As a Barbarian, you gain the following Class Features
  • when you reach the specified levels in this Class. These
  • features are listed on the Barbarian table.

1st level: Rage

  • You can imbue yourself with a primal power that is called
  • your Rage, a force that grants you extraordinary might
  • and resilience. You can enter it as a Bonus Action,
  • provided you aren’t wearing Heavy Armor. While active,
  • your Rage has the following effects:

  • Damage Mitigation: You reduce damage by an amount equal to your Barbarian level + your Constitution modifier + your Rage Bonus.
  • Rage Bonus: When you make an attack with a weapon using Strength or an Unarmed Strike, you gain a bonus to the attack and if you hit, damage rolls. These bonuses increases as you gain levels as a Barbarian, as shown in the Rage Bonus column of the Barbarian table.
  • Strength Advantage: You have Advantage on Strength checks and Strength saving throws.
  • No Concentration or Spells: You can’t maintain Concentration, and you can’t cast spells.

  • The Rage lasts until the end of your next turn, and it ends
  • early if you don Heavy Armor or have the Incapacitated
  • condition. If your Rage is still active on your next turn, you
  • can extend the Rage for another round by doing one or
  • more of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take any damage.
  • Take a Bonus Action to extend your Rage.

  • Each time the Rage is extended, it lasts until the end of
  • your next turn. You can maintain a Rage for up to 10
  • minutes.

  • You can enter your Rage the number of times shown for
  • your Barbarian level in the Rages column of the Barbarian
  • table. You regain one expended use when you finish a
  • Short Rest, and you regain all expended uses when you
  • finish a Long Rest.
1st level: 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.

1st level: Weapon Mastery

  • Your training with weapons allows you to use the Mastery
  • property of two kinds of Simple or Martial Melee weapons
  • of your choice, such as Greataxes and Handaxes.
  • Whenever you finish a Long Rest, you can practice
  • weapon drills and change one of those weapon choices.

  • When you reach certain levels in this class, you gain the
  • ability to use the Mastery properties of more kinds of
  • weapons, as shown in the Weapon Mastery column of the
  • Barbarian table.
2nd level: Reckless Attack

  • 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,
  • you have Disadvantage on weapon attack rolls using
  • Strength until the start of your next turn, but when you
  • hit, it is a critical hit instead and attack rolls against you
  • have Advantage until the start of your next turn.

2nd level: Danger Sense

  • You gain an uncanny sense of when things aren’t as they
  • should be, giving you an edge when you dodge perils. You
  • have Advantage on Dexterity saving throws, unless you
  • have the Incapacitated condition.

3rd level: Barbarian Subclass

  • You gain a Barbarian subclass of your choice: Path of the
  • Berserker, Path of the Wild Heart, Path of the World Tree,
  • or Path of he Zealot. Subclasses are detailed after this
  • class’s description.

  • A subclass is a specialization that grants you special
  • features at certain Barbarian levels. For the rest of your
  • career, you gain each of your subclass’s features that are
  • of your Barbarian level and lower.
3rd level: Primal Knowledge

  • You gain proficiency in another skill of your choice from
  • the list of skills available to Barbarians at level 1.

  • In addition, while your Rage is active, you can channel
  • primal power when you attempt certain tasks; whenever
  • you make an ability check using one of the following skills,
  • you can make it as a Strength check even if it normally
  • uses a different ability: Acrobatics, Intimidation,
  • Perception, Stealth, or Survival. When you use this ability,
  • your Strength represents primal power coursing through
  • you, honing your agility and senses.

4th level: Ability Score Improvement

  • You gain the Ability Score Improvement feat or another
  • feat of your choice for which you qualify. As shown on the
  • Barbarian table, you gain this feature again at levels 8, 12,
  • 16, and 19.

5th level: Extra Attack

  • You can attack twice, instead of once, whenever you take
  • the Attack action on your turn.

5th level: Fast Movement

  • Your speed increases by 10 feet while you aren’t wearing
  • Heavy Armor.

7th level: Feral Instinct

  • Your instincts are so honed that you have Advantage on
  • Initiative rolls.


7th level: Instinctive Pounce

  • As part of the Bonus Action you take to enter your Rage,
  • you can Move up to half your Speed.


9th level: Brutal Critical

  • When you score a critical hit with a weapon using
  • Strength or an Unarmed Strike, the target takes 1d12
  • extra damage of the same type dealt by the weapon or
  • Unarmed Strike.

  • This extra damage increases by 1d12 when you reach
  • Barbarian levels 13 (2d12) and 17 (3d12).

  • In addition, you double your Strength Modifier and Rage
  • bonus to damage on critical hits with melee weapons
  • using Strength.

  • When Using Reckless Attack on your turn, if you still
  • score a natural critical hit, you gain an additional attack

11th Relentless Rage

  • Your Rage can keep you fighting despite grievous wounds.
  • If you drop to 0 Hit Points while your Rage is active and
  • don’t die outright, you can make a DC 10 Constitution
  • saving throw. If you succeed, your Hit Points instead
  • change to a number equal to twice your Barbarian level.

  • Each time you use this feature after the first, the DC
  • increases by 5. When you finish a Short Rest or Long Rest,
  • the DC resets to 10.

  • Additionally, you have Resistance to Bludgeoning,
  • Piercing, and Slashing damage while using your Rage
  • feature. This resistance applies after Rage's Damage
  • Mitigation.

15th level: Persistent Rage

  • When you roll Initiative, you can regain all expended uses
  • of Rage. After you regain uses of Rage in this way, you
  • can’t do so again until you finish a Long Rest.

  • In addition, your Rage is so fierce that it now lasts for 10
  • minutes without you needing to do anything to extend it
  • from round to round. The Rage ends early if you have the
  • Unconscious, not the Incapacitated, condition or don
  • Heavy Armor.


17th level: Indomitable Might

  • if your total for a Strength check or Strength saving throw
  • 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.

20th level: Primal Savage

  • You embody primal power. Your Strength and
  • Constitution scores increase by 4, and their maximum is
  • now 26.


Barbarian Subclasses

Path of the Berzerker
Path of the Wild Heart
Path of the World Tree
Path of the Zealot

Barbarian Subclasses


  • A Barbarian subclass is a specialization that grants you
  • special abilities at certain levels, as specified in the
  • subclass.You can choose Path of the Berserker, Path of
  • the Wild Heart, Path of the World Tree, or Path of the
  • Zealot. The Path of the World Tree is detailed after this
  • class’s description.

Path of the Berserker


  • For Barbarians who walk the Path of the Berserker, their
  • Rage is primarily directed toward violence. Their path is
  • one of untrammeled fury, and they thrill in the chaos of
  • battle as they allow their Rage to seize and empower
  • them.
3rd level: Frenzy

  • You can go into a frenzy in battle. If you use Reckless
  • Attack while your Rage is active, you deal extra damage to
  • the first target you Critical hit on your turn with a
  • Strength-basedattack. To determine the extra damage,
  • roll a number of d6s equal to your Rage Bonus, and add
  • them together. The damage has the same type as the
  • weapon or Unarmed Strike used for the attack.

6th level: Mindless Rage

  • You have immunity to the Charmed and Frightened
  • conditions while your Rage is active. If you’re Charmed or
  • Frightened when you enter your Rage, that condition ends
  • on you.

10th level: Retaliation

  • When you take damage from a creature that is within 5
  • feet of you, you can use your Reaction to make one melee
  • attack against that creature, using a weapon or an
  • Unarmed Strike.


14th level: Intimidating Presence

  • As a Bonus Action, you can strike terror into others with
  • your menacing presence as you swell with primal power.
  • When you do so, each creature of your choice within 30
  • feet of you—or 60 feet of you if your Rage is active—must
  • make Wisdom saving throw (DC equal to 8 + your
  • proficiency bonus + your Strength modifier), provided the
  • creature isn’t behind Total Cover. On a failed save, a
  • creature has the Frightened condition for 1 minute. At the
  • end of each of the Frightened creature’s turns, the
  • creature repeats the saving throw, ending the effect on
  • itself on a successful save.

  • Once you use this feature, you can’t use it again until you
  • finish a Long Rest. If you’ve run out of uses of this feature,
  • you can expend a use of your Rage, choosing to activate
  • Intimidating Presence instead of Rage.

18th level: Indomitable Recklessness

  • When you use Reckless Attack while your rage is active, if
  • your total for a Strength based attack is less than your
  • Strength Score, you can use that Score in place of the
  • total.


Path of the Wild Heart


  • Barbarians who follow the Path of the Wild Heart view
  • themselves as kin to the animal inhabitants of the natural
  • world. They learn magical means to connect and
  • communicate with animals, and their Rage heightens their
  • connection to animals as it fills them with supernatural
  • might.
3rd level: Animal Conduit

  • You are under the effect of the Beast Sense and Speak
  • with Animals spells without needing to concentrate,
  • as long as you are not Incapacitated
  • Wisdom is your spellcasting ability for them.


  • In addition, your Rage taps into the primal power of
  • animals. You gain 2 damage resistances while raging of
  • your choice at 3rd level and can choose 1 more at each of
  • levels 6th, 10th, 14th and 18th. You can change out these
  • each time you start a Rage.
3rd level: Rage of the Wilds

  • You gain one of the following options of your choice.
  • Whenever you gain a Barbarian level, you can change
  • your choice.

  • Bear: While your Rage is active, you can lift up to 4 times the normal limit, and you may attempt to grapple creatures with Unarmed Strikes as if you were 1 size category larger. Creatures you Grapple are automatically Prone while grappled if you so choose.
  • Eagle: When you activate your Rage and as a Bonus Action while it’s active, you can take both the Disengage and the Dash action.
  • Wolf: While your Rage is active, your allies have Advantage on melee attack rolls against any enemy of yours within 10 feet of you.

6th level: Aspect of the Wilds

  • You gain one of the following options of your choice.
  • Whenever you gain a Barbarian level, you can change
  • your choice.

  • Elephant: You gain proficiency in the Athletics or Insight skill. If you already have proficiency in the skill, you gain Expertise in it instead. While you are Raging, you are immune to the Restrained condition. While your Rage is active, you ignore the effects of Difficult Terrain when you use a Move.
  • Owl: You gain proficiency in the Investigation or Perception skill. If you already have proficiency in the skill, you gain Expertise in it instead. While you are Raging, you are immune to the Prone and Dazed conditions. If you are falling while raging, you gain the effects of a Feather fall spell.
  • Spider: You gain proficiency in the Stealth or Survival skill. If you already have proficiency in the skill, you gain Expertise in it instead. While you are Raging, you are immune to the Poisoned condition, and can gain the effects of a Spider Climb spell, no concentration required.

10th level: Nature Speaker

  • You can cast the Commune with Nature spell, but only as
  • a Ritual. Wisdom is your spellcasting ability for it.

  • In addition, you gain Tremorsense with a range of 60 feet
  • and the effects of a Speak with Plants spell, as long as you
  • are not Incapacitated.

14th level: Power of the Wilds

  • You gain one of the following options of your choice.
  • Whenever you gain a Barbarian level, you can change
  • your choice.

  • Lion: While your Rage is active, any of your enemies within 10 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian with this feature.
  • Falcon: While your Rage is active, you have a Fly Speed equal to your Speed, provided you aren’t wearing any armor.
  • Ram: While your Rage is active, when you hit a Large or smaller creature with a melee attack, it must succeed on a Strength saving throw (DC equal to 8 + your Proficiency Bonus + your Strength modifier) or have the Prone condition and take damage equal to your Barbarian level.

18th level: Champion of the Wilds

  • You may choose to change the animal choices of Rage of
  • the Wilds, Aspect of the Wilds, and Power of the Wilds
  • whenever you take a Long Rest instead of when you gain
  • a Barbarian level.

  • In addition, when you choose your Rage of the Wilds and
  • Aspect of the Wilds, and Power of the Wilds, you may
  • choose 2 options instead of just one.


Path of the World Tree


  • Barbarians who follow the Path of the World Tree believe
  • that their Rage links them to the cosmic ash tree
  • Yggdrasil. This “world tree” grows among the Outer
  • Planes, connecting them to each other and to the many
  • worlds of the Material Plane, and the greatest plants on
  • every world are said to be distant descendants of mighty
  • Yggdrasil. These Barbarians draw on their connection to
  • the world tree as a source of vitality and as a means of
  • travel across the multiverse.

3rd level: Vitality of the Tree

  • Your Rage taps into the lifeforce of the World Tree. You
  • gain the following benefits:

  • Life-Giving Force: When you activate your Rage, you can choose a number of other creatures within 30 feet of you equal one-third your barbarian level, rounded down, to gain a number of Temporary Hit Points equal to your Barbarian level.
  • Vitality Surge: When you activate your rage and at the start of each of your turns while your Rage is active, you may gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Bonus, and add them together.


6th level: Branches of the Tree

  • While your Rage is active, whenever a creature you can
  • see starts its turn within 30 feet of you, you can use your
  • Reaction to summon spectral branches of the World Tree
  • around it. The target must succeed on a Strength saving
  • throw (DC equal to 8 plus your Proficiency Bonus plus
  • your Strength modifier) or be teleported to an unoccupied
  • space you can see within 5 feet of yourself or in the
  • nearest unoccupied space you can see. The space the
  • target teleports to must be on a surface or liquid that can
  • support it; otherwise, the target doesn’t teleport.

  • After the target teleports, you can reduce its Speed to 0
  • until the end of the current turn.

10th level: Battering Roots

  • Tendrils of the World Tree extend from your Melee
  • weapons. During your turn, while you wield a Melee
  • weapon with the Heavy or Versatile property, your reach
  • with that weapon increases by 10 feet. When you hit with
  • this weapon, you can activate the Push or Topple property
  • in addition to any other Mastery property you are using
  • with that weapon.


14th level: Travel Along the Tree

  • You can briefly travel along the World Tree. When you
  • activate your Rage and as a Bonus Action while it’s active,
  • you can teleport up to 60 feet to an unoccupied space you
  • can see.

  • In addition, when you teleport using this feature, you can
  • bring up to six willing creatures who are within 10 feet of
  • yourself, and the range you can teleport increases to 500
  • feet. Each creature teleports to an unoccupied space of
  • your choice within 10 feet of your destination space. You
  • can teleport other creatures with you only once per Rage.

18th level: World Tree Awareness

  • You gain Truesight out to 60 feet.

  • In addition, when you choose to use your Reckless Attack
  • feature while raging, creatures have Disadvantage instead
  • of Advantage to attack you.

Path of the Zealot


  • For Barbarians who walk the Path of the Zealot, their Rage
  • is not merely a connection to nature; it is a gift from a
  • god. These Barbarians often experience their Rage as an
  • ecstatic experience of union with their gods, infusing
  • them with divine power to pursue the gods’ purposes in
  • the world.

3rd level: Divine Fury

  • You can channel divine power into your strikes. On each
  • of your turns while your Rage is active, the first creature
  • you hit with a weapon or an Unarmed Strike takes extra
  • damage equal to 1d6 plus half your Barbarian level
  • (round down). The extra damage is Necrotic or Radiant;
  • you choose the type each time you deal the damage.

3rd level: Warrior of the Gods

  • A divine entity helps ensure you can continue to fight.
  • When an effect restores any of your Hit Points other than
  • Hit Dice, you can roll a d12 and regain additional Hit
  • Points equal to the number rolled. You can use this
  • benefit a number of times equal to your Constitution
  • modifier (minimum of once), and you regain all expended
  • uses when you finish a Short Rest or Long Rest.

  • In addition, if a spell, such as the Raise Dead spell, 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.

6th level: Fanatical Focus

  • If you fail a saving throw while your Rage is active, you can
  • reroll it, adding your Barbarian level to the new roll. You
  • must use the new roll. You can use this feature only once
  • per active Rage.

10th level: Zealous Presence

  • As a Bonus Action, you unleash a battle cry infused with
  • divine energy. Up to ten other creatures of your choice
  • within 60 feet of you 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 Rest or Long Rest. If you’ve run out of uses
  • of this feature, you can expend a use of your Rage to
  • activate Zealous Presence instead of Rage.


14th level: Rage beyond Death

  • 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.

18th level: Raging Spirit

  • While your Rage beyond Death feature is active or your
  • Relentless Rage healing is triggered, you become
  • incorporeal and gain a Fly Speed equal to your Speed and
  • can hover. You may move through creatures and object
  • as if they were Difficult Terrain. If you end your turn inside
  • a creature or a object you take 1d10 force damage (if you
  • are above 0 hit points) or take a failed Death Saving throw
  • (if you are currently at 0 hit points).

  • In addition, when you are hit by an attack, you can use
  • your reaction to turn that hit into a miss.

  • These effects last for as long as your rage remains active.
  • Once you use this feature, you can't do so again until you
  • finish a Long Rest

Path of the Storm Herald


  • Barbarians who follow the Path of the Storm Herald learn
  • to harness their Rage into a mantle of primal magic that
  • swirls around them like a storm. When in their Rage,
  • these Barbarians tap into the elemental forces of nature
  • to create powerful magical effects.

3rd level: Storms Aura

  • When you use a Bonus action, or with the same Bonus
  • action to Rage or Maintain Rage, you choose Wildfire,
  • Blizzard, Tornado, or Monsoon. A Storm Aura that is 10
  • feet emanation orginating from yourself appears for 1
  • minute, or if raging, ends when your rage ends, whichever
  • duration is greater. If your Aura requires a Saving throws
  • the DC equal 8 plus your Proficiency Bonus, plus your
  • Constitution Modifier.


  • You can use your Storm Aura a number of times
  • equal to your Constitution Modifier (Minimum 1)
  • and regain all expended uses back on a Long Rest
  • and regain back 1 expended use on a Short Rest.

  • The Barbarian gains the following benefits
  • while in Storms Aura is active.

    Wildfire Storm Aura
      Scorched Touch: While your Wildfire Storm Aura is active, when a creature attacks you while they are in your Storm Aura's Emanation, they take Fire damage equal to your Constitution Modifier. If you are Raging, creatures hitting you in your Storm Aura take extra fire damage equal to your Barbarian level.
      Spreading Fire: While your Wildfire Storm Aura is active, You may change the damage type of Weapon Attacks to Fire. When you hit with a melee attack against a creature within your Storm Aura's Emanation, they take additional fire Damage equal to your Constitution modifier. If you are raging, they take this damage whether you hit or miss the attack.
      Increasing Flames:While your Wildfire Storm Aura is active, as a Reaction, you may enhance the damage of an attack or effect that deals Fire Damage to targets within your Aura's Emanation. Deal Extra fire damage equal to your Barbarian level to targets. If you are Raging, targets must make a Constitution Saving throw, or be Blinded until the end of your next turn.
    Blizzard Storm Aura
      Numbing Visage While your Blizzard Storm Aura is active, when a creature hits you with attacks while they are in your Storm Aura's Emanation, they reduce the damage of the attack by a number equal to your Constitution Modifier. If you are Raging, creatures that hit you reduce their Speed by 10 ft for each attack that hits. This reduction in speed lasts until the end of your next turn.
      Blistering Cold: While your Blizzard Storm Aura is active, you may change the damage types of your Weapon Attacks to Cold. When you hit with a melee attack against a creature within your Storm's Aura's Emanation, their speed is reduced by 10 ft until the start of your next turn. If you are Raging, if the targets speed becomes 0, they are considered Restrained.
      Enhancing Chill: While your Blizzard Storm Aura is active, as a Reaction, you may enhance an attack or effect that deals Cold damage to targets within your Aura's Emanation. Creature that took cold damage have their speed reduced to 0 until the end of your next turn. If you are Raging the targets must make a Constitution Saving throw or they can only take 1 of either an Action, Bonus action or Move action on their next turn.
    Tornado Storm Aura
      Flying Debris: While your Tornado Storm Aura is active, creatures you designate can't make Opportunity attacks while in your Storm Aura's Emanation. If you are Raging, Your Storm Aura Emanation increases by 5 ft and when they hit you with attacks, they deal damage to another creature of your choice within 15 ft of you equal to your Barbarian level.
      Whirlwind Swoll: While your Tornado Storm Aura is active, you may change the damage types of your Weapon Attacks to Lightning. When you hit with a melee attack against a creature within your Storm Aura's Emanation, you make Arc the Attack to nearby Creatures. One creature within 15 ft of the hit target takes Lightning Damage equal to your Constitution Modifier. If you are Raging, this is any number of chosen creatures within 15 ft of the hit target takes the Lightning Damage.
      Enhancing Static While your Tornado Storm Aura is active, as a Reaction, you may enhance an attack or effect that deals Lightning damage to targets within your Storm Aura's Emanation. Deal extra Lightning damage equal to your Barbarian level to targets. If you are Raging, targets must make a Constitution Saving throw or have Disadvantage on Attacks and Dexterity Saving Throws until the end of your next turn.
    Monsoon Storm Aura
      Swelling Storm: While your Monsoon Storm Aura is active, your Reach with Melee Weapon attacks increase by 10 ft. Your Storm Aura Emanation increases by 10 ft. Terrain within your Storm's Aura is considered Difficult Terrain. You and a number of creatures equal to your Constitution modifier may ignore this difficult terrain. If you are Raging, creatures that hit you with melee attacks within your Storm's Aura become Prone.
      Breaking Waves: While your Monsoon Storm Aura is active, you may change the damage types of your Weapon Attacks to Force. When you hit with a melee attack against a creature within your Storm's Aura Emanation, you may push them up to 10 ft in any horizontal direction and take additional Force damage equal to your Constitution modifier. If you are Raging, you may push target hit creature an additional 10 ft, if they collide with another creature, they stop at the position of the collided into creature, and the collided creature move the rest of the distance that the original creature didnt move. The collided into creature takes force damage equal to half the damage of the initial attack, unless that creature is you. You take no damage from creature colliding with you. You may only be moved by this feature if you wish to be.
      Enhancing Force: While in your Monsoon Storm Aura is active, as a Reaction, you may enhance an attack or effect that deals Force damage to targets within your Aura's Emanation. Creatures that took force damage have a penalty to their attacks and Strength Saving throws equal to your Constitution Modifier. If you are Raging, targets must make a Constitution Saving throw or until the end of your next turn, the damage they deal is reduced by your Barbarian level. This reduction happens before any other damage mitigating effects.
3rd level:

6th level:

10th level:

14th level:

18th level:

 

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