Introduction
This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.
References to Other Documentation
The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.
- AAG: Astral Adventurer's Guide
- BMT: Book of Many Things
- DMG14: Dungeon Master's Guide (2014)
- DMG24: Dungeon Master's Guide 2024
- EEPC: Elemental Evil Player's Companion
- EFA: Eberron: Forge of the Artificer
- EGW: Explorer's Guide to Wildemount
- ERLW: Eberron: Rising From the Last War
- FRHoF: Forgotten Realms: Heroes of Faerun
- FTD: Fizzban's Treasury of Dragons
- GGR: Guildmaster's Guide to Ravnica
- IDRotF: Icewind Dale: Rime of the Frostmaiden
- MCoC: Magniloth's Compendium of Changes
- MOT: Mythic Odysseys of Theros
- MPMM: Mordenkainen Presents: Monsters of the Multiverse
- MM25: Monster Manual 2025
- MTF: Mordenkainen's Tome of Foes
- PHB14: Player's Handbook (2014)
- PHB24: Player's Handbook 2024
- SCAG: Sword Coast Adventurer's Guide
- SCC: Strixhaven: A Curriculum of Chaos
- SCoC: Smug's Compendium of Changes
- SatO: Sigil and the Outlands
- TCE: Tasha's Cauldron of Everything
- TDSCR: Tal'Dorei Campaign Setting Reborn
- UCR: Unchained Rules
- VGM: Volo's Guide to Monsters
- VRGR: Van Richten's Guide to Ravenloft
- XGE: Xanathar's Guide to Everything
- XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
- XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
- XUA25P: Unearthed Arcana 2024: The Psion
- XUA25PU: Unearthed Arcana 2025: The Psion Update
- XUA25SU: Unearthed Arcana 2025: Subclasses Update
How to Use
To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.
Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.
If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.
Unchained Barbarian
Unchained Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion — and not limited to anger — this Rage is an incarnation of a predator's ferocity, a storm's fury, and a sea's turmoil.
Some Unchained Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Unchained Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Unchained Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don't have to. Their courage in the face of danger makes Unchained Barbarians perfectly suited for adventure.
Primal Instinct
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one's own nature was a mark of superiority. To an Unchained Barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Unchained Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Unchained Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. an Unchained Barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
A Life of Danger
Not every member of the tribes deemed "Barbarians" by scions of civilized society has the Unchained Barbarian class. A true Unchained Barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Unchained Barbarians charge headlong into that danger so that their people don't have to.
Their courage in the face of danger makes Unchained Barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for an Unchained Barbarian. Some Unchained Barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.
Transcendent Fury
The anger felt by a normal person resembles the rage of an Unchained Barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The Unchained Barbarian's driving force comes from a place that transcends mere emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging Unchained Barbarian becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the Unchained Barbarian on despite peril and injury, until the last enemy falls.
Personal Totems
Unchained Barbarians tend to travel light, carrying little in the way of personal effects or other unnecessary gear. The few possessions they do carry often include small items that have special significance. A personal totem is significant because it has a mystical origin or is tied to an important moment in the character's life—perhaps a remembrance from the Unchained Barbarian's past or a harbinger of what lies ahead.
A personal totem of this sort might be associated with an Unchained Barbarian's spirit animal, or might actually be the totem object for the animal, but such a connection is not essential. One who has a bear totem spirit, for instance, could still carry an eagle's feather as a personal totem.
Consider creating one or more personal totems for your character—objects that hold a special link to your character's past or future. Think about how a totem might affect your character's actions.
| d6 | Totem |
|---|---|
| 1 | A tuft of fur from a solitary wolf that you befriended during a hunt |
| 2 | Three eagle feathers given to you by a wise shaman, who told you they would play a role in determining your fate |
| 3 | A necklace made from the claws of a young cave bear that you slew singlehandedly as a child |
| 4 | A small leather pouch holding three stones that represent your ancestors |
| 5 | A few small bones from the first beast you killed, tied together with colored wool |
| 6 | An egg-sized stone in the shape of your spirit animal that appeared one day in your belt pouch |
Tattoos
The members of many Unchained Barbarian clans decorate their bodies with tattoos, each of which represents a significant moment in the life of the bearer or the bearer's ancestors, or which symbolizes a feeling or an attitude. As with personal totems, an Unchained Barbarian's tattoos might or might not be related to an animal spirit.
Each tattoo an Unchained Barbarian displays contributes to that individual's identity. If your character wears tattoos, what do they look like, and what do they represent?
| d6 | Tattoo |
|---|---|
| 1 | The wings of an eagle are spread wide across your upper back. |
| 2 | Etched on the backs of your hands are the paws of a cave bear. |
| 3 | The symbols of your clan are displayed in viny patterns along your arms. |
| 4 | The antlers of an elk are inked across your back. |
| 5 | Images of your spirit animal are tattooed along your weapon arm and hand. |
| 6 | The eyes of a wolf are marked on your back to help you see and ward off evil spirits. |
Superstitions
Unchained Barbarians vary widely in how they understand life. Some follow gods and look for guidance from those deities in the cycles of nature and the animals they encounter. These Unchained Barbarians believe that spirits inhabit the plants and animals of the world, and the Unchained Barbarians look to them for omens and power.
Other Unchained Barbarians trust only in the blood that runs in their veins and the steel they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate.
Both of these attitudes can give rise to superstitions. These beliefs are often passed down within a family or shared among the members of a clan or a hunting group.
If your Unchained Barbarian character has any superstitions, were they ingrained in you by your family, or are they the result of personal experience?
| d6 | Superstition |
|---|---|
| 1 | If you disturb the bones of the dead, you inherit all the troubles that plagued them in life. |
| 2 | Never trust a wizard. They're all devils in disguise, especially the friendly ones. |
| 3 | Dwarves have lost their spirits, and are almost like the undead. That's why they live underground. |
| 4 | Magical things bring trouble. Never sleep with a magic object within ten feet of you. |
| 5 | When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body. |
| 6 | If an elf looks you in the eyes, she's trying to read your thoughts. |
The Unchained Barbarian
| Level | Proficiency Bonus | Features | Strikes Known | Weapon Mastery | Talents Known | Rages | Rage Damage Die |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Fighting Style, Martial Strikes, Rage, Unarmored Defense, Unchained Barbarian Subclass, Weapon Mastery | 1 | 2 | - | 2 | 1d4 |
| 2nd | +2 | Danger Sense, Martial Talents, Primal Challenge | 1 | 2 | 2 | 2 | 1d4 |
| 3rd | +2 | Martial Might, Primal Knowledge, Unburdened Speed | 1 | 2 | 2 | 3 | 1d4 |
| 4th | +2 | Ability Score Improvement | 1 | 2 | 2 | 3 | 1d4 |
| 5th | +3 | Multi-Attack, Power Attack, Subclass Feature | 1 | 3 | 3 | 3 | 1d6 |
| 6th | +3 | Feral Instinct | 2 | 3 | 3 | 4 | 1d6 |
| 7th | +3 | Heroic Resistance (One Use), Instinctive Pounce | 2 | 3 | 3 | 4 | 1d6 |
| 8th | +3 | Ability Score Improvement | 2 | 3 | 4 | 4 | 1d6 |
| 9th | +4 | Brutal Strike, Indomitable | 2 | 3 | 4 | 4 | 1d6 |
| 10th | +4 | Ability Score Improvement, Subclass Feature | 2 | 4 | 4 | 4 | 1d8 |
| 11th | +4 | Heroic Resistance (Two Uses), Peak Performance, Relentless Rage | 2 | 4 | 5 | 4 | 1d8 |
| 12th | +4 | Ability Score Improvement | 3 | 4 | 5 | 5 | 1d8 |
| 13th | +5 | Improved Brutal Strike, Improved Primal Challenge | 3 | 4 | 5 | 5 | 1d8 |
| 14th | +5 | Persistent Rage | 3 | 4 | 6 | 5 | 1d8 |
| 15th | +5 | Subclass Feature | 3 | 4 | 6 | 5 | 1d10 |
| 16th | +5 | Ability Score Improvement | 3 | 4 | 6 | 5 | 1d10 |
| 17th | +6 | Mastered Brutal Strike, Unbreakable | 3 | 4 | 7 | 6 | 1d10 |
| 18th | +6 | Heroic Resistance (Three Uses), Indomitable Might | 4 | 4 | 7 | 6 | 1d10 |
| 19th | +6 | Epic Boon | 4 | 4 | 7 | 6 | 1d10 |
| 20th | +6 | Primal Champion | 4 | 4 | 8 | 6 | 1d10 |
Multiclassing
Ability Score Minimum(s): Strength 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: Shields
Weapons: Martial Weapons
Creating an Unchained Barbarian
When creating an Unchained Barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your Unchained Barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where Unchained Barbarians are common?
What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to "civilized" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.
Quick Build
You can make an Unchained Barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution and Dexterity. Second, choose the Soldier background.
Class Features
- Hit dice: 1d12 per Unchained Barbarian level.
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Unchained Barbarian level after 1st.
Proficiencies
Armor: light armor, medium armor, shields
Weapons: Simple Weapons, Martial Weapons
Tools: One of your choice.
Saving Throws: Strength, Constitution
Skills: Choose any four Skills.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Greataxe, 4 Handaxes, an Explorer's Pack, and 15 GP.
- (b) 75 GP
Fighting Style
At 1st level, you have honed your martial prowess and gain a Fighting Style feat of your choice from the 2024 Player's Handbook or the Unchained Rules document. Primal Fighting (UCR) is recommended.
Whenever you gain an Unchained Barbarian level, you can replace the feat you chose with a different Fighting Style feat.
Martial Strikes
At 1st Level, you learn to leverage your overwhelming might into special attacks called Martial Strikes. These strikes replace one attack you make with the Attack Action. You may only use one Strike per turn. If a Strike has an Area of Effect, you choose which creatures within that Area of Effect are affected by the Martial Strike. You cannot use a Martial Strike on the same Attack you would use a Weapon Mastery Property, Martial Strike, the Power Attack Class Feature, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.
You learn one strike of your choice from the list below. When you finish a Long Rest, you can swap one Martial Strike you know for another option.
You learn an additional strike of your choice at 6th (two Strikes), 12th (three Strikes), and 18th (four Strikes) level.
Saving Throws. If a strike requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier (your choice) and Proficiency Bonus.
Damage Dice. Strikes typically deal a single roll of a Weapon's Damage Dice. At 12th Level in the class you gained your Martial Strikes from, you roll the Weapon's Damage Dice twice when you use a Martial Strike.
Strikes
The strikes are presented in alphabetical order.
Charge. Cannot be used with a Ranged Weapon. You move up to half of your movement speed towards a creature that you can see. If you get within 5 feet of that creature, you can make an attack against them with advantage.
You can move up to your full movement speed when you reach 12th level.
Convince. If you fail a Persuasion Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).
Crush. Cannot be used with Ranged weapons. Each creature within a 10-foot Sphere that expands outward from a point within 5 feet of you must make a Dexterity Saving Throw as you slam your weapon or a fist into the ground in front of you. Creatures take a roll of your weapon or unarmed strike's damage dice and are knocked prone on a failed save or half as much damage and are not knocked prone on a successful save.
The radius of the Sphere increases to 20 feet at 12th level.
Cull. Must be wielding a Melee Weapon with the two-handed property to use. Each creature within cone with a maximum length and width of 15 feet in front of you must make a Dexterity Saving Throw as you swing your weapon in front of you. Creatures take a roll of your weapon's damage dice and the next attack made against them has advantage on a failed save or take half as much damage and the next attack made against them does not have advantage on a successful save.
The length and width of the cone increase to 30 feet when you reach 12th level.
Dash. Cannot be used with Ranged weapons. You move up to half of your movement speed + 5 feet in a straight line in front of you. Each creature that you pass through makes a Dexterity Saving Throw as you cut down any foes in your way. Creatures take a roll of your weapon or unarmed strike's damage dice + your strength or dexterity modifier (you choose which when you choose this Strike) on a failed save or half as much damage on a successful save.
At 12th level, you move your full Movement Speed + 5 Feet instead.
Deflect. When you would take damage from a ranged weapon attack, you can roll 1d10 + your Strength Modifier (Melee Weapon or Unarmed) or your Dexterity Modifier (Ranged Weapon) and reduce the damage taken by that much. If you reduce the damage to 0, you can use your reaction to force a creature within 15 feet of you to take the damage you would have instead.
When you reach 12th level, you can use this Strike gainst all Attacks made against you, even Spell Attacks.
Endure. If you fail a Saving Throw, you can use this Strike to re-roll that check and must use the new result.
When you reach 12th level, you gain a bonus to the re-rolled saving throw equal to your Strength or Dexterity Modifier (you choose which).
Impose. If you fail an Intimidation Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).
Knockback. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed back 10 feet in a straight line or takes half as much damage and is not pushed back on a successful save.
The distance the target is pushed back is increased to 20 feet when you reach 12th level.
Overcome. If you fail an Athletics Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).
Pillar. Must be wielding a Melee Weapon with the reach property or a ranged weapon to use. Each creature within a Line with a width of 5 feet and length of 15 feet in front of you must make a Dexterity Saving Throw as you unleash a straight thrust or shot in front of you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one. Ranged Weapons instead treat the length of this Strike as half of their effective range rounded down to the nearest 5, to a minimum of 15 feet.
The Length of the Line becomes 30 Feet and its Width becomes 15 feet when you reach 12th level. Ranged Weapons instead use their full effective range at 12th level.
Pull. Must be wielding a Ranged Weapon or a weapon with the Thrown property to use. You can use this Strike to force a creature make a Strength saving throw as you fire a projectile with a line attached to drag a foe towards you. The creature takes a roll of your weapon's damage dice on a failed save and is pulled 15 feet in a straight line towards you or takes half as much damage and is not pulled towards you on a successful save.
When you reach 12th Level, the distance the target is pulled is 30 feet.
React. If you fail a Perception Skill Check, you can use this Strike to re-roll that check and must use the new result.
When you reach 12th level, you gain a bonus to the re-rolled check equal to your Strength or Dexterity Modifier (you choose which).
Shove. You can use this Strike to force a creature make a Strength saving throw. The creature takes a roll of your weapon's damage dice on a failed save and is pushed 5 feet to the left or right (your choice) or takes half as much damage and is not pushed on a successful save.
The distance the target is pushed is increased to 10 feet when you reach 12th level.
Volley. Must be wielding a Ranged Weapon to use. Choose one creature. That creature and each creature within a 10-foot Sphere of that creature must make a Dexterity Saving Throw as you fire a volley of shots at the creatures. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.
The radius of this feature increases to 20 feet when you reach 12th level.
Whirlwind. Must be wielding a Melee Weapon to use. Each creature within a 10-foot Emanation centered on you must make a Dexterity Saving Throw as you spin your weapon around you. Creatures take a roll of your weapon's damage dice on a failed save or half as much on a successful one.
The Emanation of this feature increases to 20 feet when you reach 12th level.
Rage
At 1st level, you can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.
You can enter your Rage the number of times shown for your Unchained Barbarian Level in the Rages column of the Unchained Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
Damage Resistance
You have Resistance to Bludgeoning, Piercing, and Slashing Damage.
Rage Damage
When you make attack using Strength with either a Weapon or an Unarmed Strike and deal Damage to the Target, you roll an additional die of Damage that increases in size as you gain levels as an Unchained Barbarian, as shown in the Unchained Barbarian Features Table.
Strength Advantage
You have Advantage on Strength Checks and Strength Saving Throws.
No Concentration or Spells
You cannot maintain Concentration, and you cannot cast Spells.
Duration
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 of the following:
- Make an Attack Roll against an enemy.
- Force an enemy to make a Saving Throw.
- 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.
Unarmored Defense
At 1st Level, when you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
At 10th level, you gain +1 AC while you benefit from this feature.
Weapon Mastery
At 1st Level, your training with weapons allows you to use the mastery properties 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 Unchained Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Unchained Barbarian Features table.
Unchained Barbarian Subclass
At 1st Level, you gain an Unchained Barbarian subclass of your choice. A subclass is a specialization that grants you features at 5th, 10th, and 15th levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Barbarian level or lower.
Danger Sense
At 2nd Level, 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, and add your Strength Modifier to any Wisdom (Perception) Skill Checks you make.
Martial Aggression
At 2nd level, you have learned how to prove yourself as a threat to your enemies. When your turn ends, choose one creature within 10 feet of you (no action required). If the chosen creature damages a creature other than you or forces a creature other than you to make a Saving Throw, the next next Melee Weapon Attack or Unarmed Strike you land against the chosen creature is treated as a Critical Hit. The effect of this Feature lasts for 1 minute or until you use it again to target a new creature. A creature can only be affected by one instance of Martial Aggression at a time.
At 10th level, if there is a creature targeted with this feature by you at the start of your turn, you increase your Speed by 15 feet until the end of your turn, and must use this additional movement to move towards the creature targeted by this feature. At 15th level, you double your Speed instead of increasing it by 15 feet with this feature.
You can use this ability twice, gain an additional use at Unchained Barbarian level 12, and regain all expended uses when you finish a Short or Long Rest.
Martial Talents
At 2nd Level, you gain access to Martial Talents. Refer to the list on page 26 for a list of options. At Unchained Barbarian Level 2, you learn 2 Martial Talents. You learn an additional Martial Talent at Unchained Barbarian Levels 5, 8, 11, 14, 17, and 20.
When you gain an Unchained Barbarian Level, you may substitute one Martial Talent you currently know for a different one for which you meet the prerequisites. If you do so, all benefits of the previous Martial Talent you knew are lost.
Martial Might
At 3rd Level, you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift as well as for wielding weapons designed for larger creatures.
You count as two sizes larger at Level 10 of this Class and three sizes larger at Level 15 of this Class.
Additionally, you now add your Strength Modifier (minimum +1) to all Dexterity (Acrobatics), Dexterity (Stealth), and Charisma (Intimidation) Skill Checks you make.
Primal knowledge
At 3rd Level, and again at 10th Level, you gain proficiency in one skill of your choice.
Unburdened Speed
At 3rd Level, your speed increases by 10 feet while you aren't wearing Heavy armor.
Ability Score Improvement
At 4th Level, and again at Unchained Barbarian Levels 8, 10, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.
Multi-Attack
At 5th Level, when you take the Attack action, you can make attacks equal to your Proficiency Bonus - 1. Each Attack you make beyond the first suffers a stacking -1 Penalty.
Power Attack
At 5th Level, when you deal damage with Weapon Attack or Unarmed Strike, you can choose to deal extra damage equal to your Proficiency Bonus. You can only use this Feature Once per Round, and you cannot use Power Attack on the same Attack you would use a Weapon Mastery Property, Martial Maneuver, Martial Strike, an attack you would apply Unchained Paladin's Divine Smite Class Feature to, an attack you would apply Unchained Ranger's Hunter's Mark Damage Die to, or an attack you would apply Unchained Rogue's Sneak Attack Class Feature to.
Feral Instinct
At 6th Level, your instincts are so honed that you have Advantage on Initiative rolls.
Heroic Resistance
At 7th level, you gain the ability to shrug off magical effects. When you are forced to make a Saving Throw, you can choose to succeed on that Saving Throw (no action required), and if you would take damage from succeeding on the Saving Throw, you do not.
You can use this feature once, and must finish a Long Rest to use this feature again.
You gain an additional use of this feature at Unchained Barbarian Level 11 (two uses), and again at Unchained Barbarian Level 18 (three uses).
Instinctive Pounce
At 7th Level, as part of the Bonus Action you take to enter your Rage, you can move up to half your Speed. This movement does not provoke Opportunity Attacks.
Brutal Strike
At 9th Level, once per round when you make an Attack as part of the Attack Action during your turn, if the chosen attack roll hits, the target takes an extra 1d6 of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.
Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time — the most recent one.
Indomitable
At 9th Level, you add half of your Proficiency Bonus (rounded down, minimum 1) to any Saving Throws you lack proficiency in.
Peak Performance
At 11th level, you reach peak physical performance. You now age slower, with every ten years counting as one for you.
Additionally, you are immune to magical aging and your Strength, Dexterity, and Constitution scores and Hit Point Maximum cannot be reduced by any means.
Relentless Rage
At 11th Level, 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 Unchained Barbarian Level.
Each time you use this feature after the first, the DC increases by 4. When you finish a Short or Long Rest, the DC resets to 10.
Improved Brutal Strike
At 13th Level, you have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.
Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can't make Opportunity Attacks until the start of your next turn.
Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.
Persistent Rage
At 14th Level, 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. Your Rage ends early if you have the Unconscious condition (not just the Incapacitated condition) or don Heavy armor.
Mastered Brutal Strike
At 17th Level, the extra damage of your Brutal Strike increases to 1d8. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.
Unbreakable
At 17th level, you become immune to the Charmed and Frightened conditions.
Indomitable Might
At 18th Level, 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.
Epic Boon
At 19th Level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Irresistible Offense is recommended.
Primal Champion
At 20th Level, you embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 26.
Path of the Ancestral Guardian
Some Unchained Barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When an Unchained Barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Unchained Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, Unchained Barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Ancestral Protectors
At 1st level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with a weapon or Unarmed Strike on your turn becomes the target of the warriors, which cause one of the following effects of your choice.
Distract. Until the start of your next turn, the target has disadvantage on any attack roll that isn't against you.
Protect. Until the end of the target's next turn, the next time it hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack.
Strike. The target takes extra Force damage equal to your Rage Damage Die.
Spirit Shield
At 5th level, the guardian spirits that aid you can provide supernatural protection to those you defend. While your Rage is active, when another creature you can see within 30 feet of you takes damage, you can take a Reaction to reduce that damage by two rolls of your Rage Damage Die. The number of dice you roll increases at Unchained Barbarian Levels 10 (three rolls), and 15 (four rolls rolls)
Consult the Spirits
At 10th level, you gain the ability to consult with your guardian spirits. When you do so, you cast the Augury or Clairvoyance spell, without expending a spell slot or needing Material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your guardian spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can't use this feature again until you finish a Short or Long Rest.
Vengeful Ancestors
At 15th level, when you make an attack roll with a Melee weapon as part of the Attack action and roll 18–20 on the d20, you can make one additional attack roll with the same weapon as part of that action. Once you use this feature, you can't do so again until the start of your next turn.
Path of the Battlerager
Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle. This style of combat is mainly the realm of dwarves, but some have taken trusted friends and taught them the ways of the battlerager, meaning that there are some non-dwarven battleragers. These are mainly close friends of dwarves or those who were raised among dwarves as one of their own.
Battlerager Defenses
At 1st level, you gain the ability to use Medium Armor as a weapon. When you gain this feature and again whenever you finish a Long Rest, you can enhance a suit of Medium Armor on your person to have brutal, jagged spikes on it that can harm foes.
While you are wearing medium armor enhanced by this feature and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal one roll of your Rage Damage Die in piercing damage. You use your Strength modifier for the attack and damage rolls.
Additionally, when you use the Attack action to grapple a creature, the target takes piercing damage equal to your Strength Modifier if your grapple check succeeds.
Battlerager Charge
At 5th level, you can take the Dash action as a bonus action while you are raging as well as part of the Bonus Action you take to begin your Rage.
Reckless Abandon
At 10th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to a roll of your Rage Damage Die plus your Unchained Barbarian Level. They vanish if any of them are left when your rage ends.
Spiked Retribution
Starting at 15th level, when a creature within 5 feet of you hits you with a melee attack or Unarmed Strike, the attacker takes piercing damage equal to a roll of your Rage Damage Die plus your Strength Modifier that ignores Resistance and Immunity. A creature can only take this Damage Once per Round. You must be wearing Medium Armor modified by your Battlerager Defenses Feature to use this feature.
Path of the Beast
Unchained Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.
Form of the Beast
Starting at 1st level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Constituion modifier to the attack and damage rolls when you attack with it.
You choose the weapon's form each time you rage:
Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals piercing damage equal to a roll of your Rage Damage Die on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your Constitution Modifier (minimum 1), provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals slashing damage equal to a roll of your Rage Damage Die on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail. You grow a lashing, spiny tail, which deals piercing damage equal to a roll of your Rage Damage Die on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d6, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Bestial Soul
At 5th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to their Damage Type.
You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:
- You gain a swimming speed equal to your walking speed, resistance to Cold Damage while raging, and you can breathe underwater.
- You gain a climbing speed equal to your walking speed, resistance to Thunder Damgae while raging, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- You gain resistance to Lightning Damage while raging, and your jump distance is doubled, or tripled while raging.
Infectious Fury
Starting at 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 plus your Constitution modifier plus your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee weapon attack or Unarmed Strike against another creature of your choice that you can see.
- The target takes two rolls of your Rage Damgae Die in psychic damage.
You can use this feature a number of times equal to your Constitution Modifier (minimum once), and you regain all expended uses when you finish a short or long rest.
Call of the Hunt
At 15th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).
You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll your Rage Damage Die once and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your Constituion Modifier (minimum once), and you regain all expended uses when you finish a long rest.
Path of the Berserker
Unchained Barbarians who walk the Path of the Berserker direct their Rage primarily 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.
Frenzy
At 1st Level, if you have Advantage due to your Primal Challenge Class Feature while your Rage is active, you roll a second Rage Damage Die against the first target you hit on your turn with a Melee Weapon or Unarmed Attack that uses Strength. The damage has the same type as the weapon or Unarmed Strike used for the attack.
Boiling Blood
Also at 1st level, you gain Resistance to Fire Damage while your Rage is active.
Mindless Rage
Beginning at 5th level, 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, the condition ends on you.
Retaliation
Beginning at 10th level, when you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike. This Attack deals Force Damage instead of its normal Damage Type when used with this Feature.
Intimidating Presence
Starting at 15th level, as a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). 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 save, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
Path of the Giant
Unchained Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these Unchained Barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some Unchained Barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.
Giant Power
At 1st level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant.
In addition, you learn the Prestidigation, Thaumaturgy, or Druidcraft Cantrip (your choice). Constitution is your Spellcasting ability for this Spell. You can also cast any of these Cantrips using this Feature while Raging, though their Duration becomes 1 Round if you cast them while you are Raging.
Giant's Havoc
At 1st level, your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits.
Crushing Throw. When you make a successful Ranged Attack with a Thrown Weapon using Strength, you can add your Rage Damgae Die to the attack's Damage Roll.
Giant Stature. Your Reach increases by 5 feet, and if youa are smaller than Large, you become Large, along with anything you are wearing. if there isn't enough room for you to increase your size, your size doesn't change.
Elemental Cleaver
At 5th level, Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.
When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon's damage type changes to the chosen type, it deals extra damage of the chosen type equal to one roll of your Rage Damage Die when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.
While raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to another one from the damage type options above.
Mighty Impel
At 10th level, your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose a creature within your reach that is one or more sizes smaller than you and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 plus your proficiency bonus plus your Strength modifier) to avoid the effect.
If the creature is willing and an ally and it lands within 5 feet of another creature, it can use its Reaction to make a Melee Weapon Attack or Unarmed Strike against that creature, gaining a bonus to the damage it deals on a hit equal to your Strength Modifier (minimum +1).
If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.
Demiurgic Colossus
At 15th level, The primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are the same size as you or or smaller.
Path of the Juggernaut
Unchained Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once.
Thunderous Blows
At 1st level, your rage instills you with the strength to shove and smash your way through your foes, making any battlefield your domain. When you hit a creature with a melee attack while you're raging, you can push that creature up to 5 times your Strength Modifier (minimum 5) feet away from you in a direction of your choice. A creature that is two or more sizes or more larger than you makes a Strength saving throw with a DC equal to 8 plus your proficiency bonus plus your Strength modifier. On a success, the creature is not pushed.
At 10th level, the distance you can push a creature increases to ten times your Strength Modifier.
Spirit of the Mountain
At 1st level, you harness your fury to anchor your feet to the ground, becoming a bulwark of strength. While you are raging, you can't be knocked prone or moved against your will.
Demolishing Might
At 5th level, your melee weapon attacks deal extra damage to constructs equal to a single roll of your Rage Damage Die, and deal double damage to objects and structures.
Resolute Stance
At 5th level, you can temporarily refocus your combat ability to make yourself a bulwark of defense. At the start of your turn (no action required), you can assume a defensive stance that lasts until the start of your next turn. While in this stance, you can't be grappled, attack rolls against you have disadvantage, and your weapon attacks are made with disadvantage.
Hurricane Strike
At 10th level, your blows can hurl foes through the air and into the attacks of your allies. As a reaction when you push a creature at least 5 feet, you can then leap into an unoccupied space next to the creature. If you do so, the creature must succeed on a Strength saving throw with a DC equal to 8 plus your proficiency bonus plus your Strength modifier or be knocked prone. This leap costs no movement and does not provoke opportunity attacks.
Additionally, whenever you push a creature into a space within 5 feet of one of your allies, the ally can use its reaction to make a melee weapon attack or Unarmed Strike against that creature.
Unstoppable
At 15th level, your fury in battle makes you unstoppable. While you're raging, your speed cannot be reduced, and you are immune to the frightened, paralyzed, prone, and stunned conditions.
If you are frightened, paralyzed, or stunned, you can still use a bonus action to enter a rage (even if you can't otherwise take actions). You aren't affected by any of these conditions while you're raging, and if you are affected by any of these conditions when you enter your rage, they instantly end.
Path of the Spellrager
Unlike other Unchained Barbarians who eschew the arcane arts for brutal, violent, physical fury, those who walk the path of the Spellrager embrace magic, an innate arcane energy drawn on from their bloodline and the primal forces they embody.
While they cannot focus on their magics, they can still unleash them in short, furious bursts.
Spellcasting
At 1st level, you have learned to cast spells. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules as a Spellrager.
Cantrips. You know two cantrips of your choice from the Unchained Sorcerer spell list (see that class's document for its list). Booming Blade (TCE) and Shocking Grasp are recommended. Whenever you gain an Unchained Barbarian level, you can replace one of these cantrips with another cantrip of your choice from the Unchained Sorcerer spell list.
When you reach Unchained Barbarian Level 10, you learn another Unchained Sorcerer cantrip of your choice.
Spell Slots. The Spellrager Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 spells from the Unchained Unchained Sorcerer spell list. Burning Hands and Shield (MCoC) are recommended.
The number of spells on your list increases as you gain Unchained Barbarian Levels, as shown in the Prepared Spells column of the Spellrager Spellcasting table. Whenever that number increases, choose additional spells from the Unchained Sorcerer spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Barbarian, your list of prepared spells can include eight Unchained Sorcerer spells of levels 1 and 2 in any combination.
Changing your Prepared Spells. Whenever you gain an Unchained Barbarian level, you can replace one spell on your list with another Unchained Sorcerer spell for which you have spell slots.
Spellcasting Ability. Constitution is your spellcasting ability for your Unchained Sorcerer spells.
Spellcasting Focus. Your body is your focus. Therefore, your Unchained Sorcerer Spells do not require a Spellcasting Focus or Material Components except if the Spell has Material components that are consumed by the spell or that have a cost specified in the spell.
Spellrage
At 1st level, while Raging, you can cast any Unchained Sorcerer Spell you have prepared as normal. However, if it has Concentration or a Duration longer than 1 Round, its Duration becomes 1 Round when cast in this way, and you cannot maintain Concentration on that Unchained Sorcerer Spell. Only Unchained Sorcerer Spells are affected by this Feature.
Additionally, when you start your Rage, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder damage. You gain Resistance to that Damage Type while raging. At the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required).
Spellsword
At 1st level, you can perform the Somatic components of your Unchained Sorcerer spells even when you have weapons or a Shield in one or both hands.
War Magic
At 5th level, when you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Unchained Sorcerer cantrips that has a casting time of an action.
Magical Retaliation
At 10th level, when you take damage from a Creature within 30 feet of you, you can use a Reaction to force that creature to make a Constitution Saving Throw against your Spell Save DC. It takes four rolls of your Rage Damage die in Acid, Cold, Fire, Lightning or Thunder Damage (you choose which every time you use this feature).
You can use this Feature a number of times equal to your Constitution Modifier (minimum of once) and re gain all expended uses when you finish a Long rest.
Focused Spellrage
At 15th level, you can now maintain Concentration on your Unchained Sorcerer Spells while Raging and their Durations are the normal Durations for those Spells while you maintain Concentration on them. However, you have Disadvantage on any Constitution Saving Throws you make to maintain Concentration on your Unchained Sorcerer Spells.
Spellrager Spellcasting Table
| Level | Cantrips | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1st | 2 | 2 | 2 | — | — | — | — |
| 2nd | 2 | 3 | 2 | — | — | — | — |
| 3rd | 2 | 4 | 3 | — | — | — | — |
| 4th | 2 | 5 | 3 | — | — | — | — |
| 5th | 2 | 6 | 4 | 2 | — | — | — |
| 6th | 2 | 7 | 4 | 2 | — | — | — |
| 7th | 2 | 8 | 4 | 3 | — | — | — |
| 8th | 2 | 9 | 4 | 3 | — | — | — |
| 9th | 2 | 10 | 4 | 3 | 2 | — | — |
| 10th | 3 | 10 | 4 | 3 | 2 | — | — |
| 11th | 3 | 11 | 4 | 3 | 3 | — | — |
| 12th | 3 | 11 | 4 | 3 | 3 | — | — |
| 13th | 3 | 12 | 4 | 3 | 3 | 1 | — |
| 14th | 3 | 12 | 4 | 3 | 3 | 1 | — |
| 15th | 3 | 13 | 4 | 3 | 3 | 2 | — |
| 16th | 3 | 13 | 4 | 3 | 3 | 2 | — |
| 17th | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 18th | 3 | 14 | 4 | 3 | 3 | 3 | 1 |
| 19th | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
| 20th | 3 | 15 | 4 | 3 | 3 | 3 | 2 |
Path of the Storm Herald
All Unchained Barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Unchained Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, an Unchained Barbarian of this path taps into the forces of nature to create powerful magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.
Storm Aura
Starting at 1st level, whenever you activate your Rage, choose Desert, Sea, or Tundra. You extend an aura in a 10-foot Emanation originating from yourself for the duration of your Rage.
Your aura has an effect that activates when you enter your Rage, and you can activate the effect again on each of your turns as a Bonus Action. Your aura's effect depends on the chosen environment, as detailed below.
If your aura's effect requires a saving throw, the DC equals 8 plus your Proficiency bonus plus your Constitution modifier.
Desert. When this effect is activated, roll your Rage Damage Die two times, and add the results together. Each creature of your choice in the aura must succeed on a Dexterity saving throw. On a failure, a creature takes the full result of your Rage Damage Dice in Fire damage. On a success, a creature takes half damage.
Sea. When this effect is activated, roll your Rage Damage Die three times, and add the results together. A single creature of your choice in the aura must succeed on a Dexterity saving throw. On a failure, a creature takes the full result of your Rage Damage Dice in Lightning damage. On a success, a creature takes half damage.
Tundra. When this effect is activated, roll your Rage Damage Die once. A single creature of your choice in the aura must succeed on a Strength saving throw. On a failure, the creature subtracts the numbe rolled from the next damage roll it makes before the start of your next turn and has its Speed reduced by 5 feet. On a success, its Damage and Speed are not reduced.
Storm Soul
At 5th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura the last time you entered your Rage.
Desert. You gain Resistance to Fire damage, and you don't suffer the effects of extreme heat, as described in the 2024 Dungeon Master's Guide. As a Magic action, you can touch a flammable object that isn't being worn or carried by anyone else and cause the object to start burning.
Sea. You gain Resistance to Lightning damage, and you can breathe underwater. You also gain a Swim Speed equal to your Speed.
Tundra. You gain Resistance to Cold damage, and you don't suffer the effects of extreme cold, as described in the 2024 Dungeon Master's Guide. As a Magic action, you can touch water and turn a 5-foot Cube of it into ice, which melts after 1 minute. This action fails if a creature is in the Cube.
Shielding Storm
At 10th level, you can use your mastery of the storm to protect others. Each creature of your choice within your Storm Aura has the damage Resistance you have from the Storm Soul feature.
Raging Storm
At 15th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you choose for your Storm Aura.
Desert. Once per turn, when a creature you can see fails its saving throw against your Storm Aura effect, you can cause it to start burning for 1 minute or until your Rage ends. A burning creature takes extra Fire damage equal to a roll of your Rage Damage Die at the start of each of its turns.
Sea. Whether the target fails or succeeds on its saving throw against your Storm Aura effect, a bolt of lightning leaps from the target to another target of your choice, which must be within 30 feet of the first target. The new target makes the same Dexterity saving throw as the first target. If the new target fails its save, it is also knocked prone.
Tundra. Once per turn, when a creature within your aura fails its saving throw against your Storm Aura effect, you can cause it to take Cold damage equal to a roll of your Rage Damage Die and its Speed is halved until the end of its next turn.
Path of the Wild Heart
Unchained Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Unchained Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.
Animal Speaker
At 3rd level, you can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them.
Rage of the Wilds
At 1st level, your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.
Eagle. When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take the Dash or Disengage Actions as Bonus Actions.
Shark. While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.
Tiger. While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.
Aspect of the Wilds
At 5th level, you gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.
Owl. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Panther. You have a Climb Speed equal to your Speed.
Salmon. You have a Swim Speed equal to your Speed.
Nature Speaker
At 10th level, you can cast the Commune with Nature spell but only as a Ritual. Constitution is your spellcasting ability for it.
Power of the Wilds
At 15th level, Whenever you activate your Rage, you gain one of the following options of your choice.
Falcon. While your Rage is active, you have a Fly Speed equal to your Speed if you aren't wearing any armor.
Lion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.
Orca. While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.
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, Unchained Barbarians are especially susceptible to these wild influences, with some Unchained Barbarians being transformed by the magic. These magic-suffused Unchained Barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi Unchained Barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
Magical Awareness
At 1st 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 Constitution Modifier (minimum once), and you regain all expended uses when you finish a short or long rest.
Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 plus your proficiency bonus plus your Constitution modifier.
| d8 | Magical Effect |
|---|---|
| 1 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take necrotic damage equal to two rolls of your Rage Damage Die. You also gain one roll of your Rage Damage Die in 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 one roll of your Rage Damage Die in 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 force damage equal to one roll of your Rage Damage Die, as magic lashes out in retribution. |
| 6 | Until your rage ends, you are surrounded by multi colored, 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 radiant damage equal to two rolls of your Rage Damage Die and be blinded until the start of your next turn. On a successful save, a creature takes half damage is not blinded. Until your rage ends, you can use this effect again on each of your turns as a bonus action. |
Bolstering Magic
At 5th 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:
- 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.
- Roll 1d4. 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 it finishes a long rest.
You can take this action a number of times equal to your Constiution Modifier (minimum once), and you regain all expended uses when you finish a long rest.
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 15th 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.
Path of the World Tree
Unchained Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Unchained Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.
Vitality of the Tree
At 1st level, Your Rage taps into the life force of the World Tree. You gain the following benefits.
Vitality Surge. When you activate your Rage, you gain a number of Temporary Hit Points equal to your Unchained Barbarian Level.
Life-Giving Force. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll your Rage Damage Die twice and add the results together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.
Purity of Nature
Also at 1st level, you gain Resistance to Poison Damage and have Advantage on Saving Throws made against the Poisoned Condition while your Rage is active.
Branches of the Tree
At 5th level, whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its Speed to 0 until the end of the current turn.
Battering Roots
At 10th level, during your turn, your reach is 10 feet greater with any Melee weapon that has the Heavy or Versatile property, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to a different mastery property you're using with that weapon.
Travel Along the Tree
At 15th level, when you activate your Rage and as a Bonus Action while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.
In addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space.
Path of the Zealot
Unchained Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Unchained Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.
Divine Fury
At 1st level, 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 Unchained Barbarian Level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.
Warrior of the Gods
At 1st level, a divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll's total.
Your pool regains all expended dice when you finish a Long Rest.
The pool's maximum number of dice increases by one when you reach Unchained Barbarian Levels 5 (5 dice), 10 (6 dice), and 15 (7 dice).
Fanatical Focus
Starting at 5th level, Once per active Rage, if you fail a saving throw, you can reroll it once and you must use the new roll, then roll your Rage Damage Die once and add the amount rolled to the new result.
Zealous Presence
At 10th level, 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 Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
Rage of the Gods
Beginning at 15th level, when you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 Hit Points. Once you use this feature, you can't do so again until you finish a Long Rest.
While in this form, you gain the benefits below.
Flight. You have a Fly Speed equal to your Speed and can hover.
Resistance. You have Resistance to Necrotic, Psychic, and Radiant damage.
Revivification. When a creature within 30 feet of you would drop to 0 Hit Points, you can take a Reaction to expend a use of your Rage to instead change the target's Hit Points to a number equal to your Unchained Barbarian Level.
Unchained Barbarian Martial Talents
Arcane Sight
Prerequisites(s): Proficient in the Arcana skill
You can cast detect magic at will, without expending a spell slot.
Barbaric Speed
Prerequisite(s): 10th level, Dexterity 16 or higher.
You gain 5 extra feet of movement. You gain 5 more feet of movement at 15th and 20th level.
Blademaster
Prerequisites(s): 5th level, Proficiency with at least one Martial Weapon.
Select one type of martial weapon with which you are proficient. While you are wielding this weapon, it counts as magical for the purpose of piercing resistance and immunity. You also gain one additional Weapon Mastery.
Blazing Blood
Prerequisite(s): 2nd level, Path of the Berserker Subclass.
You can replace one Attack you take with the Attack Action with this Talent. You force every creature in a 25-foot Emanation around you to make a Dexterity Saving Throw. On a failed save, a creature takes two rolls of your Rage Damage Die in Fire Damage. You can only use this Talent Once per Round. You have a number of Uses of this Talent equal to your Proficiency Bonus, and regain all expended uses when you finish a Short or Long Rest.
Carnie
Prerequisites(s): Thrown Weapon Fighting Feat.
The ranges of any weapon you use with the Thrown property are doubled when you throw that weapon.
Duel of Honor
Prerequisites(s): Proficient in the Deception or Intimidation Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast compelled duel at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Divine Shield
Prerequisites(s): 2nd level, Path of the Zealot Subclass.
While not wearing armor or using a shield, you have a +2 to AC as if under the effects of the Shield of Faith Spell. This means that you cannot benefit from that Spell while this talent is in use.
Expert
Prerequisites(s): N/A
You choose one Skill or Tool with which you are Proficient. You gain Expertise with that Skill or Tool. This talent can be taken up to two times, and you must choose a different skill or tool to benefit from this Talent for each.
Giantslayer
Prerequisites(s): N/A
You gain a climb speed equal to your speed if you don't already have one. If you already have a climb speed, your speed is increased by 10 feet while using it. You can use your climb speed to scale creatures that are at least one size larger than you. At the start of each of your turns while you are climbing this creature, you must make a Strength (Athletics) skill check contested by a Strength (Athletics) skill check from the creature you are climbing.
While you are climbing a creature in this way, you have advantage on your melee attack rolls against it while that creature has disadvantage on attacks against you. The creature you are climbing has advantage on a Strength (Athletics) Skill Check made to grapple you while you are climbing it.
Hard Landing
Prerequisite(s): Constitution 14 or higher.
You halve any falling damage you take. At 10th level, while you have this Talent, you reduce any damage you would take from falling to 0.
Mythical Charm
Prerequisites(s): Proficient in the Persuasion Skill. Intelligence, Wisdom, or Charisma 14 or higher.
You can cast charm person at 1st level once without using a spell slot. You can't do so again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your Spellcasting modifier for this spell (you choose which when you take this talent).
Pincer Strike
Prerequisites(s): 10th level, Strength 18 or higher, Two-Weapon Fighting Feat, Twin Strikes Martial talent
When you engage in two-weapon fighting using two of the same type of weapon and make a Power Attack with the weapon in your primary hand, you can use your Reaction to strike with your offhand weapon as if it gained the bonus from Power Attack. You must finish a Long Rest to use this talent again.
Resistant Rage
Prerequisite(s): Constitution 16 or higher.
Choose one damage type other than Psychic or Force. You gain resistance to that damage type while Raging.
Silver Fists
Prerequisites(s): 5th level, Unarmed Fighting Feat.
Your Unarmed Strikes count as magical for the purpose of piercing resistance and immunity.
Spirit Sight
Prerequisites(s): 2nd level, Path of the Wild Heart Subclass.
While raging, you can see any invisible creatures within a 10-foot radius of you. If you still have this Talent at 10th level, this radius becomes a 30-foot radius.
Spellbane Fury
Prerequisites(s): 5th Level, Constitution 18
When you take damage from a spell that targets you while raging, you can use your reaction to force the caster to make a Constitution saving throw against 8 + your Strength modifier + your proficiency bonus. On a failure, they take your Proficiency bonus in the same damage they dealt to you. This damage ignores resistance and immunity.
Spellslayer
Prerequisites(s): 10th level, Spellbane Fury talent
While raging, you have advantage on Wisdom, Intelligence, and Charisma saving throws made against spells.
Superhuman Leap
Prerequisites(s): Proficient in the Athletics skill.
Your jumping distance and height are tripled, and if you would land within 5 feet of a creature you can force that creature to make a Dexterity saving throw against 8 + your Strength modifier + your proficiency bonus or take 1d6 Bludgeoning damage for every 10 feet you fell vertically onto them.
Superhuman Speed
Prerequisites(s): N/A
You gain additional walking speed equal to 5 x your Dexterity Modifier (Minimum 5 feet of additional movement). If you have another type of movement speed from a Fighter Martial Talent or your Species, it matches your Walking Speed.
Superhuman Strength
Prerequisites(s): Proficient in the Athletics skill.
The amount of weight you can carry, push, pull, and lift is doubled. This applies to you even if you would already increase your carry, push, pull, and lift weights from another source.
Superhuman Swimmer
Prerequisites(s): N/A
You can hold your breath for three times as long, and you gain a swim speed equal to your speed if you do not already have one.
Thrown Weapon Mastery
Prerequisites(s): 10th level, 18 Strength or Dexterity, Thrown Weapon Fighting Fighting Style, Carnie talent
When you throw a weapon with the Thrown property, you can throw another Weapon with the Thrown property at the same creature as a reaction provided you have one on your person.
Twin Strikes
Prerequisites(s): Two-Weapon Fighting Feat.
When you engage in two-weapon fighting using two of the same type of weapon, you deal +1 damage with both weapons. For example, if you were wielding two Shortswords, you would gain this bonus but if you were wielding a Shortsword and a Dagger you would not.
Worldly Warrior
Prerequisite(s): Intelligence 14 or higher.
You can read all writing. Additionally, you learn three languages.
Credits
Art (In Order)
- Aruana Sick
- matome
- nishi
- dc9spot
- fegumiel (Dead Source)
- Ars Lood
- koyoriin
- Cutesexyrobutts
- roadi3
Other
Changes: Me, SmugCoffeeMan
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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Changelog
1.0
- Created the document.
1.1
- Updated the list of documents to include Unchained Rules.
- Revised the text for Martial Strikes and Fighting Style.
1.2
- Berserker has lost its Primal Challenge feature. Instead it gains Martial Aggression at 2nd level.
- Berserker has gained the Fighter version of Unbreakable, as well as Indomitable and Heroic Resistance.
1.3
- Modified Ancestral Guardian and Storm Herald using the XUA25SU Unearthed Arcana versions.
1.4
- Fixed an issue with Brutal Strike.