Barbarian (baar·beh·ree·uhn)

A barbarian is a warrior that draws strength from their emotions, pulling from the raw fury, pain, or grief that pushed them down this path, they rampage through the battlefield, killing those that stand in their way with savage power, as attacks bounce off of their form.

Game Rule Information

  • Attributes: A barbarian wants high Strength, Dexterity, or both, as well as high Constitution.
  • Class Difficulty: Easy
  • Class Nature: Primal
  • Starting Gold: 2d4*10 Gold Pieces (50 gp).
  • Starting Age: Intuitive
You can make a barbarian quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, followed by either Dexterity or Strength, depending on which one you did not choose. Second, choose the Warrior birth, the Soldier profession, and Wanderer – Folk Hero origin.

Multiclass

  • Ability Score Multiclass Requirements: Strength 13
  • Multiclass Proficiencies Gained: Shields, simple weapons, martial weapons.

The Barbarian Table

Class Features

As a barbarian, you gain the following class features.

Hit Points

  • Hit Dice: 1d12 per barbarian level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • 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 Acrobatics, Animal Handling, Athletics, Intimidation, Medicine, Nature, Perception, Stealth, Survival, and Tactics.

Fury (Ex)

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As you begin your path as a barbarian, you have learned how to use your raw emotions to fuel your strength, this is represented by your Fury, choose one core emotion or aspect, such as anger, sadness, or pain, this is the source of your fury. You gain a pool of Fury as shown on the Barbarian table above, you can use this fury to perform savageries and other features granted by the barbarian class.   For every combat or scene that you enter, your Fury begins at 0, and increases as you fight or channel your emotions through the scene. Pain, frenzy, and extreme moments of emotion can increase your Fury for a short time, while moments of clarity lower your Fury. You can gain fury in the following ways, with additional ways given at GM discretion:
  • Dealing damage restores 1 point of Fury for each individual attack or source of damage generated from an Action.
  • Taking damage restores 1 point of fury for each individual attack or source of damage.
  • Killing or defeating an enemy restores 4 points of Fury, this replaces the fury gained from dealing damage.
  • If an ally that you can see dies, you restore 5 points of Fury. You may willingly not gain this Fury, assuming you do not in fact like that ally.
  • An emotional scene or event that would trigger your source of fury provides an amount of Fury at GM discretion, generally between 1-5.
Finally, sometimes you will have a power or an ability that requires a saving throw to resist; in such cases, any Barbarian class feature that you use has a Saving Throw DC equal to 8 + your Constitution modifier + Proficiency bonus.

Primal Defense (Ex)

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Your connection to the raw primal energies of the world and the fury that fuels you, has granted you some semblance of innate protection.
  • While you are not wearing any armor, you have an Armor Class equal to 10 + your Dexterity modifier + your Constitution modifier, you can use a shield and still gain this benefit. This does not stack with other Dodge bonuses, such as a Monks Unarmored Defense feature.
  • While you are wearing light or medium armor, but not heavy armor, you instead gain Physical DR equal to your Constitution modifier. A dreadnaught barbarian gains this benefit while wearing heavy armor.

Primal Soul

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You have formed a connection with the primal spirits and the energies that empower you; granting you access to special features tied to one of the Primal Souls of the Barbarian class. You gain Soul Features at 1st level, and again at 3rd level, 5th level, 10th level, 15th level, and 20th level.

Rage (Ex)

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You can channel your fury into a state of mind and primal power that allows you to strike with greater ferocity and to shrug off attacks that would otherwise wound you. As a Bonus Action, so long as you are not wearing heavy armor you can enter a rage, gaining the following benefits:
  • You gain the benefits of Advantage on all Strength checks and all Physical saving throws that you would make while in a rage, so long as that save is made against a physical effect.
  • You are Resistant against all Physical damage while in a rage.
  • Lastly, whenever you would make a Martial attack while in a rage, you gain a bonus to the damage you would deal equal to a roll of your Rage Dice.
  • However, while in a rage, you are unable to cast spells, or concentrate upon them.
You can activate your rage a number of times equal to your Proficiency Bonus, doing so, allows you to rage for 1 minute, with the rage ending early if you are ever knocked Unconscious, or ending at the start of your next turn if you ever fail to take the Attack action, gain Fury, or be attacked and suffer damage, during your turn.   Any spent uses of Rage are restored after you complete a Long Rest; additionally, you can rage when out of uses by expending 10 points of Fury; however, when raging in this way, the duration is reduced to 5 rounds, but you can spend 3 points of Fury at the start of each of your turns to extend the rage by 1 round. When a Fury Rage ends, you gain 1 level of Exhaustion which lasts for 1 minute.

Savagery

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It is from your fury that you have learned how to invoke the primal energy around you into powerful or unique abilities known as Savagery’s, these powers strengthen you and allow you to perform extraordinary feats. Unless otherwise noted, a Savagery only can be used while you are in a Rage, while some activate your Rage upon completion, or are simply fueled by your Fury.   At 1st level, you gain 1 Savagery of your choice that you qualify for, at 3rd level, and every two levels thereafter you gain an additional Savagery of your choice that you qualify for. Additionally, whenever you would gain an Ability Boost, you can replace one of your known Savagery’s with another of your choice that you qualify for.

Animal Fury (Ex)

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  • Prerequisite(s): None
When entering a rage, you can choose to have your teeth grow in size and sharpness, giving you a Bite attack that deals 1d6 points of Piercing damage that possesses the Light and Grab weapon properties. Should you already possess a Bite attack, your natural Bite attack has its damage dice increased by one die size and gains the Light and Grab weapon properties. This Feature cannot stack with another similar feature from a different source, such as Wild Soul Origin, Improved Natural Weapon, Tooth and Claw Experiment.

Beast Senses (Su)

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  • Prerequisite(s): None
While you are in a rage, you have the ability to see up to 60 feet into natural darkness, treating the light level of the area as one step higher than normal, up to bright light. When using your Darkvision, you see only in black and white. Should you already possess Darkvision, you instead increase its distance by 30 feet while in a Rage.

Boasting Taunt (Ex)

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  • Prerequisite(s): None
While in a rage, you can as a Bonus Action spend 5 Fury to incite a creature to attack you by making an Intimidation check to demoralize the target creature. If the check succeeds, the target gains the Antagonized condition with you as the target. This condition remains for as long as you are visible to the target and raging, the target can make a Charisma saving throw at the end of each of their turns against your Fury DC to end this effect early. This is a language-dependent, mind-affecting effect that relies on audible components.

Body Bludgeon (Ex)

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  • Prerequisite(s): Brutal Grip, Barbarian 5.
You can whenever you would take the Attack Action while you are in a rage, spend 10 points of Fury to treat a grappled creature of one Size Category larger than you are or smaller as a weapon that you are Trained in until the start of your next turn. The grappled creature deals 1d10 Bludgeoning damage at Small size and an additional 1d10 per size Category above Small the grappled creature is, while a creature of Tiny size or smaller deals 1d8 damage. When you use a grappled creature to attack in this way, both your attack target and the grappled creature suffer damage as if attacked, you only need to hit the AC of your target to deal this damage.

Brawler (Ex) [calm]

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  • Prerequisite(s): None
Your fury has unleashed itself in a form of savage martial prowess. Your unarmed strikes, natural attacks, and weapon attacks made with an Unarmed Weapon now deal the higher of the base attacks damage or an amount of damage equal to a roll of your Rage Dice, whichever is higher.

Brutal Grip (Ex) [calm]

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  • Prerequisite(s): None.
You gain the ability to wield weapons one-size category larger than normal for your character’s size without penalty, additionally, if you are small size, you ignore a weapon’s Heavy trait, and if you are tiny size, you are instead considered small for the purposes of what weapons you can use effectively. When wielding weapons one-size category larger than normal, you add your Rage Dice in additional damage with all attacks made using the oversized weapon.

Brutal Parry (Ex)

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  • Prerequisite(s): None
You have learned how to infuse the mighty weapons that you wield with your fury, allowing to hold the strength of shields. You can as a Reaction to being attacked while in a Rage, spend 6 Fury to increase your AC against the triggering attack by your Proficiency bonus.

Crushing Blow (Ex)

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  • Prerequisite(s): Barbarian 5.
You can as an Action while in a Rage, spend 10 Fury to make a martial attack against the ground that creates a shock-wave of force that produces a 30 foot long, 5 feet wide line of shattered stone and thunderous energy. All targets within the area must make a Dexterity saving throw DC equal to your Fury DC, or suffer damage equal to your attack’s damage, with an additional amount of damage equal to your Fury score before activating this ability. Damage dealt by this ability is considered Thunder damage, and a successful save reduces the damage dealt by half.

Deadly Strike (Ex)

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  • Prerequisite(s): Barbarian 5.
Whenever you would hit a target with a melee attack while you are in a rage you can spend 5 points of Fury to roll an additional Rage Dice for damage on the attack.

Eater of Magic (Su)

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  • Prerequisite(s): None
While in a Rage, whenever you would make a Save against a spell or magical effect, you gain temporary HP equal to the spellcaster’s Spellcasting Ability Modifier. These Temporary Hit Points stack with themselves; however, these Temporary Hit Points disappear whenever your rage would end.

Flesh Wound (Ex)

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  • Prerequisite(s): Barbarian 7.
While in a Rage you can spend 15 points of Fury when you would be dealt damage to make a Constitution saving throw, with a DC equal to 10 or half of the damage dealt, whichever is higher, on success the damage is negated.

Frenzied Leap (Ex)

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  • Prerequisite(s): Leap
You can as an Action while you are in a rage spend 10 points of Fury to leap up to quadruple your normal jump distance and landing with a shock-wave of force that produces a 10 foot burst centered on your position. All targets within the area of effect must make a Strength saving throw against your Fury DC or be knocked Prone and Shoved away from you. Additionally, all creatures that fail their save suffer 1d6 points of Force damage for every 10 feet of vertical height that you leaped.

Frenzied Scream (Ex)

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  • Prerequisite(s): Barbarian 3.
While you are in a rage, you can as a Bonus Action spend 6 Fury and unleash a blood-chilling scream that causes all hostile creatures within 15 feet + 5 feet x your Proficiency Bonus to make a Wisdom saving throw against your Fury DC, on failure they suffer 2d6 + your Fury Score points of Psychic damage; half on success. This damage increases by 1d6 whenever your Proficiency Bonus would increase above +2.

Frenzy (Ex)

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  • Prerequisite(s): Barbarian 5.
Whenever you would hit a target with a melee attack while you are in a rage you can spend your Bonus Action and 6 points of Fury to make an additional melee attack. Should this additional attack hit, you can spend an additional 10 points of Fury, to make another attack, chaining this ability for an additional 5 Fury for each additional attack made until you miss or are unable to attack.

Halting Taunt (Ex)

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  • Prerequisite(s): Barbarian 3.
While in a rage, you can as a Bonus Action spend 8 Fury to instill a sense of dread that cannot be easily ignored in the mind of an enemy within 30 feet. One creature within range must make a Wisdom saving throw against your Fury DC or have their Movement reduced to 0 for 1 minute. A creature affected by this ability receives a new save at the end of each of the turns to end this effect early. This is a language-dependent, mind-affecting effect that relies on audible components.

Instilled Fury (Ex)

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  • Prerequisite(s): none
Whenever your Rage would end, due to its duration expiring, because you haven’t taken the Attack action, or you haven’t taken an action that would generate Fury, you can spend 5 points of Fury to extend your Rage an additional round.

Knockback (Ex)

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  • Prerequisite(s): None
Whenever you would take the Attack Action while in a rage, you can spend 4 points of Fury to cause an attack that hits to trigger a free Shove attempt against the target of the attack.

Leap (Ex)

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  • Prerequisite(s): None
While in a rage, you can spend 5 points of Fury to double your vertical and horizontal jump distance until the beginning of your next turn; in addition, while this ability is active, should you suffer a fall, you treat the distance as half of its actual distance when determining the effects of the fall.

Mighty Swing (Ex)

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  • Prerequisite(s): Knockback, Barbarian 7.
You can as a Bonus Action while you are in a Rage, spend 12 points of Fury to cause your next attack to strike with dazing force. Should this attack hit, the target creature must make a Constitution saving throw against your Fury DC or be Stunned until the end of your next turn.

No Escape (Ex)

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  • Prerequisite(s): Barbarian 3.
While you are in a rage, you can as a Reaction to a creature moving away from you, move up to your speed towards that creature.

Pounce (Ex)

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  • Prerequisite(s): None
Whenever you would enter your rage, you can move up to half of your speed as a part of this action; in addition, while in a Rage, you can spend 6 point a Fury and a Bonus Action to move up to your speed.

Primal Power (Su)

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  • Prerequisite(s): None
While you are in a rage, you can channel your fury into your actions, allowing you to perform feats that would otherwise require finesse, patience, or wit. Whenever you would make an Acrobatics, Perception, Stealth, or Survival check, you can use your Strength modifier instead of the relevant ability modifier.

Quick Reflexes (Ex)

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  • Prerequisite(s): None
While you are in a rage, you gain an additional Reaction that you can use each round.

Rage Prophet (Su)

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  • Prerequisite(s): Wild Soul Barbarian 5.
You are able to Concentrate on your Wild Soul spells even while Raging.

Reckless Eye (Ex)

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  • Prerequisite(s): None
You can gain the benefits of Reckless Attack with any martial attack roll that you make, not only melee martial attacks.

Restored Vigor (Ex)

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  • Prerequisite(s): None
You can as a Bonus Action while you are in a rage, spend 10 points of Fury to heal your wounds, restoring your HP for (1d10 x half of your Proficiency Bonus) + your level in Barbarian in Hit Points.

Retribution (Ex)

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  • Prerequisite(s): None
You can as a Reaction when you would be attacked while you are in a rage, spend 6 points of Fury to make a Reactionary attack against the creature that attacked you.

Self Reliant

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The barbarian gains either the Master Craftsman or Master Harvester feat as a bonus feat. You can select this savagery multiple times. Its effects do not stack. Each time, select a new tool to be tied to this feat.

Stomp (Ex)

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  • Prerequisite(s): None
While you are in a rage, you can as a Bonus Action spend 5 points of Fury to stomp upon the ground creating a directed shock-wave of force. Choose one creature within 30 feet, that creature must make a Strength saving throw against your Fury DC or be knocked Prone, and suffer from the Burdened condition until the end of your next turn.

Strength Surge (Ex)

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  • Prerequisite(s): None
While you are in a rage, you can spend 8 points of Fury to enhance the next Strength-based ability check that you make within 1 minute to add your Rage Dice as an Insight bonus to the check.

Whirlwind (Ex)

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  • Prerequisite(s): Barbarian 11.
While in a rage, you can as an Action spend 15 Fury to move as if a whirling tornado of death. Your movement is halved, but your reach is increased by 5 feet, and you can make a single attack against each creature within your reach at time of activation. Once active, you can move while in this stance, causing all creatures that enter your reach for the first time in the round to be subject to an attack as if you had just activated this power. You can spend a Bonus Action on subsequent turns and 10 Fury to maintain this stance for another round.

Danger Sense (Ex)

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Starting at 2nd level, you have gained a sixth sense for danger, and are able to use this sense to avoid situations that would be the downfall others. Whenever you would be forced to make a Dexterity saving throw against a threat that you can see, you gain the benefits of Advantage on this save; additionally, you add your Proficiency Bonus on all Initiative checks that you make.

Reckless Attack (Ex)

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Starting at 2nd level, you are able to unleash truly devastating attacks as you throw caution to the wind. Whenever you would take the Attack Action with a melee martial attack, you can activate this ability to cause all melee martial attacks that you make until the start of your next turn to be made with the benefits of Advantage; however, all attacks made against you while this ability is active gain the benefits of Advantage.

Burst of Fury (Su)

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Starting at 3rd level, you can draw upon your deeper emotional connection to rouse your inner fury, by spending Fury, you can activate one of the following effects:
  • Attack (10 Fury): You gain an additional attack on your next Attack action made in this round.
  • Cleanse (8 Fury): You can shrug off the effects of one negative Condition that has a duration of 10 minutes or shorter that is currently affecting you by spending a Bonus Action at the start of your turn and making a Constitution saving throw against the effect/spell save DC, on success the Condition is cleansed. You can take this action even if you would not normally be able to do so. You can use this ability to cleanse a longer-lasting negative effect, but it is only temporarily disabled and the DC to do so is increased by 4; on success you negate the condition for 1 minute with each use of this ability.
  • Rush (4 Fury): Whenever you take a movement action, such as your base speed or a Dash action, you can use your Rush action to move up to a 5 x your Rage Dice result, in additional feet.
You can activate each one of these effects once, each round.

Gift of the Spirits (Su)

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Starting at 3rd level, you have furthered your connection to the primal world and the raw emotions that flow within. You can choose any one skill from the Barbarian skill list, you become Proficient in this skill, and can swap out this skill to another skill from this list whenever you would complete a Long Rest.   Starting at 10th level, you gain an additional skill that you become Proficient in with this feature, alternatively, you can choose to focus this knowledge into any skill of your choice that you are already Proficient in, to instead gain Expertise in that skill, doubling your Proficiency Bonus when using that skill. This additional skill otherwise functions as the initial skill gained from this feature.

Ability Score Increase

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Starting at 4th level, and every 4 levels thereafter, you gain an ASI that can be applied to any ability score of your choice, increasing that ability score by 2 points, up to your ability score cap. Alternatively, you can increase two different ability scores by 1 point each, up to their cap. Lastly, you can choose to instead of taking an ASI, replace this boost with a feat of your choice that you qualify for.

Extra Attack (Ex)

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Starting at 5th level, whenever you would take the Attack Action, you can make two martial attacks as a part of this action, instead of one.

Fast Movement (Ex)

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Starting at 5th level, your movement for all movement types that you naturally possess have their speed increased by 10 feet, so long as you are not wearing Heavy armor.

Feral Instinct (Ex)

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Starting at 7th level, your sixth sense for danger has improved, granting you the benefits of Advantage on all Initiative checks that you make, and whenever you would be Surprised, but not Incapacitated, you can act normally in the combat on your first turn; however, you are still considered Surprised until you act.

Brutal Critical (Ex)

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Starting at 9th level, whenever you would critically hit a creature with a martial attack roll, you can roll one additional martial attack damage die when determining the damage of your critical hit. You gain a 2nd martial attack damage die starting at 13th level, and a 3rd martial attack damage die starting at 17th level.

Relentless Rage (Su)

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Starting at 11th level, your inner fury has awoken in you a state of action that cannot be stopped, at least not easily so. Whenever you would drop to 0 Hit Points while raging, but are not killed outright, you can make a DC 15 Constitution saving throw. If you succeed, you are instead reduced to 1 Hit Point. The DC increases by 2 for every successfully save made, resetting back to 0 when you would fail a save or when you would complete a Long Rest.

Persistent Rage (Su)

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Starting at 15th level, your connection to the spirits and your inner emotions has expanded, allowing you to tap into your fury for as long as you wish, so long as you remain conscious. Your rage ends only if you choose to end it, or if you fall Unconscious.

Indomitable Might (Su)

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Starting at 18th level, your fury has empowered you beyond measure; now, whenever you would make a Strength-based ability check with a total that is less than your Strength score, you can instead use your Strength score as the result of your check.

Primal Champion (Ex)

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Starting at 20th level, you have mastered the path of fury, embodying the primal energies that suffuse your soul, your Strength and Constitution scores are both increased by 4, up to your ability score cap, and your ability score cap for these two ability scores is increased by 4.
 

Primal Soul

Within every barbarian is an inner fury that burns brightly with the fury of the soul and the primal magics that suffuse it. It is this energy that all barbarians draw upon, their raw emotional power that drives them ever onward to great feats and heroic actions. Though the emotions drawn upon vary from barbarian to barbarian, with some calling upon their grief, their anger, or their love, all share with each other a commonality that blazes within their soul a power that binds them.

Soul of the Dreadnought

Your soul has sparked within you a connection to the primal energies of the earth, making you as solid as stone, and as sturdy as the mountains themselves. It is through this connection that the raw primal energies that you embody manifest themselves into your will, providing you with a menacing aura and an innate connection to the minerals found within the land itself. You are able to utilize this aura to deflect attacks that would otherwise destroy those of lesser strength, and can even turn the strikes of your foes back unto them in order to protect yourself and your companions.
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Table: Soul of the Dreadnought

LevelFeature
1st Armored Brute
3rd Body of Stone
5th Call of the Dreadnought
10th Fortified Soul
15th Retribution
20th Reborn Fury

Armored Brute

Starting at 1st level in this subclass, you gain Proficiency with Heavy Armor, and can benefit from any barbarian feature that would normally disallow the wearing of heavy armor, even while wearing heavy armor.

Body of Stone

Starting at 3rd level in this subclass, your soul forms a barrier of protection, tying you to the primal energies of earth and protection. You gain the benefits of Advantage on any check or Save made to resist being forcibly moved, overrun, or shoved. Additionally, while wearing heavy armor, you produce a Zone of Control around your position. Every space within 5 feet of you is considered Difficult Terrain to those hostile to you, and moving into any of these spaces triggers a Reactionary attack that you may take against the triggering target.

Call of the Dreadnought

Starting at 5th level within this subclass, your inner fury has focused itself into an outward demeanor of threatening action. You can as a Bonus Action, glower upon a single target within 30 feet, and against those within your Zone of Control. Each valid target must make a Charisma saving throw against your Fury Save DC or become Antagonized by you for 1 minute. An antagonized creature receives a new save to end this condition early at the end of each of their turns.

Fortified Soul

Starting at 10th level within this subclass, your form has grown, enabling you to endure even the harshest of attacks. While in a Rage, you gain 25 percent Fortification against Critical Hits and Precision-based damage, such as Sneak Attacks. Whenever such an attack would land upon you, roll a d100, on a 25 or lower, you negate the additional effects and damage caused by the attacks critical hit or precision damage entirely; you still suffer the normal effects of the attack.

Retribution

Starting at 15th level within this subclass, your inner fury manifests itself outward in an offensive barrier that strikes back at those that would harm you or your allies within your zone of Control. While you are in a Rage, whenever you or an ally within your Zone of Control would be damaged by a melee attack, the attacker suffers a roll of your Rage Dice in damage, this damage cannot be mitigated in any way.

Reborn Fury

Starting at 20th level within this subclass, your unbending fury has manifested itself as a means to rebel against death. Whenever you would trigger your Relentless Rage feature, you gain 20 Fury and reduce the DC by 1, to a minimum DC of 10.
 

Soul of the Titan

Your souls has sparked within you a connection with the primal lords of aeons past, granting you the physical might and innate connection to the realms of these titans of the past. Allowing you to wield mighty weapons, strike with the savage ferocity of the ancient ones, surge with fury, and shrug off the effects of those lesser than you, while dealing it back ten-fold.
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Table: Soul of the Titan

LevelFeature
1st Titan's Grip
3rd Well of Fury
5th Momentum
10th Furious Resiliency
15th Fury Through Pain
20th Progenitor's Might

Titan’s Grip

Starting at 1st level within this class, you gain the Brutal Grip savagery for free. Additionally, ranged and thrown weapons that you use gain the benefits of Great Weapon Master should you possess that feat, and you treat your Strength score as double your Proficiency bonus points higher for the purposes of your carrying capacity, and weapon grip strength.

Well of Fury

Starting at 3rd level in this subclass, your fury grows with you as your soul grows to that of titans. Your maximum Fury is increased by your Barbarian level, and whenever you would gain Fury, you gain a 50 percent increase in the amount of Fury you would gain, rounding up.

Momentum

Starting at 5th level within this subclass, whenever you would miss a martial attack, you can use either your Bonus Action or Reaction to make an additional attack against your original target.

Furious Resiliency

Starting at 10th level within this subclass, whenever you are under the effects of your Rage, you become immune to the Burdened, Fatigued, Nauseated, Sickened, Stunned, and Paralyzed conditions.

Fury Through Pain

Starting at 15th level within this subclass, whenever you would suffer damage while under the effects of your Rage, you gain a bonus to damage equal to half of the damage that you’ve been dealt during the round, with a maximum bonus to damage equal to your Barbarian level, this bonus remains until the end of your next turn.

Progenitor's Might

Starting at 20th level within this subclass, you can now grow in size up to two size-categories larger as a Bonus Action on your turn or as a part of entering a Rage. This is treated as the Enlarge spell, except it provides double the additional damage dice per size category gained and does not require Concentration to maintain the effect; additionally, whenever you would roll maximum damage on your TDice from your Brutal Grip feature, you gain an additional 4 Fury.
 

Soul of the Wilds

Your soul has sparked within you a far greater connection to the primal world as a whole, granting you access to the magics of the spirits themselves, and allowing you to weave this magic through your raw emotional fury. It is from this primal magic that your bestial connection as arisen, granting you a primal savagery that you can use to grow in strength from those you feed upon.
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Table: Soul of the Wilds

LevelFeature
1st Fangs
3rd Spellcasting
5th Feeding Bite
10th Power Siphon
15th Furious Casting
20th Feeding Savagery

Fangs

Starting at 1st level within this subclass, you grow a set of sharp teeth, that you can use to make martial bite attacks with. Your bite attack possesses a damage die of 1d6 Piercing, and possesses the following properties: Finesse, Light, Striking. Additionally, the weapon has a 20x2 Critical rating, and a Penetration score of 2. Should you already possess a Bite attack, you instead use that attacks damage dice + 1d4 points of damage. You combine both bite attack’s properties.

Spellcasting

Starting at 3rd level within this subclass, your deep connection to the wilds has manifested in your ability to call upon the primal elements to cast spells drawn from the Druid spell list. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list. You can cast these spells even while raging.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 12th level.
Spell Slots
The Wild Soul Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell grasping vine and have a 1st-level and a 2nd-level spell slot available, you can cast grasping vine using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice. The Spells Known column of the Wild Soul Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability for your druid spells, since you learn your spells through your raw emotional and physical connection to the primal elements. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
  • Spellcasting Save DC = 8 + your Proficiency Bonus + your Constitution modifier
  • Spellcasting Attack modifier = your Proficiency Bonus + your Constitution modifier
Table: Wild Soul Spellcasting
Barbarian Level Cantrips Known Spells Known 1st2nd 3rd 4th
3rd 2 3 2
4th 2 4 2
5th 2 4 2 1
6th 2 4 2 1
7th 2 5 3 2 1
8th 2 6 3 2 1
9th 2 6 3 2 1
10th 2 7 3 2 2 1
11th 2 8 3 2 2 1
12th 3 8 3 2 2 1
13th 3 9 3 3 2 2
14th 3 10 3 3 2 2
15th 3 10 4 3 2 2
16th 3 11 4 3 2 2
17th 3 11 4 3 3 2
18th 3 11 4 3 3 2
19th 3 12 4 3 3 2
20th 4 13 4 3 3 2

Feeding Bite

Starting at 5th level within this subclass, whenever you would take the Attack Action, you can as a Bonus Action, make a single attack with your Fangs, should this attack hit, you heal for a number of Hit Points equal to one roll of the target’s HD + that creature’s Constitution modifier. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after you complete a Short or Long rest.

Power Siphon

Starting at 10th level within this subclass, Whenever you would heal from your Feeding Bite ability, you can as a Reaction steal an aspect of the bit creature, gaining a single Ex or Su ability of the GMs choice that that creature possesses. You can use this ability once, regaining this use after you complete a Short or Long Rest. Some creatures do not provide abilities. You can only have a single creature’s aspect stored in this way at any one time.

Furious Casting

Starting at 15th level within this subclass, whenever you would take the Attack action, you can cast a single spell that would normally require an Action to cast, as a Bonus Action.

Feeding Savagery

Starting at 20th level within this subclass, whenever you would trigger your Power Siphon feature, you gain all natural vision and breathing features of that creature in addition to two abilities that are either Ex or Su, subject to GMs choice. In addition, whenever you would successfully cast a spell upon a hostile creature which fails their save or is struck by your spell attack roll, you regain 5 points of Fury and can take the Attack Action as a Bonus Action.
 

Other Subclasses

You can take any of the following subclasses from the base 5e Barbarian with this class, any references to Rage Bonus damage is instead tied to Rage Dice:
  • Ancestral guardian
  • Beast
  • Berserker
  • Storm Herald
  • Totem Warrior
  • Zealot
  • Wild Magic
By: Sage T. Young (Ser Nurp) from the Spheres of Divinity core rulebook (modified for Syrik 5e).
Type
Military

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