Barbarian Primal Paths (5e)

When you make an ability check that you’re proficient in, you can use your reaction and expend a use of your rage to roll the d20 an additional time and add your Rage Damage bonus to the number rolled. You must use the new number.

Once you reach 20th level in this class, you can use this reaction an unlimited number of times.

### Fuming Takedown (Optional)

*9th-level barbarian feature*

While you’re raging and are brought down to 0 hit points, you can use your reaction to make one melee weapon attack against a creature within range. If the creature is the attacker that brought you down to 0 hit points, you roll an additional damage die on a hit.

Once you use this feature, you can’t do so again until you finish a long rest.

## PATH OF ADORATION

For barbarians that walk the Path of Adoration, their rage is a manifestation of the love and passion they hold toward a person or place they hold dear to them. They use this emotional attachment to fuel their rage, knowing that all that matters is protecting the object of their own affects by any means necessary.

### Warrior's Beauty

*3rd-level Path of Adoration feature*

Your rage is defined by the passion you hold for your loved one. When you first enter your rage, you can choose one creature within 30 feet of you to act as your beloved. You gain the following benefits while within 30 feet of your beloved:

* You have advantage on Charisma saving throws.
* When a creature you can see hits your beloved with an attack or harmful spell, you can use your reaction to move up to your movement speed and make one weapon attack against the attacker.

### Charming Strength

*3rd-level Path of Adoration feature*

Your gait as a warrior offers your words more weight. You can add a bonus to your ability checks that use Charisma equal to your Strength modifier (minimum of +1).

### Beautiful Veil

*6th-level Path of Adoration feature*

You project a majesty that is befitting of a passionate fighter. You have advantage on saving throws against being charmed. If you are raging, you instead become immune to being charmed. If you are charmed when you enter your rage, the effect is suspended for the duration of the rage.

In addition, while you are raging, creatures of your choice within 10 feet of you have advantage on saving throws against being charmed. At 18th level, the range of this aura becomes 30 feet.

### Smitten Form

*10th-level Path of Adoration feature*

Anyone that attempts to beguile you instead finds themselves looking at you in awe. When another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for 1 minute or until the creature takes any damage.

### Beloved's Passion

*14th-level Path of Adoration feature*

The feelings you and your beloved hold for each other makes the two of you a combined storm in battle. When you enter your rage and choose your beloved, you can give it the benefits of a rage while it is within 30 feet of you (the creature can’t cast and concentrate on spells, as normal). The effect ends for your beloved if you are no longer raging or if your beloved ends its rage effect early as a bonus action.

In addition, when your beloved is reduced to 0 hit points by an attack or harmful spell, you find yourself consumed by fury. You immediately start raging without taking up a use of your rage. You can also use your reaction to immediately take an extra turn, interrupting the current turn. During this instance of rage, you gain the following benefits:

* You gain a +2 bonus to AC.
* Your melee weapon attacks deal extra damage equal to your Charisma modifier (minimum of +1).
* You are immune to being frightened, restrained, and stunned. If you are affected by any of these conditions when you enter your rage, the effect is suspended for the duration.

You may use this secondary effect once per long rest.

## PATH OF THE BLOODLETTER

Some barbarians simply live for causing fear and carnage, and they love nothing more than the sight of crimson streams of blood. Barbarians of the Path of the Bloodletter allow this love of violence to bolster themselves, adorning themselves with blood and drinking it to restore their own vitality.

### **Blood Revelry**

When you choose this path at 3rd level, your rage is fueled by the sight of blood. If you or an ally you can see takes damage, you may enter your rage as a reaction. In a round you see an ally take damage, your rage does not end early. You also gain advantage on intimidate checks while you are raging.

### **Bloodstained Defense**

Beginning at 6th level, you are able to protect yourself with a covering of blood. While raging and not wearing any armor, your Armor Class equals 13+your Dexterity modifier+your Constitution modifier. You can use a shield and still gain this benefit.

### **Blood Retribution**

By 10th level, you are able to violently expel the highly pressurized blood inside your body. When you take damage from a melee attack while raging, you can spend your reaction to deal damage equal to your proficiency bonus+your rage bonus damage+your con modifier to the creature that attacked you.

### **Blood Drinker**

At 14th level, you can harness the energy of your enemy's blood to fuel your own power and bolster your allies. When you score a critical hit, you may grant yourself and any allies within 30 ft temporary hit points equal to their barbarian level+ their Con mod.

## PATH OF THE COLOSSUS

### **Larger than Life**

Starting when you choose this path at 3rd level, you become a titan when you rage. When you begin a rage, your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. If there isn’t enough room for you to double your size, you attain the maximum possible size in the space available. Your weapons also grow to match your new size. While raging, you can use your action to make a massive swing against all creatures in a 15-foot line within your reach. Roll a separate attack roll for each target in the line.

### **Imposing Presence**

At 6th level, your immense stature can block line of sight. Ranged effects drawing line of sight through your position treat targets behind you as if they have three-quarters cover. When you are raging, this becomes total cover.

### **Massive Reach**

At 10th level, when you take the attack action, you may make a single attack against all creatures within your reach. Your reach is increased by 5 ft when you do so. You may still make extra attacks against a single target.

### **Colossal Strength**

At 14th level, your Strength score and maximum becomes 22, and at 20th level, it becomes 26, rather than 24. When you make a melee weapon attack while raging, the attack has an additional 5 feet of reach.

## PATH OF THE CURSEWROUGHT

You have been riddled with curses, whose magics have seeped into your very being. Whether this corruption came from a vindictive cabal of witches, or as a result of your trespassing on forsaken grounds, you cannot escape the arcane darkness that dwells within you. Barbarians who follow the Path of the Cursewrought are outcasts, seeking either redemption and purification, or revenge. Through their fury, they have learned to transform their curses into weapons, spreading them like a pestilence to their enemies, and crushing all those who stand in their way.

### **Ragecurse**

Starting at 3rd level, whenever you hit a creature with a melee weapon attack while you're raging, you can use your bonus action to attempt to inflict a curse on the target. The target must make a Wisdom saving throw (DC equals 8 + your Constitution modifier + your proficiency bonus) or be cursed until your rage ends. This curse applies one of the following effects of your choice:

* The target's AC is reduced by 2.
* The target has disadvantage on Dexterity checks and Dexterity saving throws.
* The target can't regain hit points and has disadvantage on death saving throws.A creature can only be affected by one of your curses at a time. Starting at 10th level, a creature cursed by you also takes twice the amount of additional Rage Damage when you hit it with a melee weapon attack.

### **Aegis Black**

By 6th level, you possess a profound bulwark against darkness. You have resistance to necrotic damage, and have advantage on saving throws against necromancy spells and effects that would curse or possess you.

### **Furybane**

Starting at 10th level, whenever you enter a rage, you can cast the spell *bane* (DC equals 8 + your Constitution modifier + your proficiency bonus) without using an action or spell slot. You can concentrate on this spell even while you're raging.

### **Spiteful Curse**

At 14th level, whenever a creature hits you with a melee weapon attack, you can use your reaction to attempt to curse that creature with your Ragecurse. If the attacker fails its saving throw, it also takes 2d8 necrotic damage.

## PATH OF THE DAMNED

Your rage comes from the Nine Hells, the inhospitable plane where fiends of all sorts reside. Perhaps you have created a pact with one of its beings in hopes of serving them after death as a devil yourselves. Maybe you have always known that your anger and resentment came from a nefarious source. Or it may be the case that you hold a psychopathic disdain toward other humanoids. Whatever its source, you know that your rage has damned you in both this life and the next.

### Hellish Fury

*3rd-level Path of the Damned feature*

You feel the hellish source of your rage consume your soul. You gain resistance to fire damage while you are raging. When you hit a target with a weapon attack while raging, your bonus damage is determined by your proficiency bonus rather than the Rage Damage table.

In addition, once while you are raging, you can use your reaction to cast *hellish rebuke* as a 1st-level spell without expending a spell slot (DC equal to 8 + your proficiency bonus + your Constitution modifier). At 10th level, you can cast this spell at a 3rd-level.

When you enter your rage, your appearance changes to signify its hellish nature. You can choose these attributes or determine them by rolling on the Hell Brand table.

### Hell Brand

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### Devil's Sight

*6th-level Path of the Damned feature*

The nature of your rage continues to consume you, affecting your senses. You gain darkvision out to a range of 60 feet, and magical darkness doesn't impede your darkvision.

### Hell Companion

*10th-level Path of the Damned feature*

Your association with the Nine Hells has granted you a hellish ally. You gain the ability to cast *find familiar*, but only as a ritual. When you cast the spell, your familiar is always a fiend instead of a beast. You can choose one of the normal forms for your familiar or choose an imp (see its stat block in the *Monster Manual*). When summoned, it gains extra hit points equal to your barbarian level.

In combat, the creature acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action.

### Crafty Killer

*14th-level Path of the Damned feature*

You are not above employing dirty tactics to get the jump on your foes. When you first enter your rage, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

## PATH OF THE EARTH SHAKER

### Strength of Mountains

Starting when you choose this path at 3rd level, you dig into the earth and leave cracks where you step, and your rage is infused with the raw power earth.  When you hit a creature with a melee attack, you may attempt to Shove or Grapple them as a bonus action. At the 5th, 10th, 15th, and 20th levels in this class, the distance you can shove a creature increases by 5 feet.

While raging, your size category is considered one for how much you can lift, drag, carry, and push and you can't be forcibly moved or knocked Prone against your will by normal means, such as being shoved or after falling from a great height. This increases by one additional size at 5th, 10th, 15th, and 20th levels.

### Empowered Resistance

At 6th level, you've honed your resistances to near perfection. Any time you take damage from a source you resist, you reduce the damage by an amount equal to your barbarian level.  This reduction takes place after the damage is halved.

### Unshakeable

At 10th level, your rage makes you immovable even to powerful magical forces, and you can stride through the earth with ease. You have a climbing speed equal to your movement speed on stone surfaces, and can walk vertically and upside down while leaving your hands free, as you dig your feet into the stone like pitons.

While raging, you cannot be Frightened, teleported, have your movement speed reduced, or be displaced against your will by any means. When you fall unconscious or die while touching stone, you may choose not to end your rage, you do not have to fall prone, and if you die, you can have your corpse become petrified into stone that is immune to bludgeoning, piercing, and slashing from nonmagical weapons.

### Gigaton

At 14th level, you hone the raw forces of earthquakes into a single powerful blow.  As an action, make a melee attack.  On a hit, the target takes a number of d10s of magical bludgeoning damage equal to your strength modifier plus your proficiency bonus.  Regardless of whether the attack hits, the creature makes a strength or dexterity saving throw against your attack roll, attempting to dodge or resist the force behind blow.  On a fail, the target is knocked back a distance equal to up to 5 times your strength score.  Objects and structures take double damage from this attack.   You may choose not to deal damage if you are only trying to throw or push something and not directly damage it.

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

## PATH OF ELEMENTAL FURY

Some barbarians hail from cultures that revere the raw primordial rage of the elements – the fury of the cyclone, the wrath of the volcano, the crash of the tidal wave, the destruction of the earthquake.

### Unarmed Fury

Primal magic empowers your strikes. At 3rd level when you adopt this path, you gain the following benefits while you are raging and unarmed:

* When you use the Attack action with an unarmed strike on your turn or when you attempt a shove or grapple, you can make one unarmed strike as a bonus action.
* You can roll a d4 in place of the normal damage of your unarmed strikes. This die changes to a d6 at 6th level, and a d8 at 14th level.

### Reckless Inferno

At 6th level, your Elemental Rage empowers your reckless strikes.

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

**Air** You strike with the fury of the wind. Whenever you’re raging and you make a reckless attack with an unarmed strike, you can make two unarmed strikes as a bonus action.

**Earth** Your strikes embody the earthquake. Once per turn whenever you’re raging and you make a reckless attack with an unarmed strike, you can force your opponent to succeed on a Dexterity saving throw or be knocked prone.

**Fire** If you’ve made a reckless attack on your turn, fire tendrils erupt around you and lash out at your foes. Until the start of your next turn, if a creature hits you with a melee 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.

**Water** Your limbs flow like the river. Whenever you’re raging and make a reckless attack, your unarmed strikes gain a range of 10 feet.

### Elemental Rage

At 3rd level, when you adopt this path, you gain the ability to go into an Elemental Rage. You can choose a different element whenever you rage.

At your option, you also gain minor physical attributes that are reminiscent of your elemental spirit.

**Air** While raging, ranged weapon attacks have disadvantage against you.

**Earth** Whenever you rage, you gain temporary hit points equal to your barbarian level.

**Fire** While raging, you gain resistance to fire and radiant damage. You also shed bright light in a 30-foot radius and dim light in an additional 30 feet.

**Water** While raging, you are immune to being grappled, prone and restrained.

### Primordial Guardians

At 10th level, as an action, you can summon elementals while raging, as per the effect of the Conjure Minor Elementals spell. These elementals must be of the same element than your rage, and disappear when your rage ends. Once you use this feature, you can’t use it again until you finish a long rest.

### Elemental Attunement

At 14th level, you gain a magical benefit based on your Elemental Rage.

**Air** 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.

**Earth** While raging, you can burrow through nonmagical, unworked earth and stone. While doing so, you do not disturb the material you move through.

**Fire** While raging, you can use a bonus action during your move to pass through the space of a creature. That creature must succeed on a Dexterity saving throw or take fire damage equal to 2d8 + your Constitution modifier.

**Water** While raging, you have a swimming speed equal to your current walking speed and you can breathe underwater. In addition, you can move your normal speed while grappling creatures.

## PATH OF THE ELEMENTS

The Path of the Elements entwines a barbarian with the powers of the natural elements, allowing them to channel it through their rage. The source of this power is as varied and tumultuous as the elements themselves. You can choose the origin of your power or determine it from the Elemental Origin table.

##### Elemental Origin

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### Elemental Rage

*3rd-level Path of the Elements feature*

You bring out the power of the natural elements. When you start raging, choose from one of the following damage types: acid, cold, fire, lightning, or thunder. Your weapon attacks deal the chosen damage type, instead of its original type.

In addition, you gain one of the following benefits based on the chosen damage type.

***Acid.*** When you hit a creature with a weapon attack, the creature takes 1d4 acid damage at the start of its turn. It takes this extra damage only once on its turn.

***Cold.*** Creatures of your choice within 10 feet of you must spend 2 feet of movement for every foot travelled.

***Fire.*** As part of the same bonus action you use to enter your rage, and as a bonus action on each of your subsequent turns, you can shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can also stop doing so as a bonus action.

***Lightning or Thunder.*** Once on your turn, when you hit a creature with a weapon attack, it can’t take reactions until the start of your next turn.

### Wind Speaker

*3rd-level Path of the Elements feature*

The words you speak are infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

### Elemental Affinity

*6th-level Path of the Elements feature*

You gain resistance to the chosen damage type when you first enter your rage.

In addition, while you’re raging, you can use a bonus action to change the damage type you deal from your Elemental Rage to another.

### Lashing Retaliation

*10th-level Path of the Elements feature*

Your harnessed powers are liable to lash out when struck carelessly. When a creature you can see hits you with a weapon attack, you can use your reaction to deal acid, cold, fire, lightning, or thunder damage to it (your choice) equal to half your barbarian level.

### Form of the Elements

*14th-level Path of the Elements feature*

You take on the physical embodiment of the natural elements. As an action, you can transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. If you can cast spells, you are unable to do so in this form, though your concentration on spells already cast remain. While you’re in this form, you can use a bonus action to enter your rage and use your Elemental Rage feature, as normal.

Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. This form lasts for 1 minute or until it reaches 0 hit points. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.

You retain the benefit of any features from your class, race, or other source and can use them if the elemental form is physically capable of doing so. You also choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it (your equipment doesn't change size or shape to match the new form).

Once you use this feature, you can’t do so again until you finish a long rest.

## PATH OF GIANTS

Barbarians who walk the Path of Giants tap into their own giant heritage to fuel their rage. Their heritage grants these barbarians the powers and abilities of the giant of their choosing, making them a formidable fighter.

### Raging Giant

*3rd-level Path of Giants feature*

Your giant ancestry has allowed you to tap into its power whenever you are raging. When you enter you rage, you choose one of the giant types to embody, which grants you certain benefits until your rage ends:

**Cloud.** You invoke the power of the cloud giants and gain their cunning. You can use the Disengage action as a bonus action.

**Fire.** You invoke the power of the fire giants and draw upon their flame. When you are hit by an attack, you can use your reaction to emit a fiery burst. Each creature of your choice within 5 feet of you takes fire damage equal to your bonus rage damage.

**Frost.** You draw upon the power of the frost giants to bolster your might. Whenever you roll a 1 on a damage dice, you can choose to reroll the dice and you must use the new number.

**Hill.** You draw upon the power of the hill giants to strengthen your resilience. You have advantage on Constitution saving throws and gain resistance to poison damage.

**Stone.** You draw upon the power of the stone giants to replicate their poise. You can apply your bonus rage damage to thrown weapons and make your first attack roll with advantage when using your Reckless Attack with a thrown weapon.

**Storm.** You invoke the power of the storm giants and gain their prophetic abilities. You roll a d20 at the start of your rage and record the number rolled. Once while raging, when a creature you can see makes an ability check, attack roll, or saving throw, you can use your reaction and replace the number rolled with your own.

### Bonus Proficiencies

*3rd-level Path of Giants feature*

You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.

### Large Stature

*6th-level Path of Giants feature*

Your giant heritage makes it hard for others to try and pin you down. You have advantage on contested throws against being grappled, and on rolls against being restrained. Also, while raging, you can attempt to break free of a grapple using a bonus action.

In addition, you are considered to be one size larger for the purposes of determining your carrying capacity. This doesn't stack with other racial features that give this bonus.

### Headlock

*10th-level Path of Giants feature*

If a creature triggers an opportunity attack from you, you can use your reaction to attempt to grapple the target. If you successfully do so, you can make a melee weapon attack as part of the same reaction.

### Giant Wrath

*14th-level Path of Giants feature*

Your melee weapons gain an additional 5 feet of reach. You also gain further benefits to your Raging Giant feature when you choose a giant type:

**Cloud.** You further channel the cloud giant’s cunning into your rage. You can cast *misty step* as a bonus action. In addition, when you cast *misty step* and teleport within 5 feet of a creature, you can make a melee weapon attack against it as part of the same bonus action.

**Fire.** The forging flames of the fire giants fuel your rage further. You are immune to cold damage. In addition, creatures of your choice within 15 feet of you gain resistance to cold damage, and their attacks can deal extra fire damage equal to your bonus rage damage once per turn.

**Frost.** You channel the frost giant’s freezing aura into your attacks. Once during your turn, when you hit a creature with a melee weapon attack, it becomes restrained until the end of its next turn.

**Hill.** Your body emulates the hill giant’s resilience. You can choose to gain resistance to an additional damage type.

**Stone.** You replicate the stone giant’s agility. When you are hit by a ranged weapon attack, you can use your reaction to deflect or catch a projectile. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your barbarian level.

If you reduce the damage to 0, you can catch the projectile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a projectile in this way, you can make a ranged attack (range 60/240 feet) with it as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.

**Storm.** Once during your rage, when you fail an ability check, attack roll, or saving throw, you can choose to succeed on it instead.

## PATH OF GRAVITURGY

Barbarians who walk the Path of Graviturgy are able to manipulate the forces of what drives and repels objects. They might have received their abilities after experiencing a harsh planar event or a moment of intense magical stress. Whatever the reason, the powers of graviturgy are now entwined with their rage.

### Force Propulsion

*3rd-level Path of Graviturgy feature*

You can use your graviturgic abilities to empower your attacks. Once on each of your turns, while you are raging, immediately after you hit a target with a melee weapon attack, you can deal an extra 1d6 force damage to the target.

### Gravity Well

*6th-level Path of Graviturgy feature*

Your rage distorts the space around you. While raging, the area around you in a 10-foot radius becomes difficult terrain. This area is centred on you and moves with you. You can choose any number of creatures to be unaffected.

In addition, you can use a bonus action and force a creature you can see within 10 feet of you to succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

### Density Adjustment

*10th-level Path of Graviturgy feature*

You have gained finer control over your own gravity. You can cast either *feather fall* and *jump* on yourself without expending a spell slot or using any material components.

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.

### Strong Force

*14th-level Path of Graviturgy feature*

You are able trap creatures in your gravity. The first time you hit a creature with a melee weapon attack on your turn while raging, you can make it succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be restrained until the end of its next turn.

## PATH OF IRE

Barbarians that follows the Path of Ire are set off at the tiniest bit of verbal aggression. Those that follow this path allow one’s emotions to go unchecked, using any and all perceived slights as an excuse to enter a rage and violently assert its own opinions at the expense of everyone else. One should, however, not see this spontaneity as a weakness that can be easily manipulated. On the contrary, the rage of this barbarian can be so convincing and feverish that it can whip up other people around it into a similar frenzy.

### Hounding Persistence

*3rd-level Path of Ire feature*

You don’t allow anyone to get away from you. While you’re raging, you can use the Dash action as a bonus action.

### Insistent Verbiage

*3rd-level Path of Ire feature*

You are able to assert your own view over others. If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest.

### Enrapturing Fanaticism

*6th-level Path of Ire feature*

The energy from your rage is infectious and can whip others into a frenzy. While you’re raging, when a creature of your choice within 10 feet of you hits a target with a melee weapon attack, it can deal bonus damage equal to the bonus on your Rage Damage table.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

### Aggressive Goading

*10th-level Path of Ire feature*

Your anger is able to easily get a rise out of others. As an action, each creature of your choice that you can see within 30 feet of you that can also hear you must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated, you die, or if the creature is more than 30 feet away from you.

Once you use this feature, you can't do so again until you finish a short or long rest.

### Feverish Call

*14th-level Path of Ire feature*

Your anger is a wave that affects everyone around you. While you’re raging and you take the Attack action on your turn, you can replace one of the attacks to issue a roaring command. You choose a number of creatures within 60 feet of you that can hear you up to your Charisma modifier (minimum of one creature). The creature can use its reaction to make one weapon attack with advantage.

## PATH OF THE MACHINE

The source of a machine's rage is artificial, manufactured and enhanced by arcane or advanced technology. Barbarians in this path are tailor made to be the ideal super soldier for the battlefield, usually at the sacrifice of their own humanity. It is precisely this singlemindedness which makes the Path of the Machine a frightening sight to behold in combat.

### Steel Fury

*3rd-level Path of the Machine feature*

Your metallic stature makes you more imposing. While raging, you gain a bonus to your Strength checks and damage rolls equal to your Constitution modifier (minimum of +1).

### Barreling Metal

*3rd-level Path of the Machine feature*

Your mechanical rage turns you into a walking tank. If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack, it must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or fall prone. If the target is prone, you can make one melee weapon attack against it as a bonus action.

### Singular Directive

*6th-level Path of the Machine feature*

Your rage is cold and unfeeling. 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.

### Adaptive Armor

*10th-level Path of the Machine feature*

Your natural armor can be configured to better suit the environment you are in. At the end of a short or long rest, you can choose to change any of the resistances you gain while raging to another damage type. The resistances return to bludgeoning, piercing, and slashing at the end of a long rest.

### Backup Systems

*14th-level Path of the Machine feature*

The technology integrated inside you allows you to keep fighting past your limit. While you’re raging and are brought down to 0 hit points, you can use your reaction to restore a number of hit points equal to half your hit point maximum if you aren’t killed outright. When you do so, you stop raging and can no longer rage until you finish a short or long rest.

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

## PATH OF THE MOON

The moon holds many a spot in tales of the supernatural and other fringe folklore. It often signifies the continuous march of time as its phases wax and wane, signalling the changing of seasons and the cycle of birth and death.

Barbarians that follow this path often do so unwillingly. Some barbarians of this path may previously be hermits, living in total isolation with only the moon as company. Others are unlucky to be born under the ill omen of a full moon. Others still walk this path because of a curse inflicted by werecreatures. You can choose the origin of your moon-related madness or determine it by rolling on the Moon Affliction table.

### Moon Affliction

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### Eyes of Night

*3rd-level Path of the Moon feature*

Your senses are adapted to the dull shine of the moon. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

### Cresent Glow

*3rd-level Path of the Moon feature*

The moon’s eerie light fuels you with supernatural vitality. When you first enter your rage, you gain a number of temporary points equal to your Constitution modifier (minimum of 1 hit point). At the start of each of your subsequent turns while you are raging, you regain these temporary hit points. These temporary hit points disappear when you are no longer raging.

### Full Phase

*6th-level Path of the Moon feature*

Your mind is one with the moon. You gain resistance to psychic damage and have advantage on saving throws against being frightened. While you’re raging, you instead gain immunity to psychic damage and are immune to being frightened. If you are frightened when you enter your rage, the effect is suspended for the duration of the rage.

### Lunar Madness

*10th-level Path of the Moon feature*

You can inflict others with your insanity. As a bonus action, you can choose one creature 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 use its reaction to make one weapon attack against a random target it can see (excluding yourself). If the creature hits the target, the creature takes psychic damage equal to the damage dealt to the target.

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.

### Blood Moon

*14th-level Path of the Moon feature*

You allow the moon to draw out your killer instinct. While you’re raging, your melee weapon attacks land a critical hit when you roll a 19 or 20.

In addition, you can roll an additional damage dice when determining the extra damage for a critical hit with a melee weapon attack. You can deal this extra damage a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## PATH OF THE MUSCLE MAGE

You're a wizard! Perhaps you went to wizarding school on a football scholarship or just picked up a book at the gym and started reading. No matter how you got here, you're a wizard, one that just coincidentally has massive, rippling muscles. You have the big dumb hat and the book filled with gibberish and everything! You gently remind others, often by beating them to a pulp and cracking their bones, that your magical powers shouldn't be questioned. You're a good wizard, the best one, even! And only a fool would say otherwise.

### Unarguable Wizardry

Starting at 3rd level, your unquestionable legitimacy (and immense pectoral muscles) gives you advantage on Charisma (Intimidation) checks made to convince others that you are, in fact, a wizard. Additionally, if someone questions your legitimate magical prowess, you can instantly fly into a rage for 1 round. This rage can't be extended and does not count against your total number of Rages following a long rest.

### “Cantrips”

At 3rd level, you can call upon your "magic" to cast "cantrips" in combat. You can use the following "cantrips" a number of times equal to your Strength modifier. You regain all expended uses when you take a short or long rest. While you are raging, you can cast your "cantrips" at will; using them does not count against your total number of uses.

* ***Mage Hand***. As a bonus action when you take the Attack action on your turn, you can use your hand (and you are a mage, after all) to attempt to shove the target over. On a hit, the target must make an opposed Strength check against you. If your Strength check is higher, the target is knocked prone.
* ***Shocking Grasp***. As a bonus action when you take the Attack action on your turn, you can hit your target even harder than usual, a fact which they will find quite shocking. On a hit, the target can't take a reaction until the beginning of your next turn.
* ***True Strike***. As a bonus action when you take the Attack action on your turn, you can really, truly strike your target. On a hit, you deal an additional 1d8 damage.

### “Spells”

By 6th level, your "magic" is powerful enough to cast every "spell" that exists (and no one can or will prove otherwise without broken ribs.) However, you only prepared the following "spells" today.
     You can cast each of these "spells" once and recover all expended uses when you finish a long rest.

* ***Burning Hands***. Your backhand slap is legendary. As an action on your turn, you can make an unarmed attack roll against each creature within your reach. On a hit, this strike deals 1d8 + your Strength modifier bludgeoning damage.
* ***Magic Missile***. When you take the Attack action on your turn, you can use your bonus action to make a ranged weapon attack using a ranged weapon you are holding. Because magic missile never misses, you have advantage on this attack roll.
* ***Shield***. As a reaction when you're targeted by an attack, you can quickly produce a shield to defend yourself. You gain the shield's bonus to AC against this attack, even if you weren't holding it before. If you are hit, you can reduce the amount of damage taken by 1d12 + your Constitution modifier.

### Magic Resistance

By 10th level, you're such an amazing wizard that other wizards can't even touch you. While you're raging, you have resistance to damage from spells.

### I Cast Fist

Starting at 14th level, you can crush your enemies with your ultimate "spell", Fist. While you're raging, you can use your action and bonus action to punch your foe really, really hard. Make a melee attack roll, with advantage, against one creature within your reach. On a hit, you deal bludgeoning damage equal to 8d8 + your Strength modifier. Once you use this ability, you can't use it again until you finish your rage.

## PATH OF THE REAPER

Original located on Blackbando's Homebrew Wiki

The one thing that all creatures must eventually face is death, the grim reaper, their inevitable demise. Although many creatures try to escape death, to many powerful beings this is breaking the natural order, especially undeath. Barbarians who follow the primal path of the reaper choose to take the dead head on, with all of their might, to return them to their graves in peace.

### **Bonus Proficiency**

When you choose this path, at 3rd level, you gain proficiency in Medicine, if you did not have it already. If you are already proficient in medicine, you gain Expertise with Medicine.

### **Harvesting Scythe**

Additionally, at 3rd level, you can either conjure up a weapon to destroy damned souls, or turn a weapon you wield into one. When you rage, you can activate your harvesting scythe, which lasts for the duration of your rage. If you do so, you either summon a melee weapon made of shadows that you are proficient with to your hand, or you surround a melee weapon you wield with shadows. While your harvesting scythe is active, you gain the following benefits.

* Your rage damage bonus deals necrotic damage.
* Your rage damage bonus is doubled against creatures that are undead.
* You gain resistance to necrotic damage.

Additionally, some features in this archetype require a saving throw. The saving throw is calculated below:

* **Reaper save DC =** 8 + your proficiency bonus + your Constitution modifier

### **Doom's** **Cloud**

Beginning at 6th level, you are able to tear through the link between the undead and necromancy. As an action, you can unleash a miasma of deathly mist in a 15-foot sphere around yourself. Creatures within the miasma must make a Constitution saving throw, taking 4d6 + your rage damage bonus radiant damage on a failed saving throw, and losing control of all creatures they control with the undead type. If an undead creature fails the saving throw, and their CR is lower than 1/5th your barbarian level, they are instantly destroyed. Once you use this feature, you can't use it again until you finish a short or long rest.

### **Undertaker**

By 10th level, you are in touch with the knowledge of how to speak to the dead. You can understand the language of the dead. Creatures with the undead type understand you, and can communicate with you as long as they understand at least one language. Additionally, you can cast *speak with dead* at will. If you speak with a corpse or undead creature for one minute or longer, you understand the proper burial rites for their kind.

### **Break the Damned**

At 14th level, your might with your harvesting scythe becomes greater. While your harvesting scythe is being used, you are immune to necrotic damage. Additionally, when you choose to attack recklessly with your harvesting scythe, you deal additional necrotic damage equal to your barbarian level on the first attack you make. All necrotic damage you deal with your Harvesting Scythe ignores resistance to necrotic damage.

## PATH OF THE SLASHER

Slasher barbarians kill for the joy of massacre by moonlight, watching the fearful spread before them, ripe for the taking. Many barbarians don a mask when they begin upon this path, wearing it whenever they kill. Some hunt a particular type of victim, like children or even other killers, but many kill indiscriminately, whenever the opportunity and blood lust finds them.

### **Night Stalker**

Starting when you choose this primal path at 3rd level, are adept at stalking your victims from the shadows. You gain proficiency with your choice of Athletics, Intimidation, or Stealth.

### **Serial Killer**

By 3rd level, you revel in the blood of the innocent and delight in their screams. Whenever you hit a creature with a melee weapon attack while you're raging, you can use your bonus action to attempt to end its life in a murderous flourish. If the target has less than half its maximum hit points, it takes an additional 1d8 damage.

### **Grisly Display**

At 6th level, your killing strikes fear in the hearts of those who witness it. Whenever you reduce a hostile creature to 0 hit points, each hostile creature within 60 feet that sees it must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier) or be frightened for 1 minute. A frightened creature can repeat this saving throw at the end of each of its turns, with disadvantage of it can still see you, ending the effect on a success.

### **Murderous Rampage**

Starting at 10th level, whenever you reduce a hostile creature to 0 hit points, you are briefly untouchable in the gory aftermath. Until the end of your next turn, the next attack made against you deals no damage, or you automatically succeed the next saving throw you make. Additionally, your rage can't end early on your next turn.

### **Killing Spree**

Beginning at 14th level, while you're raging, you can use your action to go on a killing spree. You can move up to your base movement speed toward a hostile creature you can see and make a melee weapon attack against it with advantage. If this attack hits, you can move your base movement speed again to another hostile creature you can see, and make a melee weapon attack against it with advantage, continuing until you miss an attack, there are no targets remaining, or you make an attack against a target more than 60 feet away from where you started. You can't attack the same creature more than once on the turn that you use this ability. Moving while using this ability does not provoke opportunity attacks. Once you use this ability, you can't use it again until you finish a short or long rest.

## PATH OF THE SLAYER

Some barbarians simply live for causing fear and carnage, and they love nothing more than the sight of crimson streams of blood. Barbarians of the Path of the Bloodletter allow this love of violence to bolster themselves, adorning themselves with blood and drinking it to restore their own vitality.

### **Doom**

Starting at 3rd level, you gain proficiency in simple and martial firearms, and gain proficiency with light, medium, and heavy armor. You may rage while wearing armor. While raging, you can add your Rage damage bonus to firearm damage rolls.

### Forged in Hell

Also at 3rd 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.

### **Rip and Tear**

Starting at 6th level, your unarmed damage increases to 1d6 bludgeoning damage, and melee attacks you make count as magical for the purposes of overcoming damage resistance and immunity. Additionally, when you take the Attack action and hit a single creature with 2 or more melee weapon attacks on your turn, you can use your bonus action to deal that creature an additional 1d8 points of magical bludgeoning or slashing damage. At 14th level, this bonus damage increases to 2d8.

### **Glory Kill**

By 10th level, you have advantage on attack rolls against creatures that have fewer than one quarter their maximum hit points left. At 17th level, this becomes one half.

### **Eternal**

At 14th level, whenever you critically hit a hostile creature or reduce a hostile creature to 0 hit points with a melee attack on your turn, you can use a bonus action to regain a number of hit points equal to your barbarian level+ your con mod.

## PATH OF TRANQUILITY

Barbarians of the Path of Tranquility follow a strange philosophy for their kind. Unlike their furious berserker brethren, the Serene, as they are often called, practice restraint and moderation in their rage. They are calm, tactical fighters, striking swiftly and without warning.

### **Mantra**

Starting when you select this path at 3rd level, taking the Dodge action on your turn counts as attacking a hostile creature for the purposes of sustaining your rage.

### **Anticipate**

Also at 3rd level, whenever you do not make an attack roll on your turn, you prepare yourself for blows. Until the start of your next turn, whenever a creature makes a melee attack against you, you can use your reaction to make one melee weapon attack against that creature.

### **Battle** **Tr****ance**

At 6th level, whenever you use your reaction to make an attack, you can make two attacks instead.

### **Tranquility**

At 10th level, you can chant calming verses to entice, relieve, and protect those around you. You can cast the *calm emotions*, *enthrall*, and *sanctuary* spells once each, without expending spell slots or components, and regain the ability to do so when you finish a long rest. You can cast these spells while you are raging. Your spell save DC for these spells is 8 + your proficiency bonus + your Constitution modifier.

### **Zen State**

At 14th level, whenever a creature misses you with a melee attack, you gain a +2 bonus to your Armor Class, up to a maximum of +6. This bonus resets to 0 if you take damage or at the start of your turn.