Barbarian Subclass Changes (5e)

## Path of the Berserker

### Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, you may make a single melee or thrown weapon attack as part of the bonus action to enter your rage, and for the duration of your rage you can make a single melee or thrown weapon attack as a bonus action on each of your turns after this one. You double your Rage bonus damage while in a frenzy.

### Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

### Intimidating Presence

Beginning at 10th level, you frighten someone with your menacing presence. When you enter your rage, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until your rage ends. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

### Retaliation

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

### Totem Spirit

***Ape.***  While you are raging, when you hit a creature with a melee attack on your turn, you can use a bonus action to attempt to grapple the target.  When you move, you can also drag or carry the grappled creature with you at your normal speed, unless the creature is larger than you.

***Badger.*** While raging, you have resistance to poison damage and are immune to the poisoned condition.

***Bat.*** While raging, you have blindsight to a range of 30 feet while not deafened.

***Boar:*** While raging, if you move at least 20 feet in a straight line towards a creature before making a melee attack against it, you add your proficiency bonus to the damage you deal.

***Bull.*** While raging, you may take the Dash action as a bonus action, and you have advantage on attacks of opportunity.

***Crocodile.*** While raging, after a successful melee attack you may, as a part of the same attack action, attempt to grapple the target.

***Elephant.*** While raging, you can make an unarmed attack as a bonus action and you may go one round without attacking or receiving damage from a hostile creature without your rage ending early if you take the Dash, Dodge or Disengage action during that turn

***Horse.*** While raging, you can add 10 feet to the walking speed of you or your mount.

***Kangaroo.*** While raging, you can make a kick attack as an attack or as a bonus action. Your kick does 1d4 bludgeoning damage. The damage from this attack increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. You are proficient with this attack. Instead of damage, you may use this attack to shove (knock prone or push back 5 feet, your choice) your opponent, subject to the normal shove attack rules. The distance you shove a creature is increased by 5ft at 5th, 11th, and 17th level.

***Lion.*** While raging, you have advantage on melee attacks if the target is within 5 feet of another hostile creature that is friendly to you.

***Monkey.*** While you are raging, attacking at long range does not impose disadvantage on attack rolls made with thrown weapons, and you can add your rage bonus damage to thrown weapons.

***Seal.*** While raging, you can perform a melee slam attack as an attack or as a bonus action. The attack does 1d4 + Strength modifier bludgeoning damage. The damage from this attack increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. This attack may be made even while grappled and counts as an attempt to break the grapple.

***Shark.*** While raging, if you make an attack against a creature that is at less than its maximum HP, you critically hit on a 19 or 20.

***Snake.*** While raging, you increase your reach with melee weapons by 5 feet.

***Spider.*** While raging, you are always aware of creatures within 60 feet of you that are attacking creatures friendly to you.

***Wolverine.*** While raging, you gain a pair of claws that deal 1d6 damage each. When you take the attack action on your turn while raging, you may make one additional attack with your claws. If you use the Reckless Attack feature, you may make another attack with your claws as a bonus action.

### Aspect of the Beast

***Ape.*** While you have at least one hand free, you gain a climbing speed equal to your normal speed.

***Badger.*** Moving through a space big enough for a creature one size smaller than you does not cost you extra movement. Medium creatures are considered Small creatures for the purpose of applying this aspect.

***Bat.*** You can pick out the details and direction of particular sounds even with heavy background noise and are not fooled by echoes. You have advantage on Wisdom (Perception) checks relying on hearing.

***Boar.*** You have advantage on saves made to resist exhaustion, and you can move through difficult terrain as if it were normal terrain.

***Bull.*** Add your Strength or Constitution modifier, your choice, to saving throws against fear effects instead of your Wisdom modifier.

***Camel.*** You can go up to a week without food or water provided you had access to at least one gallon of water at the start of the week.

***Crocodile.*** Water does not impede your movement and you have advantage on Dexterity (Stealth) checks while in the water.

***Elephant.*** You add your proficiency modifier to Intelligence checks relating to memory and to Wisdom (Insight) checks.

***Horse.*** You become proficient with Wisdom (Animal Handling) and have advantage when dealing with mounts. If you are already proficient in Animal Handling, you instead gain expertise. Through sounds and gestures you can communicate simple ideas with animals used as mounts.

***Kangaroo.*** You add your proficiency modifier to Dexterity (Sleight of Hand) checks made to conceal an object.

***Lion.*** You gain advantage on Intimidation checks and may use either your Strength or Charisma modifier for Intimidation.

***Monkey.*** Your high and long jumping distances are doubled. You also gain a climbing speed equal to half your walking speed.

***Seal.*** You are acclimated to cold climates and become proficient with Charisma (Persuasion) checks.

***Shark.*** You gain a swim speed equal to your land speed and may breathe both air and water.

***Snake.*** You gain an additional reaction per round that can only be used to make an opportunity attack.

***Spider.*** You have a climbing speed equal to your walking speed and can climb difficult surfaces without making an ability check.

***Wolverine.*** You are able to track and identify creatures by their scent, and recall any scent you have smelled in the past.

### Totemic Attunement

***Ape.*** While you are raging, whenever you make a melee attack against a creature that can't move, your Rage Damage is doubled.

***Badger.*** While raging, you can fight in a space for a creature one size smaller without penalty and cannot be grappled or restrained by any single attack or effect for more than one round. One grapple is automatically broken at the end of your turn.

***Bat.*** While raging, you can move through a hostile creatures space, but cannot end your turn there. Additionally, you do not provoke attacks of opportunity if another creature hostile to the target but friendly to you is in a space adjacent to the target.

***Boar.*** While raging, if you move at least 20 feet in a straight line towards a creature before making a melee attack against it, you may make 1 additional attack against it or attempt to shove it.

***Bull.*** While raging, you can wield two-handed weapons with one hand without penalty and weapons with the Versatile property do two-handed damage while wielded with one hand.

***Camel.*** While raging, you automatically succeed on ability checks and saving throws to avoid being pushed or pulled.

***Crocodile.*** While raging, when you have grappled an enemy your movement is not halved. Also while raging, you can bite for 1d8 damage as a bonus action.

***Elephant.*** While raging, as a bonus action you can add 10 feet of movement per round to an ally's Move, or add 5 feet to two allies' Moves as long as they begin or end this movement within 30 feet of you. Your allies use this movement during your round and do not provoke attacks of opportunity during this move.

***Horse.*** While raging, once per long or short rest, when you miss a melee attack, you can instead choose to succeed on the attack.

***Kangaroo.*** While raging, you can long jump your walking distance with no run-up or vertical jump half your walking distance. When using the Dash action there must be an available surface to land on, breaking the Move and Dash actions into two jumps. When making a melee attack immediately following this movement, you do an additional 1d4 damage per 10 feet leapt to one attack.

***Lion.*** While raging, you can let out a fearsome roar. Hostile creatures within 30 feet must succeed Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency modifier) or be frightened. The effect lasts until they move more than 30 feet from you or they make the save on a subsequent round. If the creature's saving throw is successful or the effect ends for it, the creature is immune to this fear effect for the next 24 hours.

***Monkey.*** While raging, any weapon you wield gains the thrown (20/60) property. If you hit a creature with a thrown weapon attack, the next attack made against it by any creature has advantage.

***Seal.*** While raging, once per round you may choose to take minimum damage from a single attack made against you.

***Shark.*** If you score a critical hit against a creature while raging, you may spend a bonus action to stun that creature until the start of your next turn.

***Snake.*** While raging, you are able to grapple creatures of any size. You may spend a bonus action on your turn to tighten your grip, dealing damage equal to your proficiency bonus to a creature you have grappled. The DC to escape your grapple checks is increased by +1 each time you tighten your grip in this way.

***Spider.*** While raging, regardless of where you fall in the initiative order, you can make a melee attack at initiative count 20.

***Wolverine.*** While raging, you regain HP at the end of your turn equal to your Con modifier.