Note
This document aims to tweak and revise some of Barbarian's Subclasses in order to make those options viable and healthy for the game.
Subclasses Included
- Battlerager
- Berseker
- Storm Herald
- Totem Warrior
- Wild Magic
Path of the Battlerager
Battleragers were dwarven warriors who followed an praised the god of war and charged into battle without hesitation. They specilaise in using armors with their unstoppable rage Often times smithing sharp spikes on them to add on to their reckless and danger seeking nature. Over the years, other races have learned how to follow the path of Battlerager.
Battlerager Armor
Starting at 3rd lvl, you learn wear spiked armors in a special way.
You gain the following benefits while wearing spiked armor.
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you gain the ability to use spiked armor as a weapon. (1d4 Piercing)
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you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you.
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A creature grappled by you takes a number of piercing damage equal to your proficiency bonus upon being grappled, and everytime they attempt to break free of the grapple and fail.
Armor Keeper
Also at 3rd lvl, You gain proficiency with spiked armor and You gain proficiency with smiths tools to maintain your armor in great condition.
Untouchable
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.
Into the Fray
At 10th lvl, you can take the dash action in the same bonus action you enter your rage and on subseuent turns when you are raging.
Raging Retribution
Starting at 14th lvl, when a creature within 5 feet of you hits you with a melee attack, the attacker takes a number of piercing damage equal to your proficiency bonus if you are raging, aren't incapacitated, and are wearing spiked armor.
Spike armor changes
Spiked armor now mimics the stats of breatplate. Granting 14 AC + Dex(Maximum of 2) and granting no disadvatgae to stealth. However, they require special procifiency that only battlerager grant.
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
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 on the same bonus action you enter frenzy and as a bonus action on subsequent turns after this one. When your rage ends, you suffer one level of variant exhaustion.
Variant Exhaustion
- Each level of exhaustion delivers a -1 penalty to D20 checks and spell save DC all the way up to 10 possible levels of exhaustion. Each time you receive exhaustion you add one level and an additional minus one penalty. If you reach 5 levels of exhaustion, your movement is halved and once they reach or exceed 10 levels of exhaustion, your character dies.
- You heal a number of exhaustion lvls equal to your constitution modifier when you finish a long rest.
- Greater restoration removes 3 lvls of exhuastion and lesser restoration removes 1.
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 effect is suspended for the duration of the rage.
Rataliation
At 10th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Intimidating pressence
At 14th level, you can use your action to frighten all foes with your menacing presence. All creatures you can see within 30 feet of you that can see or hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the end of your next turn. Additionally, using this feature keeps your rage going.
You can use this feature a number times equal to your proficiency modifier. You regain all expended uses after finishing a long rest.
Path of the 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.
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 is activated while you are raging. Choose desert, sea, or tundra each time you enter your rage. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
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Desert: When you enter rage and as a bonus action on subsequent turns, all creatures of your choice in your aura take 1d4 fire damage. The damage increases by 1d4 when you reach lvl 10 in this class.
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Sea: When you enter rage and as a bonus action on subsequent turns, one creature of your choice that is within the aura must make a dexterity saving throw. Taking 2d6 lightning damage on fail or half as much on a success. The damage increase by 2d6 when you reach lvl 10 in this class.
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Tundra: When you enter rage and as a bonus action on subsequent turns, each creature of your choice in your aura gains 1d6 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increases to 1d10 when you reach 10th lvl in this class.
Your aura's range increases to 30 feet at lvl 14.
Change Notes
The auras effects have been buffed to be more useful and more impactful with a better scaling of the auras range as well.
Storm Soul
At 6th level, the storm grants you benefits even when your aura isn't active. Choose one of the enviroments to embody. You can change this choice whenever you gain a lvl in this class.
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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, your walking speed is increased by 15 feet af your legs burn in blaze when the need for speed arises.
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Sea: You gain resistance to Thunder damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
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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, you gain a climbing speed equal to your base walking speed.
Shielding Storm
At 10th level, you learn to use your mastery of the storm to protect others. Up to 3 creatures of your choice gain the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura and you are raging.
Wrecking Storm
At 14th level, the power of the storm you channel grows mightier when active, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
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Desrt: Immediately after a creature in your aura hits you with a melee weapon attack, you can use your reaction and they take 2d4 fire damage.
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Sea: Once per turn, when you hit a large or smaller creature in your aura with an attack, you can us to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. If the creature is huge or larger, they instead lose half their movement on a failed save until the end of their next turn.
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Tundra: You can bolster your auras freezing nature. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
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.
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, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.
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.
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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.
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Owl: While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action when you enter rage and as a bonus action on your subsequent turns. The spirit of the owl makes you into a predator who can weave through the fray with ease.
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Elk: While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet and can use a bonus action to shove a creature while raging. When you shove a creature in this way you can push them 15 feet on a successful shove. The spirit of the elk makes you extraordinarily swift.
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Tiger: The strength of the tiger makes you ready for pounce all the time. You add your Strength modifier to your initiative rolls.
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Wolf: While you're raging, your friends have advantage on melee attack rolls against any creature within 10 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Aspect of The Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose another animal to benefit from their spirit.
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Elephant: You gain the might of a Elephant. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
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Eagle: You gain the eyesight of an Eagle. 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. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
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Lion: You gain the fearlessness of a Lion. You have advatnage on svaes against being frightened.
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Fox You gain the hunting sensibilities of a Fox. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
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Crocodile You gain the swimming power of a crocodile. You gain a swimming speed equal to your walking speed and can hold your breath for up to 10 minutes.
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.
Totemic Attunement
At 14th level, you gain a magical benefit based on a totem animal of your choice.
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Bison: The might of the Bison empowers you. 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 bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
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Hawk While you are raging and aren't wearing heavy armor, you have a flying speed equal to your walking speed. The spirit of the hawk embodies you.
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Cheetah: The speed of the cheetah surges through you. While raging, your movement speed is doubled.
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Rhino The presence of the Rhino surroundes you. 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.
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Gorilla The strength of the gorrila empowers you. While raging, you can throw a creature grapples by you up to 30 feet away. If they hit another creature or a solid obstacle, they both take 2d12 + your strenth modifier bludgeoning damage.
Change Notes
The Totems have been reworked to make them a bit more balanced between each other. Additionally, the extra totems gained at higher lvls all have different names to avoid confusion. Now, Totem warrior can experiemnt with multiple combos of animal totems.

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. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
Wild Surge
When you choose this path 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.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
| D8 | Effect | |
|---|---|---|
| 1 | Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. | |
| 2 | You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action. | |
| 3 | An intangible spirit, which looks like a flumph or a 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 of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. | |
| 4 | Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. | |
| 5 | Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution. | |
| 6 | Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. | |
| 7 | Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. | |
| 8 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
Magic Awareness
Also 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 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Surge Table Scaling
The effects on the table get an improvement at lvl 6 and later at lvl 14.

Bolstering Magic
Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
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For 10 minutes, the creature can roll a d4 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
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Roll a d4. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Wild Surge Improvement
At 6th lvl, your wild surge's table effects become more potent.
| D8 | Effect | |
|---|---|---|
| 1 | Both effects' die increase by 1d12 | |
| 2 | - | |
| 3 | The damage die of the spirirt increases by 1d6 and the explosion radius increases to 10 feet. | |
| 4 | The weapon deals an additional 1d8 force damage | |
| 5 | The damage increases to 1d8 | |
| 6 | The effects range increases to 20 feet | |
| 7 | Enemies take 1d4 piercing damage for every 5 feet traveled within the area. | |
| 8 | The damage increases by 1d6 |
Unstable Backlash
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 Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.
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.
Wild Surge Improvement
At 14th lvl, your wild surge's table effects become more potent.
| D8 | Effect | |
|---|---|---|
| 1 | Both effects' die increase by 1d12 and the range becomes 60 feet | |
| 2 | The distance covered increases to 60 feet | |
| 3 | The damage die of the spirirt increases by 1d6 and the explosion radius increases to 15 feet. | |
| 4 | The weapon deals an additional 1d8 force damage | |
| 5 | The damage increases to 1d10 | |
| 6 | The effects range increases to 30 feet and the bonus AC to +2 | |
| 7 | Enemies take 2d4 piercing damage for every 5 feet traveled within the area. The area's effect increases to 30 feet. | |
| 8 | The damage increases by 1d6 and the range increases to 60 feet |
New Subclasses
- Savage Heart
- Chieftain
- Death Slinger
- Raveger
Path of Savage Heart
Some warriors find a kindred sprirt in others. But some of them find them in beasts. Barbarians of this path take in an animal and bond with them. Sharing with them their pain, their food and their rage.
Beast Tamer
At 3rd lvl, you learn to bond with animals easily. You gain proficiency in animal handling and have advantage on them for porpose of calming or undrestanding the animal.
Savage Companion
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, bears, boars or wildcats. Your Companion is friendly to you and your allies, and obeys your commands. It uses the Savage Companion stat block, which uses your proficiency bonus in several places.
In combat, your companion acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
If your Companion is reduced to 0 hit points, it makes death saving throws like a player character would. If your Savage Companion dies, you can spend time during a long rest to seek out a worthy beast from the surrounding wilds to serve as your Savage Companion, so long as such a beast exists. Once you find and bond with such a wild beast, it uses the Savage Companion stat block.
Savage Companion
Medium, Neutral
- Armor Class 13 + PB (natural Armor)
- Hit Points 5 + 5*(Your Barbarian lvl)
- Speed 40ft walking, 20ft swim
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
- Primal Bond You can add your proficiency bonus to any ability check or saving throw that the beast makes.
- Senses passive perception 12, Darkvision 60ft
- Languages Undrestands the langauges you peak, but can't speak.
- Hit Die Your Companion has a total number of d8 Hit Dice equal to your Barbarian level. It also gains all the normal benefits of both short and long rests.
- Keen senses Your Companion has advantage on any ability check that relies on sight, hearing, or smell.
Actions
Maul. Melee Weapon attck: +2 +PB to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.
Kindred Rage
At 6th lvl, your anger fuels not only you, but also your companion. While you are raging your Savage Companion also gains the benefits of Rage. Additionally, your companions damage ignores resistnace to non magical bludgeoning, slashing or piercing.
Strengthened Companion
Also at 6th lvl, your savage companion becomes stronger. Choose one of the options below for your Savage Companion to have access to from now on.
- Evasive: When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
- Charger: If you move at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 2d6 slashing damage.
- Ensnaring When you hit a creature with your Maul attack, you grapple them. The escape DC equals 8 + Barbarian Strength modifier + PB.
- Prowler: You have advantage on attacks rolls when there is an ally within 5 feet of the target if that ally is not incapaciatetd.
- Tracker: You gain a + 10 to survial and nature checks meant to tarck a creature.
- Chaser: You can take the dash action as a bonus action on your turns.
Choose an additional trait from here once you reach 14th lvl in this class. Also, if your companion dies and you bond with a new one, you can choose different tarits for the new companion.
Strengthened Bond
At 10th lvl, your and your savage compainion grow much closer. You can now ride your companion as a mount (even if you are a medium sized creature). Additionally, when you hit a creature, your companion can use it's reaction to move up to half it's speed and make a maul attack against that creature as well.
Savage Howl
At 14th lvl, your howls of pain keep your companion standing and fighting in battle. While raging, your companin benefits from your relentless rage feature. And if you become unconcious, your Companion will stay in rage if you had started it beforehand.
Path of Chieftain
Barbarians who follow the Path of the Chieftain channel their primal fury to ignite the fighting spirit of their allies, drawing out the raw power and determination within them. Their commanding presence on the battlefield inspires companions to fight as a unified, relentless force, driven by shared ferocity and purpose.
Inspiring Rage
Starting at 3rd lvl, when you enter your rage, you let out a warcry of battle. Bringing the same ferocity you ahev in yourself in your allies. Friendly creatures within 10 feet of you add your rage bonus damage to their weapon attack damage. Additionally, once per turn when you hit a creature with a weapon attack, the next weapon attack made againt that creature by someone other than you has advantage.
The range of your inspiring aura uncreaes by 10 feet at 6th lvl and later on again at 14th lvl in this class.
Marching Rage
At 6th lvl, your speed and agility in battle inspires others to follow your lead. Friendly creatures who start their turn within your inspiring aura benefit from your fast movement feature until the end of their turn.
Bolstering Resolve
Starting at 10th lvl, your stoic strength improves everyone's resolve. As an action, you can grant up to 5 friendly creatures that can see or hear you a number of temporary hitpoints equal to twice your Constitution modifier. Once you use this feature, you must finish a short or long rest to use it again.
Path of Death Slinger
Followers of the Path of death slinging focus their brutal strength on smaller yet destructive weapons. They allow their range to throw them at their foes to catch them by suprise or to finish them off from afar as a show of Strength.
Furious Hurl
Starting at 3rd level, you can add your Rage bonus damage thrown weapons and sling, as well as use your Reckless Attack feature when you make a ranged weapon attack with a light melee weapon or a sling. Additionally, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
You can also use a sling with your strength score instead of dexterity.
Arsenal Volley
Also at 3rd lvl, while in rage, all melee weapons with the light property also gain the thrown (20/60) property for you. Additionally, when you make an attack to throw a weapon, you can draw a weapon, either drawing a weapon before throwing it, or drawing a new weapon immediately after throwing the weapon if you have another weapon available.
Catch This
Starting at 6th lvl, your sheer power allows you to puncture any defence. While raging, weapon attacks made using a sling or ranged attacks usings a light melee weapon ignore resistance and immunity to nonmagical damage types.
Brutal Follow up
At 10th lvl, you can quickly deliver a devestating blow to finish of your foe. After you hit a creature with a sling or a ranged attack made by a light melee weapon while raging, your next melee weapon attack against that creature deals a number of d10 extra damage equal to your range damage bonus.
Random Bullshit, GO!
At 14th lvl, you can suprise your foes with a sudden flurry of weapons. When you fisrt enter your rage, you can make 5 ranged melee weapon attacks against 5 different creatures as part of the same bonus action. Additionally, on subsequent turns, you can make a ranged melee weapon attack or a ranged attack using a sling as a bonus action.
Path of the Ravager
Those who follow the path of ravager rely on their body's inner strength to overcome obstacles. May of them forgo using weapons and isntead use their bare fists in battle. Often times they let let their rage help them overcome various obstacles and foes by thrashing them around.
Ravager's Fury
Starting at 3rd lvl, when you enter your rage, you no longer need weapons. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. Additionally, whenever you take slashing, Bludgeoning or piercing damage, you gain a fury point. You can have a number of Fury points equal to double your constitution modifier. You will lose all fury points once your rage ends.
Furious Manuvers
Also at 3rd lvl, you can use your built up fury to attempt various manuvers. Each manuver uses a number of Fury points. If they force a save, the DC is calcualted As 8 + Your proficiency bonus + your Strength Modifier.
If the manuver deals damage, you add your rage bonus damage to that manuver as well.
You can find the Furious Manuvers at the end of this document.
Revelry
At 6th lvl, you learn to celebrate your victories as loudly as you fight in battle. You gain proficiency in brewers supplies and have advantage on saves against being drunk.
Toe-to-Toe
Also at 6th lvl, your unarmed strikes and furious manuvers are considred magical for the pupose of overcomming non magical resistance.
Adrenaline Rush
At 10th lvl, the fist time you enter your rage while in initiative, you gain a number of Fury points equal to your proficiency bonus instantly.
BloodLust
At 14th lvl, the pain only makes your more deadly and unstoppable. You gain 2 fury points isntead of 1 every time you take slashing, Piercing or bludgeoning damage.
Furious Manuvers
Haymaker
Cost: 2 Fury
After taking the attack action, you can make an additional unarmed strike as part of the same attack action.
Uppercut
Cost: 2 Fury
After you hit a creature with an unarmed strike, you can force them to succeed on a strength saving throw or be knicked back 10 feet.
Charge
Cost: 2 Fury
As a bonus action, you can take the dash action. But you must use your movement to move towards a hostile creature until the end of your turn.
Swing Throw
Cost: 3 Fury
As a bonus action, you can throw a medium or smaller creature you have garppled up to 30 feet away. If you throw them at another creature or a solid object, they both take 2d8 bludgeoning damage.
Knee Crusher
Cost: 3 Fury
You force a creature that is grapples by you to succeed on a constitition saving throw or take 2d8 bludgeoning damage and have it's walking speed reduced by 15 feet for 1 minute.
Reversal
Cost: 3 Fury
As a reaction, you can attempt to grapple a creature that wants to grapple you or make a melee weapon attack against you. (you must declare this before knowing if they succeed on their attack or not). If you successfly grapple them, they lose that attack or you automatically succeed on that garpple check.
Tackle
Cost: 3 Fury
When you attempt to grapple a creature, you can knock them prone as well.
Pile Driver
Cost: 4 Fury
As a bonus action, you force a creature that you have grappled to succeed on a constititon saving throw or take 3d10 bludgeoning damage.
Muscle Buster
Cost: 6 Fury
As a bonus action, you jump into the air with a creature you have grappled. You force that creature to succeed on a constitution saving throw or take 4d12 bludgeonig damage.
Slam
Cost: 3 Fury
As an action, you slam the ground beneath you and make a rumble. All creatures standing within 10 feet of you must succeed on a strength saving throw or be knocked prone.
Dropkick
Cost: 3 Fury
When you move at least 20 feet ina straight line, you can change one of your attacks with a dropkick. On a hit, you deal 3d8 + your strength modifier.
Rolling Death Cradle
Cost: 10 Fury
As an action, you can start a rolling death cradle with a creature you have grappled. You force them to make up to 10 constitution saving throw, taking 3d8 bludgeoning damage for each failed save.
The death cradle ends early if they succeed on 3 total constitution saving throw.
Practice
Safe
Homebrewing
The arts used in this document were found randomely on the net and I have not found their original artist. If you own one of the arts used in this document rest assured this document won't be used to gain profit. This is a free document, created for fun for my own games and perhaps sharing with those who would like to check my revisions as well.
Cover Art: Skiorh