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Barbarian

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked {@condition 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.

Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

While 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.

At 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 {@condition blinded}, {@condition deafened}, or {@condition incapacitated}.

Starting 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.

{@i 3rd-level barbarian {@variantrule optional class features|tce|optional feature}}

When 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.

At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn.

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

At 6th level, you gain a feature from your Primal Path.

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are {@status surprised} at the beginning of combat and aren't {@condition incapacitated}, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

{@i 7th-level barbarian {@variantrule optional class features|tce|optional feature}}

As part of the bonus action you take to enter your rage, you can move up to half your speed.

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

At 10th level, you gain a feature from your Primal Path.

Starting 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.

Each 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.

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

This increases to three additional dice at 17th level.

At 14th level, you gain a feature from your Primal Path.

Beginning at 15th level, your rage is so fierce that it ends early only if you fall {@condition unconscious} or if you choose to end it.

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Beginning 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.

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a {@5etools feat|feats.html}.

At 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.

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a {@variantrule Bonus Action|XPHB} if you aren't wearing Heavy armor.

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a {@variantrule Short Rest|XPHB}, and you regain all expended uses when you finish a {@variantrule Long Rest|XPHB}.

While active, your Rage follows the rules below.

Damage Resistance.

You have {@variantrule Resistance|XPHB} to Bludgeoning, Piercing, and Slashing damage.

Rage Damage.

When you make an attack using Strength—with either a weapon or an {@variantrule Unarmed Strike|XPHB}—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

Strength Advantage.

You have {@variantrule Advantage|XPHB} on Strength checks and Strength saving throws.

No Concentration or Spells.

You can't maintain {@status Concentration|XPHB}, and you can't cast spells.

Duration.

The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the {@condition Incapacitated|XPHB} condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a {@variantrule Bonus Action|XPHB} to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

While you aren't wearing any armor, your base {@variantrule Armor Class|XPHB} equals 10 plus your Dexterity and Constitution modifiers. You can use a {@item Shield|XPHB} and still gain this benefit.

Your training with weapons allows you to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of two kinds of {@filter Simple|items|type=simple weapon;melee weapon=sand} or {@filter Martial Melee weapons|items|type=martial weapon;melee weapon=sand} of your choice, such as {@item Greataxe|XPHB|Greataxes} and {@item Handaxe|XPHB|Handaxes}. Whenever you finish a {@variantrule Long Rest|XPHB}, you can practice weapon drills and change one of those weapon choices.

When you reach certain Barbarian levels, you gain the ability to use the {@variantrule weapon mastery properties|XPHB|mastery properties} of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.

You gain an uncanny sense of when things aren't as they should be, giving you an edge when you dodge perils. You have {@variantrule Advantage|XPHB} on Dexterity saving throws unless you have the {@condition Incapacitated|XPHB} condition.

You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you {@variantrule Advantage|XPHB} on attack rolls using Strength until the start of your next turn, but attack rolls against you have {@variantrule Advantage|XPHB} during that time.

You gain a Barbarian subclass of your choice. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career, you gain each of your subclass's features that are of your Barbarian level or lower.

You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.

In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: {@skill Acrobatics|XPHB}, {@skill Intimidation|XPHB}, {@skill Perception|XPHB}, {@skill Stealth|XPHB}, or {@skill Survival|XPHB}. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify. You gain this feature again at Barbarian levels 8, 12, and 16.

You can attack twice instead of once whenever you take the {@action Attack|XPHB} action on your turn.

Your speed increases by 10 feet while you aren't wearing Heavy armor.

You gain a feature from your Barbarian subclass.

Your instincts are so honed that you have {@variantrule Advantage|XPHB} on {@variantrule Initiative|XPHB} rolls.

As part of the {@variantrule Bonus Action|XPHB} you take to enter your Rage, you can move up to half your {@variantrule Speed|XPHB}.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.

If you use Reckless Attack, you can forgo any {@variantrule Advantage|XPHB} on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have {@variantrule Disadvantage|XPHB}. If the chosen attack roll hits, the target takes an extra {@damage 1d10} damage of the same type dealt by the weapon or {@variantrule Unarmed Strike|XPHB}, and you can cause one Brutal Strike effect of your choice. You have the following effect options.

Forceful Blow.

The target is pushed 15 feet straight away from you. You can then move up to half your {@variantrule Speed|XPHB} straight toward the target without provoking {@action Opportunity Attack|XPHB|Opportunity Attacks}.

Hamstring Blow.

The target's {@variantrule Speed|XPHB} is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.

You gain a feature from your Barbarian subclass.

Your Rage can keep you fighting despite grievous wounds. If you drop to 0 {@variantrule Hit Points|XPHB} while your Rage is active and don't die outright, you can make a {@dc 10} Constitution saving throw. If you succeed, your {@variantrule Hit Points|XPHB} instead change to a number equal to twice your Barbarian level.

Each time you use this feature after the first, the DC increases by 5. When you finish a {@variantrule Short Rest|XPHB|Short} or {@variantrule Long Rest|XPHB}, the DC resets to 10.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.

You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.

Staggering Blow.

The target has {@variantrule Disadvantage|XPHB} on the next saving throw it makes, and it can't make {@action Opportunity Attack|XPHB|Opportunity Attacks} until the start of your next turn.

Sundering Blow.

Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.

You gain a feature from your Barbarian subclass.

When you roll {@variantrule Initiative|XPHB}, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.

In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. Your Rage ends early if you have the {@condition Unconscious|XPHB} condition (not just the {@condition Incapacitated|XPHB} condition) or don Heavy armor.

You gain the {@feat Ability Score Improvement|XPHB} feat or another {@5etools feat|feats.html} of your choice for which you qualify.

The extra damage of your Brutal Strike increases to {@damage 2d10}. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.

If your total for a Strength check or Strength saving throw is less than your Strength score, you can use that score in place of the total.

You gain an {@filter Epic Boon feat|feats|category=EB} or another {@5etools feat|feats.html} of your choice for which you qualify. {@feat Boon of Irresistible Offense|XPHB} is recommended.

You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of 25.

{@i 3rd-Level Path of the Giant Feature}

When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either {@spell druidcraft} or {@spell thaumaturgy}. Wisdom is your spellcasting ability for this spell.

{@i 3rd-Level Path of the Giant Feature}

Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:

  • [object Object]
  • [object Object]

Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.

{@i 6th-Level Path of the Giant Feature}

Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.

When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon's damage type changes to the chosen type, it deals an extra {@damage 1d6} damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to another one from the damage type options above.

{@i 10th-Level Path of the Giant Feature}

Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.

If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing {@condition prone}.

{@i 14th-Level Path of the Giant Feature}

The primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller.

In addition, the extra damage dealt by your Elemental Cleaver feature increases to {@dice 2d6}.

For some barbarians, rage is a means to an end—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.

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of {@condition exhaustion}.

Beginning at 6th level, you can't be {@condition charmed} or {@condition frightened} while raging. If you are {@condition charmed} or {@condition frightened} when you enter your rage, the effect is suspended for the duration of the rage.

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be {@condition 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 {@condition frightened} creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

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.

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 {@action 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.

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.

The 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.

Most 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.

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.

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.

Yours 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 {@spell beast sense} and {@spell speak with animals} spells, but only as rituals, as described in {@book chapter 10|PHB|10|rituals}.

At 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—an amulet or similar adornment—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.

Your 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.

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.

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 ({@skill Perception}) checks.

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 {@condition incapacitated}. The elk spirit helps you roam far and fast.

You gain proficiency in two skills from the following list: {@skill Athletics}, {@skill Acrobatics}, {@skill Stealth}, and {@skill Survival}. The cat spirit hones your survival instincts.

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.

At 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.

At 10th level, you can cast the {@spell 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.

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 {@condition frightened}.

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.

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 {@condition prone} and take bludgeoning damage equal to {@damage 1d12} + your Strength modifier.

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.

While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature {@condition prone} when you hit it with a melee weapon attack.

At 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.

Known 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, {@item spiked armor|scag} and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

When you choose this path at 3rd level, you gain the ability to use {@item spiked armor|scag} as a weapon.

While you are wearing {@item spiked armor|scag} and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal {@damage 1d4} piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you use the {@action Attack} action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.

Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

Beginning at 10th level, you can take the {@action Dash} action as a bonus action while you are raging.

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't {@condition incapacitated}, and are wearing {@item spiked armor|scag}.

Barbarians 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.

Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

d4Origin
1One of your parents is a lycanthrope, and you've inherited some of their curse.
2You are descended from an archdruid and inherited the ability to partially change shape.
3A fey spirit gifted you with the ability to adopt different bestial aspects.
4An ancient animal spirit dwells within you, allowing you to walk this path.

{@i 3rd-level Path of the Beast feature}

When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon's form each time you rage:

  • [object Object]
  • [object Object]
  • [object Object]

{@i 6th-level Path of the Beast feature}

The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When you jump, you can make a Strength ({@skill Athletics}) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.

{@i 10th-level Path of the Beast feature}

When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes {@damage 2d12} psychic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

{@i 14th-level Path of the Beast feature}

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 each 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 {@dice d6} and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Many 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.

{@i 3rd-level Path of Wild Magic feature}

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't behind {@quickref Cover||3||total cover}. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

{@i 3rd-level Path of Wild Magic feature}

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.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

d8Magical Effect
1Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d12} necrotic damage. You also gain {@dice 1d12} temporary hit points.
2You 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.
3An intangible spirit, which looks like a {@creature flumph} or a {@creature 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 {@damage 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.
4Magic 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.
5Whenever a creature hits you with an attack roll before your rage ends, that creature takes {@damage 1d6} force damage, as magic lashes out in retribution.
6Until your rage ends, you are surrounded by multi colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is {@quickref difficult terrain||3} for your enemies.
8A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take {@damage 1d6} radiant damage and be {@condition 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.

{@i 6th-level Path of Wild Magic feature}

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:

  • For 10 minutes, the creature can roll a {@dice d3} whenever making an attack roll or an ability check and add the number rolled to the {@dice d20} roll.
  • Roll a {@dice d3}. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.

You 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.

{@i 10th-level Path of Wild Magic feature}

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.

{@i 14th-level Path of Wild Magic feature}

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.

Some 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.

Barbarians 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' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by {@dice 2d6}.

When you reach certain levels in this class, you can reduce the damage by more: by {@dice 3d6} at 10th level and by {@dice 4d6} at 14th level.

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the {@spell augury} or {@spell clairvoyance} spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of {@spell clairvoyance} invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.

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.

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.

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 {@damage 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 {@damage 2d6} at 10th level, {@damage 3d6} at 15th level, and {@damage 4d6} at 20th level.

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.

Starting 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 {@quickref Cover||3||total cover}.

Your 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.

If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

You gain resistance to fire damage, and you don't 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.

You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

You gain resistance to cold damage, and you don't 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.

At 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.

At 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.

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 half your barbarian level.

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 {@condition prone}, as if struck by a wave.

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.

At 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.

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.

A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to {@damage 1d6} + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

At 3rd level, your soul is marked for endless battle. If a spell, such as {@spell 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.

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn't knock you {@condition unconscious}. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.

{@i Channel Rage into Violent Fury}

Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower them.

If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or {@variantrule Unarmed Strike|XPHB} used for the attack.

You have {@variantrule Immunity|XPHB} to the {@condition Charmed|XPHB} and {@condition Frightened|XPHB} conditions while your Rage is active. If you're {@condition Charmed|XPHB} or {@condition Frightened|XPHB} when you enter your Rage, the condition ends on you.

When you take damage from a creature that is within 5 feet of you, you can take a {@variantrule Reaction|XPHB} to make one melee attack against that creature, using a weapon or an {@variantrule Unarmed Strike|XPHB}.

As a {@variantrule Bonus Action|XPHB}, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot {@variantrule Emanation [Area of Effect]|XPHB|Emanation} originating from you must make a Wisdom saving throw ({@dc 8} plus your Strength modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}). On a failed save, a creature has the {@condition Frightened|XPHB} condition for 1 minute. At the end of each of the {@condition Frightened|XPHB} creature's turns, the creature repeats the save, ending the effect on itself on a success.

Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a use of your Rage (no action required) to restore your use of it.

{@i Walk in Community with the Animal World}

Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.

You can cast the {@spell Beast Sense|XPHB} and {@spell Speak with Animals|XPHB} spells but only as Rituals. Wisdom is your spellcasting ability for them.

Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.

Bear.

While your Rage is active, you have {@variantrule Resistance|XPHB} to every damage type except Force, Necrotic, Psychic, and Radiant.

Eagle.

When you activate your Rage, you can take the {@action Disengage|XPHB} and {@action Dash|XPHB} actions as part of that {@variantrule Bonus Action|XPHB}. While your Rage is active, you can take a {@variantrule Bonus Action|XPHB} to take both of those actions.

Wolf.

While your Rage is active, your allies have {@variantrule Advantage|XPHB} on attack rolls against any enemy of yours within 5 feet of you.

You gain one of the following options of your choice. Whenever you finish a {@variantrule Long Rest|XPHB}, you can change your choice.

Owl.

You have {@sense Darkvision|XPHB} with a range of 60 feet. If you already have {@sense Darkvision|XPHB}, its range increases by 60 feet.

Panther.

You have a {@variantrule Climb Speed|XPHB} equal to your {@variantrule Speed|XPHB}.

Salmon.

You have a {@variantrule Swim Speed|XPHB} equal to your {@variantrule Speed|XPHB}.

You can cast the {@spell Commune with Nature|XPHB} spell but only as a {@variantrule Ritual|XPHB}. Wisdom is your spellcasting ability for it.

Whenever you activate your Rage, you gain one of the following options of your choice.

Falcon.

While your Rage is active, you have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} if you aren't wearing any armor.

Lion.

While your Rage is active, any of your enemies within 5 feet of you have {@variantrule Disadvantage|XPHB} on attack rolls against targets other than you or another Barbarian who has this option active.

Ram.

While your Rage is active, you can cause a Large or smaller creature to have the {@condition Prone|XPHB} condition when you hit it with a melee attack.

{@i Trace the Roots and Branches of the Multiverse}

Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.

Your Rage taps into the life force of the World Tree. You gain the following benefits.

Vitality Surge.

When you activate your Rage, you gain a number of {@variantrule Temporary Hit Points|XPHB} equal to your Barbarian level.

Life-Giving Force.

At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain {@variantrule Temporary Hit Points|XPHB}. To determine the number of {@variantrule Temporary Hit Points|XPHB}, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these {@variantrule Temporary Hit Points|XPHB} remain when your Rage ends, they vanish.

Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a {@variantrule Reaction|XPHB} to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw ({@dc 8} plus your Strength modifier and {@variantrule Proficiency|XPHB|Proficiency Bonus}) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its {@variantrule Speed|XPHB} to 0 until the end of the current turn.

During your turn, your reach is 10 feet greater with any {@filter Melee weapon that has the Heavy or Versatile property|items|type=melee weapon|property=heavy;versatile}, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the {@itemMastery Push|XPHB} or {@itemMastery Topple|XPHB} mastery property in addition to a different mastery property you're using with that weapon.

When you activate your Rage and as a {@variantrule Bonus Action|XPHB} while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.

In addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space.

{@i Rage in Ecstatic Union with a God}

Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.

You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an {@variantrule Unarmed Strike|XPHB} takes extra damage equal to {@dice 1d6} plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.

A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a {@variantrule Bonus Action|XPHB}, you can expend dice from the pool, roll them, and regain a number of {@variantrule Hit Points|XPHB} equal to the roll's total.

Your pool regains all expended dice when you finish a {@variantrule Long Rest|XPHB}.

The pool's maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice).

Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll.

As a {@variantrule Bonus Action|XPHB}, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain {@variantrule Advantage|XPHB} on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can't use it again until you finish a {@variantrule Long Rest|XPHB} unless you expend a use of your Rage (no action required) to restore your use of it.

When you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 {@variantrule Hit Points|XPHB}. Once you use this feature, you can't do so again until you finish a {@variantrule Long Rest|XPHB}.

While in this form, you gain the benefits below.

Flight.

You have a {@variantrule Fly Speed|XPHB} equal to your {@variantrule Speed|XPHB} and can hover.

Resistance.

You have {@variantrule Resistance|XPHB} to Necrotic, Psychic, and Radiant damage.

Revivification.

When a creature within 30 feet of you would drop to 0 {@variantrule Hit Points|XPHB}, you can take a {@variantrule Reaction|XPHB} to expend a use of your Rage to instead change the target's {@variantrule Hit Points|XPHB} to a number equal to your Barbarian level.