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Barbarian Subclasses

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1) Barbarian:

a) Primal Path:
i) Path of the Berserker
(1) 3rd Level: Frenzy – You can go into a frenzied rage. If you do, 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
(2) 6th Level: Mindless Rage – You can’t be charmed of frightened during a
rage. If currently under one of these conditions, it is suspended for the
duration of the rage
(3) 10th Level: Intimidating Presence – You can use your action to frighten
someone within 30’ of you that can see or hear you. Must succeed on a
Will Save of 8 + Prof. Bonus + Cha Mod. If they fail, they are frightened
of you until the end of your next turn
(4) 14th Level: Retaliation – When you take damage from a creature
within 5’ of you, you can use your Reaction to make a melee weapon
attack against them
ii) Path of the Totem Warrior
(1) 5 Totem paths: Bear, Wolf, and Eagle from the PHB and Elk and Tiger
from SCAG. Each grants specific boons at 3rd, 6th, 10th, and 14th level.
iii) Path of the Ancestral Guardian
(1) 3rd Level: Ancestral Protectors – When you enter a rage, spectral
warriors appear and inhibit the first creature you hit on your turn.
That creature gains disadvantage on attacks against any creature
other than yourself. If it succeeds at hitting another creature, the
target of the attack has 50% resistance to the total damage.
(2) 6th Level: Spirit Shield – While raging, your spirits can defend other
creatures within 30’ of yourself that you can see. If they are attacked,
you can use your spirits to reduce the damage by 2d6. This scales to
3d6 at level 10, and 4d6 at level 14
(3) 10th Level: Consult the Spirits – you can cast the Augury or
Clairvoyance spell and regain the ability to cast again after a short of
long rest.
(4) 14th Level: Vengeful Ancestors – When you activate your Spirit Shield
ability, your spirits deal the amount reduced back to the attacking
creature. This is considered Force Damage.
iv) Path of the Storm Herald (Xanathar’s)
(1) 3 Storm Herald paths: Desert, Sea, and Tundra. Each grants specific
boons at 3rd, 6th, 10th, and 14th level
v) Path of the Zealot (Xanathar’s)
(1) 3rd Level: Divine Fury – While raging, the first creature you hit during
an attack takes an additional 1d6 + Barb Level in damage. This
damage is either radiant or necrotic. You choose once you take this
feature.
(2) 3rd Level: Warrior of the Gods – If a spell is cast to bring you back to
life (like raise dead, resurrection, etc…) no material component is
needed.
(3) 6th Level: Fanatical Focus – If you fail a saving throw while raging, you
can reroll it. You must use the new roll. You can use this ability once
per rage.
(4) 10th Level: Zealot’s Presence – As a bonus action, you can make a
Warcry. Up to 10 creatures of your choice within 60’ feet of you gain
advantage on attack rolls and saving throws until the start of your
next turn. You can use this once per rage.
(5) 14th Level: Rage Beyond Death – While raging, having 0 HP doesn’t
knock you unconscious. You still make death saving throws and suffer
the normal effects of taking damage while at 0 HP. 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 HP.
vi) Path of the Battlerager (Dwarf Only)
(1) Only usable by dwarves

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