Barbarian Sub Classes

Ancestral Guardian

  Ancestral Protectors: Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.   Spirit Shield: Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.   Consult the Spirits: At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.   Vengeful Ancestors: At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.  

Battlerager

  Battlerager Armor: When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.   Reckless Abandon: Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.   Battlerager Charge: Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.   Spiked Retribution: Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.  

Beast

  Form of the Beast: Starting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.   You choose the weapon’s form each time you rage:  
  • Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
 
  • Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
 
  • Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
  Bestial Soul: Beginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:  
  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
 
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 
  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
  Infectious Fury: At 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):  
  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
 
  • Target takes 2d12 psychic damage.
  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.   Call the Hunt: At 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. 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 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled. 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.  

Berserker

  Frenzy: Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.   Mindless Rage: Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.   Intimidating Presence: Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.   Retaliation: Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.  

Caveman

  Read Good: Starting when you choose this path at 3rd level, you might not read good, but your intuition when dealing with unintelligent creatures is unmatched. You have advantage on persuasion checks against creatures with an Intelligence of 7 or lower.   Wild Swings: At 3rd level, you swing wildly when wielding a two-handed weapon. While raging, when you make a reckless attack with a two-handed weapon, you can choose to gain temporary hit points equal to your Strength modifier (minimum of 1).   Busy Daydreaming: Starting at 6th level, whenever you make an Intelligence, Wisdom or Charisma saving throw, roll a d6 and add the number rolled to your saving throw total.   Dumb Luck: Starting at 10th level, you have a knack for succeeding in unexpected ways yet remain oblivious to the process. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.   Beat Down: Starting at 14th level, while raging, when you hit a creature with a two-handed weapon, you can choose to force the target to make a Constitution saving throw against DC 8 + your proficiency bonus + your Strength modifier. On a failure, the creature is stunned until the beginning 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.  

Devastator:

  Earthen Enhancement: Starting when you choose this path at 3rd level, when you activate your rage you draw upon the earth around you enhancing your body or your weapon. You may choose one of the following benefits that last for the duration of your rage.  
  • Rock Armor: While using your Unarmored Defense, you gain a +2 bonus to AC.
 
  • Rock Weapon: When making a Reckless Attack, your weapon attacks score a critical hit on a roll of 19 or 20.
  Solid as a Mountain: At 6th level, your feet dig into the earth, preventing you from being knocked prone or moved against your will. Additionally, you have advantage on grapple attempts, and grappling a creature does not affect your movement speed.   Rumbling Roar: At 10th level, you can cause the earth around you to hamper your enemies. As a bonus action, you unleash a bellowing shout, shattering the ground beneath you. All hostile creatures within 30 feet of you must make a Dexterity saving throw (save DC = 8 + your proficiency bonus + Strength modifier). On a failure, for 1-minute, hostile creatures within range have their movement speed halved unless they use their movement to move in a straight line toward you. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 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.   Terran Arena: At 14th level: As an action, you can launch yourself into the air and slam down creating an arena of stone. All hostile creatures in a 15-foot radius must make a Strength saving throw (save DC = 8 + your proficiency bonus + Strength modifier). On a failure, a creature cannot move more than 15 feet away from you, and deals half damage on all attacks against targets other than you. This effect lasts for 1 minute or until you lose concentration (as if you were concentrating on a spell). 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.  

Dragonborn

  Dragon Ancestry: Starting when you choose this path at 3rd level, you have a draconic ancestry. Choose one type of dragon from the Dragon Ancestry table. This determines the damage type for your other Dragonborn traits, as shown in the table. Additionally, you learn to speak, read, and write Draconic or one other language of your choice if you already know Draconic.  
  • Black or Copper: Acid
  • Blue or Bronze: Lightning
  • Green: Poison
  • Brass, Gold or Red: Fire
  • Silver or White: Cold
  Dragon Rage: At 3rd level, when you enter a rage, you pull strength from the might of dragonkind, causing your physical appearance to transform into a humanoid with scaled skin resembling your Dragon Ancestry. While raging, you gain the following benefits:  
  • You have resistance to the damage type associated with your Dragon Ancestry.
 
  • While raging, you can infuse the first weapon attack you hit on each of your turns with destructive energy. Immediately after you deal damage with a weapon attack, you can choose to target up to two additional creatures that are also within your weapon’s reach. If the attack roll you made against the first target would hit the additional targets, destructive energy cascades from your weapon, causing the additional target to take damage. This damage equals 1d6 + half your Barbarian level if you chose one additional target, or 1d4 + one third of your Barbarian level if you chose two additional targets. The extra damage is the type associated with your Dragon Ancestry.
  Dragon Scales: At 6th level, your scales harden and provide additional protection. While you are raging and using your Unarmored Defense you can add your Rage Damage Bonus to your Armor Class.   Dragon Breath: At 10th level, while raging, you can use your action to make a powerful breath weapon attack, exhaling destructive energy in a 30-foot cone. Each creature in the area must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) taking damage of the type associated with your dragon ancestry equal to 4d8 + your Barbarian level on a failed save, or half as much damage on a successful one. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 1 use of rage to use it again.   Dragon Fury: At 14th level, your connection with your dragon ancestry intensifies and provides additional benefits. When you enter a rage, choose one of the following benefits and gain its feature. You choose the additional benefit each time you rage:  
  • Claw: Your reach increases by 5 feet and if you are smaller than Large, you become Large along with anything you are wearing.
 
  • Scale: Your scales grow protective spikes. When a creature within 5 feet of you hits you with a melee attack, they take piercing damage equal to your strength modifier.
 
  • Wing: You sprout a pair of dragon wings and gain a flying speed equal to your walking speed.
 

Fractured

  Face of Rage: Starting when you choose this path at 3rd level, when you enter your rage, your features distort and your body swells such that your appearance completely changes. Creatures who don’t witness your transformation and have not witnessed it in the past do not recognize you. In addition, while raging, you gain the following benefits if you aren’t wearing heavy armor:  
  • You can roll a 1d8 in place of the normal damage of your unarmed strike, and your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
 
  • When you use the attack action with an unarmed strike and are not wielding a shield, you can make one unarmed strike as a bonus action.
 
  • You count as one size larger when determining who you can target and who can target you with grappling, and your reach with unarmed attacks increases to 10 feet.
  Mask of Civility: At 3rd level, you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Medicine, Nature, Persuasion, or Religion. In addition, you gain proficiency with one artisan’s tool kit of your choice or learn to read, speak, and write one language of your choice.   Brains and Brawn: At 6th level, while you are not raging, you have resistance to psychic damage. While you are raging, you have resistance to all damage except psychic damage.   Cunning and Brutal: At 10th level, while you are not raging, you can take a bonus action on each of your turns to take the Disengage or Help action. While you are raging, your unarmed strikes score a critical hit on a roll of 19 or 20.   Better Half: At 14th level, when you take damage that would reduce you to 0 hit points, you can use your reaction to drop to 1 hit point instead and gain temporary hit points equal to half your maximum hit points. In addition, if you were raging your rage ends, and if you weren’t raging, you enter a rage (even if you have no remaining uses of your rage). You lose all remaining temporary hit points after 1 minute. Once you use this feature, you can’t use it again until you finish a long rest.  

Giant

  Giant's Power: Starting when you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn the cantrip of thaumaturgy. Wisdom is your spellcasting ability for this spell.   Giant's Havoc: At 3rd Level, Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:  
  • Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.
 
  • Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change.
  Elemental Cleaver: At 6th level, Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy. When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it. While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.   Mighty Impel: At 10th level, Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect. If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.   Demiurgic Colossus: At 14th level, the primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller. In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.  

Icebound

  Chilled to the Bone: Starting when you choose this path at 3rd level, you gain resistance to Cold damage, and you don’t suffer the effects of Extreme Cold.   Icebound Fury: At 3rd level, your rage manifests an aura of cold, freezing your foes and shielding you from harm. Whenever you activate your Rage, you gain one of the following options of your choice.  
  • Frost Aura: At the start of each of your turns while your Rage is active, you can choose to cause icy winds to swirl around you. Each creature of your choice within 15 feet of you takes Cold damage equal to your Rage Damage Bonus, and its Speed is reduced by 10 feet until the start of your next turn.
 
  • Frozen Grip: On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes an additional 1d6 Cold damage and its Speed is halved until the start of your next turn. The additional Cold damage increases when you reach Barbarian levels 6 (1d8), 12 (1d10) and 14 (2d6).
  Avalanche: At 6th level, once per active Rage, you can channel the fury of an avalanche into your movement. As part of the movement on your turn, you do not provoke Opportunity Attacks and ignore Difficult Terrain, but you must move at least 15 feet in a straight line. All creatures in your path must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save a creature takes Cold damage and is knocked prone. On a successful save, a creature takes half as much damage only. A creature makes this save only once per turn. To determine the amount of Cold damage taken, roll a number of d6s equal to your Rage Damage bonus, and add them together.   Heart of Winter: At 10th level, at the start of your turn while your Rage is active, you can choose to briefly cover yourself in a layer of ice, which lasts until the start of your next turn. While covered in a layer of ice, attack rolls against you have disadvantage, your attack rolls are made with disadvantage, and you can’t be knocked prone, grappled, or moved against your will.   Avatar of Winter: At 14th level, when you activate your Rage, you can assume the form an Avatar of Winter. This form lasts for 1 minute, or until you drop to 0 Hit Points. Once you use this feature, you can’t do so again until you finish a Long Rest. While in this form, you gain the benefits below.  
  • Empowered Icebound Fury: You gain the benefits of both Icebound Fury options. Your Frost Aura increases from 15 feet to 30 feet. In addition, when you deal damage with your Frozen Grip, the creature also cannot take Reactions until the start of your next turn.
 
  • Ice Block: When a creature within 30 feet of you takes damage while Bloodied, you can take a Reaction to expend a use of your Rage and freeze their blood. The creature gains a number Temporary Hit Points equal to your Barbarian level.
 

Prehistoric

  Triceratops Horns: Starting when you choose this path at 3rd level, when you enter a rage, you can choose to transform, revealing the prehistoric power within you. Until the rage ends, you manifest triceratops horns that count as a simple melee weapon for you with which you are proficient. When you hit with your triceratops horns, your horns deal 1d8 + your strength modifier as piercing damage.   Trampling Charge: At 3rd level, your connection to the triceratops grows as you learn to gore and trample your enemies. While raging, if you move at least 20 feet straight toward a creature and hit it with a melee weapon attack, the target must succeed on a strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone.   Dinosaur Dash: At 6th level, when you enter into a rage you also gain the benefit of the dash action until the end of your turn. Additionally, whenever you take the dash action and have manifested your triceratops horns, you can attack with your horns as a bonus action.   Dino DNA: At 10th level, your prehistoric rage grows, allowing you to let the primal fury of the triceratops overtake you. You can cast polymorph on yourself to assume the shape of a triceratops (mm p80). You retain your Intelligence, Wisdom and Charisma scores plus your skill proficiencies while in your triceratops form. Strength is your spellcasting ability when you cast polymorph with this trait. Once you use this feature, you can’t do so again until you finish a short or long rest.   Prehistoric Rush: While raging, as an action, you charge up to 50 feet in a straight line. Each creature in the line must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, a creature takes damage equal to the damage of one of your triceratops horn attacks, is knocked prone, and cannot make an opportunity attack against you. On a successful save, a creature takes half damage and must move 5 feet out of the path of your charging line. If a creature fails this save by 5 or more, the creature takes additional damage equal to your Brutal Critical feature. You can use this ability twice, and you regain any expended uses when you finish a long rest.  

Revelry

  Party Animal: Starting when you choose this path at 3rd level, you are the life of the party. You gain proficiency in Performance and two Musical Instruments of your choice. In addition, you have advantage on any ability check you make to hear rumors or gossip.   Reveler's Rage: At 3rd level, your exuberance bolsters your body, turning your primal rage into primal joy, which spreads to your allies. When you enter a Rage, you can expend an additional use of Rage and choose a willing creature within 15 feet of you. The willing creatures must be able to see or hear you and cannot be wearing Heavy Armor when you enter your Reveler’s Rage. While you maintain your Rage and are within 60 feet of the chosen creature, they gain the benefits and restrictions of your Rage class feature. The creature is responsible for extending their Rage. If the creature moves further than 60 feet from you, or loses their Rage, they cannot gain the benefit of your Reveler’s Rage again until they finish a Long Rest. When you reach level 12 in this class you can choose two willing creatures instead of one when entering a Rage. You must expend a use of Rage for each creature.   Shared Merriment: At 6th level, you and your allies reflect on the joys you shared while in battle. When your Rage ends, you regain a number of Hit Points equal to your Barbarian level. If ending your Rage causes creatures from your Reveler’s Rage feature to also end their Rage, you and each affected creature regain a number of hit points equal to your Barbarian level.   Drunken Dodge: At 10th level, your skill in maneuvering through a crowded festival makes you harder to hit. When you make a Reckless Attack while your Rage is active, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current 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.   Grand Finale: At 14th level, as a bonus action, you can choose to unleash a burst of festive energy. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). If you dealt damage to a creature this turn, the creature automatically fails their Wisdom saving throw. On a failed save, a creature suffers the following until the end of your next turn.  
  • The creature has Disadvantage on attack rolls against targets other than you until the end of your next turn.
 
  • The creature’s speed is halved.
 
  • The creature has Disadvantage on Strength checks and saving throws.
  Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.  

Shogun

  Imposing Authority: Starting when you choose this path at 3rd level, you're skill in motivating others comes from your imposing presence. When you make an Intimidation or Persuasion check, you can use your Strength modifier, instead of your Charisma modifier, for the skill check.   Ready for War: At 3rd level, you emanate a powerful aura allowing you to direct the flow of battle while you rage. When you enter a rage, choose a number of creatures that can see or hear you, up to your proficiency bonus. When a chosen creature is in the aura, it gains the benefit of the aura you choose below. The aura extends 15 feet from you in every direction, but not through total cover. Choose one aura each time you rage:  
  • Aura of Haste: A creature can take the dash or disengage action as a bonus action.
 
  • Aura of Iron: When a creature is hit by an attack, it can use its reaction to add your Rage Damage Bonus to its AC, potentially causing the attack to miss.
 
  • Aura of War: Once during their turn, a creature can add your Rage Damage Bonus to a damage roll.
  Beacon of Heroism: At 6th level, your aura grows stronger. As a bonus action while raging, you can replace your Ready For War aura with another one. In addition, you and any creatures of your choice within your aura have advantage on saving throws against the charmed and frightened conditions.   Combat Savant: At 10th level, as an action, you empower creature you’ve chosen with your Ready for War feature, while they are inside your aura. Until the end of your next turn, these creatures gain advantage on attack rolls and their attacks score a critical hit on a roll of 19 or 20. Once you use this feature, you can’t use it again until you finish a long rest.   Ready for Victory: At 14th level, your aura grows strong and extends 30 feet from you in every direction, but not through total cover. In addition, your Ready for War auras improve to the following:  
  • Aura of Haste: A creature’s movement doesn’t provoke attacks of opportunity and it can take the Dash action as a bonus action.
 
  • Aura of Iron: When a creature is hit by an attack, it can use its reaction to add your Rage Damage Bonus to its AC, potentially causing the attack to miss. If the attack still hits, the creature gains a number of temporary hit points equal to half your level in this class. These temporary hit points are included against the triggering attack.
 
  • Aura of War: Once during their turn, a creature can add your Rage Damage Bonus to a damage roll. If the attack is a critical hit, the creature can roll one additional damage die to determine the critical hit’s extra damage.
 

Slasher:

  Boogeyman: Starting when you choose this path at 3rd level, you patiently lurk in the shadows, biding your time. You gain Proficiency in Dexterity (Stealth). In addition, you can add your Strength modifier (minimum of 1) to all Dexterity (Stealth) checks.   Killer Instinct: At 3rd level, when you enter a rage, choose one creature within 60 feet that you can see to become your obsession. The creature remains your obsession until your rage ends, until the creature drops to 0 hit points or until you make a weapon attack against a creature that is not your obsession. When you attack your obsession with a weapon attack, you deal double your rage bonus damage to the creature.   Unkillable Horror: At 6th level: the evil growing within heals you after you suffer a grievous wound. While raging, when you take damage that reduces you to below half your hit point maximum, you can choose to regain hit points equal to your barbarian level + your constitution modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.   Terror Radius: At 10th level, when a creature within 10 feet of you takes damage from a weapon attack, as a reaction you can force the creature to make a Wisdom saving throw (DC equal to 8 + your Strength modifier + your proficiency bonus). On a failure, the creature takes 1d12 psychic damage and is frightened of you until the end 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.   Malevolent Power: At 14th level, creatures can’t seem to escape your murderous intent. As a bonus action, you can briefly surround yourself in hellish fire and teleport up to 30 feet to an unoccupied space that you can see. If you teleport within 5 feet of a creature, you can make a melee weapon attack against it as part of this bonus action. 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.  

Slayer

  Unrelenting: Starting at 3rd level, your unbridled rage and determination can keep you going when others would falter. While raging you can use a bonus action to spend a number of hit dice up to half your barbarian level. For each die spent you regain a number of hit points equal to your constitution modifier.   Feed the Fury: At 3rd level, the act of slaughtering your foes fuels your conviction. Whenever you reduce a hostile creature to 0 hit points, you regain a number of barbarian hit dice equal to half the creature's challenge rating (minimum of 1).   Incorruptible: At 6th level, your iron resolve overcomes any attempts to sway you from your course. While raging you are immune to spells and effects that would force you to act against your will, such as the Dominate Person spell or a Ghost's Possession ability. Additionally, you ignore any effects that would prevent you from attacking a creature, such as the Sanctuary spell or Charmed Condition.   Blood Strike: At 10th level, you can use your own vitality to imbue your attacks with relentless fury. Once per turn when you hit a creature with a melee attack, you can spend a number of hit dice up to your constitution modifier. Each creature within 5 feet of the target (other than you) must make a constitution saving throw (DC equal to 8 + your proficiency bonus + your constitution modifier) or take 1d12 force damage for each hit die spent and be knocked prone. On a successful save a creature takes half damage and is not knocked prone.   Rip and Tear: At 14th level, your terrible wrath can eviscerate lesser foes. When you hit with a melee attack while raging, you can instantly reduce the target to 0 hit points if its current hit points are equal to or lower than your strength score.  

Volcano:

  Elemental Fury: Starting when you choose this path at 3rd level, you you learn to speak, read, and write Primordial or one other language of your choice if you already know Primordial.   Lava Burst: At 3rd level, when you enter a rage, you explode with elemental energy like an erupting volcano. While raging, you gain the following benefit: Lava Burst. Once on each of your turns, when you hit a creature with a melee weapon attack, you can choose to cause the attack to explode with elemental energy, engulfing the target in flames. A creature is engulfed for 1-minute or until it uses an action to extinguish the flames, ending this effect. You can have a number of creatures engulfed at one time equal to your Rage Damage bonus. If you engulf a creature while at your active lava burst limit, an engulfed target of your choice is immediately extinguished While engulfed in this way, a creature sheds bright light in a 10-foot-radius and dim light for an additional 10 feet. In addition, it takes 1d6 fire damage at the start of each of its turns.   Heated Body: At 6th level, your bond with elemental energy from the plane of fire grows. While raging, you gain resistance to fire damage. In addition, when you score a critical hit with a melee weapon attack, you can choose to erupt like a volcano. Creatures of your choice within 30 feet of the target, up to your active lava burst limit, become engulfed in flames with your Lava Burst feature. You can erupt once per rage.   Magma Chamber: At 10th level, your blood burns like hot lava in your veins. While raging, you can choose to empower your rage for its duration. When creatures of your choice move within 5 feet of you on a turn or starts its turn within 5 feet of you, it takes 1d4 fire damage. This fire damage increases to 1d6 at 14th level. Once you use this feature to empower your rage, you can’t use it again until you finish a short or long rest.   Super Volcano: At 14th level, while raging, as an action you explode, cascading hot lava in a 20-foot radius sphere centered on you. Each creature in the area must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Strength modifier), taking fire damage equal to 6d8 + your Barbarian level on a failed save, or half as much damage on a successful one. Any creature engulfed with your lava burst feature has disadvantage on their saving throw. Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 1 use of rage to use it again.  

Zealot

  Divine Fury: Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.   Warrior of the Gods: At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.   Fanatical Focus: Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.   Zealous Presence: At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until you finish a long rest.   Rage Beyond Death: Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

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