Barbarian

**Class Pages**
Artificer ● **Barbarian** ● Bard ● Blood Hunter ● Cleric ● Druid ● Fighter ● Knight ● Monk ● Mystic ● Paladin ● Plague Doctor ● Ranger ● Rogue ● Sorcerer ● Warlock ● Wizard

# Barbarian Features

### Hit Points

* **Hit Dice:** 1d12 per barbarian level
* **Hit Points at 1st Level:** 12 + your Constitution Modifier
* **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution Modifier per barbarian level after 1st

### Proficiencies

* **Armor:** Light armor, medium armor, shields
* **Weapons:** Simple weapons, martial weapons
* **Tools:** None
* **Saving Throws:** Strength, Constitution
* **Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

### Equipment

* (a) a greataxe or (b) any martial melee weapon
* (a) two handaxes or (b) any simple weapon
* An explorer's pack and four javelins

Alternatively, you can ignore the equipment from your class and background, and start with 2d4 x 10 gp.

### Multiclass Prerequisite

The prerequisite for multiclassing into Barbarian is 13 Strength.

# Barbarian Traits

## Rage

On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

* You have advantage on all Strength checks and Strength saving throws.
* When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
* You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

## Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

## Reckless Attack

Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turn.

## Danger Sense

At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated.

## Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th levels.

* Path of the Ancestral Guardian
* Path of the Arcane Shaman
* Path of the Battlerager
* Path of the Beast
* Path of the Berserker
* Path of the Bloodborn
* Path of the Exile
* Path of the Firebrand
* Path of the Genshou
* Path of the Great Hawk
* Path of the Juggernaut
* Path of the Primeval Warden
* Path of the Storm Herald
* Path of the Totem Warrior
* Path of the Zealot
* Path of Wild Magic

## Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

## Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

## Feral Instinct

By 7th level, you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

## Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

## Relentless Rage

Starting at 11th level, if you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

## Persistent Rage

Beginning at 15th level, your rage ends early only if you fall unconscious or if you choose to end it.

## Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

## Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

# Barbarian Class Archetypes

At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th levels.

* Path of the Ancestral Guardian
* Path of the Arcane Shaman
* Path of the Battlerager
* Path of the Beast
* Path of the Berserker
* Path of the Bloodborn
* Path of the Exile
* Path of the Firebrand
* Path of the Genshou
* Path of the Great Hawk
* Path of the Juggernaut
* Path of the Primeval Warden
* Path of the Storm Herald
* Path of the Totem Warrior
* Path of the Zealot
* Path of Wild Magic

### Ancestral Protectors

At 3rd level, while you're raging, the first creature you hit with an attack on your turn becomes the target of spiritual warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

### Spirit Shield

Beginning at 6th level, if you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

### Consult the Spirits

At 10th level, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, it invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

### Vengeful Ancestors

At 14th level, when you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.

## Path of the Arcane Shaman

### Cantrips

You start with your choice from one of the following cantrips: Create Bonfire, Druidcraft, Gust, Mold Earth, Prestidigitation, Shape Water, or Thunderclap.

You learn an additional cantrip at the 8th and 14th levels.

### Spellcasting

At 3rd level, you have gained the knowledge to be able to manifest shamanistic magic through sheer force. You acquire 3 spell slots, and all spells you cast are done so at their base level unless stated otherwise. Strength is your spellcasting ability for your spells. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Strength modifier

**Spell attack modifier** = your proficiency bonus + your Strength modifier

### Arcane Shaman Spells

The following table indicates which spells you innately know as you gain levels as an Arcane Shaman.

 6th
 10th
 14th
 18th

### Arcane Rage

Starting at the 6th level, you enter an Arcane Rage whenever you use a bonus action to enter your rage. While in your arcane rage, you gain the following benefits for as long as your rage is active:

* Choose to become resistant to one of the following damage types: cold, fire, force, lightning, necrotic, radiant, or thunder.
* Any spells that you cast are done so at one level higher.
* Add your rage damage to your spell save DC and spell attack modifier when casting spells.
* If you are wielding a non-magical weapon, it is considered magical for as long as you are raging.

### Clearsight

Beginning at 10th level, you become immune to any magical effect that would ordinarily blind you, charm you, or put you to sleep.

### Cleansing of the Soul

Beginning at 14th level, as a bonus action you can purge one condition or disease from your body (magical or non-magical in nature). Upon doing so, you immediately regain hit points equal to one quarter of your hit point maximum. If you are raging, gain an additional number of hit points equal to your barbarian level.

### Restriction: Dwarves Only

Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.

Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.

### Battlerager Armor

At 3rd level, you gain the ability to use Spiked Armor as a weapon.

While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 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 3 piercing damage if your grapple check succeeds.

### Reckless Abandon

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 when your rage ends.

### Battlerager Charge

Beginning at 10th level, you can take the Dash action as a bonus action while raging.

### Spiked Retribution

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.

## Path of the Beast

Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.

Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of the Beast table.

#### Origin of the Beast

 2
 3
 4

### Form of the Beast

At 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:

**Bite.** Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).

**Claws.** Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.

**Tail.** You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.

### Bestial Soul

The feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

* You gain a swimming speed equal to your walking speed, and you can breathe underwater.
* You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
* When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

### Infectious Fury

At 10th level, when you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

* The target must use its reaction to make a melee attack against another creature of your choice that you can see.
* Target takes 2d12 psychic damage.

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

### Call the Hunt

At 14th level, the beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

## Path of the Berserker

### Frenzy

At 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When the rage ends you gain one level of exhaustion.

### 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.

### Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone. Choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

### Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

## Path of the Bloodborn

You are molded by a traumatic past in which blood played a pivotal part in your development and has warped you into a berserk warrior who grows stronger via bloodletting and other unorthodox techniques.

### Bloodletting

When you take this path at the 3rd level, you acquire the Bloodletting feature. As a bonus action, you may choose to cut yourself, inflicting damage upon yourself while simultaneously increasing the damage you do through regular attacks and while raging. Bonus damage that you inflict through bloodletting lasts for 1 minute. After using this feature, you are recommended to finish a short rest before using it again. For each additional time you use Bloodletting before you complete your next rest, you suffer one point of exhaustion.

#### Bloodletting Bonus Damage

 8
 13
 17

### Feed by Ferocity

At 6th level, you are able to sustain yourself from the blood lost by targets you damage. Whenever you inflict any non-magical damage to a target, you may choose to subtract a value equal to your barbarian level from the total damage done and add it to your own hit points as healing.

### Bloodthirsty Rage

Starting at the 10th level, the sight of any friendly target being struck and taking damage within 30 feet of you causes you to immediately gain 10 feet of movement that you may use to move towards the hostile target that damaged the friendly target. If you are able to successfully reach the target, you may use your reaction to attack the target at advantage and all rage damage from the rage damage table and/or through Bloodletting is doubled.

### Howl of the Gorefiend

At 14th level, you may choose to emit a blood curdling howl that gives you the following benefits against any target that is visibly wounded for up to 1 minute:

* Advantage on all attack rolls.
* Immunity against all saving throws versus any magical conditions that the target attempts to make against you.
* One extra damage die.

## Path of the Exile

### Heart of the Wild

The wilderness shows no kindness, and has no mercy for those cast into it — you learned to survive in spite of that. At 3rd level, you have become hardened by the harsh landscape, stronger and sturdier than most could ever hope to become, and skilled enough to outsmart nature itself.
You gain proficiency in one of the Survival and Nature skills, and can now double your ability modifier for Strength and Constitution checks.

### Lone Warrior

From the first step of your exile, you have been alone. Alone against every beast, every monstrosity that you have ever come across, but when fighting for your life, you learn that you can always fight harder.

Starting at 6th level, when battling an opponent who has damaged you within the last round, you gain +2 to Attack and Damage rolls against them.

### Fury

In times of desperation, you have learned to dig in like a cornered beast, and fight with a terrifying, unbridled ferocity.

Upon reaching 10th level, when you are unable to or opt not to use your movement on a turn, you can make a second weapon attack as a bonus action. Your Attacks deal an extra 1d6 damage, and can be made to affect all targets within your reach, if your attack roll would hit them.

### Bear the Pain

You have been beaten, battered, and broken by the wasteland — never once did you have the luxury of another to watch your back or mend your wounds. Pain is inevitable, you have discovered, but by the gods, you have learned to take it.

By 14th level, you can shrug off even the most vicious of injuries in the heat of battle. While raging, you can use your reaction to reduce incoming damage. Roll a d8 and add your constitution modifier, and reduce the incoming damage by that amount. If you reduce the damage to 0, you regain temporary hit points equal to the remaining amount. Using this ability expends a use of Rage. If you use this ability with no uses of Rage left, gain a level of exhaustion.

## Path of the Firebrand

Firebrand barbarians are descended from powerful fire-based entities of indeterminate identity and origin. Common descendants include fire giants, fire-based elementals primordials, phoenixes, and salamanders. As a firebrand barbarian grows, so too does the fire that burns deep within them.

### Conflagrant Resolution

Starting when you choose this path at 3rd level, you become resistant to fire damage. Once per long rest, you may also choose to reduce damage you take from any attack that inflicts fire damage by 1d10.

### Forged in Fire

Starting when you choose this path at 3rd level, you may transform your fists into scorching embers for 1 minute. Your unarmed strikes do an additional 1d4 fire damage. In addition, all rage damage becomes fire damage while this feature is active.

### Smoldering Rage

Starting at 6th level, your body's symbiotic relationship with fire is heightened to the extreme. You gain the following benefits while raging:

* You deal an additional 1 point of fire damage while raging.
* You can walk through 5 feet of fire without receiving any damage or suffering any penalty.
* Melee attackers who successfully damage you take fire damage based on the table below.

 12
 16

### Flame's Offering

At 10th level, the power of fire courses through you to such an extent that you can magically harness its potential. Choose one of the following spells: Burning Hands, Continual Flame, Fire Shield, Flame Blade, Flaming Sphere, or Wall of Fire. You can freely cast that spell as a bonus action cantrip once per long rest. Upon resting, you may select a new spell and replace it with the old one.

### Living Inferno

At 14th level, you transform into living fire when you rage. You gain the following benefits:

* You become immune to fire damage and non-magical bludgeoning, piercing, and slashing damage.
* You become vulnerable to cold damage.
* You emit a bright light in a 60 foot radius. Creatures negatively by natural light, such as sunlight, are affected in the same manner by the light you emit.
* Your melee attacks inflict an additional 1d10 fire damage.
* Your walking speed becomes 50 and may take the Dash action as a bonus action.

Once you use this feature when raging, you must rest before you can use it again without penalty. You may use this feature multiple times between rests, but will suffer one point of exhaustion for each use beyond the first.

## Path of the Genshou

### Unforeseen Ferocity

Starting at 3rd level, you are able to attack with such speed that it may catch even the most staunch onlookers off-guard. As a free action, you may choose to dictate whether or not an attack that you make counts as a surprise attack. You may declare this before or after your perform your attack roll. Once you use this feature against a target, it cannot be surprised in this way again by you for 1 hour.

### Accelerated Rage

Beginning at 6th level, your enraged state causes you to become swift on your feet. You gain the following benefits whenever you are raging.

* Advantage on dexterity saving throws.
* Disengage action can be taken as a bonus action.
* Opportunity attacks that you perform are at advantage.
* Speed is increased by 10.

### Enflared Reaction

At 10th level, you may apply your rage damage bonus to any saving throws you make. Raging is not required to use this feature.

### Velocious Onslaught

Starting at 14th level, your melee weapon attacks are hastened with deadly speed. You may choose to add your Dexterity ability score to one damage roll that you perform per turn. This can only occur once per round.

### Vigorous Rage

At 3rd level, while you're raging, you may also use your rage damage when making ranged weapon attacks that use strength. Whenever you make a ranged weapon attack while raging, you score a critical hit on a 19 or 20.

### Predatory Striking

Beginning at 6th level, if you are raging and another creature that you can see is within 5 feet of an ally, your ranged weapon attacks are at advantage against that target and inflict an additional 1d4 damage of your range weapon's damage type. This increases to 1d6 at 10th level and 1d8 at 14th level.

### Bond of the Aevis

Starting at 10th level, you become adept at befriending and taming bird-like creatures. When encountering a wild bird creature, you may do an animal handling check at advantage. If your roll is equal to or greater than the creature's CR + 10, you manage to befriend it. Until the creature dies or is dismissed, it will faithfully follow you and do your bidding to the best of its ability and/or understanding. If the creature can fly and is at least one size larger than you, it can carry you on its back. The CR of a bonded creature cannot exceed 4. Examples of bird creatures that you may befriend include axe beak, bloodhawk, giant eagle, griffon, or hippogriff.

Due to the nature of the bonding with your chosen creature, you may only be bonded to one creature at any time. If you fail your initial animal handling check, you cannot attempt to bond with the same creature for 24 hours.

### Wrath of the Great Hawk

Starting at 14th level, whenever you rage, 1d8 spectral hawks are created that circle around you. As long as they remain, they shield you and grant you +1 AC and peck attackers in retaliation, inflicting 1d6 piercing damage. Whenever you make a melee or ranged attack while raging, your spectral hawks travel with your weapon and inflict damage equal to the total number of spectral hawks that you have called to assist you.

As a free action, your spectral hawks can also levitate you off the ground by up to 20 feet for the duration of your turn. They cannot levitate you horizontally, only vertically.

Spectral hawks remain until your rage ends, or are dispelled individually through magical means.

## Path of the Juggernaut

(Critical Role/Matthew Mercer Class Archetype)

Juggernaut barbarians are siege engines in their own right, able to stand their ground and move their foes into positions of weakness. While raging, they make any battlefield their domain, shoving foes over mountainsides and destroying even the strongest structures with their attacks.

### Thunderous Blows

Starting when you choose this path at 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.

### Stance of the Mountain

You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 3rd level, you cannot be knocked prone while raging unless you become unconscious.

### Demolishing Might

Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.

### Overwhelming Cleave

Upon reaching 10th level, you wade into armies of foes, great swings of your weapon striking any who threaten you. When you make a weapon attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

### Unstoppable

Starting at 14th level, you can choose to become unstoppable when you enter a rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion.

### Hallowed Fury

Starting at 3rd level, your melee weapon attacks count as magical. In addition, when you are raging, you may choose for your rage damage to become radiant on any attack that you make.

### Renewing Presence

At 3rd level, while you're raging, any friendly targets of your choosing within 5 feet heal at the end of their turn for an amount equal to your rage damage bonus.

### Boundless Fortitude

At 6th level, you gain a pool of d6s that you can spend to heal yourself. The number of dice in the pool is equal to your barbarian level.

As a bonus action, you can heal yourself, spending dice from the pool. The maximum number of dice you can spend at once is equal to half your barbarian level. Roll the dice you spend, add them together, and restore a number of hit points equal to the total. You regain all expended d6s upon completing a long rest.

### Shield of the Ancients

Starting at 10th level, you choose one type of damage to become immune to (other than bludgeoning, piercing, or slashing). If you are struck by an attack that uses this damage type and you are raging, your rage duration is extended by an additional 30 seconds.

In addition, any friendly targets of your choosing within 5 feet gain resistance to this damage type. The targets will immediately lose this resistance upon exiting out of range of this feature's effect.

### Primeval Blessing

At level 14, whenever you take any damage when raging, yourself and all desired targets within 5 feet of you are healed for an amount equal to 1d4 + your rage damage bonus. There is no limit to how often this effect may occur per round.

### Storm Aura

Starting at 3rd level, you emanate an aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment. 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.

* **Desert:** All other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
* **Sea:** You can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
* **Tundra:** Each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

### Storm Soul

At 6th level, the storm grants you benefits even when your aura isn't active.

* **Desert**. You gain resistance to fire damage, and you don't suffer the effects of extreme heat. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.
* **Sea**. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
* **Tundra**. You gain resistance to cold damage, and you don't suffer the effects of extreme cold. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

### Shielding Storm

At 10th level, each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

### Raging Storm

At 14th level, the power of the storm grows mightier.

* **Desert:** Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.
* **Sea:** When you hit a creature in your aura with an attack, you can use your reaction 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.
* **Tundra:** 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 Strength 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

### Spirit Seeker

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 that incorporates a part of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland.

* **Bear:** While raging you have resistance to all damage except psychic damage.
* **Eagle:** While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.
* **Wolf:** While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
* **Elk (Sword Coast Adventurer's Guide):** While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.
* **Tiger (Sword Coast Adventurer's Guide):** While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.

### Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

* **Bear:** 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.
* **Eagle:** You can see up to 1 mile away with no difficulty. You are 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.
* **Wolf:** You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
* **Elk (Sword Coast Adventurer's Guide):** Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.
* **Tiger (Sword Coast Adventurer's Guide):** You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival.

### Spirit Walker

At 10th level, you can cast the Commune with Nature spell, but only as a ritual.

### Totemic Attunement

At 14th level you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

* **Bear:** While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
* **Eagle:** While raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
* **Wolf:** While you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
* **Elk (Sword Coast Adventurer's Guide):** 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.
* **Tiger (Sword Coast Adventurer's Guide):** While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

## Path of the Vanguard

### Inner Strength

Starting when you pick this path at the 3rd level, your bonus damage when raging instead becomes bonus AC.

### Vigilant Rage

Beginning at 6th level, you gain a further +2 AC versus projectiles being fired at you. In addition, as a reaction while in a vigilant rage, you can use a reaction to swipe at incoming projectiles at allies within 10 feet of you. This imposes disadvantage on the attacker.

### Motivating Presence

Beginning at 10th level, your vigilant rage also grants bonus AC to allies within 15 feet of you. The barbarian and their allies also have advantage on all melee attacks until the vigilant rage ends.

### Monstrous Stamina

Starting at the 14th level, you have 3 points of monstrous stamina per long rest. Whenever a successful attack is made against your character, you may expend 1 point to reduce the damage by half. If an ally is within 5 feet of your character, you may also expend 1 point to automatically deflect an oncoming attack against them onto yourself at half damage.

## Path of the Wild Soul

(Unearthed Arcana)

The realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions powerfully and magic saturates their body. When a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.

### Lingering Magic

At 3rd level, your body reacts to the presence of magic. You can cast the detect magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).

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

### Wild Surge

Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.

If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

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### Magic Reserves

At 6th level, you can channel the magic surging inside you into other creatures. As an action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch can’t recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled. You take force damage equal to five times the number rolled.

When you reach 14th level in this class, you increase the die to a d6.

### Arcane Rebuke

At 10th level, the magic crackling within your soul lashes out. When a creature forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.

### Chaotic Fury

At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can reroll on the Wild Surge table, replacing your current effect with the new one.

### Divine Fury

At 3rd level, while you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

### Warrior of the Gods

At 3rd level, if a spell has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

### Fanatical Focus

Starting at 6th level, if you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

### 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 that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

### Rage Beyond Death

Beginning at 14th level, while you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.

### Magic Awareness

When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 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.

### Wild Surge

Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

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### 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:

* For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
* Roll a d3. 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.

### 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.