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Barbarian

Information

Barbarians are people who can channel their soul to allow them to boost their performance, barbarians do not need to be angry in order to access their rage feature as it is more of a channelling ability compared to just being angry. It is believed that since barbarians can channel pieces of their soul into power that it takes away the creatures life span.

Sub-class Options

Path of the Healthy
Barbarians who follow the Path of Healthy view their bodies as a temple and treat it with utmost respect. They understand the importance of physical fitness, a healthy diet, and plenty of rest in order to maintain their strength and vitality. This philosophy extends to their training and combat style, where they prioritize their own survival and the survival of their allies over brute force and recklessness.   Path of Healthy barbarians are skilled in a variety of survival techniques, including foraging, tracking, and wilderness survival. They are able to sustain themselves and their party in even the most challenging environments, thanks to their exceptional physical endurance and ability to push their bodies beyond their limits.
  3rd Level Feature
Healthy Body
At 3rd level, when you enter your rage, you gain temp hp equal to your current hp. e.g. 60hp would gain your 60 temp hp. When your rage ends, you lose the temp hp. When your temp hp is all gone, everyone within 10ft of you (Including yourself) must make a con save against your STR DC. On a fail they take half the amount of your current hp in force damage and on a success they take half damage.   6th Level Feature
Healthy Mind
At 6th level, you are now immune to frightened/petrifaction(Mental)/charmed conditions, if a creature tries to put you under this effect. You instead regain 1 use of your rage feature.   10th level Feature
Healthy Presence
At 10th level, you can cast Mass Cure Wounds and it heals its maximum roll without components or spell slots. You can only use this feature once per long rest. The spell-casting mod is your STR/DEX (your choice).   14th Level Feature
Healthist Form
At 14th level, Your Healthy Body feature now deals full hp instead of half. When you are reduced to 0hp you are reduced to 1 instead and your Healthy Presence feature is reset but this requires you to expend a rage charge.
Path of the Skies
Path of the Skies barbarians have a deep connection with the sky and nature. They have honed their senses to be able to track prey from above and can read the winds to predict weather changes. They view the sky as their domain and see themselves as its protectors.   These nomadic warriors have a unique combat style, which focuses on mobility and grappling attacks. They are able to move quickly and easily around the battlefield, thanks to their flight ability. They can engage enemies from a safe distance or drop in from above to strike their foes with powerful attacks.   3rd Level Feature
Aerial Rage
At 3rd level, when you enter your rage, you gain a flight speed double to your walking speed. You gain resistance to all damage besides psychic as long as you are 10ft off the ground and are outdoors. You also gain immunity to fall damage when raging and you and any other creature within 5ft of you take 1d12 fall damage instead of 1d10. When you are in the air, a creature will have disadvantage on STR/DEX checks to break free of a grapple from you.   6th Level Feature
Dive Bomb
At 6th level, when you take the attack action while at least 5ft from the ground you can take the Grapple action as a bonus action. The creature grappled will take 2d6 force damage if you succeed on your check to grapple them, the creature will take 2d6 force damage on every unsuccessful check to break free from your grapple. At the cost of 5ft of flight Speed, you can move while grappling an enemy without expending half of your movement.   10th level Feature
GIGA IMPACT
At 10th level, you can cast Feather Fall equal to your proficiency mod and you can cast it while raging as it doesn't count as a spell but you can only target yourself. If you are not raging you can instead use the spell as normal.   Once per long rest you may change the spell, instead of reducing fall speed, you instead double it. (60ft usually but this means you fall 120ft in a round). Under this effect, the target takes double fall damage and anything they should land on.   14th Level Feature
Wings of Rage
At 14th level, You gain a flight speed even when you are not raging but it is equal to your walking speed. If you should be raging then you can use the Dash action as a free action once per turn. At every 50ft while Dashing you gain a +1 to hit and damage on your next attack before the end of your current turn.
Path of Colour
Path of the Colour barbarians are warriors who have unlocked the power of colour magic. They are able to channel the energy of the rainbow and use it to enhance their physical abilities and unleash devastating attacks on their foes.   These barbarians are known for their vibrant personalities and colourful attire. They believe that the power of colour can uplift the spirit and inspire greatness in themselves and others. They often wear bright and colourful clothing and paint their faces with bold patterns and designs.   3rd Level Feature
Colour Theory
When you activate your rage you release a dazzling array of colour. You cast Color Spray at 9th level affecting creatures of your choice, the range of the spell is a 30ft radius centered on yourself instead of the spells usually range.   Colourful Surprise
When you make a weapon attack against a creature that is blinded or deafened, your critical hit score lowers to 18-20.   When you score a critical hit against a creature, your Colour Theory Feature activates again.   6th Level Feature
Colourful Energy
When you activate your rage, you can choose a colour. Depending on the colour you choose, you gain resistance to an element until your rages ends and your attacks deal an additional d6 damage of the same element.   Red = Fire
Blue = Cold
Yellow = Lightning   10th level Feature
Colour Mix
When you use your Colourful Energy feature, you can choose two colours instead of one. Upon choosing the two colours you gain more element choices depending on the colours mixed.   Red + Blue = Purple = Necrotic
Yellow + Red = Orange = Radiant
Blue + Yellow = Green = Poison   14th Level Feature
Monotone
You can choose to pick no colour when you activate your rage, instead your form becomes black and white as your colour bleeds out with your colour spray as its casted.   You become immune to Bludgeoning, Slashing, and piercing damage. Additionally your weapon attacks deal an additional d6 Force damage and it reduces the max hit points of the hit creature equal to the force damage dealt as their colour bleeds from their skin.
Path of the Waves
Path of the Waves barbarians are fierce warriors who draw their strength from the power of the ocean. They are able to harness the raw energy of the waves and use it to bolster their attacks and protect themselves from harm. These barbarians are often seafarers, fishermen, or pirates who have spent their lives battling the sea and its many dangers.   3rd Level Feature
Waves of Rage
At 3rd level, when you enter your rage, you manifest a spiritual wave that swirls protectively around you. While raging, you have resistance to cold damage, and when a creature hits you with a melee attack, you can use your reaction to deal cold damage to the attacker. The damage is equal to 1d12 at 3rd level, increasing to 2d12 at 6th level, 3d12 at 10th level, and 4d12 at 14th level. You add half your barbarian level to the damage.   When you deal damage this way, your attacks against that creature score a critical hit on a roll of 19 or 20 until the end of your next turn.   Blessing of The Water Goddess
Also at 3rd level, you develop an innate connection with the water, granting you a swim speed equal to your walking speed.   Additionally, you no longer suffer any adverse effects from being underwater, and you can breathe underwater effortlessly.   6th Level Feature
Waving Surge
Starting at 6th level, your spiritual wave grows in power, capable of unleashing devastating energy when unleashed. While raging, you can use your action to end your rage early and release a burst of primal cold energy in a 100-foot-long, 5-foot-wide line. Each creature in the line must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d8 cold damage on a failed save, or half as much on a successful one. At 10th level, the damage increases to 8d8.   10th level Feature
Submerging Fury
At 10th level, the chilling force of your Waves of Rage pulls marked foes into a spectral tide, as though they are submerged underwater. When you mark a creature with your Waves of Rage feature, it counts as submerged until the start of your next turn. While submerged, the following rules apply to the creature:  
  • If it doesn’t have a swimming speed (natural or magical), it has disadvantage on melee weapon attack rolls unless the weapon is a dagger, javelin, shortsword, spear, or trident.

  • Ranged weapon attacks automatically miss the creature if they are beyond the weapon's normal range. Even within normal range, the attack roll has disadvantage unless the weapon is a crossbow, net, or thrown (such as a spear, trident, or dart).
  14th Level Feature
Roar of The Tsunami
Starting at 14th level, you channel the devastating power of the ocean's fury into a single overwhelming surge. As an action, you can expend a use of your Rage to cast the Tsunami spell without requiring material components or concentration. The Tsunami spell created by this feature is centered on you and extends outwards as if you were the epicentre of a catastrophic tidal wave.   Additionally, you are now immune to any effects that would restrict your movement while underwater. This includes entanglement, difficult terrain, or other magical or environmental hazards that would impede your ability to move gracefully through the water.
Path of the Gamer
Path of the Gamer barbarians are warriors who have a deep love for gaming and have found a way to incorporate their gaming skills into combat. These barbarians are known for their quick reflexes, tactical thinking, and ability to adapt to changing situations. They often wear attire inspired by their favourite games and may even carry game-related trinkets with them into battle.   Path of the Gamer barbarians have a unique ability to see the world as if it were a game. They have a special affinity for quests and challenges, and are able to see quests lists and objectives that normal people are unable to see. This allows them to approach situations in a different way than others, and they often surprise their allies and enemies with their tactics.   When they enter a new area, their eyes scan the environment for any quest markers or objectives. They have a natural sense of direction that guides them towards the next objective, and they have an uncanny ability to navigate even the most complex of environments. They are always on the lookout for hidden treasures or quests, and will go to great lengths to complete them.   The Path of the Gamer barbarians see these invisible quests as part of their daily lives, and often incorporate them into their own personal quests. They may set out on a quest to complete a particularly challenging side quest, or they may embark on a journey to find a rare item that only exists in the game world.   3rd Level Feature
Mini-Quests
You have a knack for completing quests and gaining experience from them. Each quest you complete earns you a certain amount of Quest Points (QP), depending on its difficulty. A minor quest earns you 1 QP, a medium quest earns you 2 QPs, and a major quest earns you 3 QPs.   You can spend your QPs to gain a temporary bonus to your attacks, damage, or AC, depending on how you spend them. Spending QP grants you a plus bonus equal to the amount of QPs you expend.   You can only spend QPs once per turn, and the bonus lasts until the start of your next turn. In addition, you cannot accumulate QPs that are more than your current barbarian level at any given time, and any excess QPs are lost. Finally, the DM has final say over what constitutes a minor, medium, or major quest, and how many QPs each quest earns.   Rageventory
You can place an object into your inventory, up to an amount of items equal to your proficiency modifier that you can use during combat or exploration. These items can be mundane objects such as ropes, grappling hooks, or torches, or they can be magical items such as potions, scrolls, or wands. You can use each item in your inventory once per short rest without expending it. You can swap out items in your inventory during a long rest.   6th Level Feature
Quest Store
When you roll initiative and have no uses of Quest Points (QP) remaining, you regain uses equal to your proficiency.   Additionally, as a bonus action or as part of you activating your rage you can choose to expend 2 QPs to gain one of the following benefits until the start of your next turn;  
  • Your next attack roll scores a critical hit if the attack hits
  • Gain immunity to one damage type of your choice
  • Gain an extra action (usable only to take the Attack, Dash, Disengage, Help, Hide, or Use an Object action)
  10th level Feature
Gamer's Taunt
When you hit a creature with an attack roll while raging; you can expend 3 QPs to force the creature to make a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):  
  • The creature must attack you, and is unable to see and target other other creatures until it deals damage to you.
  • On its next turn it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
  14th Level Feature
Play of The Game
When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).   You gain two QPs for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the Quest Store feature once. In addition, you and each chosen creature gain temp hp equal to your barbarian level.
Path of the Graviton Berserker
Barbarians who follow the Path of the Graviton Berserker harness the fundamental forces of gravity to unleash devastating attacks and defy the laws of physics. These warriors become one with the very fabric of space, using their mastery of gravity magic to propel themselves into the heat of battle with incredible force and agility.   3rd Level Feature
Graviton Strike
Starting at 3rd level, when you make an unarmed strike, your attack deals d10 force damage instead of the regular unarmed strike damage. This damage increases as you gain levels in this subclass, reaching 2d10 at 10th level and 3d10 at 14th level.   Rail Gun
Also at 3rd level, you gain the ability to harness gravity's force to launch yourself with incredible speed. As an action, you can activate your Rail Gun feature. You choose a target point within 60 feet of you, and you are propelled toward it with tremendous force.   You can travel a distance of up to 60 feet horizontally and up to 20 feet vertically in the direction of the chosen target point. If you collide with any creatures during your launch, you can make an unarmed strike against it as part of the same action. You add twice your Strength modifier to the damage of this attack. If you collide with an object or obstacle, such as a door or a barricade, it takes damage equal to your Strength modifier.   6th Level Feature
Megaton Collision
At 6th level, your understanding of gravity's intricacies improves. When you hit a creature with an unarmed attack, you can choose to impose one of the following effects:  
  • Gravity Crush: The target must make a Strength saving throw (Using your STR as the DC) or be knocked prone.
  • Gravity Pull: If the creature is large or smaller, the target is pulled along with you, until the end of your turn
  10th level Feature
Singularity Burst
At 10th level, you can create a localized gravitational distortion field. When you activate your Rail Gun feature, the force of your launch becomes even more devastating. Upon landing at your target destination, a shockwave of gravitational energy bursts out from your impact point. All creatures within a 20-foot radius must make a Strength saving throw or be pulled 10 feet toward you and take damage equal to your barbarian level plus STR modifier on a failed save. On a successful save, they take half damage and aren't pulled.   14th Level Feature
Raging Graviton Vortex
At 14th level, your mastery of gravity reaches an apex, and your connection to the forces of the universe is undeniable. While you are raging, you can channel your rage into creating a localized gravitational vortex by casting the "Reverse Gravity" spell without requiring concentration. This ends your current rage.   While the "Reverse Gravity" spell is active, you can use your bonus action to manipulate the gravitational forces within the vortex. You can choose to reverse the spell's effect as a bonus action, causing affected creatures and objects to fall to the ground, taking 10d10 bludgeoning damage. You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain expended uses after a long rest.
Path of the Ashen One
3rd Level Feature
Cursed Existence
Starting at 3rd level, you are marked by a malevolent force that brings misfortune to those close to you, this is shown as a brand on your skin that bleeds when you rage. Whenever a creature within 10 feet of you takes damage, they suffer an additional 1d4 psychic damage as the curse takes its toll.   This damage increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 20th level.   Survivor's Onslaught
When you enter a rage, the curse heightens your combat prowess. You gain the following benefits:  
  • Raging Cleave: You can choose to forgo advantage on your attack roll to make a Raging Cleave. Make a melee attack against a creature. If the attack hits, you can immediately make another melee attack against a different creature within 5 feet of the original target using the same attack roll as your forgo'ed attack. This feature can be used once per turn.

  • Cursed Fury: You gain temporary hit points equal to your Constitution modifier at the start of each of your turns while raging. These temporary hit points stack as long as they are gained with this feature, but they don't last beyond your rage.

  • Iron Ward: You gain a bonus to your Armor Class equal to your proficiency modifier.
  These benefits last until your rage ends.   6th Level Feature
Ashen Reckoning
At 6th level, you learn to channel the destructive power of your bad luck into your attacks. As a bonus action on your turn, you can choose to reduce 5 points of your AC. In return, all of your weapon attacks deal an additional damage equal to your proficiency modifier until the start of your next turn.   You can use Ashen Reckoning a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses of this feature after finishing a long rest.   10th level Feature
Sadistic Body
At 10th level, your connection to the cursed brand has evolved, transforming pain into a source of pleasure and power. When you enter a rage, any damage you take can be harnessed and stored as pain charges. You can accumulate a maximum number of pain charges equal to half your barbarian level, rounded down.   As a bonus action, you can expend pain charges to empower your broken body. For each pain charge expended, you gain a bonus to all your saving throws until the start of your next turn, and regain 1 hit pointer per pain charge expended.   The pain charges persist until the end of your rage, and any unused charges dissipate.   14th Level Feature
Undying Curse
At 14th level, your curse defies the grasp of death itself, embodying an undying fury. When you are reduced to 0 hit points and not killed outright, the curse grants you the ability to critically succeed on death saving throws. When you roll a natural 18, 19, or 20 on a death saving throw, you count as having rolled a natural 20. If you roll a critical success on a death save, you regain consciousness with hit points equal to 5 times your barbarian level.   Once you use Undying Curse, you can't use it again until you finish a long rest. If you choose to use it again before finishing a long rest, you gain 1 level of exhaustion after the first additional use (Cannot be reduced in any way except by long resting or a Wish spell).
Path of the Raging Alchemist
Not all barbarians channel their rage through brute strength alone. Some have discovered the volatile power of alchemy, turning their fury into explosive concoctions that can aid allies or wreak havoc upon their enemies. - Owari, Cleric of The End   3rd Level Feature
Raging Alchemy
When you choose this path at 3rd level, you gain the ability to channel your rage into alchemical potions. As a bonus action on your turn, you can expend one use of your Rage feature to create a number of potions equal to your proficiency bonus. These potions last for 1 hour or until consumed. You can choose from the following list of potions and cannot pick two of the same type:  
  • Potion of Healing: The drinker regains 2d4+2 hit points.

  • Potion of Greater Healing: The drinker regains 4d4+4 hit points.

  • Potion of Resistance: The drinker gains resistance to one type of damage for 1 hour.

  • Potion of Speed: The drinker's speed is doubled, and it gains a +2 bonus to AC. It has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. The additional action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. For 1 minute, after which they become lethargic.

  • Potion of Invisibility: The drinker becomes invisible for 1 hour or until they attack or cast a spell.
  Explosive Concoctions
Also at 3rd level, when you use another rage charge to create more potions while you still have undrunk potions from your previous Raging Alchemy use, the undrunk potions explode in a burst of alchemical energy. All creatures within a 10-foot radius must make a Dexterity saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, creatures take damage equal to the number of remaining undrunk potions x 1d10 force damage. On a successful save, they take half damage.   6th Level Feature
Alchemical Rageplication
At 6th level, your understanding of alchemy allows you to replicate the effects of potions you come across. When you find a potion and spend 1 hour and 25 gp per level of the potion, you can attempt to replicate it. Make an Athletics check with a DC of 10 plus the level of the potion. On a successful check, you replicate the potion, understanding its alchemical composition.   Once you have successfully replicated a potion, you can conjure it using your Raging Alchemy feature instead of creating one of the standard potions. The replicated potion follows the same rules as the potions from your Raging Alchemy feature.   10th level Feature
Raging Alchemy Expanded
At 10th level, your proficiency with alchemical creations improves even further. When you create potions using your Raging Alchemy feature, you can choose five additional potions from the list to add to your options. The expanded list includes more potent concoctions:  
  • Potion of Supreme Healing: The drinker regains 10d4+20 hit points.

  • Potion of Invulnerability: The drinker gains resistance to all damage for 1 minute.

  • Potion of Elemental Fury: The drinker gains the ability to infuse their attacks with elemental energy for 1 minute. On a successful weapon attack, the target takes an additional 1d6 damage of a type you choose from acid, cold, fire, lightning, or thunder. This damage increases to 2d6 at the start of your next turn if the target is still affected.

  • Potion of Blinking Evasion: The drinker gains the ability to briefly phase out of reality, gaining advantage on Dexterity saving throws and becoming immune to opportunity attacks for 1 minute. Additionally, when hit by an attack, they can use their reaction to roll a d20, and on a result of 11 or higher, the attack misses.

  • Potion of Advantage: When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.
  If you have already replicated potions using your Alchemical Rageplication feature, and those potions are part of the options you can choose from, you may select another potion from the Player's Handbook or another source (DM discretion) when you gain this feature.   14th Level Feature
Master Alchemist
At 14th level, your mastery over alchemy reaches its zenith, allowing you to consume potions with unparalleled speed and efficiency. As a bonus action on your turn, you can now drink two potions simultaneously. Additionally, when you use your action to drink a potion, you can drink an additional potion with the same action.
Path of Greed
3rd Level Feature
Lunch Money
Starting at 3rd level, when you enter a rage, your fists become empowered with the aspect of greed, revealing the greed within you. This grants you a natural weapon that counts as a simple melee weapon, and allows you to add your Strength modifier to the attack and damage rolls, as normal. The fists deal d8 force damage.   In addition, when you hit with an attack roll using your empowered fists and roll the total damage, you gain gold coins equal to the damage dealt. This can only happen once per turn.   As a bonus action, you can choose to throw one of your gold coins at a creature within 30 feet of you. The creature's hit point maximum is reduced by 1, to a minimum of 0. This effect lasts until the creature completes a long rest, at which point is hit point maximum returns to normal.   6th Level Feature
Sting of Avarice
At 6th level, your Lunch Money feature becomes even more potent. Whenever you use your Lunch Money feature to reduce a creature's maximum hit points, the reduction is now equal to your proficiency modifier.   Furthermore, whenever you gain gold coins from your Lunch Money feature, you can choose to expend a portion of them to gain additional benefits. You can spend an amount of gold coins up to the maximum amount equal to your class level from your attack to either empower your next damage roll or gain temporary hit points.   If you choose to empower your next damage roll, you can spend a number of gold coins up to the maximum amount equal to your class level to add the same amount to your next damage roll.   Alternatively, you can choose to gain temporary hit points by spending gold coins. For each gold coin you spend, you gain 1 temporary hit point, up to the maximum amount equal to your class level. These temporary hit points last until you complete a long rest or until they are depleted.   10th level Feature
Aspect's Mirage
At 10th level, you gain the ability to cast the Incite Greed spell even when raging. As an action, you can use this feature to cast the spell and draw creatures towards your golden fists. Any creature affected by the spell will be attracted to you and your golden hands.   The DC for the spell is based on your Constitution modifier and proficiency bonus. The DC is equal to 8 + your Constitution modifier + your proficiency bonus.   14th Level Feature
To the Marrow
At 14th level, you gain the ability to petrify creatures into golden statues using the power of your Greed rage. When you enter your rage, your golden fists begin to glow with 5ft of bright light and 5ft of dim light.   When you hit a creature with your Lunch Money feature, you can choose to expend 3 gold from the gold gained from your Lunch Money feature. The creature must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature is turned into a golden statue for a number of hours equal to your Constitution modifier (Minimum of 1). The statue is completely inert and is under the petrified condition.   You can have only one creature under the effect of this feature at a time.
Path of the Phantom
Barbarians who walk the Path of the Phantom embrace the Shadowfell energy of Evil. These warriors channel the necrotic energies of the Shadowfell, becoming somewhat like the creatures that reside there. - Owari, Cleric of The End   3rd Level Feature
Phantom's Wrath
Starting when you choose this path at 3rd level, the Shadowfell augments your rage, causing your body to become enshrouded by darkness, becoming a silhouette. When you enter your rage, you gain the following benefits:  
  • Necrotic Resistance: You gain resistance to necrotic damage.

  • Necrotic Strike: Your melee weapon attacks deal an additional 1d6 necrotic damage.

  • Strength Drain: Once per turn, when you hit a creature with a melee weapon attack, you can drain a portion of its strength. The target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution or Strength modifier) or lose 1 Strength point and you gain the Strength. You can drain a total number of Strength points equal to your proficiency bonus. Drained Strength points are restored after a long rest. The target dies if this reduces its Strength to 0.
  6th Level Feature
Spectral Defense
Starting at 6th level, your connection to the Shadowfell creates a disorienting effect to those that get close to you with harmful intent. While you are raging, you emanate an aura of darkness in a 10-foot radius. You can see through this darkness as if it were dim light.   10th level Feature
Phantom Guard
At 10th level, you gain the ability to spawn Shadowfell entities from your own shadow. When you do so, you can cast either the Summon Shadowspawn (The Summon gains temporary hit points equal to your Barbarian level) or Shadow of Moil spell, without using a spell slot or material components. Strength is your spellcasting ability for these spells, and you can concentrate on these spells even while raging.   Once you cast either spell in this way, you can't use this feature again until you finish a short or long rest.   14th Level Feature
Shadowfell's Embrace
Starting at 14th level, your connection to Shadowfell has reached its pinnacle and you are now part of the plane itself as if you are a denizen of such a plane. When you hit a creature with a melee weapon attack while raging, you can force it to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature is paralyzed until the end of your next turn.   You can use this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Path of the Bonded
Barbarians that choose to follow the Path of The Bonded are people who call out into the Astral plane with an invitation to the Kisei-kai. A race of symbiotes and parasites that can only sustain themselves with a host outside the Astral plane.   Path of The Bonded barbarians then bind these creatures into their very essence becoming one and the same, making the Kisei-kai's rage their own and vice-versa. These personality altering pacts usually come from a strong belief system, a trial, or some even use it as a fuel for revenge. Whatever the reason one would follow this path, they all end up the same; Changed. - Owari, Cleric of The End   3rd Level Feature
Symbiotic Rage
Starting at 3rd level, not only do you channel your anger but so does the one who resides within you, amplifying your anger even more. While raging you gain the following benefits;  
  • You gain a number of temporary hit points equal to twice your barbarian level plus 10. While you have these temporary hit points, your reckless attack doesn't impose advantage against you.

  • Your reach with your melee weapons increases by 10ft

  • Your AC increases by 2 as symbiotic armour forms over your weak spots. When you are hit by an attack roll, you can use your reaction to choose to increase this bonus to +5 instead until the start of your next turn.
  One Mind, Two Bodies
Also at 3rd level, whenever you make an ability check that doesn't use your strength modifier, you can choose to add half your strength modifier (Rounded Down) to the roll as your other-half aids you.   6th Level Feature
Helping Hand
Starting at 6th level, your Kisei-kai has adjusted to your body and has become capable of aiding you more than its regular kind. Whenever you take the attack action or activate your rage, you can make an additional attack with your Kisei-kai's tendril lance.   The attack uses your Constitution instead of Dexterity or Strength. The attack deals 2d8 plus your Constitution modifier in necrotic damage.   The Kisei-kai's damage increases by 1d8 when you reach 10th level (3d8), and 14th level (4d8).   10th level Feature
Symbiotic Surge
Starting at 10th level, whenever you are critically hit or score a critical hit, your symbiote releases a burst of Astral energy around you. All creatures of your choice within 10ft of you take 2d12 necrotic damage, and are under the effects of the Silence Spell until the start of your next turn.   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.   14th Level Feature
One and The Same
Starting at 14th level, you have completely merged with your Kisei-kai, becoming someone else but still you at the same time. Whenever you finish a long rest, you can choose one of the following options to have until your next long rest;  
  • Symbiote: When you deal damage with a weapon attack, you can choose to gain temporary hit points equal to half the amount dealt.
  • Parasite: You deal an additional 2d6 necrotic damage on your weapon attacks, and the target can't regain hit points until the start of your next turn.
Path of the Warlord
The origin of the Path of the Warlord is said to be as old as war itself. Ancient scrolls recount the story of a mighty barbarian chieftain named Krow, whose rage was so profound that it spilled over into his weapon, a greataxe known as Thunderous. To unlock the Path of the Warlord, they must undergo a transformation that pushes the boundaries of their anger beyond their body, and instead transfer their anger into their weapon however normal weapons are unable to handle this stress. - Kekic, Giant Founder of Lightning   3rd Level Feature
Charging Attack
Starting at 3rd level, when you take this path, your rage becomes one with your weapon, allowing you to strike with a fierce blow.   While raging, you can use your bonus action to charge your blade with your rage, and your speed is set to 0 until the end of the current turn. The next attack you make with your weapon, its attacks score a critical hit on a roll of 18 to 20, and it deals the maximum number on each of the weapon's damage dice. Any additional dice added to the attack's damage roll are not affected by this ability. However, if the weapon is non-magical and doesn't have the heavy or two-handed property, it is destroyed after the attack.   Intimidating Blow
Also at 3rd level, your critical strikes are more deadly due to your weapon's empowerment. When you score a critical hit while raging, you can choose to force all creatures (including the critically hit creature) within 30 feet of the critically hit creature to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength or Constitution modifier). On a failed save, the targets are frightened of you until the end of your next turn. On a successful save, a creature is immune to this effect for the next 24 hours.   Alternatively, you can forgo the frightened effect to instead deal an additional weapon's damage die to all targets that fail the save as thunder damage. If you have Brutal Critical, they take additional damage dice equal to your Brutal Critical dice amount. For example, if you have Brutal Critical (1 die) then they take 2 of the weapons die instead of one.   6th Level Feature
Weapons of the Dai-Ken
Starting at 6th level, your rage becomes one with your weapon as not only do you scream with anger but so does your weapon as it rings out with anger. While raging and wielding a heavy or two-handed weapon, you gain the following benefits:  
  • Your attacks with heavy or two-handed weapons ignore resistance to bludgeoning, piercing, and slashing damage.

  • When you take the attack action, you can replace one of your attacks to slam your weapon into the ground, creating a shockwave in a 15ft-cone from you. Each creature in the area must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength or Constitution modifier). On a failed save, a creature takes thunder damage equal to your two of your weapon's damage dice (its maximum damage if you used Charging Attack) and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
  10th level Feature
Warlord's Onslaught
Starting at 10th level, your weapon allows you to bypass your limits and allows you to strike faster than normal, only when you shed the blood of your enemies though.   Once per turn, when you score a critical hit with a weapon attack while raging, you can immediately take an additional action. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, or Dodge.   14th Level Feature
Warlord's Hunt
Starting at 14th level, your raging hunt is soon to be perfected. The critical hit range of your Charging Rage increases to 17 to 20.   When you enter your rage, choose a creature within 60ft of you and mark them for 1 minute to hunt. You double your rage damage against that creature, and critical hits against the target increases to 15 to 20 with Charging Rage.
Path of the Dragon Soul
The Path of the Dragon Soul is a path for barbarians whose souls have been touched by the ancient power of dragons. Through unknown means—perhaps a ritual, a pact, or even a mysterious birthright—your soul has been entwined with the Draconic Weave, a force tied to dragonkind. This connection allows you to channel the essence of dragons when you enter your rage, transforming into a fearsome embodiment of their power.   3rd Level Feature
Draconic Soul
At 3rd level, you can choose one type of dragon that has affected your soul. Once you have chosen the type, you cannot change it.  

Draconic Soul


DragonDamage Type
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold
  While raging, you have Resistance to the damage type determined by your Draconic Soul.   Dragon's Fury
At 3rd level, your connection to the draconic weave awakens the primal fury of a dragon’s breath weapon within you. Once per turn, as a bonus action or in place of one of your attacks during a rage, you can unleash a devastating breath weapon attack.   When you use this breath weapon, you exhale in a 15-foot cone or a 30-foot line (your choice). Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution or Strength modifier). On a failed save, a creature takes 1d10 damage of the chosen type from your Draconic Soul Table, plus your current rage bonus damage. On a successful save, they take half damage. This damage increases by 1d10 when you reach barbarian level 6 (2d10), 10 (3d10), and 14 (4d10).   Additionally, instead of exhaling destructive energy, you can choose to unleash a mighty roar. Each creature of your choice within 30 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution or Strength modifier). A target automatically succeeds if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on a success. Once a creature succeeds against a save to no longer be frightened they are immune to this effect for 24 hours.   6th Level Feature
Strike of The Dragon
At 6th level, your bond with the draconic weave enhances your destructive power in combat. When you are raging, your attacks become infused with the elemental energy of your draconic soul. Whenever you hit a creature with a melee weapon attack, you deal an additional 1d6 damage of the type associated with your draconic soul.   Additionally, creatures you hit with a weapon attack have disadvantage on saving throws against your Dragon's Fury until the start of your next turn.   10th level Feature
Draconic Transformation
At 10th level, your connection to the draconic weave allows your body to temporarily assume the form of a dragon while raging. As your fury grows, so does the physical manifestation of the dragon within you. While raging, you take on draconic features, growing scales, wings, and sharp claws and you gain the following features;  
  • You gain blindsight out to a range of 15 feet, allowing you to perceive creatures and objects around you, even in total darkness or against invisible foes.

  • You sprout wings, granting you a flying speed equal to your walking speed while raging. If you already have a fly speed then you gain 10ft additional movement.

  • You can make a claw attack as a melee weapon attack, which deals 2d8 slashing damage. This claw attack is considered a simple weapon for you, and you can use it with any attack actions that apply to weapons. These claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.
  14th Level Feature
Dragon Ascendance
At 14th level, your bond with the draconic weave reaches its pinnacle, allowing you to fully embody the form of a dragon. Instead of entering a normal rage, you can choose to channel the full power of your draconic soul and polymorph into a Young Dragon of a type associated with your chosen dragon soul.   As a bonus action, you can forgo your rage to polymorph into a Young Dragon, depending on the element tied to your draconic soul. You retain your personality and mental stats, but assume the physical stats, abilities, and attacks of a Young Dragon, including its breath weapon, flying speed, and resistances.   This transformation lasts for up to 1 minute, and once the duration ends, you return to your normal form. You can also choose to revert to your original form as a bonus action. If you drop to 0 hit points while in dragon form, you revert back to your original form with any excess damage carrying over.
Path of the Mind
Some barbarians rage with a fury that burns hot and wild; but you have learned to focus that fury, to channel it into a crackling psychic current that tears at the edges of the waking world. You walk the Path of the Mind, a warrior who taps into the bloodflow of the Dream.   To others, psionics are meditative, serene, but for you, they are a storm. Through pure emotion, you shape invisible hands, lash out with unseen force, and bend space itself. Your anger fuels psychic potential, and in the depths of your rage, your mind becomes a weapon sharper than any blade.   "You do not study the Dream, you break into it with a roar." - Sera; Goddess of Dreams   3rd Level Feature
Psionic Anger
Starting at 3rd level, you harbour a wellspring of psionic energy, fuelled by emotion and rage This energy is represented by your Psionic Energy Dice, which are each a d6. You have a number of Psionic Energy Dice equal to twice your proficiency bonus.   You regain all expended Psionic Energy Dice when you finish a long rest. As a bonus action, you can regain one expended Psionic Energy Die. Once you use this feature, you can’t do so again until you finish a short or long rest.   At certain levels in this class, your Psionic Energy Dice improves at 5th level (d8), 11th level (d10), and 17th level (d12)   You can expend Psionic Energy Dice to use the following powers;  
  • Psionic Strike
    When you hit a creature with a melee weapon attack, you can expend one Psionic Energy Die to deal additional psychic damage equal to the roll.
    If you are raging, roll two Psionic Energy Dice instead.

  • Telekinetic Field
    When you take damage, you can use your reaction to expend one Psionic Energy Die to gain resistance to that damage type until the start of your next turn.
    If you are raging, the resistance lasts until your rage ends or until you use this feature again.

  • Tether Strike
    When you make a thrown weapon attack, you can expend one Psionic Energy Die to create a telekinetic tether between foes. Choose another creature within 30 feet of the original target and make a separate attack roll against the second creature using the same weapon (you must still be able to see the target and it must be within range).
    On a hit, the second target takes damage as if hit by the original thrown weapon, you have advantage on this thrown attack if you are raging.
  6th Level Feature
Mind Over Anger
Starting at 6th level, your psionic energy begins to manifest physically, allowing you to manipulate the battlefield with invisible force.   As a bonus action, you can expend one Psionic Energy Die to move one creature or unattended object you can see within 30 feet. The target must be Large or smaller and must be within range; depending on the target depends on the following;  
  • If the target is willing, it moves up to 15 feet in a direction of your choice.

  • If the target is unwilling or being held, it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or be moved up to 15 feet in a direction of your choice. This movement doesn’t provoke opportunity attacks.
  While raging you can choose to slam an unwilling creature you move into a solid surface (Example; Ground or Wall) or another creature. If you do, the target and anything it collides with must each make a Dexterity saving throw (same DC) or take your Psionic Energy Die in force damage and be knocked prone.   10th level Feature
Psionic Reflex
Starting at 10th level, your sharpened mind flares instinctively in battle, letting you twist space or perception to avoid danger.   When you are subjected to an effect that forces you to make a Dexterity saving throw to take only half damage (such as a fireball), you can use your reaction to expend one Psionic Energy Die and instead take no damage on a success, and only half damage on a failure.   While raging, when you succeed on the save and use this feature, you can also teleport up to 15 feet to an unoccupied space you can see as part of the same reaction. This movement does not provoke opportunity attacks.   14th Level Feature
Unleashed Will
Starting at 14th level, when your fury peaks, your mind erupts outward with devastating force. As an action, you can unleash a burst of psionic power in a 30-foot radius centered on you.   All creatures of your choice in range must make an Intelligence saving throw (same DC). On a failed save, a creature takes 3 Psionic Energy Dice of psychic damage, and can’t take reactions or bonus actions until the end of its next turn. On a success, it takes half damage and suffers no additional effect.   You can use this feature once per long rest, or by expending 3 Psionic Energy Dice to use it again.

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