Barbarian

A Fierce Warrior of Primal Rage

This Barbarian article features subclass options for Erenel players in 5th Edition Dungeons and Dragons. The article will be updated over time as new subclasses are released! Some subclasses are only available for Gamingbrew Patrons!
 
Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.   Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.   Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don’t have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.
 

5E.24 Subclasses

The subclasses below are designed with 5E.24 rules and mechanics.

Erenel 5E Subclasses

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Path of the Icebound

Harness the Unforgiving Chill of Winter  
Barbarians who follow the Path of the Icebound are forged by the unrelenting might of winter itself. Their rage manifests as a blizzard that freezes the battlefield and chills the hearts of their foes. Whether blessed by an ancient spirit of winter, cursed by an arctic entity, or simply hardened by survival in a frozen wasteland, these barbarians wield the unforgiving cold as a weapon.   When they rage, frost crystallizes across their bodies, icy winds swirl in their wake, and their enemies feel the unyielding bite of the northlands. Icebound barbarians are not only known for their strength, but also their ability to turn the battlefield into a frozen wasteland as an avatar of winter.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Path of the Shieldbearer

Become a Wall of Fury  
Barbarians who walk the Path of the Shieldbearer do not raise their shield to block, they raise it to break. To them, a shield is a weapon of momentum, impact, and dominance, slamming into armor and driving enemies to the ground. Whether hurled across the battlefield or used in close quarters, their shield becomes an extension of their fury. Each strike is a thunderous statement of control, each block the prelude to a counterblow. Shieldbearer Barbarians are juggernauts in motion, battering through front lines with a mix of primal force and calculated aggression. They are not passive guardians, they are rage fueled wrecking balls..

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

5E.14 Subclasses

Originally created for 5E.14, the subclasses below can be easily adapted for use with 5E.24 rules.

Path of the Caveman

The Path of the Caveman is one of low intelligence emboldened by brute force. Your fury is primal in battle, and your methods are crude but effective. While you may be none the wiser outside of a tavern and oblivious to your surroundings, you are still a force when it's time to wield a large two-handed weapon.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Path of the Devastator

In the untamed wilds, where the spirits of earth tremble beneath ancient stones, there exists a primal bond that calls to the rugged and unwavering. It is here that the Path of the Devastator is carved, a path tread only by the strongest barbarians who dare tap into the unyielding might of the Plane of Earth.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Path of Dragon Fury

Barbarians who walk the Path of Dragon Fury draw strength from draconic blood, which has mingled with the blood of their ancestors. As they rage, these barbarians surge with draconic fury, transforming into a scaled version of themselves that resembles their dragon ancestry. No matter how diluted the bloodline becomes, the might flowing in the veins of these lineages remains, for nothing is more naturally destructive than a dragon’s rage.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Path of the Dragoon

All barbarians possess an inner fire that helps drive them to greatness. Barbarians from Ulkadia emulate the fearlessness of the same dragons who liberated their people. By following the Path of the Dragoon, barbarians undergo intense training, passed down by the Dragoons of Vropia, to safeguard the Ashard Dragon Flight with powerful aerial strikes and physical dominance.
Path of the Dragoon 5E Stat Block

Path of the Dragoon

Barbarian

Exploding Leap

At 3rd level, when you take the attack action on your turn while raging, you can leap up to 15 feet directly toward your target, without provoking Opportunity Attacks. If your target is in the air, you complete your Attack Action before falling. All distance covered when leaping expends movement normally.   Your leap distance increases to 30 at 10th level and 40 feet at 14th level.  

Dragon Hide

Beginning at 6th level, when you enter a rage choose a damage type. You gain resistance to the chosen damage type until your rage ends.   Damage Types: Acid, Cold, Fire, Lightning, Poison  

Earth Breaker

At 10th level, you've learned to perform a powerful aerial attack while wielding a Heavy Melee Weapon. As an action, you Exploding Leap to a target within range. Instead of attacking the target, you slam your Heavy Melee Weapon into the ground with immense force. Each creature within 15 feet of where you land must succeed on a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Strength modifier.)   On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage.   Once you use this feature, you can't use it again until you finish a short or long rest.  

Thunderous Jump

Beginning at 14th level, you attack with such force following an Exploding Leap that a shockwave erupts around you. When you hit an enemy with a melee weapon attack after using Exploding Leap, all creatures of your choice within 5 feet of the target, including the target, take thunder damage equal to your current rage bonus.


Path of the Gore Fiend

Barbarians who walk the Path of the Gore Fiend use ancient traditions built from Hematurgy to fuel their rage. These ancient blood rites can often corrupt the soul, drawing those who partake in this dark path towards an obsession for endless bloodshed. Even others who walk a wild path stray away from this vicious determination, but for some, the relentless strength is worth any price.

Path of the Gore Fiend 5E Statblock

Path of the Gore Fiend

Barbarian

Created by Nano

Bloodlust

3rd-level Path of the Gore Fiend feature   Your thirst for blood allows you to siphon vitality from foes when enraged. When you hit a creature with a Reckless Attack while raging, you gain temporary hit points equal to your proficiency modifier.   Additionally, as a bonus action, you can choose to sacrifice all of your temporary hit points to heal yourself for a number of hit points equal to the number of temporary hit points lost + your Constitution modifier (minimum of 1 hit point). Once you use this feature, you can’t use it again until you finish a long rest.  

Mark of Vitriol

6th-level Path of the Gore Fiend feature   When you hit a hostile creature with a Reckless Attack, you can choose to expend one of your uses of Rage to mark the creature with blood. For 1 minute or until you are incapacitated or die, the marked creature has disadvantage on attack rolls against you while you are within 5 feet of it. If a marked creature dies before the duration ends, you gain temporary hit points equal to half of your barbarian level + your proficiency bonus.  

Persistent Haste

10th-level Path of the Gore Fiend feature   The animosity towards your prey grants you bursts of speed in your pursuit. While raging, you can move up to double your movement speed if it is towards a creature you can see under the effects of Mark of Vitriol.  

Focused Animosity

14th-level Path of the Gore Fiend feature   You invoke might in your strikes against those you have marked for death. If a creature under the effects of Mark of Vitriol starts their turn within 5 feet of you and can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or you gain an additional bonus to damage rolls against the marked target equal to your Rage Damage bonus.   If the creature succeeds on its saving throw, you can’t use this feature on that creature until it is marked again by Mark of Vitriol.


Path of the Hungering Flame

All Barbarians possess an inner fury and call upon this anger in combat. However, those who follow the Path of the Hungering Flame worship Hrólfr, the Ancient Wolf. The deity of retribution and wrath lends his anger as an aid to those deemed worthy.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Path of the Machine

Barbarians who walk the Path of the Machine amplify their rage with an alchemical steroid. This chemical compound dramatically increases their physical prowess by powering on cybernetic attachments outfitted to the Barbarian. Thanks to their anger, the Barbarians can survive the after-effects of the chemical compound with nothing more than a minor headache.   Path of the Machine Barbarians wear a mechanical apparatus with a pre-loaded syringe to inject themselves quickly. Where the device is and how it injects is unique to each Barbarian.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Path of Revelry

Barbarians who follow the Path of Revelry see battle not as a grim necessity but as an opportunity for jubilation. They channel their passion into joyous energy, spreading cheer and exuberance across the battlefield. By replacing the primal fury of traditional barbarians with unbridled mirth, they turn combat into a dazzling celebration that inspires allies and disorients foes. The Path of Revelry embraces the idea that laughter and camaraderie are the strongest weapons against despair. Whether by sharing raucous songs, dancing through enemy lines, or toasting to victory mid-battle, these barbarians remind all who fight beside them that even in the direst moments, joy can be a weapon.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Path of the Shogun

Barbarians who follow the Path of the Shogun use the same burning rage they harbor within to motivate and inspire their allies. A commanding general who leads from the front, these barbarians instill both awe and fear on the war fields as their combat decrees help direct the battle towards a favorable outcome. Most who earn the title of Shogun are master tacticians who have spent years studying war tactics. Combining this skill in warfare with their natural ability to draw strength from their primal ferocity makes fighting alongside a path of the shogun an invigorating experience.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.

Path of the Slasher

For some Barbarians, their rage has a darker manifestation that consumes them, ultimately leading their fury down a path of murderous intent. As their fury grows, demonic entities begin to take notice, reveling in the carnage left in the barbarian's wake before goading and exploiting their killing skill for personal gain. Path of the Slasher Barbarians are often seen as elusive boogeymen with superhuman strength and an unreasoning hatred. Others see a typical horror character. All that's missing is a terrifying mask and a group of clueless teenage victims.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Path of the Titan

Larger than life, the rage building inside the Path of the Titan causes the barbarian to grow to an immense size. Brutish and powerful barbarians who follow this path enjoy nothing more than hurling boulders and cleaving into enemies with uprooted trees.   Cunning is for the weak; only strength and front-line combat matter to a true titan.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Path of the Triceratops

Barbarians who walk the Path of the Triceratops draw their rage from a prehistoric fury building within their soul. The aggressive triceratops bursts forth from the Barbarian, physically transforming the Barbarian as their skull flares out to form a protective plate of bone while growing large horns.   While a Barbarian is transformed, they stand ready to charge into the fray, trampling and goring their enemies until none remain. As their prehistoric fury grows, the Barbarian lets its primal spirit overtake them, fully transforming into the prehistoric beast.

Available only for Gamingbrew Patrons. If you are a Patron the sub class will appear below.  

Path of the Volcano

Barbarians who walk the Path of the Volcano draw strength from the elemental plane of fire. As they rage, these barbarians surge with elemental energy, erupting like a volcano as their body cracks and oozes molten blood. As they grow in strength, the barbarian transforms more dramatically, taking on the appearance of a fire elemental with a faint humanoid shape made of moving flames.   In Erenel, such a barbarian might be a descendant of a primordial being or fire giant from Ignathar the Plane of Fire. Others may trace a lineage to creatures who serve the elemental lord, Volkan the Everburning and support the flaming heights war effort.

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