{"name":"Barbarian","overview":"For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.","hit_dice":"1d12","hit_points_at_1st_level":"12+con","hit_points_at_higher_levels":"1d12+con","armor_proficiencies":"Light armor, medium armor, shields","weapon_proficiencies":"Simple weapons, martial weapons","tools":"N\/A","saving_throws":"Strength, Constitution","skills":"Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival","starting_equipment":"","spellcasting":"","class_features":"[b]Rage[\/b]\r\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.\r\n\r\nWhile raging, you gain the following benefits if you aren't wearing heavy armor:\r\n\r\nYou have advantage on Strength checks and Strength saving throws.\r\nWhen you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.\r\nYou have resistance to bludgeoning, piercing, and slashing damage.\r\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\r\n\r\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.\r\n\r\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.\r\n\r\n\r\n[b]Unarmored Defense[\/b]\r\nWhile you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.\r\n\r\n\r\n[b]Danger Sense[\/b]\r\nAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.\r\n\r\n\r\n[b]Reckless Attack[\/b]\r\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.\r\n\r\n\r\n[b]Primal Path[\/b]\r\nAt 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels\r\n\r\n\r\n[b]Primal Knowledge[\/b]\r\nWhen you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.\r\n\r\n\r\n[b]Extra Attack[\/b]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n\r\n[b]Fast Movement[\/b]\r\nStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.\r\n\r\n\r\n[b]Feral Instinct[\/b]\r\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.\r\nAdditionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.\r\n\r\n\r\n[b]Instinctive Pounce[\/b]\r\nAt 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.\r\n\r\n\r\n[b]Brutal Critical[\/b]\r\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\r\nThis increases to two additional dice at 13th level and three additional dice at 17th level.\r\n\r\n\r\n[b]Relentless Rage[\/b]\r\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.\r\nEach time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.\r\n\r\n\r\n[b]Persistent Rage[\/b]\r\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.\r\n\r\n\r\n[b]Indomitable Might[\/b]\r\nBeginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.\r\n\r\n\r\n[b]Primal Champion[\/b]\r\nAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.","subclass_options":"[b][h1]Path of the Ancestral Guardian[\/h1]\r\n[\/b]\r\nSome barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.\r\nBarbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors\u2019 deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.\r\n\r\n\r\n[b]Ancestral Protectors[\/b]\r\nStarting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you\u2019re 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 of the target\u2019s attacks.\r\n\r\n\r\n[b]Spirit Shield[\/b]\r\nBeginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.\r\nWhen 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.\r\n\r\n\r\n[b]Consult the Spirits[\/b]\r\nAt 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.\r\nAfter you cast either spell in this way, you can\u2019t use this feature again until you finish a short or long rest.\r\n\r\n\r\n[b]Vengeful Ancestors[\/b]\r\nAt 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.\r\n\r\n\r\n\r\n\r\n[b][h1]Path of the Battlerager[\/h1]\r\n[\/b]\r\nKnown as Kuldjargh (literally \"axe idiot\") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.\r\n\r\n\r\n[b]Battlerager Armor[\/b]\r\nWhen you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.\r\nWhile 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.\r\nAdditionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.\r\n\r\n\r\n[b]Reckless Abandon[\/b]\r\nBeginning 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.\r\n\r\n\r\n[b]Battlerager Charge[\/b]\r\nBeginning at 10th level, you can take the Dash action as a bonus action while you are raging.\r\n\r\n\r\n[b]Spiked Retribution[\/b]\r\nStarting 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.\r\n\r\n\r\n\r\n\r\n[b][h1]Path Of The Beast[\/h1]\r\n[\/b]\r\nBarbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.\r\n\r\n\r\n[b]Form of the Beast[\/b]\r\nStarting 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.\r\nYou choose the weapon\u2019s form each time you rage:\r\n\r\n[i]Bite[\/i]. 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.\r\n\r\n[i]Claws[\/i]. Each of your hands transforms into a claw, which you can use as a weapon if it\u2019s 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.\r\n\r\n[i]Tail.[\/i] 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.\r\n\r\n\r\n[b]Bestial Soul[\/b]\r\nBeginning 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.\r\nYou 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:\r\n\r\nYou gain a swimming speed equal to your walking speed, and you can breathe underwater.\r\n\r\nYou 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.\r\n\r\nWhen you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check\u2019s total. You can make this special check only once per turn.\r\n\r\n\r\n[b]Infectious Fury[\/b]\r\nAt 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):\r\n\r\nThe target must use its reaction to make a melee attack against another creature of your choice that you can see.\r\nTarget takes 2d12 psychic damage.\r\nYou 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.\r\n\r\n\r\n[b]Call the Hunt[\/b]\r\nAt 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.\r\nYou 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.\r\n\r\n\r\n\r\n\r\n[b][h1]Path of the Berserker[\/h1]\r\n[\/b]\r\nFor some barbarians, rage is a means to an end \u2013 that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.\r\n\r\n\r\n[b]Frenzy[\/b]\r\nStarting 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.\r\n\r\n\r\n[b]Mindless Rage[\/b]\r\nBeginning 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\r\n\r\n\r\n[b]Intimidating Presence[\/b]\r\nBeginning 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.\r\nIf the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.\r\n\r\n\r\n[b]Retaliation[\/b]\r\nStarting 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.\r\n\r\n\r\n\r\n\r\n[b][h1]Path of the Storm Herald[\/h1]\r\n[\/b]\r\nTypical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.\r\nStorm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world\u2019s end, or deep in the hottest deserts.\r\n\r\n\r\n[b]Storm Aura[\/b]\r\nWhen you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.\r\nYour aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.\r\nIf your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\r\n\r\n[i]Desert[\/i]. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.\r\n\r\n[i]Sea.[\/i] When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.\r\n[i]\r\nTundra[\/i]. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.\r\n\r\n\r\n[b]Storm Soul[\/b]\r\nAt 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.\r\n\r\n[i]Desert[\/i]. You gain resistance to fire damage, and you don\u2019t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.\r\n\r\n[i]Sea.[\/i] You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.\r\n\r\n[i]Tundra[\/i]. You gain resistance to cold damage, and you don\u2019t suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.\r\n\r\n\r\n[b]Shielding Storm[\/b]\r\nAt 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.\r\n\r\n\r\n[b]Raging Storm[\/b]\r\nAt 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.\r\n\r\n\r\n[i]Desert[\/i]. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Barbarian level.\r\n\r\n[i]Sea[\/i]. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.\r\n\r\n[i]Tundra[\/i]. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.\r\n\r\n\r\n\r\n\r\n[b][h1]Path of the Totem Warrior[\/h1]\r\n[\/b]\r\nThe Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.\r\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.\r\n\r\n\r\n[b]Spirit Seeker[\/b]\r\nYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.\r\n\r\n\r\n[b]Totem Spirit[\/b]\r\nAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object \u2013 an amulet or similar adornment \u2013 that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.\r\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.\r\n\r\n[i]Bear.[\/i] While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.\r\n\r\n[i]Eagle[\/i]. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.\r\n\r\n[i]Elk.[\/i] While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.\r\n\r\n[i]Tiger.[\/i] While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.\r\n\r\n[i]Wolf.[\/i] While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters\r\n\r\n\r\n[b]Aspect of the Beast[\/b]\r\nAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.\r\n\r\n[i]Bear.[\/i] You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.\r\n\r\n[i]Eagle[\/i]. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.\r\n\r\n[i]Elk[\/i]. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.\r\n\r\n[i]Tiger.[\/i] You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.\r\n\r\n[i]Wolf.[\/i] You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace\r\n\r\n\r\n[b]Spirit Walker[\/b]\r\nAt 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.\r\n\r\n\r\n[b]Totemic Attunement[\/b]\r\nAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.\r\n\r\n[i]Bear.[\/i] While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\r\n\r\n[i]Eagle[\/i]. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\r\n\r\n[i]Elk[\/i]. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.\r\n\r\n[i]Tiger.[\/i] While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.\r\n\r\n[i]Wolf.[\/i] While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack\r\n\r\n\r\n\r\n\r\n[b][h1]Path of Wild Magic[\/h1]\r\n[\/b]\r\nMany places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.\r\n\r\n\r\n[b]Magic Awareness[\/b]\r\nWhen you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn\u2019t behind total cover. When you sense a spell, you learn which school of magic it belongs to.\r\nYou 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.\r\n\r\n\r\n[b]Wild Surge[\/b]\r\nAlso at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.\r\n\r\nIf the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\r\n[table]\r\n[tr]\r\n[th]d8[\/th]\r\n[th]Effect[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td]A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bolstering Magic[\/b]\r\nBeginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:\r\n\r\nFor 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.\r\nRoll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature\u2019s choice). Once a creature receives this benefit, that creature can\u2019t receive it again until after a long rest.\r\nYou can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\n\r\n[b]Unstable Backlash[\/b]\r\nAt 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.\r\n\r\n\r\n[b]Controlled Surge[\/b]\r\nAt 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.\r\n\r\n\r\n\r\n\r\n[b][h1]Path of the Zealot[\/h1]\r\n[\/b]\r\nSome deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots \u2013 warriors who channel their rage into powerful displays of divine power.\r\n\r\n\r\n[b]Divine Fury[\/b]\r\nStarting 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.\r\n\r\n\r\n[b]Warrior of the Gods[\/b]\r\nAt 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.\r\n\r\n\r\n[b]Fanatical Focus[\/b]\r\nStarting 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.\r\n\r\n\r\n[b]Zealous Presence[\/b]\r\nAt 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.\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n\r\n[b]Rage Beyond Death[\/b]\r\nBeginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.\r\nWhile you're raging, having 0 hit points doesn\u2019t 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\u2019t die until your rage ends, and you die then only if you still have 0 hit points.\r\n\r\n\r\n\r\n\r\n\r\n[b][h1]Path of the Drowned[\/h1]\r\n[\/b]\r\nThe Path of the Drowned is walked by those who fall into the\r\ndark depths of the sea and survive. Most of these barbarians did\r\nnot choose this fate. Instead, their all-consuming rage is the\r\nlegacy of a prolonged brush with death. Some belong to tribes\r\nwho venerate the power of the sea and willingly give themselves\r\nto the waves for a chance at such strength.\r\nFalling somewhere between the living and the dead, barbarians\r\nwho walk this path remember the rattling of chains and crashing\r\nwaves when they rage. Their spectral powers control the battle-\r\nfield around them as they drag their enemies into the cold and\r\ncrushing depths to suffer their own grim fate.\r\n\r\n\r\n[b]Flooded Lungs[\/b]\r\nStarting at 3rd level, you take on certain characteristics that walk\r\nthe brink of life and death. You gain the following benefits:\r\n\u2022 You gain a swimming speed of 30 feet.\r\n\u2022 You are immune to the effects of being underwater at a depth\r\ngreater than 100 feet.\r\n\u2022 You no longer need to breathe.\r\n\u2022 You appear dead to spells and magical effects used to\r\ndetermine your status, and are indistinguishable from a\r\ncorpse while you remain motionless.\r\n\r\n\r\n[b]Spectral Chains[\/b]\r\nAlso at 3rd level, your memories of the crushing depths cause you\r\nto manifest spectral chains that wrap around you or hang off your\r\nperson. The chains are visible to only you when you are not\r\nraging and can\u2019t travel more than 10 feet away from you.\r\nThe chains can be used to manipulate an object, open an\r\nunlocked door or container, stow or retrieve an item from an open\r\ncontainer, or pour the contents out of a vial. The chains can\u2019t\r\nperform any task that requires careful handling, attack, activate\r\nmagic items, or carry more than 10 pounds.\r\nWhen your Spectral Chains require a saving throw, the DC\r\nequals 8 + your proficiency bonus + your Strength modifier.\r\n\r\n\r\n[b]Oppressive Haul[\/b]\r\nWhen you choose this path at 3rd level, you learn to fully\r\nembrace your spectral powers by summoning a ghostly anchor\r\nthat connects to your chains.\r\nWhen you enter a rage, you can hurl the anchor at a creature\r\nwithin 30 feet of you. The creature must succeed on a Strength\r\nsaving throw or be pulled up to 15 feet in a straight line towards\r\nyou by your Spectral Chains. While you\u2019re raging, you can use a\r\nbonus action on your turn to toss the anchor again, targeting the\r\nsame creature or a different one.\r\n\r\n\r\n[b]Heave-To[\/b]\r\nBeginning at 6th level, you can cause your Spectral Chains to\r\nbind and harm your foes. When a creature fails its save against\r\nyour chains, its speed is halved until the start of your next turn. In\r\naddition, the creature takes 1d6 cold damage.\r\nWhen you reach certain levels in this class, the damage dealt by\r\nyour chains increases: 2d6 at 10th level and 3d6 at 14th level.\r\n\r\n\r\n[b]Dead Men Talking[\/b]\r\nAt 10th level, your connection to the dead is strong enough to\r\ncontact them directly. When you do so, you cast the speak with\r\ndead spell without using a spell slot or material components.\r\nRather than speaking with the corpse\u2019s mouth, you see a spectral\r\nimage of the creature as it was in life hovering above the body.\r\nAfter you cast the spell in this way, you can\u2019t use this feature\r\nagain until you finish a short or long rest.\r\n\r\n\r\n[b]Batten Down the Hatches[\/b]\r\nStarting at 14th level, you can call upon the drowned to restrain\r\nthe living with your chains. When you take damage from a\r\ncreature that is within 5 feet of you, you can use your reaction to\r\nwrap that creature in Spectral Chains. The creature must succeed\r\non a Dexterity saving throw or be restrained until the end of\r\nyour next turn.\r\n\r\n\r\n\r\n\r\n[justify][b][h1]Path of the Comet[\/h1]\r\n[\/b][\/justify]Blasting across the battlefield in a shell of fire and ice,\r\nbarbarians who follow the path of the comet are blessed with\r\ntremendous speed and power. As with the celestial voyagers\r\nthat pass overhead, so too do these warriors put on brilliant\r\ndisplays, engraved in the hearts and minds of those that\r\nwitness them.\r\n\r\n\r\n[b]Coldfire Slam[\/b]\r\nStarting when you choose this path at 3rd level, you channel\r\nthe power of comets when you slam into enemies. While you\r\nare raging, you can surround yourself with a layer of either fire\r\nor ice. When you shove a creature, it takes damage equal to\r\nyour Strength modifier plus your rage bonus damage if you\r\nwin the contested ability check. The damage is cold or fire;\r\nyou choose the type of damage when you begin your rage.\r\n\r\n\r\n[b]Comet Dash[\/b]\r\nAt 3rd level, the cosmic powers you emulate allow you to\r\nbarrel through your opponents. While you are raging, when\r\nyou move straight towards a creature and then make a melee\r\nweapon attack or shove, the creature takes an additional 1d6\r\ndamage for each 10 feet you move straight toward it before\r\nthe attack or shove, up to a maximum of 3d6. This maximum\r\nincreases to 4d6 at 6th level, 5d6 at 10th level, and 6d6 at 14th\r\nlevel. The damage is the same type as your Coldfire Slam.\r\n\r\n\r\n[b]Shoot Across the Sky[\/b]\r\nAt 6th level, your speed empowers your ability to leap. While\r\nyou are raging, your jump distance is tripled, and you do not\r\ntake fall damage from a height of less than 100 feet.\r\n\r\n\r\n[b]Coldfire Aura[\/b]\r\nAt 10th level, the comet that surrounds you expands. At the\r\nstart of your turn while you are raging, each creature within 5\r\nfeet of you takes 1d6 damage. The damage is the same type as\r\nyour Coldfire Slam.\r\n\r\n\r\n[b]Cosmic Charge[\/b]\r\nAt 14th level, your charge is nigh unstoppable. When you take\r\nthe Dash action, you can move through the spaces of Large or\r\nsmaller creatures. Each creature you move through must\r\nmake a Strength saving throw (DC = 8 + your Strength\r\nmodifier + your proficiency bonus). On a failed save, they are\r\nknocked prone.\r\n\r\n\r\n\r\n\r\n[b][h1]Path of the Blazing Sun[\/h1]\r\n[\/b]\r\nThere are many cultures, particularly in the harsh outlands that\r\nmany barbarians call home, that revere the power of the sun.\r\nBarbarians who follow the Path of the Blazing Sun take this\r\nreverence a step further, and learn to how to transform and\r\nharness this power. These barbarians transform their rage into a\r\ndazzling display of magic, where powerful flames leap from their\r\nweapons and their movement becomes impossible to track as they\r\ndisappear in a flash of light only to reappear moments later, ready\r\nto strike down their foes with radiant energy.\r\n\r\n\r\n[b]Sunlit Fury[\/b]\r\nStarting when you choose this path at 3rd level, the burning rage\r\nin your heart manifests as white-hot fire and dazzling radiance.\r\nWhile you rage, you can enhance the first attack you make each\r\nturn with either fire or radiance. The weapon\u2019s damage type for\r\nthe attack becomes fire or radiant, respectively, and it gains a\r\nsecondary effect, outlined below:\r\n\r\n[i]Fire[\/i]. Upon hitting your primary target, you can choose up to\r\ntwo secondary targets that are also within your weapon\u2019s reach. If\r\nthe attack roll you made against the primary target would also hit\r\na secondary target, the arcing flames cause that target to take fire\r\ndamage. This fire damage equals 1d6 + half your Barbarian level\r\nif you chose a single secondary target, or 1d4 + a third of your\r\nBarbarian level if you chose two secondary targets.\r\n\r\n[i]Radiance[\/i]. Your reach for this attack is increased by 15 feet.\r\nImmediately after you declare your attack\u2019s target, you teleport to\r\nan unoccupied space within 5 feet of the target in a flash of light,\r\nand complete the attack. If there is no space available within 5\r\nfeet of the target, you remain at your original location and the\r\nattack fails. In order to select this option, your speed can\u2019t be 0.\r\n\r\n\r\n[b]Aspect of the Sun[\/b]\r\nBeginning at 6th level, the warm touch of the sun can invigorate\r\nyou. When you take a short rest and spend the entire rest in\r\nsunlight, you regain an additional 1d6 hit points if you spent at\r\nleast one hit die during the rest, and you regain 1 additional hit\r\npoint for every hit die you spend. Also, you are provided with\r\nenough nourishment to sustain yourself for one day.\r\nAlso, you gain both the control flames cantrip and the light\r\ncantrip if you don\u2019t already have them. Your spellcasting ability\r\nfor these spells is Constitution.\r\n\r\n\r\n[b]Radiant Steed[\/b]\r\nAt 10th level, you learn to form the radiance and fire of your soul\r\ninto a separate entity\u2014a mighty steed. You can cast the phantom\r\nsteed spell at-will, without expending a spell slot. For you, this\r\nspell summons a semi-transparent steed made from light and fire.\r\nThe steed sheds bright light in a 10-foot radius, and dim light 10\r\nfeet beyond that.\r\n\r\n\r\n[b]Blazing Retribution[\/b]\r\nAt 14th level, when a creature within your weapon\u2019s reach hits\r\nyou with an attack while you\u2019re raging, you can use your reaction\r\nto cause magical energy to streak towards your attacker. Choose\r\nfire or radiance. The creature must make a Constitution saving\r\nthrow with a DC of 8 + your proficiency bonus + your\r\nConstitution modifier. It then suffers one of the following effects:\r\n\r\n[i]Fire[\/i]. The creature takes 3d8 fire damage on a failed save, or\r\nhalf as much damage on a successful one.\r\n\r\n[i]Radiance.[\/i] On a failed save, the creature is blinded until the\r\nstart of its next turn.\r\n\r\n\r\n\r\n\r\n[b][h1]Path of the Celestial Avatar[\/h1]\r\n[\/b]\r\nSome barbarians revere the celestial spirits that roam the lands\r\nand skies, and seek them out to be their guides and personal\r\nconnection to the divine. A few barbarian clans have\r\npre-established connections to celestial spirits, and for\r\nthose clans taking this path is merely proving yourself\r\nworthy of that creature\u2019s power. For many barbarians,\r\nhowever, taking this path requires them to search far\r\nand wide for a celestial creature willing to let them\r\nbecome an avatar.\r\nMost any celestial creature is capable of granting\r\na barbarian this path. The most common among these\r\nare unicorns, couatls, and low-ranking angels, who\r\naccept righteous barbarians as their avatars\u2014extensions\r\nof their power that help them carry out their divine will.\r\nFor some barbarians that take this path, their rage\r\nbecomes reminiscent of divine possession\u2014in rage,\r\ntheir personality can take on some of the attributes of\r\ntheir celestial guide\u2019s personality.\r\n\r\n\r\n[b]Avatar of Might[\/b]\r\nWhen you adopt this path at 3rd level, you gain a celestial\r\nguide that you will serve as its avatar. In return for your\r\nservice, the guide bestows upon you the ability to channel\r\ndivine magic through your rage. You gain access to the following\r\nspells: compelled duel, divine favor, and heroism. Wisdom is your\r\nspellcasting ability for all the spells granted by this feature.\r\nAs part of the bonus action used to start your rage, you can cast\r\none of the spells you gained with this feature without expending a\r\nspell slot or using material components. The spell is cast at 1st\r\nlevel, doesn\u2019t require concentration if it normally does, and lasts\r\nfor the duration of rage rather than the spell\u2019s normal duration.\r\nAt 10th level, you cast all the spells you gain with this feature\r\nat 2nd level, and you gain access to the following additional\r\nspells: silence, spiritual weapon, and warding bond.\r\nAt 14th level, you cast all the spells you gain with this feature\r\nat 3rd level, and you gain access to the following additional\r\nspells: beacon of hope, crusader\u2019s mantle, and elemental weapon.\r\nAfter your spellcasting improves at 10th and 14th levels, if you\r\nwould cast a spell with this feature that doesn\u2019t benefit from being\r\ncast at a higher level, you gain 5 temporary hit points for each slot\r\nlevel above the spell\u2019s base level. These temporary hit points last\r\nfor the duration of your rage.\r\n\r\n\r\n[b]Celestial Blessing[\/b]\r\nAt 6th level, you gain resistance to radiant and necrotic damage.\r\nAdditionally, once per rage you can use your bonus action to\r\nbecome momentarily incorporeal, as your body and all of your\r\nequipment appears to transform into brilliant starlight. For the\r\nnext 10 feet of movement you make on your turn, you can move\r\nthrough other creatures and objects as if they weren\u2019t there, and\r\nyour movement doesn\u2019t provoke opportunity attacks. If this\r\nmovement ends and you\u2019re still inside an object or creature, you\r\nare transported to the nearest unoccupied space outside of it, and\r\ntake 2d6 force damage.\r\n\r\n\r\n[b]Divine Guidance[\/b]\r\nAt 10th level, you can cast the divination spell, but only as a\r\nritual. The entity you are put in contact with for this spell is the\r\ncelestial guide you chose when you selected this subclass.\r\n\r\n\r\n[b]Avatar of Light[\/b]\r\nStarting at 14th level, you can cause your rage to give off divine\r\nlight. For the duration of your rage, bright light extends 15 feet\r\nfrom you in every direction, and dim light extends 15 feet beyond\r\nthat. Creatures of your choice within the bright light gain\r\nresistance to radiant damage, necrotic damage, and one other\r\ndamage type of your choice that isn\u2019t bludgeoning, piercing, or\r\nslashing damage. You choose the damage type whenever you\r\nactivate your rage.\r\n\r\n\r\n\r\n\r\n[b][h1]Path of Blood[\/h1]\r\n[\/b]\r\nThe Path of Blood is a path taken by only the most ruthless and\r\nbattle-hungry barbarians. They do not care when they shed their\r\nown blood - in fact, they use that energy to empower their rage\r\neven farther, using their suffering to inflict wounds upon their\r\nfoes through magical bonds of blood.\r\nWhile at first glance the Path of Blood appears to be powered\r\nby the same forces as the Path of the Berserker, the Path of Blood\r\nis far more magical in nature. Bloodragers use their blood in a\r\nform of hemomancy - a magic that utilizes blood sacrifices.\r\n\r\n\r\n[b]Bloodrage[\/b]\r\nStarting when you select this path at 3rd level, you can choose to\r\nignite your blood with magical power during you rage. At the end\r\nof each of your turns while raging, you can choose to take 1d4 +\r\nhalf your barbarian level necrotic damage to release a burst of\r\nnecrotic energy. Each creature of your choice within 10 feet of\r\nyou takes necrotic damage equal to the necrotic damage you took.\r\nThe necrotic damage you take ignores resistance or immunity.\r\n\r\n\r\n[b]Scent of Death[\/b]\r\nAt 6th level, you gain the ability to smell the scent of the injured\r\nfrom up to a mile away, and accurately pinpoint the scent\u2019s\r\ndirection. Once you get within 1000 feet of the source, you can\r\nmake a DC 15 Wisdom (Perception) check to determine its exact\r\nidentity. On a success, you know the exact identity of the creature\r\nif you have encountered it before; otherwise you only determine\r\nits type and the severity of its injury. Either way on a success, you\r\nknow the exact distance and direction to the injured creature. On\r\na failed check, you know that you failed the check and can\u2019t make\r\nanother one for 1 hour.\r\n\r\n\r\n[b]Sanguine Visions[\/b]\r\nStarting at 10th level, touching spilled blood allows you to see the\r\ncircumstances under which the blood was spilled. As an action,\r\nyou can touch at least a drop of blood that has been spilled within\r\nthe last 48 hours. For the next 12 seconds, you become blind and\r\ndeaf to your own senses as your mind experiences the minute that\r\nled to that blood being spilled, from the point of view of the one\r\nwhose blood was spilled.\r\n\r\n\r\n[b]Path of Destruction[\/b]\r\nBeginning at 14th level, whenever a creature within 10 feet of\r\nyou is reduced to 0 hit points while you\u2019re raging, you can use\r\nyour reaction to move up to half your speed without provoking\r\nopportunity attacks, and make a single melee weapon attack.\r\nAs part of the same reaction, you may also spend a hit die to\r\nheal yourself. If you choose to do so, roll the die, add your\r\nConstitution modifier, and regain a number of hit points equal to\r\nthe total (minimum of 1).\r\n\r\n\r\n\r\n\r\n[b][h1]Path of the Aboomination[\/h1]\r\n[\/b]\r\nThere are whispers of barbarian tribes that possess\r\notherworldly abilities, able to take on grotesque forms\r\nthat defy the laws of the natural world. Some say these\r\nbarbarians happened upon a long forgotten elder being, or\r\nthey are the remains of a once knowledgeable cult driven\r\nmad by the things they discovered. Others say they are not\r\nnative to the material plane at all but instead travelled here\r\nfrom the Far Realm millenia ago.\r\nRegardless of their origin, these vile warriors often\r\nperform ancient and evil magic rituals of mutilation to\r\ntransform their flesh. These actions warp both their bodies\r\nand minds in horrific ways that augment their already\r\nprofound combat abilities.\r\n\r\n\r\n[b]Eldritch Transformation[\/b]\r\n3rd-level Path of the Abomination feature\r\nYou begin to perform vile rituals to improve your\r\ncapabilities and strike terror into the hearts of your foes.\r\nThese manifest as horrific physical transformations\r\nduring the height of your fury. When you rage, choose a\r\ntransformation from one of the options detailed below. Your\r\nchoice lasts for the duration of the rage.\r\nIf your transformation\u2019s effects require a saving\r\nthrow, the DC equals 8 + your proficiency bonus + your\r\nConstitution modifier.\r\n\r\n[i]Bloated Form[\/i]. While raging, your body swells to an\r\nunnatural bloated state. You increase in size by one\r\ncategory-- from Medium to Large, for example, your\r\ncarrying capacity is doubled, and you have advantage on\r\nsaving throws that would move you or knock you prone.\r\n\r\n[i]Corrupted Flesh[\/i]. While raging, your skin hardens in a\r\nscaly or scab-like manner, granting you a +1 bonus to your\r\nAC. As a reaction, when you fail a Constitution or Dexterity\r\nsaving throw you can shed the skin to reroll, using the new\r\nresult. If you do so, the bonus to your AC ends.\r\n\r\n[i]Reprehensible Stench.[\/i] While raging, you emit a foul-\r\nscented cloud of decaying matter, potentially sickening\r\nthose in an area around you. When a creature within 5 feet\r\nof you hits you with a weapon attack, it takes 1d4 poison\r\ndamage. The damage die increases when you reach certain\r\nlevels in this class, increasing to 1d6 at 10th level, 1d8 at\r\n15th level, and 1d10 at 20th level.\r\n\r\n\r\n[b]Aberrant Form[\/b]\r\n6th-level Path of the Abomination feature\r\nYour dedication to the maddening forces\r\nof ancient evils has granted you a\r\npermanent benefit. Choose one of the\r\nfollowing options.\r\n\r\n[i]Unsightly Visage[\/i]. Your appearance\r\ntakes on a permanent repulsive\r\nform-- perhaps additional eyes on\r\nyour neck or tiny tentacles across\r\nyour face. You gain advantage on\r\nCharisma (Intimidation) checks\r\nbut disadvantage on Charisma\r\n(Persuasion) checks against\r\ncreatures that can see you.\r\n[i][\/i]\r\n[i]Gruesome Appendage.[\/i] A\r\npartially-functional extra arm or\r\ntentacle grows from your torso. The\r\nappendage cannot wield weapons or\r\na shield, but can manipulate simple\r\nobjects. While the appendage is not\r\ncarrying anything, you can use a bonus\r\naction to take the Use an Object action.\r\nSlithering Skin. Your body begins to\r\nproduce an oily and repulsive slime. You\r\nhave advantage on saving throws to avoid\r\nbeing grappled or restrained as well as advantage on ability\r\nchecks made to escape a grapple.\r\n\r\n\r\n[b]Monstrous Manifestation[\/b]\r\n10th-level Path of the Abomination feature\r\nYour body has been so heavily warped by eldritch forces\r\nthat you have become hardened to that which would hinder\r\nlesser beings. You are immune to poison.\r\n\r\n\r\n[b]Twisted Metamorphosis[\/b]\r\n14th-level Path of the Abomination feature\r\nYou have mastered ancient techniques and dark rituals to\r\nbe able to truly become an unrecognisable shadow of your\r\nformer self. As part of a long rest, you can spend 1 hour\r\nperforming a ritual to transform yourself in one of the ways\r\ndetailed below. The metamorphosis lasts until you use this\r\nfeature again or until you finish a long rest.\r\n[i][\/i]\r\n[i]Unstoppable Bulk[\/i]. Your body becomes a mass of\r\nwrithing flesh. While raging, you can use a bonus action to\r\ntake the Dash action. If you end the dash next to a creature,\r\nit must succeed on a Strength saving throw or be pushed\r\n15 feet away from you and take bludgeoning damage equal\r\nto 1d12 + your Strength modifier.\r\n[i][\/i]\r\n[i]Vile Presence.[\/i] Your appearance becomes the stuff of\r\nnightmares, preventing enemies from escaping through\r\nsheer terror. While you\u2019re raging, you can use a reaction\r\nafter hitting a creature to force it to make a Wisdom saving\r\nthrow. On a failed save, the creature takes 2d8 psychic\r\ndamage and falls prone. On a successful save, the creature\r\nis immune to this effect for 24 hours. A creature is also\r\nimmune to this effect if it can\u2019t see or hear you or if it can\u2019t\r\nbe frightened.\r\n\r\n[i]Tentacled Fury[\/i]. You can transform your arms into\r\npowerful eldritch tentacles. While you are raging, you\r\ncan use a bonus action to increase your reach with melee\r\nweapon attacks by 15 feet until the end of your turn. If\r\nyou hit a target while using this feature, you can choose to\r\ndrag the creature towards you. The target must succeed\r\non a Strength saving throw with a DC equal to 8 + your\r\nproficiency bonus + your Constitution modifier, or be pulled\r\nup to 10 feet in a straight line toward you.\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[b][h1]Path of Infiltration[\/h1]\r\n[\/b]\r\nTo barbarians who follow the Path of Infiltration, rage does\r\nnot mean battle cries and violent screams. Instead, it means\r\ndeafening silence and uncertain shadows. Drawing upon\r\nmagic from the Shadowfell, these infiltrators breathe in\r\nsound and light and hold it within, suppressing it as they lay\r\nwaste to enemies, doors, and any other barriers between\r\nthem and their goal.\r\nIn the world of Ravnica, House Dimir makes ample use of\r\nthese barbarians. In the Forgotten Realms, the Zhentarim\r\nincludes such ranks. Thieves\u2019 guilds, cults, or noble\r\nhouses might also recruit these silent terrors as thieves\r\nor assassins.\r\n\r\n[b][\/b]\r\n[b]Breaking and Entering[\/b]\r\n3rd-level Path of Infiltration feature\r\nYou become adept at finding a way past nearly any obstacle:\r\n\u2022 You deal double damage to objects.\r\n\u2022 You can use a bonus action on each of your turns to make\r\na single weapon attack against an object that isn\u2019t being\r\nworn or carried.\r\n\u2022 While you are raging, your rage doesn\u2019t end early as long\r\nas you end your turn in dim light or darkness.\r\n\r\n\r\n[b]Silent Rage[\/b]\r\n3rd-level Path of Infiltration feature\r\nWhenever you enter a rage, you can inhale light and sound\r\nto create a magical aura of silence and shadow. The aura\r\nextends 10 feet from you in every direction, but not through\r\ntotal cover. Your aura lasts until you dismiss it as a bonus\r\naction or your rage ends.\r\nYour aura acts as the areas of both a silence spell and of\r\na pass without trace spell. You can still use your Danger\r\nSense even while you are deafened by your aura.\r\nIf you are targeted by a dispel magic spell, your\r\naura counts as a spell with a level equal to half your\r\nbarbarian level.\r\n\r\n[b][\/b]\r\n[b]Improved Infiltration[\/b]\r\n6th-level Path of Infiltration feature\r\nWhenever you hit an object with an attack, the hit is a\r\ncritical hit.\r\nIn addition, dim light doesn\u2019t impose disadvantage on\r\nyour Wisdom (Perception) checks relying on sight.\r\n\r\n[b][\/b]\r\n[b]Traceless Intruder[\/b]\r\n10th-level Path of Infiltration feature\r\nWhile you\u2019re raging, you are under the effects of a\r\nnondetection spell, and whenever you would trigger an\r\nabjuration spell, such as by walking through the area of an\r\nalarm or glyph of warding, you can make a Constitution\r\nsaving throw (DC 10 + the spell\u2019s level). On a successful\r\nsave, the spell isn\u2019t triggered.\r\nAdditionally, while you benefit from your Danger\r\nSense, the damage you take from traps is halved. This\r\nincludes magical traps, such as the glyph of warding or\r\nsymbol spells.\r\n\r\n[b][\/b]\r\n[b]Stride of Shadows[\/b]\r\n14th-level Path of Infiltration feature\r\nAs an action on your turn, you can take on an incorporeal,\r\nshadowy form. Until the end of the turn, you can move\r\nthrough creatures and objects as if they were difficult\r\nterrain. If you occupy the same spot as a solid object or\r\ncreature when the turn ends, you are immediately shunted\r\nto the nearest unoccupied space and take 1d10 force\r\ndamage for every 5 feet you are moved. If you take this\r\naction while raging, your rage doesn\u2019t end early at the end\r\nof the turn.\r\n\r\n\r\n\r\n[b][\/b]\r\n[b][h1]Path of the Wilds[\/h1]\r\n[\/b]\r\nAmong all the people of the world, few spend as much time\r\nin the wilderness as barbarians. Consequently, the men and\r\nwomen called to this life are more likely than anyone else\r\nto come into contact with fey creatures. Some even journey\r\nin the Feywild itself, testing their strength against the\r\nsylvan colossi and their survival skills against the deepest,\r\ndarkest forests and swamps.\r\nWarriors who walk the Path of the Wilds tend to be\r\njovial and good-natured sorts who eschew the mindless\r\nfury of the berserker or the ritualistic traditions of the totem\r\nwarrior in favor of a more organic aesthetic.\r\n\r\n\r\n[b]Serene Grace[\/b]\r\nWhen you choose this path a 3rd level, you learn to channel\r\nyour rage into an otherworldly calmness. Taking the Dash\r\nor Hide actions on your turn counts as attacking a hostile\r\ncreature for the purposes of sustaining your rage.\r\n\r\n[b][\/b]\r\n[b]Language of Flowers[\/b]\r\nAlso at 3rd level, you gain the ability to speak to both\r\nmundane plants and plant creatures as if you shared a\r\nlanguage. Plants that aren't creatures can't speak to you, but\r\ncan be persuaded to perform simple tasks, such as opening\r\nor closing flowers, moving branches or shedding leaves.\r\n\r\n\r\n[b]Fey Trickery[\/b]\r\nAt 6th level, you learn some of the secret tricks of the fey\r\nfolk. When you activate your rage, you come under the\r\ninfluence of a blur spell that lasts for the duration of that\r\nrage. The effect ends early if it is dispelled or you take\r\ndamage from any source.\r\n\r\n\r\n[b]Unearthly Charm[\/b]\r\nStarting at 10th level, you can use your action to seduce\r\nsomeone with your mysterious presence. When you do so,\r\nchoose one creature that you can see within 30 feet of you.\r\nIf the creature can see or hear you, it must succeed on a\r\nWisdom saving throw (DC equal to 8 + your proficiency\r\nbonus + your Charisma modifier) or be charmed by you\r\nuntil the end of your next turn, regarding you as a trusted\r\nfriend. On subsequent turns, you can use your action to\r\nextend the duration of this effect on the charmed creature\r\nuntil the end of your next turn. This effect ends if the\r\ncreature ends its turn out of line of sight or more than 60\r\nfeet away from you.\r\nIf the creature succeeds on its saving throw, you can't\r\nuse this feature on that creature again for 24 hours.\r\n\r\n\r\n[b]Phase Leap[\/b]\r\nWhen you reach 14th level, your connection to the Feywild\r\nenables you to blink from place to place. While you are\r\nraging, you can use all of your movement to teleport up to\r\n30 feet to any unoccupied space you can see.\r\n\r\n\r\n[b][h1]Path Of The Fractured[\/h1][\/b]\r\nBarbarians are defined by their rage, channeling emotion\r\nto unleash brief but potent destruction on their enemies.\r\nA rare few study esoteric psychological techniques that\r\nsplit their rage off from the rest of their psyche, dividing\r\ntheir identity into two parts: ego and id. When their\r\nego is in control, the Fractured\u2014as these barbarians\r\nare known\u2014are capable of a degree of self-control and\r\ncunning few other barbarians are. When they allow their\r\nid to take control, their countenance turns monstrous\r\nand their bodies swell with the power of rage made\r\nphysically manifest.\r\n\r\n\r\n[b]Face of Rage[\/b]\r\nStarting at 3rd level, when you enter your rage, your\r\nfeatures distort and your body swells such that your\r\nappearance completely changes. Creatures who don\u2019t\r\nwitness your transformation and have not witnessed it in\r\nthe past do not recognize you. In addition, while raging,\r\nyou gain the following benefits if you aren\u2019t wearing\r\nheavy armor:\r\n\u2022 You can roll a 1d8 in place of the normal damage of\r\nyour unarmed strike, and your unarmed strikes count\r\nas magical for the purpose of overcoming resistance\r\nand immunity to nonmagical attacks and damage.\r\n\u2022 When you use the attack action with an unarmed\r\nstrike and are not wielding a shield, you can make one\r\nunarmed strike as a bonus action.\r\n\u2022 You count as one size larger when determining\r\nwho you can target and who can target you with\r\ngrappling, and your reach with unarmed attacks\r\nincreases to 10 feet.\r\n\r\n\r\n[b]Mask of Civility[\/b]\r\nAlso at 3rd level, you gain proficiency with one of\r\nthe following skills of your choice: Arcana, History,\r\nInvestigation, Medicine, Nature, Persuasion, or Religion.\r\nIn addition, you gain proficiency with one artisan\u2019s tool\r\nkit of your choice or learn to read, speak, and write one\r\nlanguage of your choice.\r\n\r\n\r\n[b]Brains and Brawn[\/b]\r\nAt 6th level, while you are not raging, you have\r\nresistance to psychic damage. While you are raging, you\r\nhave resistance to all damage except psychic damage.\r\n\r\n\r\n[b]Cunning and Brutal[\/b]\r\nAt 10th level, while you are not raging, you can take a\r\nbonus action on each of your turns to take the Disengage\r\nor Help action. While you are raging, your unarmed\r\nstrikes score a critical hit on a roll of 19 or 20.\r\n\r\n\r\n[b]Better Half[\/b]\r\nAt 14th level, when you take damage that would reduce\r\nyou to 0 hit points, you can use your reaction to drop to\r\n1 hit point instead and gain temporary hit points equal\r\nto half your maximum hit points. In addition, if you\r\nwere raging your rage ends, and if you weren\u2019t raging,\r\nyou enter a rage (even if you have no remaining uses of\r\nyour rage). You lose all remaining temporary hit points\r\nafter 1 minute.\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n\r\n\r\n\r\n[b][h1]Path Of The Primal Spirit[\/h1][\/b]\r\nMany barbarians are in tune with the natural world, but\r\nfew are as mystically intertwined with it as those who\r\nwalk the Path of the Primal Spirit. These barbarians forge\r\npowerful connections with the beasts and natural spirits\r\nof the world, inspiring such ethereal beings to manifest\r\nand journey with them on far-flung adventures.\r\nBarbarians who follow this path have a deep\r\nreverence for the ecological cycle of the natural world.\r\nSuch barbarians are as likely to accept quests and pleas\r\nfor aid from local wildlife as they are other humanoids.\r\nThis respect for animals doesn\u2019t cross into naivety\u2014no\r\nbarbarian better understands the circle of life and the\r\ndelicate balance between the needs of predator and prey\r\nbetter than those who walk the Path of the Primal Spirit.\r\n\r\n\r\n[b]Primal Companion[\/b]\r\nAt 3rd level, you gain a primal companion,\r\na spirit that accompanies you on your\r\nadventures and instinctively fights\r\nalongside you. Select either the [blocklink:869336] or [blocklink:869341], and one of land, sea, or sky. Its\r\nin game statistics can be found on one of the\r\nfollowing cards, which uses your proficiency\r\nbonus (PB) in several places.\r\nYou determine your companion\u2019s appearance;\r\nhowever, this does not affect its game statistics. Despite\r\ntaking on a physical form, your primal companion\r\ndoes not need to breathe, eat, or sleep. You and your\r\nprimal companion can communicate with one another\r\ntelepathically while you are both on the same plane.\r\nAs an action, you can temporarily dismiss your\r\nprimal companion or summon it within 30 feet of you.\r\nIn combat, your primal companion shares your initiative\r\ncount, but it takes its turn immediately after yours. It can\r\nmove and use its reaction on its own, but the only action\r\nit takes on its turn is the Dodge action, unless you use a\r\nbonus action on your turn to command it to take another\r\naction. That action can be one in its stat block or some\r\nother action. If you are incapacitated, your companion\r\ncan take any action of its choice.\r\nYou can spend one minute caring for your primal\r\ncompanion. When you do, the spirit regains 2d6 hit\r\npoints. Your primal companion regains all lost hit points\r\nat the end of a long rest. If your primal companion dies,\r\nthe spirit manifests in a form of your choice the next time\r\nyou finish a long rest.\r\n\r\n\r\n[b]Shared Rage[\/b]\r\nAlso at 3rd level, while you are raging, your primal\r\ncompanion has resistance to bludgeoning, piercing, and\r\nslashing damage.\r\n\r\n[b][\/b]\r\n[b]Kin to Beasts[\/b]\r\nAt 6th level, you can cast the animal friendship and speak\r\nwith animals spells using Constitution as your spellcast-\r\ning ability. Once you cast a spell using this feature, you\r\ncan\u2019t cast either spell until you finish a short or long rest.\r\n\r\n\r\n[b]Skinrider\u2019s Trance[\/b]\r\nAt 10th level, you can use an action and choose your\r\nprimal companion or one beast currently under the effect\r\nof your animal friendship spell to enter a trance. For the\r\nduration of this trance, you possess the chosen creature.\r\nWhile possessing a creature, you sense the world\r\nthrough the target\u2019s senses, you have total control over\r\nits movement and actions, you use the beast\u2019s physical\r\nstatistics and abilities instead of your own, and keep\r\nyour mental attributes. This possession ends if you\r\nchoose to exit the trance (no action required by you), the\r\nbeast you\u2019re possessing is reduced to 0 hit points, or you\r\nand the beast are on different planes of existence.\r\nWhile in this trance, you are blinded and deafened in\r\nregard to your own senses and cannot move or take ac-\r\ntions. You can remain in the trance for a number of hours\r\nup to half your level in this class + your Constitution mod-\r\nifier. Once you use this feature to enter the trance, you\r\ncannot do so again until you finish a long rest.\r\n\r\n\r\n[b]Shape of the Wild[\/b]\r\nAt 14th level, you can use a bonus action on your turn to\r\nchoose a new form for your primal companion, causing\r\nit to transform instantaneously. When you cause your\r\nprimal companion to transform in this way, its current\r\nhit points change to its new maximum hit points.\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a short or long rest.\r\n\r\n\r\n\r\n\r\n[b][h1]Path of the Fin[\/h1]\r\n[\/b]\r\nTribal communities exist all across the realms, in all\r\nmanner of locales and climes. While their customs often\r\nchange, one steadfast certainty, seen time and time again, is\r\nthe reverence for particular animals local to that tribe.\r\nThese are often wildly varied; northern tribes may\r\nrevere the Wolf or the Bear, those of the deserts\r\nfollow the Hawk or the Jackal, and those\r\nof the jungle may aspire to the\r\nApe, or the Tiger. It is in this\r\ntradition that the Path of the Fin,\r\nisland warriors capturing the\r\nbloodthirsty essence of the\r\ngreat Shark,\r\narose.\r\n\r\n\r\n[b]Feeding Frenzy[\/b]\r\nFin barbarians, as opposed to their land-locked brothers,\r\nundergo much in the way of physical transformation when\r\nthey enter a rage. Starting at 3rd level, while raging, you\r\nsprout rows of razor-sharp shark teeth and gain a melee bite\r\nattack which deals 1d8 slashing damage on a hit. When you\r\nattack a living creature with this bite, you heal a number of\r\nhit points equal to half the damage dealt.\r\n\r\n\r\n[b]Blood Sense[\/b]\r\nA fully-grown shark can smell a single drop of blood in the\r\nwater almost a mile away. At 6th level, you gain an\r\namazing sense of smell. You gain advantage on all\r\nInvestigation and Perception checks dealing with smell,\r\nyou can automatically track a single living creature whose\r\nscent you know so long as the trail is no older than a week\r\nold. By spending a minute concentrating, you can detect the\r\nscents of all living creatures in a 100-yard radius, or up to a\r\nmile in the water.\r\n\r\n\r\n[b]Mako[\/b]\r\nStarting at 10th level, your bite attack damage increases to\r\n1d10, and a creature you bite must make a Dexterity save\r\n(DC 8 + your proficiency bonus + your Strength modifier)\r\nor be knocked prone.\r\n\r\n\r\nShark Force\r\nAt 14th level, you become a total amalgamation of shark\r\nand man. You gain gills, a small dorsal fin, and your skin\r\nbecomes rough, like that of a shark. You gain a 40-foot\r\nswim speed, you can breathe underwater, and your armor\r\nclass increases by 2. Additionally, your bite damage\r\nincreases to 1d12.\r\n\r\n\r\n\r\n\r\n[b][h1]PATH OF THE ANCESTORS[\/h1]\r\n[\/b]\r\nWhile other barbarians lose themselves to their fury, the\r\nPath of the Ancestors channels the power of the ancient\r\nspirits of a tribe through rage. When the rage takes you,\r\nthe spirits of the ancients flow through your body, granting\r\nyou their strength and wisdom. Barbarians on the Path of\r\nthe Ancestors are often leaders, or respected advisors, with\r\nthe strength to bring greater tempers to heel.\r\n\r\n[b][\/b]\r\n[b]WISDOM OF THE ANCIENTS[\/b]\r\nStarting when you choose this path at 3rd level, when you\r\nrage, the spirits of your ancestors inhabit your body and\r\nlend you their might. You have advantage on Wisdom\r\nsaving throws against spells and other magical effects.\r\n\r\n\r\n[b]SPIRITUAL LEADER[\/b]\r\nBeginning at 6th level, you can cast calm emotions once.\r\nYou regain the ability to do so when you finish a short or\r\nlong rest. The save DC for this spell is equal to 8 + your\r\nproficiency bonus + your Wisdom modifier.\r\n\r\n\r\n[b]WRATH OF THE ANCIENTS[\/b]\r\nBeginning at 10th level, while raging, your\r\nmelee weapon attacks deal additional psychic\r\ndamage equal to your Wisdom modifier (minimum of 1).\r\n\r\n\r\n[b]UNFETTERED SOUL[\/b]\r\nStarting at 14th level, while raging you are under the\r\neffect of a freedom of movement spell. You don\u2019t need to\r\nconcentrate to maintain this effect.\r\n\r\n\r\n\r\n\r\n[b][h1]Path of the Blighted[\/h1]\r\n[\/b]\r\nThe Path of the Blighted is a path of unholy origin, traced\r\nback to the same origin of the Blights: the Gulthias Tree.\r\nBy gaining power from this evil source, you can channel\r\nyour rage to shift your physical form, becoming a\r\nmonstrous abomination of vines and branches. While\r\ntransformed, you engulf and constrict your enemies\r\nas you tear them apart.\r\n\r\n\r\n\r\n\r\n[b]Blighted Transformation[\/b]\r\nStarting when you choose this path at 3rd level, you\r\nbecome a blighted monster when you rage. For the\r\nduration of your rage, when you hit a creature with a\r\nweapon attack on your turn, you can use a bonus action\r\nto attempt to grapple the target with blighted vines that\r\nsprout out of your body. This grapple does not require\r\na free hand, but otherwise follows all of the rules for\r\ngrappling. You can have 1 creature grappled with this\r\nfeature at a time.\r\nIf you already have a creature grappled with this\r\nfeature, this bonus action instead constricts the target,\r\ncausing them to take bludgeoning damage equal to\r\nhalf your barbarian level, rounded up.\r\n\r\n\r\n[b]False Appearance[\/b]\r\nBeginning at 6th level, your body is now able to become\r\ntemporarily plantlike to hide from foes. As an action, you\r\ncan camouflage yourself against the surface of a plant,\r\nsuch as the bark of a tree, a large bush, or an area of thick\r\nvines. When you do so, you make a Dexterity (Stealth) check\r\nwith advantage, remaining camouflaged until you move or take\r\nan action.\r\n\r\n\r\n[b]Unnatural Growth[\/b]\r\nAt 10th level, you can cast the plant growth spell once with this\r\nfeature, and you regain the ability to cast it this way once you\r\nfinish a long rest.\r\n\r\n\r\n[b]Reactive Tendrils[\/b]\r\nStarting at 14th level, whenever you take damage from a creature\r\nwithin 5 feet of you while you\u2019re raging, you can use your\r\nreaction to release grasping vines at the attacker, attempting to\r\ngrapple the target. This grapple does not require a free hand, and\r\nyou can have 1 creature grappled with this feature at a time.\r\nIf you use your Blighted Transformation feature to constrict a\r\ncreature you\u2019re grappling, you deal damage to both the creature\r\nyou\u2019re grappling with Blighted Transformation as well as the\r\ncreature you\u2019re grappling with Reactive Tendrils.\r\n\r\n\r\n\r\n\r\n[b][h1]PATH OF THE HIVE TENDER[\/h1][\/b]\r\nThe bearfolk of the Northlands are renowned for\r\ntheir use of bee hives as sources of sustenance and\r\ndefense. Among the most powerful of these northern\r\nbearfolk warriors are the Hive Tenders of the Bear\r\nMaiden. Their deep connection with the primal magic\r\nof the Bear Maiden allows them to summon and\r\ncontrol swarms of magical bee spirits who aid them in\r\ndefending the tribes.\r\n\r\n\r\n[b]HONEY OF THE BEAR MAIDEN[\/b]\r\nWhen you choose this path at 3rd level, you can\r\nforage for 1d4 servings of blessed honey each day. To\r\nforage, you must be in an environment where bees\r\nare naturally found. A creature can use its action to\r\nconsume one serving of blessed honey. Each serving of\r\nblessed honey can have one of the following effects.\r\n[i][\/i]\r\n[i]Golden![\/i] Nonmagical light sources you are carrying\r\ndo not shed dim light, instead they shed golden,\r\nbright light to the limit of their range until the end\r\nof your next long rest.\r\n\r\n[i]Hearty[\/i]! You recover one additional level of exhaustion\r\nafter you finish your next long rest, and the honey\r\nprovides you with enough nourishment to sustain\r\nyou for two days.\r\n\r\n[i]Smooth![\/i] A single bee escorts you until the end of\r\nyour next long rest. You can use a bonus action to\r\ncommand the bee to sting one creature within 30\r\nfeet of you for 1 piercing damage. The bee dies after\r\ndealing this damage.\r\n\r\n[i]Sweet![\/i] You exude a sweet, floral aroma until you\r\nfinish a long rest. While exuding this aroma, you\r\nhave advantage on Wisdom (Animal Handling)\r\nchecks when interacting with beasts with an\r\nIntelligence of 3 or lower.\r\n\r\nA creature can benefit from only one serving of\r\nblessed honey at a time. Once you use this feature, you\r\ncan\u2019t use it again until you finish a long rest.\r\n\r\n\r\n[b]RAGING SWARM[\/b]\r\nAt 3rd level, magical bee spirits appear within 5 feet of\r\nyou when you rage. The bees can\u2019t be targeted by attacks,\r\nspells, or effects, and they vanish when your rage ends.\r\nAs a bonus action, you can command the bee spirits\r\nto swarm around a single creature within 60 feet of you.\r\nThe bee spirits return to you at the start of your next\r\nturn. While the bee spirits are swarming the target, it\r\nhas disadvantage on ranged weapon attack rolls, and,\r\nif the target casts a spell with a somatic component, it\r\nmust succeed on a Constitution saving throw or fail\r\nto cast the spell, losing the action but not the spell\r\nslot. The DC for this saving throw equals 8 + your\r\nproficiency bonus + your Constitution modifier.\r\n\r\n\r\n[b]DEFENSIVE FORMATION[\/b]\r\nBeginning at 6th level, while raging, you have resistance\r\nto poison damage and can\u2019t be poisoned. If you are\r\npoisoned when you enter your rage, the effect is\r\nsuspended for the duration of the rage.\r\n\r\n\r\n[b]UPON BUZZING WINGS[\/b]\r\nWhen you reach 10th level, you can use a bonus\r\naction while raging to command the bee spirits to lift\r\nyou into the air. If you do so, you gain a flying speed of\r\n30 feet until the end of your turn.\r\n\r\n\r\n[b]BEES FOR TEETH[\/b]\r\nAt 14th level, you can use a bonus action while raging\r\nto make a bite attack. This attack counts as magical for\r\nthe purpose of overcoming resistance and immunity to\r\nnonmagical attacks and damage. A creature damaged\r\nby this attack must succeed on a Constitution saving\r\nthrow or be poisoned until the end of its next turn. The\r\nDC for this saving throw equals 8 + your proficiency\r\nbonus + your Constitution modifier.\r\n\r\n\r\n[b][h1]PATH OF THE SHADOW CHEWER[\/h1][\/b]\r\nBearfolk who live in their enclaves of light in the\r\nshadow realm keep the darkness at bay thanks to the\r\ngreen magic of Freyr and Freya. When the shadows\r\ngather too close to the borders of their land, the\r\nbearfolk call upon the wild warriors known as the\r\nShadow Chewers. Sometimes called \u201cAngels of Freyr,\u201d\r\nthese fearsome heroes bring tooth, claw, and radiance\r\nto bear against the darkness.\r\n\r\n\r\n[b]TEETH OF THE SUN[\/b]\r\nWhen you adopt this path at 3rd level, your bite\u2019s\r\ndamage die is a d8. At 7th level, your bite attack counts\r\nas magical for the purpose of overcoming resistance\r\nand immunity to nonmagical attacks and damage, and\r\nyour bite\u2019s damage die is a d10. At 11th level, your bite\u2019s\r\ndamage die is a d12.\r\n\r\n\r\n[b]CHEW SHADOWS[\/b]\r\nAt 3rd level, you are imbued with radiant power when\r\nyou rage. While raging, you shed bright light in a\r\n10-foot radius and dim light an additional 10 feet. This\r\nlight is immune to the effects of magical darkness and\r\ncan\u2019t be dispelled; however, it can\u2019t pass through solid\r\nobjects and otherwise behaves like normal light. In\r\naddition, while raging, you can choose for your bite\r\nattack to do radiant damage instead of piercing damage.\r\n\r\n\r\n[b]DIVINE SUSTENANCE[\/b]\r\nAs a bonus action at 6th level, each creature of your\r\nchoice, including yourself, in the light shed by your\r\nChew Shadows feature regains hp equal to half your\r\nbarbarian level. This feature can restore a creature to no\r\nmore than half its hit point maximum. You can use this\r\nability only once per rage.\r\n\r\n\r\n[b]EMBOLDENING LIGHT[\/b]\r\nStarting at 10th level, you and friendly creatures in the\r\nbright light shed by your Chew Shadows feature are\r\nimmune to the frightened condition. When you reach\r\n18th level, this benefit extends to friendly creatures\r\nin both the bright and dim light shed by your Chew\r\nShadows feature.\r\n\r\n[b][\/b]\r\n[b]RAGE OF THE ROARING SUN[\/b]\r\nAs a bonus action at 14th level, each creature of your\r\nchoice in the light shed by your Chew Shadows feature\r\ntakes radiant damage equal to half your barbarian level.\r\nYou can use this ability only once per rage.\r\n\r\n\r\n\r\n\r\n[b][h1]Path of the Kegger[\/h1]\r\n[\/b]\r\nRestraint is not a barbarian\u2019s forte. They rage with the\r\nsame ferocity as they do in battle, as if it were their last\r\ndays on Earth. Leveraging their prodigious fortitude\r\n(and the fortitude of their livers) barbarians who follow\r\nthe Path of the Kegger indulge in quantities of alcohol\r\nwhich would kill normal men. They take this in stride, as\r\nthey travel from party to party, tavern to tavern, picking\r\nbarfights and making merry wherever they go.\r\n\r\n\r\n[b]Barroom Brawler[\/b]\r\nStarting at 3rd level when you take this subclass, you\r\ngain extreme skill in the subtle art of bashing drunk\r\npeople in the head. You gain proficiency with improvised\r\nweapons, and your unarmed strikes deal 1d4 bludgeoning\r\ndamage. While you are raging, your unarmed strikes and\r\nimprovised weapons you wield deal increased damage as\r\nshown on the table below:\r\n[table][tr][th]Barbarian Level[\/th]\r\n[th]Unarmed Damage[\/th][\/tr]\r\n[tr][td]3[\/td]\r\n[td]1d6[\/td][\/tr]\r\n[tr][td]6[\/td]\r\n[td]1d8[\/td][\/tr]\r\n[tr][td]10[\/td]\r\n[td]1d10[\/td][\/tr]\r\n[tr][td]14[\/td]\r\n[td]1d12[\/td][\/tr][\/table]\r\nStarting at 6th level, your unarmed strikes and improvised\r\nweapons you wield count as magical for the purposes of\r\nignoring damage resistance and immunity.\r\n\r\n\r\n[b]Smashed[\/b]\r\nStarting at 3rd level, whenever you enter a rage while you\r\nhave 1 or more level of drunkenness, you can become\r\ncompletely Smashed for the duration of your rage. While\r\nSmashed, whenever you hit a creature with a melee\r\nweapon attack, you can use your bonus action to deal that\r\ncreature an additional amount of damage equal to half\r\nyour barbarian level.\r\nWhile Smashed, your ability to control yourself is even\r\nmore compromised than normal: whenever you make an\r\nattack, you must use the Reckless Attack feature if you\r\ncan.\r\n\r\n\r\n[b]Chug[\/b]\r\nBy 6th level, you can consume any drink or potion as a\r\nbonus action, instead of as an action. Additionally, you\r\ncan consume any drink to continue your rage in lieu of\r\nattacking a creature or taking damage.\r\n\r\n\r\n[b]Party Foul[\/b]\r\nAt 10th level, whenever a creature makes an attack roll\r\nagainst you or a friendly creature within 5 feet of you with\r\nadvantage, you can use your reaction to remove advantage\r\nfrom that attack.\r\n\r\n\r\n[b]Total Rager[\/b]\r\nStarting at 14th level, you really learn how to throw a\r\nkiller party. When you choose to become Smashed while\r\nentering a rage, you can shout a rallying cry to your\r\nfriends and fellow partygoers. Any number of friendly,\r\nwilling creatures you choose within 20 feet of you\r\nwho have at least 1 level of drunkenness also become\r\nSmashed. Creatures who are affected by this ability can\r\nuse their bonus action to deal damage equal to half your\r\nbarbarian level when they hit a creature with a melee\r\nweapon attack. This effect ends when your rage ends.\r\nOnce you use this ability, you can\u2019t use it again until\r\nyou finish a long rest.\r\n\r\n\r\n\r\n\r\n[b][h1]Path of the Cosmic\u00a0Juggernaut[\/h1][\/b]\r\nWithin the depths of the Astral Plane are the githyanki,\r\npsions who manifest their intellect and force of will to\r\nshape reality around them. Barbarians who follow the\r\nPath of the Cosmic Juggernaut manifest similar power.\r\nWhen they enter a rage, they enter an intensely focused\r\nstate, channeling psychic energy and draw upon the\r\nAstral Plane to bend time and space itself.\r\n\r\n\r\n[b]Psionic Shunt[\/b]\r\n3rd-level Path of the Cosmic Juggernaut feature\r\nYou can bend space and move matter to manipulate\r\nyour surroundings. As a bonus action, you can move a\r\nLarge or smaller creature or object that isn\u2019t being worn\r\nor carried. The target must be within 30 feet of you and\r\nyou can move it up to 10 feet in any horizontal direction.\r\nIf the target is a creature, it must succeed on a Strength\r\nsaving throw to avoid being moved (DC 8 + your profi-\r\nciency bonus + your Constitution modifier). When you\r\nreach 10th level, the distance increases to 20 feet.\r\nIf the target strikes something during this movement,\r\nthe target and what it strikes each take 1d6 bludgeoning\r\ndamage. If the target strikes a creature, the creature\r\ncan make a Dexterity saving throw against the same\r\nDC to avoid this damage. When you reach 10th level, the\r\ndamage increases to 2d6.\r\n\r\n[b][\/b]\r\n[b]Transmute Terrain[\/b]\r\n6th-level Path of the Cosmic Juggernaut feature\r\nYou can transmute the terrain around you as you move\r\nto ease your passage. Moving through difficult terrain\r\ncosts you no extra movement.\r\nMoreover, you gain the ability to move along vertical\r\nsurfaces and across liquids on your turn without falling\r\nduring the move. While raging, you can remain standing\r\non the surface or liquid, rather than falling at the end of\r\nyour move.\r\n\r\n\r\n[b]Matter Over Mind[\/b]\r\n10th-level Path of the Cosmic Juggernaut feature\r\nYour strength of body grants you strength of mind.\r\nWhenever you are forced to make an Intelligence,\r\nWisdom, or Charisma saving throw, you can use your\r\nreaction to make a Constitution saving throw against\r\nthe effect instead.\r\n\r\n\r\n[b]Gravity Smash[\/b]\r\n14th-level Path of the Cosmic Juggernaut feature\r\nYou can use your action to strike the ground, distorting\r\ntime and space around you. Each creature within 10\r\nfeet of you must make a Constitution saving throw (DC\r\n8 + your proficiency bonus + your Constitution modifier)\r\nor be lifted 5 feet upwards and become stunned and\r\nsuspended in the air until the end of your next turn. You\r\ncan use this feature only once per rage, and your rage\r\ndoesn\u2019t end early if you end a turn during which you use\r\nthis feature.\r\n\r\n\r\n\r\n\r\n[b][h1]Path of Gainz[\/h1]\r\n[\/b]\r\n Often called a Brobarian or Babearian, you are motivated primarily by one thing: Gains. Getting bigger. Not just growing stronger, but becoming the strongest, most efficient version of yourself that you could possibly be. Your strength is not born of your heritage (though that may play a significant part), nor is your strength born from a belief in a higher being or some arbitrary magical force. No, your strength comes from your dedication to becoming a force to be reckoned with, and your controlled rage ensures that none are mightier than you.\r\n\r\n\r\n[b]Meal Prep[\/b]\r\nAt 3rd level you become proficient with cook\u2019s utensils, and can use them to meal prep once per long rest in order to create 1d3 + 1 Brotein Shakes. Preparing Brotein Shakes requires time spent working with your cook's utensils, at least one minute per shake.\r\n\r\n\r\n[b]Brotein Shake[\/b]\r\nThe Brotein Shake is the primary source of power for a Brobarian. When consumed, it initiates a rage. Non-brobarian characters who drink the Brotein Shake initiate a rage with effects equivalent to a level 1 Barbarian. The Brobarian uses this potion to transform their rage into a roid-rage, and later to initiate Swoleness of Body. A Brobarian who does not use their bonus action to rage in the same turn they consume a Brotein Shake enters a level 1 barbarian rage as if they were a non-Brobarian character. Brotein Shakes expire after 1 day.\r\n\r\n\r\n[b]Pre-Workout[\/b]\r\nWhen you rage, you may use your action to consume a Brotein Shake, transforming your rage into a roid- rage, and granting the following benefits:\r\n\u2022 While roid-raging, you crit on a roll of a 19 or 20.\r\n\u2022 You gain a bonus to your attack rolls equal to your rage damage bonus.\r\n\u2022 You are proficient with improvised weapons. When you exit a roid-rage, you are poisoned until\r\nyou finish a short or long rest.\r\n\r\n\r\n[b]Brain Gainz[\/b]\r\nThrough your experience and long-term exposure to Brotein Shakes, you have learned much about how the body works. At 6th level, if you are not proficient in Medicine, you are now proficient. If you were already proficient, you now have expertise.\r\nAdditionally, when you meal prep, you may make a Wisdom (Medicine) check with a DC of 14. If you succeed, the Brotein Shakes you make have the added benefit of adding 1d8 + your Constitution modifier temporary hit points that last the duration of the rage they initiate.\r\n\r\n\r\n[b]Lift Big, Get Bigger[\/b]\r\nYou have spent an enormous amount of effort on picking things up and putting them down. As a result, at 10th level, you gain the following benefits during a roid-rage:\r\n\u2022 Proficiency in Heavy Armor.\r\n\u2022 All melee weapons without the Reach property count as Light weapons when you wield them and can be used for two-weapon fighting.\r\n\r\n\r\n[b]Swoleness Of Body[\/b]\r\nYou know the value of a recovery period, and over time, you have maximized the efficiency of your body\u2019s recovery. At 14th level, you may use an action to enter into a recovery period until your next turn. During the recovery period, you may not take reactions. If you are conscious at the start of your next turn, you may expend 1 or more hit die to regain health as if you had taken a short rest.","table_data":"Level|Prof Bonus| Features|Rages|Rage Damage\r\n1|+2|Rage, Unarmored Defense|2|+2\r\n2|+2|Reckless Attack, Danger Sense|2|+2\r\n3|+2|Primal Path, Primal Knowledge|3|+2\r\n4|+2|Ability Score Improvement|3|+2\r\n5|+3|Extra Attack, Fast Movement|4|+2\r\n6|+3|Path Feature|4|+2\r\n7|+3|Feral Instinct, Instinctive Pounce|4|+2\r\n8|+3|Ability Score Improvement|4|+3\r\n9|+4|Brutal Critical (1 dice)|4|+3\r\n10|+4|Path Feature, Primal Knowledge|4|+3\r\n11|+4|Relentless Rage|4|+3\r\n12|+4|Ability Score Improvement|5|+3\r\n13|+5|Brutal Critical(2 dice)|5|+3\r\n14|+5|Path Feature|5|+3\r\n15|+5|Persistent Rage|5|+3\r\n16|+5|Ability Score Improvement|5|+4\r\n17|+6|Brutal Critical(3 dice)|6|+4\r\n18|+6|Indomitable Might|6|+4\r\n19|+6|Ability Score Improvement|6|+4\r\n20|+6|Primal Champion|Unlimited|+4","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"869194","world":"aea0a961-6183-4cbe-aec0-8b8977315376","folder":"11217"}