Barbarian Variant

## Barbarian Leveling Table

* **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.

## 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.

### General

1. Path of the Chieftain
2. Path of the Deathseeker
3. Path of the Highlander
4. Path of the Infernal Flame
5. Path of the Kindred Spirit
6. Path of the Monster
7. Path of the Monster Slayer
8. Path of the Warlord

### Dream

1. Path of the Lycan
2. Path of the Woodlands

### Elemental

1. Path of Embers
2. Path of the Calamity
3. Path of the Iron Mountain
4. Path of the Monsoon
5. Path of the Windblade

## 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.

# General

## Path of the Chieftain

All barbarians utilize their rage to fuel their own strength and ferocity in combat, but a barbarian that follows the Path of the Chieftain can also use their rage to aid their companions and rally their allies. Barbarians following this path are often the leaders of tribes and war bands, inspiring their fellow warriors as they dive headlong into battle with them.

### Bolstering Rage

At 3rd level, when you choose this path, your rage also bolsters the damage of your allies. While raging, as a bonus action, you can choose one friendly creature within 30 feet whom you can see, and who can see and hear you. Until the start of your next turn, the targeted creature can add your rage damage bonus to one melee attack. They can choose to add the rage damage after the attack roll, but before the damage roll.

### Aura of Resolve

Starting at 6th level, while you are raging, friendly creatures within 10 feet of you have advantage on saving throws against being charmed or frightened.

### Rallying War Cry

At 10th level, you can use your action to unleash a resounding war cry to rally your allies and help them shrug off negative effects.

All friendly creatures within 30 feet of you and that can hear you immediately gain Temporary Hit Points equal to your Barbarian level. These Temporary Hit Points last until the creature takes a short or long rest. In addition, if the allied creature is suffering from an effect that allows for a saving throw at the end of its turn to end the effect, they may roll a saving throw immediately.

Finally, until the start of your next turn, all affected creatures can use a bonus action on their turn to Dash as long as they move towards an enemy creature.

### Inspired Ferocity

Beginning at 14th level, when a friendly creature within 60 feet, who you can see and who can hear you, hits an enemy creature with a melee weapon attack, you can use your reaction to allow the creature to make an additional melee weapon attack against the same target.

## Path of the Deathseeker

The path of the deathseeker is tread by those who, for whatever reason, feel they may only find glory in death at the hands of a worthy foe. They may be a knight who has broken their sacred oath, or an old warrior, no longer able to fight for the tribe as they once did.

Whatever the reason, these wandering souls are constantly looking for danger, seeking a powerful and dangerous foe who can truly challenge their strength. When a good fight is found, they abandon all sense of self preservation, swinging with a might that could tear the limbs off many. Ironically, the sheer power they display often means the death they seek often becomes much delayed, and the frustrated existence they live in fuels their anger even more.

### Truly Reckless

Starting when you choose this path at 3rd level, your *reckless attacks* become even more powerful, at the cost of any attempt to defend yourself. When you attack recklessly while raging via your Reckless Attack feature, add your proficiency bonus to the damage roll. However, your Armor Class is lowered by 2 until the start of your next turn.

### Only with Honor

Beginning at 6th level, you continue honing your senses in order to guard yourself from a dishonorable death caused by treachery or cowardly tactics both in and out of battle. You have advantage to on Wisdom(Perception) checks to detect traps and hidden or invisible creatures.

In addition, you gain resistance to poison damage and advantage on saves against poison.

### Is That the Best You Can Do?

At 10th level, you can begin to taunt your foes into finishing you, and lashing out with frustration if they fail.

As a bonus action, you can taunt all enemies within 30ft of you. Any creatures of your choice within range suffer disadvantage on attack rolls against all targets other than you until the end of your next turn. In addition, the next time you hit with a weapon attack within one minute, the target takes additional damage equal to half the hit points you have lost since you made this taunt.

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

### A Meaningful Death

Starting at 14th level, you can take steps to ensure your death has meaning, using your last moments to take as many foes down as you can.

When you are restored to 1 hit point via your *Relentless Rage* feature, you can use your reaction to make one weapon attack with advantage against each creature of your choice within 10 feet of you, regardless of the normal range of your weapon. These attacks are considered Reckless for your *Truly Reckless* feature.

## Path of the Highlander

Highlanders are fearsome warriors from cold, hilly lands who can fight with claymores and targe shields. They are rarely seen wearing armor, preferring to wear belted plaid so they can climb easily and move across battlefields> Those who follow the path of the highlander recreate tactics of these clansmen when they fight, utilising devastating charges and summoning unfaltering bravery.

### Highland Charge

Starting when you choose this path at 3rd level, you can charge across the battlefield to face your enemies head-on. While raging you can use a bonus action to move up to your speed towards an enemy that you can see.

### Fearless Hillsman

Beginning at 6th level, you are accustomed to the cold windy weather of the highlands. You gain resistance to cold damage while raging.

Additionally, you can't be frightened while raging. If you are frightened when you enter your rage, the effects are suspended for the duration of the rage.

### Cry of Freedom

At 10th level, you can unleash a furious battle cry as a bonus action, inspiring any allies within 60 feet of you that can hear you. Until the start of your next turn, their speed is doubled and gain advantage on their attacks.

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

### Unstoppable Charge

Starting at 14th level, your charges can break any front-line. While raging, whenever you arrive in front of a Large or smaller creature after moving at least 20 feet towards it, you can use your remaining movement to push it 10 feet backwards or make it fall prone

## Path of the Kindred Spirit

### My Other Half

At 3rd level, a magical creature of some kind has become bonded to you. This can either be a creature of immense power who while injured took refuge in your soul or somehow your soul itself has been split from your being. You learn the Find Familiar spell and can cast it as a ritual. When you cast the spell, the familiar takes the form of the creature that has bonded to you.

### Magical Fury

Additionally, at 3rd level, when you rage you undergo fusion with your other half, this grants you the magical abilities of your other half. When raging your physical appearance changes as you desire, you can appear a foot taller or shorter and your clothes or armour take on an appearance of your choosing. Additionally, while you rage you can release that immense energy at your foes. As a special attack action, this special attack is a ranged attack with a range of 30 feet. You are proficient with it, and you add your Constitution modifier to its attack and damage rolls, on a hit deal 1d10 damage.

The damage type can be either Radiant, Necrotic, Fire, Cold or lightning. You determine the damage type when you gain this feature. The damage of your magical blast attack increases to 2d10 at level 10 and 3d10 at level 15. You can use this attack with the reckless attack feature.

### Magical Incantations

At 6th level, the fusion with your other half has grants you some control over its magical abilities. You can as an action begin to speak a magical incantation. While speaking the incantation you can act as normal as long as you can continue to speak and if you are attacked you must make a DC 12 Constitution saving throw or your incantation ends.

You can use a number of incantations equal to you Charisma modifier per long rest.

**Incantation Save DC** = 8 + your proficiency bonus + your Charisma modifier.

### Improved Magical Fury

At 10th level, you gain greater control over your magic and gain the following benefits while raging;

* You have a flight speed equal to your movement speed.
* You shed a bright light up to a 10ft radius and dim light for a further 10ft.

### Supreme Magical Incantations

At 14th level, you have gained an incredible degree of control over your magic and your other half has matured to the point where you have gained access to more powerful incantations. You can now use any of the Supreme Magical Incantations that you qualify for.

### Magical Incantations

#### Incantation of Flames

When you speak this incantation, when you hit with a melee attack you can deal an additional 1d4 fire damage. This benefit increases to 2d4 at 8th level, 3d4 at 11th level, 4d4 at 15th level.

#### Incantation of Swiftness

When you speak this incantation, your movement speed increases by 10ft and you dash as a bonus action.

#### Incantation of Bravery

When you speak this incantation, you and up to 5 allies that can hear you gain advantage on saving throws against being charmed or frightened.

#### Incantation of Fury

When you speak this incantation, you lose yourself to your fury. Unleashing an oppressive dark aura, you must use your action to make an attack on a creature or this incantation ends. When you use your magical blast attack you add your proficiency bonus in necrotic damage to the damage of that attack.

### Superior Magical Incantations

#### Incantation of Thunder

When you speak this incantation, you summon down heavenly thunder to strike down your enemies. Speaking this incantation casts the call lightning at 3rd level and you use your Incantation Save DC as the spell save DC. This incantation increases in power, when you reach 16th level you cast call lightning at 4th level and 5th level at 18th level.

#### Incantation of Heart

When you speak this incantation, you can choose a number of willing allies that can hear you equal to your Charisma modifier, they gain temporary hit points equal to your barbarian level. This incantation ends after the action you use to speak it.

#### Incantation of Power

When you speak this incantation, you can choose a number of willing allies that can hear you equal to your charisma modifier. Those allies can add your Strength modifier to the damage of the first attack they make on their turn.

#### Incantation of Control

When you speak this incantation, you can choose 1 creature that can hear you, that creature must make a charisma saving throw against your Incantation Save DC or become charmed by you for the duration of your incantation.

#### Incantation of the Avatar

*Prerequisite: Level 16*

When you speak this incantation, you become surrounded by magical energy in the shape of your desire and gain the following benefits;

* You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* When you hit with a melee attack that creature must make a Strength saving throw against your Incantation Save DC or be knocked prone.
* Your magical blast attack target 2 creatures if they are within 5ft of each other.

#### Incantation of the Wish

*Only Once*

*Prerequisite: Level 17*

When you speak this incantation you summon up the full power of your other half and ask for a wish. After speaking your incantation for 10 minutes you cast the Wish spell. You use your Charisma modifier for casting this spell and after the spell has been cast the power leaves your other half and you lose the ability to speak this incantation.

## Path of the Monster

Whether through a curse, supernatural inheritance, bounded entity, or unfortunate turn of events, there is a malevolent force bubbling beneath your skin waiting to burst free. For a time, you only drew some strength from your inner monster, but now, the monster can no longer be contained. In the fiery of battle, you transform into a creature of nightmares. Will you control the darkness or will the monster control you?

### Monstrous Transformation

At 3rd level, when you rage, you transform into a terrifying creature. The aethestics of your monstrous form are up to you and your Dungeon Master. You can speak, use equipment, and wear armor in this form. You automatically revert to your normal form when your rage ends.

While transformed, you gain natural weapons in the form of claws, sharp teeth, tail, or whatever suits your monstrous form. When you rage, you choose whether your natural weapons deal bludgeoning, piercing, or slashing damage. Your natural weapons deals 1d4 of your chosen damage type and when you use the Attack action with your natural weapons, you can make another natural weapon attack as a bonus action.

The damage die for your natural weapons increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

### Monstrous Type

Starting at 3rd level, you can no longer contain your inner monster. Choose the creature type of your monstrous form and you gain the associated benefits from the Creature Type table. If your creature type lets you gain resistance, then you must pick the damage type when you gain this feature.

Monstrous Type
 Beast
 Construct
 Draconic
 Elemental
 Fey
 Fiend
 Giant
 Ooze
 Undead

### Supernatural Strikes

Starting at 6th level, your natural weapons are considered magical for the purpose of overcoming resistances.

### Terrifying Slaughter

At level 6, your monstrous fury frightens your enemies. When you score a critical hit or kill a creature while raging, choose any creatures within 10 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.

### Unnatural Regeneration

Beginning at 10th level, you gain monstrou healing that lets you reattach severed body parts. If you have the severed part and hold it to the stump, the limb knits to the stump after 1 hour.

Also, if you are below half hit points while raging, in combat, and above 0 hit points, you regain hit points at the start of your turn equal to half your Barbarian level.

### Apex Predator

At 14th level, you have mastered your monstrous transformation to even greater terror. When you gain this feature, choose one of the features from the Apex Predator table and you gain that benefit whenever you rage.

Apex Predator
 Life Drinker
 Unkillable
 Relentless Predator
 Winged Nightmare

## Path of the Monster Slayer

Your path in life always leads to your prey, creatures which are mighty, powerful, or deadly, proper challenges for a warrior such as yourself. You know your prey's weaknesses, respect its strengths. You have the skills to track down and defeat dangerous beings.

Your people may have been attacked by these creatures, or legends may tell of the great evil such beings spread, or perhaps your constant rage needs an outlet and you simply focus on the most dangerous of enemies. Whatever your motivation, you are a Monster Slayer.

### Mortal Enemies

When you start on this path at 3rd level, you dedicate yourself to slaying one type of creature.

Choose one of the following creature types as your mortal enemies: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.

You have advantage on Wisdom (Survival) checks to track your mortal enemies, as well as on Intelligence checks to recall information about them.

When you are raging, you gain the following benefits:

* Your attacks inflict twice your normal bonus rage damage on your mortal enemies.
* Your AC is 1 point higher against attacks from your mortal enemies.
* You have advantage on saving throws against the spells and abilities of your mortal enemies.
* Your rage lasts up to 1 minute longer than normal if you can see a living mortal enemy within 60 feet of you.

You choose one additional type of mortal enemy at 10th level. Your choice should reflect the types of monsters you have encountered on your adventures.

### Burning Hatred

At 6th level, your burning hatred for your mortal enemies is so strong that it can manifest as magical flames.

While you are raging, your weapon(s) appears to glow and catch fire, shedding bright light in a 20-foot radius and dim light an additional 20 feet. Against your mortal enemies, your melee weapon attacks inflict an extra 1d6 points of fire damage. If those mortal enemies are resistant or immune to fire, this instead inflicts 1d6 points of cold damage.

### Practiced Strikes

At 10th level, your countless battles against your mortal enemies, and everything else, helps guide your most powerful strikes to more vulnerable parts of your foes.

While raging, your melee attacks score a critical hit on a roll of 19 or 20.

### The Greatest Threat

At 14th level, your single-minded hatred of your mortal enemies draws their attention. They instinctively know you are the greatest threat to their lives, and their desire to attack you may outweigh more logical decisions.

While you are raging, any mortal enemy within 20 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you. An enemy is immune to this effect if it can't see or hear you.

## Path of the Warlord

Most Barbarians do not grow old. Those that do recognize that whatever physical strength time has robbed from them, experience fills the gap. These grizzled veterans draw on the years of experience to dishearten foes with calculated displays of savagery and inspire allies with heroic deeds.

### Focus

At 3rd level, the nature of your rage has changed from raw anger to a cold focus. While in a Focus state, you cannot attack recklessly, but may not have disadvantage imposed on your melee weapon attacks. You are also immune to the charmed and frightened conditions and may enter a focus state as a reaction.

Additionally, you may use your Wisdom modifier in place of your Dexterity modifier to determine your Armor Class and Initiative rolls, reflecting your knowledge that positioning is half the battle.

### Savage Tactician

Beginning at 6th level, you may perform great Deeds by sacrificing all or part of your rage damage bonus when you hit with a melee weapon attack while Focused. If a Deed requires a saving throw, the DC is Equal to 8 + your proficiency bonus + your Wisdom modifier. You may perform any deed you can pay the cost for. You may attempt Deeds only on your turn. If you have the extra attack ability, you may attempt Deeds only on one attack per turn.

### Break their Wills

By 10th level, your ferocity has become something truly terrifying. When you slay an enemy, you may use a bonus action to roar a challenge across the battlefield. All hostile creatures within 30 feet must succeed on a Wisdom saving throw against your Deed DC or be frightened of you for 1 minute. A creature affected this way may attempt the saving throw again at the end of its turn. You must complete a long rest before you are able to use this ability again.

### Actions, Not Words

Others may choose to bandy honeyed words to rouse their cohorts to action. A warrior leads from the front, and lets his actions inspire where words would have failed. Beginning at level 14, whenever an ally witnesses one of your Deeds, they gain temporary hit points and a bonus to their next attack roll or saving throw equal to the cost paid for the Deed.

# Warlord Deeds

## Uppercut (2 Cost)

You opt for less raw power in order to follow up with another quick attack. As part of the same Attack action you may immediately attempt an unarmed strike against your opponent, dealing 1d4 Bludgeoning + your Strength modifier. If you are holding a shield, the damage becomes 1d6 + your Strength modifier.

## Shield Splitter (2 Cost)

You attempt to strip your opponent's' defenses. A nonmagical shield is splintered, and the opponent immediately loses the benefit of the shield. An opponent holding a magical shield must succeed on a Strength saving throw against your Deed DC or drop the shield.

## See Red (2 Cost)

You brush the blood off your blade into an opponent's eyes. Your opponent must succeed a Dexterity saving throw against your Deed DC or be blinded until your next turn. A creature without eyes or that does not rely on eyes to see is unaffected.

## Bulwark Stance (2-4 Cost)

You ready yourself for retaliation. Until your next turn, your Armor Class is increased by an amount equal to the cost paid to perform this Deed.

## Bull Rush (3 Cost)

You follow close behind your weapon and attempt to sling your opponent over your shoulder. Your opponent must succeed on a Strength saving throw against your Deed DC or be carried up to 15 feet in any direction and thrown prone. This movement does not provoke attacks of opportunity.

## Headbutt (3 Cost)

You literally go head to head with your opponent, smashing your forehead against theirs. Your opponent must succeed on a Constitution saving throw against your Deed DC or be Stunned until your next turn.

## Bellow (3 Cost)

You roar a challenge to the battlefield in general. Hostile creatures within 10 feet must succeed on a Wisdom saving throw against your Deed DC or have disadvantage on all attacks against creatures other than yourself until your next turn.

## Showboat (3 Cost)

You taunt your opponent by dropping your weapon. Until your next turn, you may use your reaction to catch the next melee weapon attack made against you. Your opponent must succeed on a Strength saving throw against your Deed DC or be disarmed and deal no damage with the attack.

## Brutalize (4 Cost)

You seek vitals like a bloodhound, increasing your critical threat range by 3 (range of 17-20) until the end of your turn. If this increase in range would cause the triggering attack to become a critical hit, it does.

## Cleave (4 Cost)

You sweep through your foes with enough momentum to fell a tree. As part of the same attack, you may attempt attacks against up to 2 additional foes standing in front of you and within 5 feet of your original target. Each additional attack deals full damage with modifiers.

## Savage Kick (4 Cost)

Your weapon attack was a distraction. You immediately lash out with a full-force kick delivered to your opponent's sternum. As part of the same Attack action, you attempt an unarmed strike against your opponent. On a hit, the target takes 4d8 + your Strength modifier Bludgeoning damage and must succeed on a Strength saving throw against your Deed DC or be knocked prone if it is Large or smaller. You must finish a short or long rest before attempting this Deed again.

# Dream

## Path of the Lycan

Lycnathropy is an ancient and horrible curse that changes the afflicted into mindless beasts with insatiable hunger for flesh. However, there are some warriors who purposefully contract this dreaded affliction. Willing to give themselves over to the curse so they may use its power to rid the world of other lycanthropes. These bestial warriors often gain their powers from an againg mentor, who seeks an apprentice to take up their mantle in the war against lycanthropy.

Barbarians who walk the Path of Lycan use the fury of their rage to control the dreaded curse, and avoiding the normal cycle of uncontrolled and wild transformation.

### Keen Senses

When you adopt this primal path at 3rd level, the curse of lycanthropy makes you more bestial in nature. You have advantage on any Wisdom (Perception) checks you make that rely on your sense of hearing or smell.

### Hybrid Form

The ferocity of your rage allows you to control the curse within your blood. Starting at 3rd level, when you rage, you partially transform into your lycanthropic form, granting you the following benefits for the duration of your rage:

* Your hide grows course and thick. You gain a bonus to your Armor Class equal to half your proficiency bonus.
* Your fingers and teeth elongate into savage claws and fangs that count as simple weapons for you, and use your Strength modifier for attack and damage rolls. Attacking with either deals 1d6 slashing damage on hit.
* As a bonus action, you can move up to your full movement speed towards a hostile creature that you can see.

### Animal Form

You have gained a greater measure of control over your curse. Upon reaching 6th level, as an action on your turn, you can expend a use of your rage to transform into your animal form, much like a druid does with their Wild Shape ability.

Choose a beast of CR 1 or lower that best represents the animal your lycanthropy is based on (Common animal forms include boars, brown bears, dire wolves, tigers and rats). Once you choose your animal form, you cannot change the type of beast you transform into with this feature.

When you transform into your animal form, you follow the rules of the Wild Shape feature from the druid class, which can be found in Chapter 3 of the Player's Handbook.

Your Animal form lasts for 1 hour. You then revert to your normal form unless you expend another use of your rage. You revert to your normal form at any time if you use an action to transform back, fall unconscious, drop to 0 hit points, or die.

In addition, your Hybrid Form attacks count as magical for the sake of overcoming resistance and immunity.

### Lycan Form

You have fully dominated the curse that runs within your blood, allowing you to unleash the full potential of your power. Starting at 10th level, when you rage, you can expend an additional use of your rage to take on your Lycan form. While in this empowered form you gain all the benefits of your Hybrid Form, plus the additional benefits below:

* You can become Large in size if you were not already.
* The reach of your melee attacks increases by 5 feet.
* The damage of your bite and claw attacks becomes 1d8.
* If you hit the same creature with two bite or claw attacks in the same turn, you can use your bonus action to make a third bite or claw attack against that creature.
* At the start of each of your turns, you regain hit points equal to your Constitution modifier (minimum of 1) if you have no more than half of your hit points left.

### Howl of Primal Fury

Your mastery over your curse has reached its apex. Beginning at 14th level, while you are raging you can use your action and expend an additional use of your rage to let forth a bloodcurdling howl. Creatures of your choice within 30 feet, that can hear you, must make a Wisdom saving throw. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, creatures are frightened for one minute. A creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on this saving throw is immune to this feature for 24 hours.

## Path of the Woodlands

Some barbarians hail from cultures that revere the woodlands and earth around them. These tribes teach that the spirits of the woodlands can be harnessed and used by those who are worthy. When a barbarian that follows this path rages these spirits bestow their natural powers that can be harnessed to protect and destroy, as is their wild nature.

Woodlanders are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other woodlanders hone their craft in elite lodges founded in regions overtaken by the wilderness, and in other wellsprings of nature such as an oasis in a desert, evergreen forests in the frozen north, and tropical jungle islands.

### Arboreal Guardian

Starting at 3rd level, you gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. When you rage, you can assume this guardian form, which lasts until you end it as a bonus action or your rage ends.

You undergo the following changes while in your guardian form:

* Your size becomes large unless it is already bigger, and your weapons also grow to match your new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage.
* The ground around you up to 15 ft becomes difficult terrain for your enemies.
* When you rage and on subsequent turns as a bonus action while raging, you can take root to the place you are standing. This lasts until the end of your next turn. While rooted you have a speed of 0 and cannot move or be moved by any means other than teleportation, and are immune to the prone condition.

### Land Stride

Starting at 6th level you and any allies within 30 ft of you aren’t slowed by natural difficult terrain in Forests, Grasslands, Jungles, Swamps, and Mountains. Additionally while moving through these types of terrain you and your allies cannot be tracked unless by magical means.

### Leaf Speech

At 10th level you gain the ability to cast the Speak with Plants, and Plant Growth Spells, without using a spell slot or material components. You can cast each once per long rest.

### Ultimate Arboreal Guardian Form

Starting at 14th level your guardian form is enhanced in the following ways.

* When your enemies move through the difficult terrain caused by your guardian form they take piercing damage equal to your proficiency bonus for every 5ft traveled.
* You can use a bonus action on your turn to attempt to grapple a creature within your difficult terrain. This grapple does not require a free hand but ends early if you move in such a way that the target is no longer within your difficult terrain.
* The difficult terrain from your Guardian Form increases to 30 ft.

# Elemental

## Path of Embers

Fire is a force of nature. Despite what many attempt throughout their lives, whether through bargains with unknowable creatures or magic, fire is very hard to tame. By its very nature, fire is chaotic, dangerous and unpredictable. Lighting a fire on the battlefield is just as likely to wipe you and your troops out as it is to harm your enemies. By following the Path of Embers, you have come to realize that fire is not meant to be restricted or captured to be used properly. It must be simply directed towards the enemy and left to do what it does best; destroy.

Now, though, you have the same capability for destruction. Let the raging inferno inside you cause untold anarchy, and revel in the pyre you have built for all.

### Cruel Flare

Starting at 3rd level when you choose this subclass, your strikes begin to burst into a glorious display of flame. While raging, you gain resistance to fire damage, and when you hit a creature with a melee weapon attack, it takes an additional 1d4 fire damage.

Additionally, when you hit a creature with an attack you had advantage on, you deal extra fire damage equal to your Rage Damage bonus.

### Pyre Starter

Starting at 3rd level, you can use your action to touch a flammable object that fits within a 5 foot cube or smaller that isn't being worn or carried (such as a pile of wood or a bale of hay) and cause it to ignite. At 10th level, you can ignite objects that fit within a 10 foot cube.

### Armour of Ignition

At 6th level, you can channel your fury into a protective force, scorching all who approach you.

While raging, you can use a bonus action to make your flames mould to your skin. You gain a +2 bonus to your AC, and the first time a creature comes within 5 feet of you on a round or starts its turn there, it takes fire damage equal to your Constitution modifier (a minimum of 1). This ability lasts until your rage ends.

When your rage ends, make a Constitution saving throw, gaining 1 level of exhaustion on a failed save. The DC of this saving throw is equal to 12 + the number of rounds your rage lasted.

### Eternal Sun

Starting at 10th level, you gain the following effects:

* If you are within 5 feet of a fire that is the same size as you or larger and there is another fire within 30 feet of you, you can use a bonus action and spend 5 feet of movement to teleport to a space within 5 feet of either fire.
* You become immune to the effects of extreme heat, as described in the Dungeon Master's Guide.
* You become immune to fire damage while raging.

### Inferno Plume

Starting at 14th level, your flames can raze the paths you tread.

When you start your turn, you can choose to gain a flying speed equal to your walking speed plus 10 feet. If you fly across the ground while in this state, you set the spaces you enter on fire. A creature that enters a space set aflame in this way must make a Dexterity saving throw (DC = 8 + Proficiency bonus + Constitution modifier), taking 3d10 fire damage on a failed save and half that on a successful save. The fire dies down at the end of your next turn.

You can use this ability a number of times equal to your Constitution modifier (a minimum of once), regaining all expended uses upon finishing a long rest.

In addition, Whenever you deal fire damage to a creature while raging, you ignore resistance to that fire damage and treat immunity as resistance to that damage.

## Path of the Calamity

A barbarian of the Path of the Calamity is the counterpart of one of the Path of the Storm Herald. The former consider the latter a pitiful lot, their magic swirling around them uselessly rather than held within to empower them. When enraged, the earth's magic courses through them, transforming them from a person to a disaster. The earth shakes, the world trembles.

### Calamity Cleave

Starting at 3rd level, when you hit a creature with a melee weapon attack using Strength while you're raging, you can deal damage equal to your Strength modifier to each other creature within 5 feet of the creature that you hit except you.

Additionally, choose one of the following features to gain.
**Seismic Eruption.** Calamity Cleave inflicts fire damage, and you add your rage damage to the damage it deals.
**Seismic Tremor.** Calamity Cleave inflicts thunder damage, and you can cause the ground within 5 feet of the creature you hit to become difficult terrain until your rage ends.
**Seismic Wave.** Calamity Cleave inflicts bludgeoning damage, and you can push the creature you hit 5 feet away from you. If you do so, each creature damaged by Calamity Cleave is pushed 5 feet in the same direction as the creature.
### Walking Disaster

Starting at 6th level, only destruction is left in your wake. Your melee weapon attacks using Strength deal double damage to objects and structures, and when you score a critical hit against a creature with such an attack, you can destroy a nonmagical weapon or shield that it's wielding.

### High Magnitude

At 10th level, your body can barely contain your might. Youcan increase the range of Calamity Cleave by up to 10 feet, and the feature you gained from Calamity Cleave improves.

**Seismic Eruption.** You can use Calamity Cleave even when you miss with an attack, as if you hit the creature.
**Seismic Tremor.** You ignore any difficult terrain created by your Calamity Cleave, and the distance the ground becomes difficult terrain is equal to Calamity Cleave's range.
**Seismic Wave.** The distance the creature is pushed away from you is equal to Calamity Cleave's range, and each creature damaged by it is pushed the same distance.
### End of the World

At 14th level, you can use your action to start a calamity ritual. It takes 1 hour to perform, requires you to stand on earth and have the sky above you unobstructed, and is performed as if you were casting a spell. You radiate a cataclysmic aura that alerts every creature within 1 mile of you of the effect of the ritual and your location. When you complete the ritual, each structure on the ground within 1 mile of you takes 500 fire, 500 thunder, and 500 bludgeoning damage, ravaged by a magical manifestation of an eruption, tremor, and wave.

Alternatively, you can become a calamity when you rage. Until your rage ends, you gain each feature from Calamity Cleave, it deals fire, thunder, or bludgeoning damage, and when you use it, the creature you hit takes damage of the same type equal to your Strength modifier + rage damage.

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

## Path of the Iron Mountain

The majesty and violence of the volcano can be channeled through the rage of these hot headed barbarians, imitating the awesome power of eruptions born from emotions.

### Avatar of the Iron Mountain

At 3rd level, your rage connects you to the power and majesty of volcanos etching the awe inspiring power into your soul. When you begin raging, and at the start of each of your turns while you are raging, you gain an eruption stage, up to a maximum equal to 1/3rd your Barbarian level. Your appearance begins to change based off your Eruption stage, as shown in the Eruption table, and you lose all Eruption stages when your rage ends.

Eruption Stage

Change
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### Hands of Magma

At 3rd level, you have learned to strike with the force of a volcanic eruption. While you're raging, once on each of your turns when you hit a creature with a weapon attack you can add a number of d4's equal to your Eruption stage in fire damage to the damage roll.

### Pyroclastic Techniques

At 6th level, as a bonus action you can tap into a fragment of a volcanos power. The power you can draw out depends on your current Eruption stage. You can use one of the following features if you are at or exceed the required Eruption stage;

* **Stage 1-2.** You expel thick shroud of black smoke heavily obscuring a 20ft. sphere area centered on you for 1 minute or until a strong gust of wing blows the smoke away.
* **Stage 3-4.** You rock the foundations of the earth around you. Creatures within 15ft. of you take fire damage equal to your Rage damage bonus and the area becomes difficult terrain for 1 minute.
* **Stage 5-6.** You cover your weapon with hat ash and lava for the next minute. The weapon deals fire damage instead of its regular damage type and when you hit a creature using your reckless attack feature creatures within 10ft. of the hit creature take fire damage equal to your Rage Damage Bonus.

You can use this feature a number of times equal to your Constitution modifier and regain all uses after you finish a long rest. Additionally, you gain resistance to fire damage.

### Basalt Stride

At 10th level, your very steps mimic the aftermath of lava. You can walk over the surface of liquids with no adverse effects as the liquid hardens into basalt as you step on it and returns to liquid as you step away from it.

### Coffin of the Iron Mountain

At 14th level, your rage can birth a hole in the world to unleash the wrath of nature. As an action, you can case the earth to rupture and from a small volcano around you. 5 feet thick Earthen walls form a 30ft. dome centered on you reaching 60ft. in height or extending to reach a ceiling, creatures within this area are trapped within the volcano with you. At the end of your next turn pressurised magma will quickly fill the volcano causing an explosive eruption.

Creatures within 30ft. of the volcano must make a Dexterity saving throw (DC 8 + Proficiency Bonus + Constitution Modifier) or take 5d12 fire damage or half as much on a successful save. Creatures within the volcano have disadvantage on the saving throw and the volcano disappears after the eruption.

You can use this feature once per long rest. Additionally, you gain immunity to fire damage.

## Path of the Monsoon

Your footfalls cause scorches, your weapon strikes burn flesh as well as rend it. Your soul contains a storm unlike anything ever seen, and whenever you seek to unleash it the sky thunders with its approval.

### Wind Speaker

At 3rd level, the language of the storm becomes embedded into your mind, and the ways to avoid the blasting winds becomes a part of your body.

You can speak, read and write Primordial, and you have advantage on saving throws on being moved against your will.

### Spark Strike

Starting at 3rd level, your attacks start a cascade of electrical energy.

The first time you hit an enemy with a melee attack on your turn while raging, you deal an additional 1d8 lightning damage. If you roll an 8 on the damage die, the lightning then leaps to another creature of your choice within 15 feet of the original target. The creature takes 1d8 lightning damage, which could cause the lightning to leap again to another creature within 15 feet of it. A creature can only take this damage once per turn. The initial lightning damage, and the damage of any subsequent leaps, increases to 2d8 beginning at 14th level, although you only need to roll an 8 on one of the dice for it to leap.

In addition, you gain resistance to lightning and thunder damage while raging.

### Storm's Favor

Starting at 6th level, you can strike When you take lightning or thunder damage while raging, you can cause one creature you can see within 30 feet of you to take damage of the same type equal to your barbarian level + the damage you took, as you redirect the energy to harm your enemies. You can use this ability only once per rage.

In addition, when a creature within 10 feet of you is targeted by an attack that deals lighting or thunder damage, you can use your reaction to make yourself the target of that attack.

### Rain Master

Starting at 10th level, you take on aspects of the storm's power. You gain the following effects:

* If you are above ground, you can perform a 1 hour long ritual that causes the area to have heavy rain for the next 24 hours. This ritual can be performed during a short rest.
* Your jump height and distance are both tripled.
* If you hear a sound made within 120 feet of you, you can discern what direction it came from and how far away it is.

### Storm King

At 14th level, you and the storm have become one. When you are raging and roll for lightning or thunder damage while in a wet, rainy or otherwise damp area, you can roll one additional damage dice.

In addition, while raging, a strong wind (20 miles per hour) blows around you in a 10 foot radius, centered on you, for the duration of your rage.. Unprotected flames are extinguished in the area, gasses and fog are dispersed, and ranged weapon attacks have disadvantage if it passes through the wind.

## Path of the Windblade

Barbarians who follow the Path of the Windblade channel their rage to summon a mantle of furious wind that swirls around them when they rage. Fighting with a grace and speed that sets them apart from other barbarians, they dance and flow across the battlefield like a whirlwind of gore and steel. At your option, you can pick from or roll on the Windblade Quirks table to create a quirk for your character.

+Windbade Quirks

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### Wind of Bitter Steel

Starting when you choose this path at 3rd level, you learn to fight with a weapon in each hand. You learn the **two-weapon fighting** Fighting Style from the fighter class, and you can draw a one-handed melee weapon as part of the attack you make with the weapon.

Additionally, you can make a single weapon attack with a one-handed melee weapon weapon as part of the same bonus action you use to enter a rage.

### Iron Gale

Also at 3rd level, when you rage you can summon primal winds that slash and buffet your enemies. While raging, once on each of your turns choose one of the following immediately after you hit a creature with a one-handed melee weapon:

* The attack’s target takes slashing damage equal to 1d6 + your proficiency bonus.
* You glide on the wind, flying up to 10 feet without provoking opportunity attacks.
* The attack’s target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier). If it fails, the winds shove it up to 10 feet away from you or knock it prone (your choice).

### Leaf on the Wind

Also at 3rd level, your primal connection to the howling winds imbues your movements with supernatural grace and agility. You gain proficiency in the Acrobatics skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Additionally, you learn the gust cantrip, and Constitution is your spellcasting ability for this spell. You can cast this spell while raging.

### Furious Zephyr

Beginning at 6th level, your primal connection to the howling winds around you deepens. When you enter a rage, you can cast the *gust of wind* or *warding wind* spell, requiring no components and without requiring concentration.
Constitution is your spellcasting ability for these spells.

You can use this feature twice, and you regain all expended uses when you finish a long rest.

### Steel Cyclone

At 10th level, you move with the speed of a howling gale. When you take the Dash action, you charge like a cyclone. For the remainder of your turn you gain a +2 bonus to AC against opportunity attacks, and when you move within 5ft of a hostile creature that you can see, that creature immediately takes 1d6 slashing damage from your scything blades. A creature can only take this damage once per turn.

Additionally, your walking speed increases by 10 feet and your jump distance is tripled while you aren’t wearing heavy armor.

### Whirlwind of Blades

Starting at 14th level, your movememt is as unstoppable as a hurricane and you emanate a whirlwind of hard-edged air that slashes nearby foes like blades while you rage. The whirlwind extends 10 feet from you in every direction, but not through total cover. A creature takes 4d4 magical slashing damage when it enters the whirlwind for the first time on a turn or starts its turn there. A creature can only take this damage once per turn.

Additionally, whilst raging you are always under the effects of a freedom of movement spell.

# Fel

## Path of the Damned

S ome barbarians are not the product of any particular school of martial training or the harnessing and direction of natural rage or battle trances, but of supernatural possession. These unfortunates struggle endlessly against a literal demon within for conquest of their soul. For a resolute or lucky few, they've made a sort of relative, uneasy 'peace' with their dark passenger, achieving a perverse symbiosis. In exchange for a measure of the demon's power, the host covenants to indulge its bloodlust and fury in his or her capacity as a warrior; conflicts their abyssal stowaway is sure to encourage and escalate whenever provided a fraction of the opportunity.

### The Demon Within

Starting at 3rd level, your rage brings the demon within to the fore, enacting a partial transformation of your person.

You learn the Abyssal language and gain proficiency in the Intimidation skill if you don't already have it.

Whenever you rage, you can gain up to two of the following benefits until your rage ends:

* *Demonic Resilience.* You gain resistance to cold, fire and lightning damage.
* *Magic Resistance.* You have advantage on saving throws against spells and other magical effects.
* *Poison Immunity.* You gain immunity to poison damage and the poisoned condition. All poisons afflicting you are nullified and any poisoned condition afflicting you ends.
* *Abyssal Sight.* You gain darkvision out to 120 feet.

### By Demons Be Driven

At 6th level, the spilling of blood excites and empowers the fiend within, allowing it a measure of control.

Whenever you reduce a creature to 0 hit points with an attack while raging, you must make a DC 15 Charisma saving throw if you haven't spent your reaction. On a success, you can use your reaction to immediately move up to your speed adjacent to another creature you can hear or see, then make a melee weapon attack against it. On a failure, you must use your reaction in this way if possible.

### Whispers of the Abyss

At 10th level, the demon within exudes a notable influence on your behaviour, heightening further amidst your rage.

You double your proficiency bonus on Intimidation checks. If you already do, you add your Strength modifier to them instead.

While raging, you have advantage on Intimidation checks, and disadvantage on Persuasion checks.

### The Demon Without

At 14th level, the demon inside has grown strong, striving to manifest whenever you indulge your boundless wrath.

Whenever you rage, you can choose to magically transform into a demon for 10 minutes or until your rage ends, whichever comes first. If you do, you must make a DC 15 Charisma saving throw.

While transformed in this way you count as being Chaotic Evil (your alignment doesn't change) for the purposes of all effects, and your creature type is fiend(demon). Further, if you failed this feature's Charisma save you can't willingly end your rage, and you have all of the following benefits, otherwise, you can choose to have any of them:

* *Abyssal Wings.* Wings of abyssal fire sprout from your back, giving you a fly speed equal to your movement speed.
* *Fiendish Bulk.* You gain the benefits of the Enlarge effect of the enlarge/reduce spell.
* *Vile Metamorphosis.* You gain the benefits of all the options of your The Demon Within feature.

Whenever you end your turn without making a melee weapon attack against a creature during that turn, you take 2d12 psychic damage that ignores resistance and immunity for each of these three benefits you have beyond the first if you can see or hear any hostile creatures within 60 feet of you.

## Path of the Infernal Flame

I tell you, he's not normal! After his disappearance five years ago, he has changed... For the worse. I was so happy when he came back, but now... I don't know anymore. All he speaks about are these... Visions of Hell that he presumably saw when he was not here. He also told me that... fiends... had branded his back with some kind of a sigil. I've seen that mark and... it's disturbing, to say the least, but is it the devil's doing? He says that whenever he gets angry, the mark sets ablaze. Not even figuratively - literally. Yes, I didn't believe it at first, but one day he came back home with the brand burnt onto the back of his shirt! I don't know what to do anymore... I dreamed that one day he would come back, but now... I wish he would stay where he was. Does that make me a bad person?

### Fellfire Sigil

Starting when you choose this path at 3rd level, when you enter your rage, you can ignite an infernal sigil that brands your back. Until your rage ends, the flames rush across your hands and body, casting a bright light within 10 feet and dim light for an additional 10 feet. Moreover, you gain following benefits:

* The first creature you hit on each of your turns with an unarmed strike takes extra fire damage equal to 2d4 + your barbarian level.
* At the start of each of your turns, you can deal 1d4 + your barbarian level fire damage to one creature grappled by you.

Clothing and armor not made to accommodate your sigil might be destroyed when you ignite it.

### Scorching Touch

From 3rd level, dealing fire damage to a creature grappled by you at the start of your turn grants you advantage on Charisma (Intimidation) checks against that creature until the start of your next turn.

### Diabolical Resilience

At 6th level, you gain resistance to fire and poison damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. 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.

### Hellfire Retaliation

Starting at 10th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your barbarian level.

### Visions of Hell

Beginning at 14th level, your eyes start to change into that of a fiend. You can choose how they change - for example, your pupils might become snake- or goat-like, or your eyes could turn devilishy red or completely white.

As a bonus action, you can force one creature within 5 feet of you to look into your eyes. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target takes 8d10 psychic damage and is frightened until the end of your next turn, as it sees in them only hellfire, death and suffering. On a successful save, the creature takes half as much damage and isn’t frightened.

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

### Uncertain Future (Optional)

Hellfire within you completely consumed a person you used to be. When you gain this feature at 20th level, your skin turns ash grey or bright red, and - at your option - you gain other minor physical attributes of a devil. In addition, your creature type permanently changes from Humanoid to Fiend.

# Light

## Path of the Sun Warrior

The Sun Warriors are the people of an ancient civilization who first discovered the ability to manifest solar energy from their inner rage. Most of them keep their power a secret as it is the most sacred power a barbarian could possess. They can control their rage like the sun can control its inner heat, but from time to time, these barbarians can unleash their merciless wrath like the sun can unleash its primal devastation. A lot of people honour this power, as some may believe that this power was unleashed with the creation of the sun itself.

### Illuminating Sun

Starting when you choose this path, you have gained the ability to emit light. As a bonus action, you can start to emit bright light in a 10-foot radius around you and dim light 10 feet beyond that. You can also use this ability as part of the same bonus action you use to enter your rage.

### Solar's Wrath

Also at 3rd level, sun energy starts to emerge from you when you rage, growing more intens when your inner rage increases.

Whenever you enter your rage you gain 1 heat point. The maximum number of heat points that you can hold while raging is 2 + your proficiency bonus + your extra rage damage modifier. You gain 1 additional heat point whenever you hit a creature with a weapon attack, and 2 if the attack lands as a critical hit. All of your heat points disappear whenever your rage ends.

You gain the following benefits while you have these heat points:

* You can choose once on each of your turns to deal extra fire or radiant damage (your choice) equal to the number of heat points you have on a single weapon attack of your choice.
* Whenever you get hit by an attack, you can use your reaction to release radiant flames from you, each creature within 10 feet you takes fire or radiant damage equal to the number of heat points you have.

### Sun God's Blessing

Starting at 6th level, you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide.

In addition, you gain resistance against fire and radiant damage.

### Guiding Light

At 10th level, the light that you can produce with Illuminating Sun becomes more lasting and empowers your abilities when someone is exposed by its radiance. The light that you can emit with Illuminating Sun counts as magical, but moreover if any of this light's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

In addition, you can force any creature that you hit with a weapon attack thats within the bright light from Illuminating Sun to make a Constitution saving throw. The target becomes blinded until the end of your next turn if it fails the saving throw. The DC for this effect equals 8 + your proficiency bonus + your Constitution modifier.

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.

### Sun's Avatar

At 14th level, you gain immunity to the blinded condition.

In addition, you enter a state of explosive heat and combustion whenver you have the maximum value of your heat points, granting you the following benefits until your rage ends:

* Your reach with your weapon attacks increases by 10 feet.
* Your weapon attacks deal fire or radiant damage instead of its normal damage type.
* You can unleash the heat of your Solar's Wrath feature as a bonus action in addition to its normal reaction. The range becomes a 20-foot radius instead of 10, and you can choose which creatures you want to effect.

# Spirit

## Path of the Mercurial

Your rage is not rage at all. Instead, you are filled with a malicious spite that runs wild within your veins, bringing a cruel smile to your face and causing the shadows around you to writhe and twist in sympathy. Many who walk this path find themselves in contact with the Shadowcat: an unusual creature that wanders the planes devouring nightmares, twisting fate, and causing mischief for some inscrutable end.

As you learn to walk the planes like it does, that cruel joy within your heart grows ever stronger, granting you powers unseen by mortal men. You are the stalking panther, the hunting lion, and the sly grin that appears even as your form fades away. Become nightmare.

### Cheshire Grin

When you choose this path at 3rd level, your rage forces a terrible smile upon your face. When you use your Reckless Attack feature while raging, shadows begin to writhe around your form until the start of your next turn. If you take damage from an attack during this time, you can use your reaction to move up to 10 feet without provoking opportunity attacks and you become invisible to your attacker until the start of your next turn.

Whenever your rage ends, you can choose to inflict that same malicious grin upon another creature. Choose a creature within 30 feet that can see you. The target must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). If they fail, they can’t speak or cast spells for 1 minute, and they lose concentration on active spells as their face contorts and twists into a cruel smile.

At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends.

### Down the Rabbit Hole

At 6th level, you learn to journey through terrible shadow, though it fills you with a wicked madness. When you enter your rage, you can teleport up to 30 feet to an unoccupied location you can see, and while raging, you can do so again whenever you reduce a creature to 0 hit points.

### Looming Shadow

Starting at 10th level, your unique perspective grants you control over the scope and scale of things. You can cast enlarge/reduce at will, even while raging. You can maintain concentration on this spell while you are raging, and entering your rage does not cause you to lose concentration. Charisma is your spellcasting ability for this spell.

### All that Remains

Starting at 14th level, when you use your reaction to activate your Cheshire Grin feature, you can choose to have your wicked smile hang in midair, fully visible. You still gain the benefits of invisibility against your attacker, but now each creature within 15 feet of you who can see your grin, including your attacker, must make a Wisdom saving throw against your Cheshire Grin save DC. If a creature fails, they are enraged by your taunting grin and must attack you with a weapon or spell attack before the end of their next turn or take psychic damage equal to your barbarian level. If their first attack misses, they take half as much damage. Creatures immune to the charmed condition are unaffected.

# Titan

## Path of the Giant

The giants are an ancient and powerful race known for their great size and power. Many seek after their power and to some it is granted. How and why they must use this power varies amongst person to person. There are those who require it due to an immense rage within them. This rage is so powerful the only way to contain it is by increasing the size of their body. Such a being is the Path of the Giant Barbarian.

### Oversized Anger

At 3rd level the Barbarian's anger has become too much for him to contain so the power of the giants is the only path for him. As a result he gains the ability to read and write Giant.

When he rages he may choose to increase in size and has the effects of the enlarge portion of the Enlarge/Reduce spell applied to him.

### Runic Body

At 6th level the power of runes further develops within you causing runes to appear across your body. You may select one of the following runes to have and may reselect this rune upon completing a long rest.

* **Haug (Hill Rune):** You gain the ability to safely digest anything and receive sustenance from it. In addition you gain resistance to poison damage and avantage on saving throws against it.

At 10th level while raging you can choose to enter a mindless rage where you must reckless attack for all attacks that you make however at the start of each turn you gain temporary hit points equal to your Constitution modifier (minimum 1).
* **Idr (Fire Rune):** Your body becomes adjusted to extreme heat making you immune to any negative effects due to extreme heat. In addition you gain proficiency in smith's tools and may choose one tool you are proficient in to instead gain expertise in while you have this rune selected.

At 10th level while raging you may choose to heat up your body. If someone makes a melee attack against you while this effect is active they take fire damage equal to half your proficiency modifier (minimum 1). You emit dim light 30 feet while your body is heated in this way and have disadvantage on stealth checks while it is active.
* **Ise (Frost Rune):** Your carrying capacity is doubled. In addition your body becomes adjusted to extreme cold making you immune to any negative effects from extreme cold.

At 10th level while raging you may choose to have a thin sheet of ice cover your body. If you choose to do this you gain temporary hit points equal to your Barbarian level + your constitution modifier (minimum 0) at the start of your rage. These temporary hitpoints have immunity to cold damage and resistance to all other damage types.
* **Skye (Cloud Rune):** When you fall you may use your reaction to reduce the damage by an amount equal to your barbarian level times your proficiency bonus.

At 10th level while raging the winds are always behind you increasing your land speed by 10 feet when you begin raging and continues for the duration of the rage.
* **Stein (Stone Rune):** You gain proficiency in athletics or acrobatics, or may gain expertise if already proficient.

At 10th level while raging if you land a melee attack you may use your bonus action to attempt to graple.
* **Uvar (Storm Rune):** If you choose this rune you gain the ability to breath underwater and you may add your proficiency bonus to innitiative rolls.

At 10th level while raging the power of the storm helps you in combat causing your melee weapon attacks to deal an extra 1d4 lightning damage.
### Giant Body

At 10th level you become more like the giants which grant you your power and your body changes to reflect this.

Roll your race's size modifier dice again + 1d4 then add this to your character's height and weight. These changes cannot cause a change in size category.

### Gargantuan Rage

At 14th level you have become nearly perfectly attuned to your giant powers.

When you rage you may now choose to have the effects of the enlarge portion of Enlarge/Reduce apply to you twice making you the size of the giants themselves. The 1d4 damage increase from both enlarge effects becomes 1d6 increased damage instead. While raging your strength increases by 2 to a max of 30.