Alternate Barbarian - GM Binder

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Alternate Barbarian

The Barbarian
The massive half-orc let out a blood-
curdling battle cry as he leaped from the
roof onto the back of the gargantuan blue
dragon. As the great foe flew into the sky,
he gripped the dragon's spines with a near-
supernatural level of strength. No matter
how much it twisted and turned, the dragon
could not shake the warrior from his back.
As the monster tired, the half-orc drew his
greatsword and plunged it into the neck of
the beast. After the dust cleared, the warrior
emerged victorious from the crumpled heap of
blue scales that had once terrorized the kingdom.
As the goblins began to come over the ramparts,
the young warrior emptied her mind and gave herself
over to the bloodlust of battle. Her massive axe severed
the head of the first goblin to climb the wall, and before its
head hit the ground she had another goblin by the throat. As
her foe begged for his puny life she let out a guttural roar and
threw him from the top of the walls. Minutes later, she would
come to her senses surrounded by the fallen bodies of those
who had dared to assault the citadel of her ancestors.
A rag-tag group of adventurers fled the collapsing tomb, a
hulking white dragonborn leading the way. He could see the Creating
exit ahead, but his instincts told him that he was the only one Your Barbarian
fast enough to make it out before the roof caved in. Drawing
upon the ancestral draconic fury in his blood, he shouldered When creating a Barbarian, the most important thing for you
the stone mantle of the doorway. When his final companion to consider is how they first awakened their Rage. Did a lust
made it safely through, he let out a roar of triumph and the for blood overtake you when your farm village was raided by
weight of the entire front wall of the temple fell behind him. bandits? Is your Rage fueled by a burning desire for revenge
The three characters described above are examples of the against a monster that killed someone you loved? Or, is your
primal warriors known as barbarians. Drawing upon primal Rage a desire for someone who can match your strength?
instinct and the fury of their Rage, they become unstoppable Also, consider how your Barbarian's Rage manifests itself
forces of destruction when they take to the battlefield. in battle. Is it a frothing bestial fury that causes you to lose
your sense of self? Is it an ancient trance passed down from
Primal Instincts the elders of your tribe so that you may defend your people?
Not all warriors learn to fight from expert soldiers or formal Or, does it manifest as a supernatural instinct in battle that
schools of war. Those known as Barbarians are born with a allows you to predict the weak points of your enemies and
lust for battle in their blood. They are able to wield weapons shrug off deadly blows that would slay any other mortal?
of war with deadly force based on pure instinct. What they
lack in technique, these wild warriors make up for with pure
brute force. Like an animal backed into a corner, a Barbarian Multiclassing and the Barbarian
will fight with near-supernatural strength and ferocity. If your group uses the optional multiclassing rule,
here's what you need to know when you choose to
Unbridled Rage take your first level in the Barbarian class.
Ability Score Minimum. As a multiclass character,
The source of every Barbarian's prowess in battle is the white you must have a minimum of 13 Strength to take
hot Rage deep within their soul. How this Rage manifests is your first level in the Barbarian class, or to take a
different for each primal warrior. For some Barbarians, it is level in another class if you're already a Barbarian.
an irresistible lust for blood that only subsides when each of Proficiencies. If Barbarian isn't your initial class,
their foes lays slain at their feet. For others, their Rage is an here are the proficiencies you gain when you take
emotionless trance that allows them to ignore any emotions, your first level in the Barbarian class: all simple
loyalties, or injuries that would interfere with their fight. weapons, all martial weapons, and shields
No matter how this primal Rage manifests itself, it grants Exploits. If you learn Exploits from more than one
all Barbarians near-supernatural levels of might and allows of your class, subclass, or other features, follow the
them to shrug off blows that would fell a lesser warrior. The rules and table linked below to determine the total
number and size of your Exploit Dice, and the total
wild fury of Rage drives a Barbarian to be the first to engage number of Exploits Known from each feature that
their foe, no matter how deadly. Many Barbarians spend their grants you Exploits: Alternate Martial Multiclassing.
lives seeking ever-greater foes to test the limits of their Rage,
only satisfied when facing one who can match their strength.
The Barbarian
Exploits Exploit Exploit
Level PB Features Rages Known Die Dice
1st +2 Rage, Unarmored Defense 1 ─ ─ ─
2nd +2 Danger Sense, Savage Exploits 1 2 d4 2
3rd +2 Primal Path 1 2 d4 2
4th +2 Ability Score Improvement 1 3 d4 2
5th +3 Extra Attack, Reckless 2 3 d6 3
6th +3 Primal Path Feature 2 4 d6 3
7th +3 Feral Instincts 2 4 d6 3
8th +3 Ability Score Improvement 2 5 d6 3
9th +4 Improved Critical (19) 2 5 d6 3
10th +4 Primal Path Feature 2 6 d6 3
11th +4 Critical Strike, Relentless Rage 2 6 d8 4
12th +4 Ability Score Improvement 2 6 d8 4
13th +5 Improved Critical (18) 2 7 d8 4
14th +5 Primal Path Feature 2 7 d8 4
15th +5 Persistent Rage 2 7 d8 4
16th +5 Ability Score Improvement 2 7 d8 4
17th +6 Improved Critical (17) 3 8 d10 5
18th +6 Indomitable Might 3 8 d10 5
19th +6 Ability Score Improvement 3 8 d10 5
20th +6 Primal Champion Unlimited 8 d10 5

Rage
Class Features You fight with an unchecked primal ferocity in battle. Starting
Hit Points at 1st level, you can use a bonus action on your turn to enter a
Hit Dice: 1d12 per Barbarian level Rage. While your Rage lasts, you gain all the benefits listed
Hit Points at 1st Level: 12 + your Constitution modifier. below, so long as you aren't wearing heavy armor:
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution You have advantage on any Constitution checks, Strength
modifier per Barbarian level after 1st checks, and Strength saving throws that you make.
Proficiencies Whenever you hit with a Strength-based weapon attack
Armor: Light armor, medium armor, shields you deal a bonus 1d4 damage of the weapon's type. As you
Weapons: Simple weapons, martial weapons gain Barbarian levels, this damage bonus increases to
Tools: None match the Exploit Die column on the Barbarian table.
Saving Throws: Strength, Constitution You resist all bludgeoning, piercing, and slashing damage.
Skills: Choose two of the following: Animal Handling, You cannot cast spells or concentrate on spells or effects.
Athletics, Intimidation, Nature, Perception, and Survival Your Rage lasts until the end of your next turn, but it ends
Equipment early if you become unconscious. You can extend your Rage
As a Barbarian, you start with the following equipment: to the end of your next turn by attacking a creature, taking
damage, making a Strength check, or using a bonus action to
(a) a greataxe, (b) greatsword, or a (c) maul extend it. You can maintain your Rage for up to 10 minutes.
(a) two handaxes or (b) any simple weapon Once you enter a Rage, you must finish a short or long rest
hide armor, an explorer’s pack, and four javelins before you can Rage again. As you gain Barbarian levels, you
Alternately if your group uses the starting wealth rule to can Rage additional times between each short or long rest, as
purchase equipment, a Barbarian starts with 2d4 x 10 gp. shown in the Rages column on the Barbarian table above.
Quick Build Unarmored Defense
You can make a Barbarian quickly by using the suggestions Also at 1st level, so long as you are not wearing armor, your
here. Make Strength your highest ability score, followed by Armor Class is equal to 10 + your Dexterity modifier + your
Constitution. Second, choose the Outlander background. Constitution modifier. You can use a shield with this feature.
Danger Sense
Starting at 2nd level, you have advantage on your initiative
rolls. If you are surprised when you roll initiative you can
act normally so long as you Rage as part of your first turn.
Savage Exploits
Also at 2nd level, you have gained savage abilities that
enhance your martial skill on and off the battlefield:
Exploit Dice
The Barbarian table shows
how many Exploit Dice you
have to perform any Exploits
you know. To use an Exploit,
you must expend one of these
Exploit Dice. You can only use
one Exploit per attack, ability check,
reaction, or saving throw, and you regain
all of your expended Exploit Dice whenever
you finish a short or long rest.
Your Exploit Dice begin as d4s and increase in size as you
gain levels in this class, as indicated in the Barbarian table.
Exploits Known
At 2nd level, you learn two Savage Exploits from the list
at the end of this class. The Exploits Known column of the
Barbarian table shows when you learn additional Exploits.
To learn an Exploit you must meet any prerequisites that it
may have, like a minimum ability score or Barbarian level.
Each time you gain a Barbarian level, you can replace one
of the Savage Exploits you know with another Exploit of your
choice, so long as you meet that Exploit's prerequisites.
Extra Attack
Saving Throws
If one of your Exploits requires a creature to make a saving Beginning at 5th level, you can attack twice, instead of once,
throw, your Exploit saving throw DC is calculated as follows: whenever you take the Attack action on your turn.
Exploit save DC = 8 + your proficiency bonus + your Reckless
Strength or Dexterity modifier (your choice) Also at 5th level, whenever you make a Strength-based attack
Primal Path on your turn, you can throw aside concern for your defense to
make a Reckless Attack. When you do so, you have advantage
At 3rd level, you choose the Primal Path that best represents on all Strength-based attacks and all attack rolls targeting
your Rage: Berserker, Brute, Champion, or Totem Warrior. you have advantage until the start of your next turn.
Also included at the end of this class are Primal Paths
inspired by official Barbarian options: Ancestral Guardian, Feral Instincts
Battlerager, Beast, Storm Herald, Wild Magic, and Zealot. The primal fury that fuels your Rage in battle also hones your
Your Primal Path grants you features at 3rd level, and again senses. Upon reaching 7th level, you gain the benefits below:
when you reach 6th, 10th, and 14th level in this class.
Your Rage lasts for its maximum duration, and only ends
Path Exploits early if you become unconscious or you choose to end it.
Some Primal Paths have a list of Path Exploits that you learn You have advantage on Dexterity saving throws against
at the Barbarian levels noted in that Primal Path description. effects that you can see (such as traps and spells) so long
They don't count against your number of Exploits Known and as you are not, blinded, deafened, or incapacitated.
cannot be switched out for other Exploits. If you do not meet
a Path Exploit's prerequisites, you learn it regardless. Improved Critical
Ability Score Improvement Primal fury increases the power of your strikes. Beginning at
9th level, attack rolls for your Strength-based weapon attacks
When you reach 4th level, and again at 8th, 12th, 16th, and score a critical hit on a roll of 19 or 20 on the d20.
19th level, you can increase one ability score of your choice At certain Barbarian levels your critical hit range increases:
by 2, or two ability scores by 1. As normal, you can't increase at 13th level you score a critical hit on a roll of 18-20, and at
one of your ability scores above 20 using this feature. 17th level you score a critical hit on a roll of 17-20.
Critical Strike
You ruthlessly exploit the weakness of your foes. Starting at Primal Paths
11th level, when you score a critical hit with a weapon attack Choose a Primal Path that best represents the Rage of your
while you are Raging, you can use a Savage Exploit you know Barbarian: Berserker, Brute, Champion, or Totem Warrior.
as part of that attack without expending an Exploit Die.
Path of the Berserker
Relentless Rage The savage warriors known as Berserkers live for the chaos
The white hot fury of your Rage burns ever brighter. Also at of battle. For these Barbarians, their Rage is a manifestation
11th level you gain the following benefits while Raging: of their lust for violence and destruction. Often found on the
front lines of battle, Berserkers only feel fully alive when they
If you drop to 0 hit points, but do not die outright, you can are risking life and limb to test their might against their foes.
choose to end your Rage to drop to 1 hit point instead.
When you are forced to make an Intelligence, Wisdom, or Berserker Exploits
Charisma saving throw you gain a bonus to your roll equal 3rd-level Path of the Berserker feature
to your Constitution modifier (minimum of +1). You learn certain Exploits at the Barbarian levels noted in
the table below. These don't count against your number of
Persistent Rage Exploits Known and can't be switched upon gaining a level.
You have mastered your Rage, becoming one with your anger. Barbarian Level Exploit
Beginning at 15th level, when you Rage it lasts for 1 hour. 3rd cunning instinct, menacing shout
Indomitable Might 5th bloodthirsty critical, savage rebuke
Your physical power and stamina rival the heroes of legend. 9th roar of triumph
Starting at 18th level, if you make a Strength or Constitution
check and the result of your roll is lower than your Strength Frenzied Rage
score, you can use your Strength score in place of the result. 3rd-level Path of the Berserker feature
When you Rage, you can enter a Frenzy. For the duration of
Primal Champion that Rage, you can make a melee attack as a bonus action on
You embody the raw power of the primal wilderness and have each of your turns, including the bonus action used to Rage.
exceeded the physical limits of normal mortals. At 20th level, You can Frenzy once per long rest with no negative effects,
both your Strength and Constitution scores increase by 4, but each additional time you Frenzy before you finish a long
and your maximum for both of those scores is now 24. rest, you gain 1 level of exhaustion at the end of your Rage.
Path of the Brute
While most Barbarians hail from the wild places of the world,
Brutes discovered their Rage in the underbelly of civilization.
Their abilities stem from a combination of street smarts and
pure grit. All those who follow this Path share one thing in
common, they prefer to solve their problems with their fists.
The Wrong Crowd
3rd-level Path of the Brute feature
You have a way of falling in with the roughest
crowd in any town you find yourself in. When you
spend a night carousing in a settlement of any size,
you have advantage on all ability checks to gather
information on that settlement, its culture, factions,
and any important, infamous, or influential figures.
Brutish Exploits
3rd-level Path of the Brute feature
You learn certain Exploits at the Barbarian levels in the
table below. These don't count against your number of
Exploits Known and can't be switched upon gaining a level.
Barbarian Level Exploit
3rd commanding presence, crushing grip
5th concussive blow, greater hurl
9th disorienting blow

Unarmed & Dangerous


3rd-level Path of the Brute feature
Your body is a deadly weapon. Your unarmed strikes deal
bludgeoning damage equal to one roll of your Exploit Die.
In addition, whenever you take the Attack action while you
are Raging and you make only unarmed strikes, grapples, or
shove attacks, you can make one additional unarmed strike,
grapple, or shove attack as a bonus action on that turn.
Mindless Rage
6th-level Path of the Berserker feature Brutal Strikes
You lose yourself in your wild Rage. You can't be charmed or 6th-level Path of the Brute feature
frightened while Raging. If you are charmed or frightened While Raging, your unarmed strikes count as magical for the
when you Rage, the effect is suspended for the duration. purposes of overcoming resistance to nonmagical attacks.
Also, when you hit a creature with an unarmed strike, you
Intimidating Presence can use concussive blow without expending an Exploit Die.
10th-level Path of the Berserker feature You can use concussive blow in this way a number of times
Your presence inspires fear. You can use menacing shout equal to your Constitution modifier (minimum of once), and
without expending an Exploit Die a number of times equal to you regain all expended uses when you finish a long rest.
your Constitution modifier (minimum of once). You regain all
expended uses of this feature when you finish a long rest. Iron Grip
10th-level Path of the Brute feature
Primal Restoration Once you have a hold of something it is nearly impossible for
10th-level Path of the Berserker feature it to escape. While you are Raging, you can grapple creatures
Your primal fury restores your body. When you finish a short up to two sizes larger than you, and your walking speed is no
rest, you can reduce your current level of exhaustion by 1. longer halved when you are dragging a grappled creature.
Once you use this feature to reduce your exhaustion level You also gain a climb speed equal to your walking speed.
you must finish a long rest before you can do so again.
Brutish Determination
Unrivaled Fury 14th-level Path of the Brute feature
14th-level Path of the Berserker feature You can shrug off physical blows that would devastate lesser
When a creature hits you with a melee attack, you can use warriors. When you make a Strength, Dexterity, Constitution,
a reaction to make a single melee weapon attack against it. or death saving throw, you roll a d4 and add it to your roll.
Moreover, while you are in a Frenzied Rage, you can ignore Should you roll a 20 or higher on a death saving throw, you
the effects of the first five levels of exhaustion that you have. instantly regain consciousness and stand up with 1 hit point.
Path of the Champion
At the front of every great fighting force stands a Champion.
These elite warriors are masters of battle who stand as
paragons of honorable combat and fair play. Often, they
seek out the most powerful of their foes and look to swiftly
end conflicts with honorable duels or athletic competitions.
Champion Exploits
3rd-level Path of the Champion feature
You learn certain Exploits at the Barbarian levels noted
in the table below. They don't count against your number
of Exploits Known and can't be switched upon gaining a level.
Barbarian Level Exploit
3rd feat of strength, mighty leap
5th thunderous blow, warrior's challenge
9th mythic resilience

Fighting Style
3rd-level Path of the Champion feature
You supplement your Rage with martial training. You learn a
Fighting Style from the list below. You can't learn a Fighting
Style more than once, even if you gain this feature again.
Whenever you gain a level in this class, you can switch your
Fighting Style for another option from the list below:
Dual Wielding Martial Training
When you take the Attack action while two-weapon fighting, 3rd-level Path of the Champion feature
you can make the single additional attack with your off-hand Your combat training has enhanced the potency of your Rage.
weapon as part of your Attack action instead of your bonus Your total number of Exploit Dice increases by one. Also,
action, and you add your ability modifier to the damage. whenever you use a Savage Exploit while Raging, the size of
Great Weapon Fighting
your Exploit Die increases by 1, to a maximum of a d12.
Whenever you make an attack with a heavy melee weapon Mighty Blow
as part of your Attack action, you can treat a total roll of 5 6th-level Path of the Champion feature
or lower on the weapon's damage dice as a 6. You can focus the full might of your Rage into a single mighty
You must be wielding the weapon with two hands. blow. When you hit a creature with a Strength-based weapon
attack while you are Raging, you can instantly end your Rage
Improvised Fighting and turn that attack into an automatic critical hit.
You gain proficiency in improvised weapons, and when you Once you use this feature you must finish a short or long
use an object to make an improvised weapon attack you can rest before you can do so again.
roll the damage die twice and take the higher roll. When you
do, the object is destroyed and can not be used for further Peak Athlete
attacks. You can't use this feature to destroy magical objects. 6th-level Path of the Champion feature
Your physical abilities are peerless. You gain a climbing and
Strongbow swimming speed equal to your walking speed, and when you
You can use your Strength modifier, in place of Dexterity, for enter a Rage, you gain the benefits of the Dash action.
attack and damage rolls with longbows and shortbows. When
you do so, you gain a +1 to damage rolls with those weapons. Invigorating Critical
10th-level Path of the Champion feature
Thrown Weapon Fighting A solid strike on a foe renews your will to fight. Whenever
You can draw a weapon that has the thrown property as part you score a critical hit with a Strength-based weapon attack,
of the attack you make with the weapon. Moreover, when you you can regain hit points equal to one roll of your Exploit Die
hit with a ranged weapon attack using a thrown weapon, you + your Constitution modifier (minimum of 1 hit point).
gain a +2 bonus to the damage roll of that attack.
Survivor
Versatile Fighting 14th-level Path of the Champion feature
While wielding a single versatile weapon and no shield, you You are a nearly perfect physical specimen and have become
gain a +1 bonus to your attack rolls with that weapon. While exceedingly hard to kill. Whenever you start your turn with at
doing so, you can also use your bonus action to make a single least 1 hit point, you gain temporary hit points equal to your
grapple or shove attack, or take the Use an Object action. Constitution modifier (minimum of 1 temporary hit point).
Path of the Totem Warrior Totemic Aspect
6th-level Path of the Totem Warrior feature
Barbarians who follow the Path of the Totem warrior learn to You gain the benefits of a second animal spirit, choosing from
bind themselves to primal bestial spirits of the natural world. the list below. Once selected, this choice cannot be changed:
Drawing upon this animalistic power, these warriors are able Elephant. The spirit of the Elephant lends you its power.
to take on the spiritual and physical abilities of these bestial When you make a Strength (Athletics) or a Wisdom (Insight)
spirits. Totem Warriors often serve as protectors of the wilds check you can add your Constitution modifier to your roll.
and have a special dedication to the beasts of the wilderness. Owl. The spirit of the Owl grants you its sight. When you
Totemic Exploits make an Intelligence (Investigation) or Wisdom (Perception)
3rd-level Path of the Totem Warrior feature check you can add your Constitution modifier to your roll.
You learn certain Exploits at the Barbarian levels noted in Panther. The spirit of the Panther increases your cunning.
the table below. These don't count against your number of When you make a Dexterity (Stealth) or Wisdom (Survival)
Exploits Known and can't be switched upon gaining a level. check you can add your Constitution modifier to your roll.
Barbarian Level Exploit Spirit Walker
3rd mighty leap, rustic intuition 10th-level Path of the Totem Warrior feature
You can turn to your Totem Spirits for spiritual guidance. You
5th arresting critical, trampling rush learn the commune with nature spell, but you can only cast it
9th savage defiance as a ritual, beseeching your Totem Spirits for information.
Moreover, once per long rest, you can cast commune with
Spirit Guide nature and replace one of your animal Totem Spirits with
3rd-level Path of the Totem Warrior feature another animal Totem Spirit available at the same level.
Your connection to the primal spirits of nature allows you to Totemic Attunement
communicate with wild beasts. You learn the beast sense and 14th-level Path of the Totem Warrior feature
speak with animals spells, but can only cast them as rituals. You gain the benefits of a final animal spirit, completing your
Totemic Spirit training as a Totem Warrior. Choose from the list below:
3rd-level Path of the Totem Warrior feature Lion. The spirit of the Lion imbues you with regal power.
You have forged your initial bond with a primal nature spirit. While Raging, any hostile creatures within 5 feet of you have
Choose one of the animal spirits from the list below to gain disadvantage on attack rolls against targets other than you.
its benefits. Once selected, this choice cannot be changed. Falcon. The spirit of the Falcon grants you its wings. While
Bear. The resilient spirit of the Bear increases your ability Raging, you gain a flying speed equal to your walking speed.
to take physical hits. While Raging, you gain resistance to all Rhino. The spirit of the Rhino lends you its power. While
types of damage except force and psychic damage. Raging, if you hit a creature that is one size larger than you or
Eagle. The fierce spirit of the Eagle grants you the ability smaller with a Strength-based melee weapon attack, it must
to move fast as the wind. While Raging, you can use a bonus succeed on a Strength saving throw or be
action to gain the benefits of the Dash and Disengage action. knocked prone.
Elk. The noble spirit of the Elk makes you extraordinarily
swift. While Raging, your walking speed increases by 15 feet.
Tiger. The ruthless spirit of the Tiger empowers your leaps
in battle. Once per turn while Raging, you can use mighty
leap at its lowest level without expending an Exploit Die.
Wolf. The cunning spirit of the Wolf enhances your
ability to fight alongside your pack. While Raging,
allied creatures of your choice have advantage on
any melee attack roll they make against hostile
creatures within 10 feet of you.
Feat of Strength
Savage Exploits Prerequisites: Strength or Constitution of 11
Below are the Exploits available to Barbarians. If an Exploit When you make a Strength or Constitution ability check you
has a prerequisite, like a minimum Ability Score or level, you can expend Exploit Dice (up to your proficiency bonus), roll
can learn it at the same time you meet the prerequisites. those dice, and add the result to your ability check.
1st-Degree Exploits Heroic Fortitude
Exploits of the 1st-degree are minor techniques slightly more Whenever you are forced to make a Strength, Dexterity, or
complicated than swinging a weapon. They can be learned by Constitution saving throw you can expend an Exploit Die, roll
warriors with modest training and have no level prerequisite. it, and add the result to your saving throw. You can do so after
you roll the d20, but before you know if you succeed or fail.
Aggressive Sprint
As a bonus action on your turn, you can expend one Exploit Hurl
Die to draw upon your battle fury and move up to your full Prerequisites: Strength of 11
walking speed toward a hostile creature that you can see. In place of an attack, you can expend an Exploit Die to throw
Starting at 5th level, you can make a single melee weapon an object that you are holding at a target you can see within
attack at the end of this movement. 60 feet. The target must succeed on a Dexterity saving throw
or both the object and target take bludgeoning damage equal
Bonebreaking Critical to one roll of your Exploit Die + your Strength modifier.
Prerequisites: Strength of 11 At 11th level, the range of this Exploit becomes 120 feet.
When you score a critical hit on a creature with a weapon Menacing Shout
attack, you can expend one Exploit Die to cripple the target.
For 1 minute, that creature deals only half damage with any Prerequisites: Charisma of 11
attacks it makes that use its Strength. As a bonus action, you can expend one Exploit Die and force
The creature can make a Constitution saving throw at the one creature within 30 feet that can see or hear you to make
end of each of its turns, ending this effect on a success. a Wisdom saving throw. On a failed save, it is frightened of
you until the end of your next turn and must use its action to
Brace Up move as far away from you as possible without harming itself.
Prerequisites: Constitution of 11 Mighty Leap
You steel yourself for combat, preparing yourself to take a hit. Prerequisites: Strength of 11
As a bonus action, you can expend one Exploit Die and gain When you move at least 10 feet immediately before you jump,
temporary hit points equal to 1 + one roll of your Exploit Die. you can expend Exploit Dice (up to your proficiency bonus) to
Commanding Presence increase the distance of your jump by 10 feet for each Exploit
Prerequisites: Charisma or Strength of 11 Die expended, even if this exceeds your remaining speed.
When you make a Charisma (Persuasion) or Charisma Mighty Thrust
(Intimidation) check you can expend one Exploit Die, roll it, Prerequisites: Strength of 11
and add the result to your ability check. You can do so after In place of an attack, you can expend an Exploit Die to force
you roll the d20, but before you know if you succeed. a target you touch to make a Strength saving throw. On a
Also, whenever you would make a Charisma (Intimidation) failure, it is knocked back in a line number of feet equal to 5
check, you can make a Strength (Intimidation) check instead. times your Strength modifier. Targets that are more than one
Crushing Grip size larger than you have advantage on this saving throw.
Prerequisites: Strength of 11 Rustic Intuition
When you grapple a creature, you can expend one Exploit Prerequisites: Wisdom of 11
Die to enhance your grip. When you initiate this grapple, and When you make an Intelligence (Nature), Wisdom (Animal
at the start of each of the grappled creature's turns, it takes Handling), or Wisdom (Medicine) check you can expend an
bludgeoning damage equal to one roll of your Exploit Die. Exploit Die, roll it, and add the result to your ability check.
Cunning Instinct You can do so after you roll, but before you know the result.
Prerequisites: Wisdom of 11 Ruthless Strike
Whenever you make a Wisdom (Perception) or a Wisdom Prerequisites: Strength of 11
(Survival) check you can expend one Exploit Die, roll it, and When you hit a target with a melee weapon attack, you can
add the result to your ability check. You can do so after you expend Exploit Dice (up to your proficiency bonus), roll the
roll the d20, but before you know if you succeed or fail. dice, and add them to the damage roll of that attack.
Destructive Strike Take Down
Prerequisites: Strength of 11 Prerequisites: Strength of 11
When you hit a nonmagical object with an attack, you can As a bonus action, you can expend one Exploit Die to touch
expend an Exploit Die, add it to the damage roll, and cause a creature and attempt to Shove or Grapple it, and add one
that attack to deal maximum damage in place of rolling. roll of your Exploit Die to your Strength (Athletics) check.
Trampling Rush Greater Hurl
Prerequisites: Strength of 11 Prerequisites: 5th level, Strength of 13
When you move at least 20 feet toward a creature and hit it As an action, you can expend one Exploit Die and touch one
with a melee weapon attack, you can expend an Exploit Die creature at least one size smaller than you and attempt to
and attempt to trample the creature. It must succeed on a throw it. It must succeed on a Strength saving throw or be
Strength saving throw, or it takes additional damage equal thrown at a space that you can see within 30 feet. A creature
to one roll of your Exploit Die and is knocked prone. can willingly choose to fail this Strength saving throw.
If the creature lands in an unoccupied space it falls prone.
2nd-Degree Exploits But, if it hits another creature, that creature must succeed on
Exploits of the 2nd-degree represent the peak of martial skill a Dexterity saving throw or take bludgeoning damage equal
and ability achievable by warriors without dedicated training. to one roll of your Exploit Die + your Strength modifier.
These can be learned by any Barbarian of 5th level or higher. If a feature causes you to count as one size larger for your
carrying capacity or the size of targets you can grapple, you
Arresting Critical also count as one size larger for the creatures you can throw.
Prerequisites: 5th level, Strength of 13 Immovable Stance
When you score a critical hit on a creature with a weapon
attack, you can expend one Exploit Die to critically disable Prerequisites: 5th level, Strength or Constitution of 13
its movement. For 1 minute, its speed is reduced to 0. As a bonus action, you can expend an Exploit Die to enter an
The creature can make a Constitution saving throw at the immovable stance that lasts until you move from the space.
start of each of its turns, ending this effect on a success. Each time a creature attempts to grapple, move you against
your will, or move through your space while you are in this
Bloodthirsty Critical stance it must first succeed on a Strength saving throw. On
Prerequisites: 5th level, Strength of 13 a failed save, you can instantly grapple it or knock it prone.
When you score a critical hit on a creature with a weapon Savage Rebuke
attack, you can expend one Exploit Die to instantly make Prerequisites: 5th level
one additional weapon attack When a creature you can see hits you with a melee attack,
against that creature. On hit, you can use your reaction to expend one Exploit Die to make
you deal additional damage a melee weapon attack against that creature. On hit, you deal
equal to one roll of your additional damage equal to one roll of your Exploit Die.
Exploit Die.
Should you score a critical
hit with the attack granted by
this Exploit, you cannot use this
Exploit again to make another attack.
Concussive Blow
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack,
you can expend an Exploit Die to empower the attack
and force it to make a Constitution saving throw. On
a failed save, the target suffers the effects below until
the beginning of your next turn:
Its speed is 0, and it can speak only falteringly.
It has disadvantage on all attack rolls, ability
checks, and Dexterity saving throws.
Attack rolls against it have advantage.
Execute
Prerequisites: 5th level, Strength of 13
In place of an attack, you can spend Exploit Dice (up
to your proficiency bonus) to attempt to execute an
incapacitated or prone target within range of a melee
weapon that you are holding. For each Exploit Die you
spent you roll two Exploit Dice, adding your Strength
modifier to the total. If the total exceeds the target's
remaining hit points, its current hit points are
reduced to 0 and it is instantly slain.
If this total does not exceed the target's number
of remaining hit points you instead deal damage
equal to one roll of your Exploit Die.
Shattering Slam Mythic Resilience
Prerequisites: 5th level, Strength of 13 Prerequisites: 9th level, Constitution of 15
In place of an attack, you can expend an Exploit Die to strike When you take damage from an effect you can see, you can
the ground at your feet with a melee weapon. All creatures expend Exploit Dice (up to your proficiency bonus) to reduce
within 5 feet of you must succeed on a Dexterity saving throw the incoming damage. For each Exploit Die you expend you
or take bludgeoning damage equal to one roll of your Exploit roll three Exploit Dice, adding your Constitution modifier to
Die + your Strength modifier and fall prone. On a successful the total of all the dice. You reduce the damage by the total.
save, they take half as much damage and don't fall prone. If the total rolled exceeds the amount of damage, you gain
Terrain in this area that is loose earth or stone becomes temporary hit points equal to the remaining amount.
difficult terrain until a creature uses its action to clear it.
Roar of Triumph
Thunderous Blow Prerequisites: 9th level
Prerequisites: 5th level, Strength of 13 When you score a critical hit, you can expend an Exploit Die
When you hit a creature with a melee weapon attack, you can to let out a cry that can be heard up to 300 feet away. You and
expend an Exploit Die to empower your attack with immense a number of creatures of your choice who can hear you equal
force. The creature must succeed on a Strength saving throw to your Constitution modifier (minimum of 1) gain temporary
or take additional damage equal to a roll of your Exploit Die hit points equal to your level + your Constitution modifier.
and be knocked back in a straight line number of feet equal to Savage Defiance
5 times your Strength modifier. A creature that is more than
one size larger than you has advantage on its saving throw. Prerequisites: 9th level
As an action you can expend an Exploit Die to issue a savage
Warrior's Challenge challenge. Creatures of your choice within 60 feet that can
Prerequisites: 5th level hear you have disadvantage on attacks against targets other
As a bonus action, you can expend an Exploit Die and shout a than you for 1 minute, or until they hit you with an attack.
challenge at a foe. One creature of your choice within 30 feet War Cry
that can see or hear you must make a Wisdom saving throw. Prerequisites: 9th level
On a failed save, the creature has disadvantage on all attack
rolls it makes against targets other than you for 1 minute. As an action, you can expend one Exploit Die and issue a
The creature can repeat this saving throw at the end of mighty cry, forcing creatures of your choice that can hear you
each of its turns, ending the effect on a success. This effect in an adjacent 30-foot cone to make a Wisdom saving throw.
ends early if you attack a creature other than the target. On a failed save, they drop whatever they are holding and are
frightened of you for 1 minute. If a frightened creature ends
3rd-Degree Exploits its turn and does not have line of sight to you, it can repeat
the saving throw, ending the effect on a success.
3rd-degree Exploits are feats of savagery, and can be learned
by Barbarians of 9th level or higher. Each 3rd-degree Exploit 4th-Degree Exploits
you know can only be used once per short or long rest. Exploits of this degree can only be learned by Barbarians of
Confounding Critical 13th level or higher, and each 4th-degree Exploit that you
Prerequisites: 9th level, Strength of 15 know can only be used once per short or long rest.
When you score a critical hit on a creature with a weapon Devastating Critical
attack, you can expend one Exploit Die to strike at the head, Prerequisites: 13th level, Strength of 17
weakening its ability to think. For 1 minute, its thoughts are When you score a critical hit on a creature with a weapon
muddled and whenever it makes an attack roll, ability check, attack, you can expend one Exploit Die to shatter its focus. If
or Constitution saving throw to maintain its concentration, it it was concentrating on a spell or effect, it automatically loses
must roll a d6 and subtract the result from its roll. concentration, and for 1 minute, it has disadvantage on all
The creature can make an Intelligence saving throw at the Intelligence, Wisdom, and Charisma saving throws, and any
start of each of its turns, ending this effect on a success. saving throws it makes to maintain concentration.
Destructive Slam The creature can make an Intelligence saving throw at the
Prerequisites: 9th level, Strength of 15 start of each of its turns, ending this effect on a success.
In place of an attack, you can expend Exploit Dice (up to your Staggering Blow
proficiency bonus) and strike the ground at your feet, forcing Prerequisites: 13th level, Strength of 17
all creatures in an adjacent 20-foot cube to make a Dexterity When you hit a creature with a melee weapon attack, you can
saving throw. On a failed save, they take bludgeoning damage expend Exploit Dice (up to your proficiency bonus) to strike
equal to two rolls of your Exploit Die for each Exploit Die you with near-supernatural power and force it to make a Wisdom
spent + your Strength modifier and are knocked prone. On a saving throw. On a failure, it takes additional damage equal to
success, they take half as much damage and don't fall prone. two rolls of your Exploit Die for each Exploit Die you spent
Objects in this area take the maximum amount of damage. and for the next minute it has disadvantage on all attack rolls,
Moreover, the area of the 20-foot cube becomes difficult ability checks, and it cannot take reactions. On a success, it
terrain until a creature takes 1 minute to clear it. takes half as much damage and suffers no additional effects.
The creature can make a Wisdom saving throw at the start
of each of its turns, ending these effects on a success.
Strength of the Colossus 5th-Degree Exploits
Prerequisites: 13th level, Strength of 17
As a bonus action you can expend Exploit Dice (up to your Exploits of the 5th degree are primal feats that rival mythic
proficiency bonus) to enhance your strength to mythic levels, monsters. These Exploits can only be learned by Barbarians
though you must concentrate on this Exploit's effect as if you of 17th level or higher, and each 5th-degree Exploit you know
were concentrating on a spell. For 10 minutes, or until you can only be used once per short or long rest.
lose concentration, the amount of weight you can push, drag, Cataclysmic Slam
pull, or lift is multiplied by the amount in the table below: Prerequisites: 17th level, Strength of 19
Exploit Dice Total Weight As an action on your turn, you can expend Exploit Dice (up
Without Exploit 30 x Strength score to your proficiency bonus) to strike the ground with mythic
power. A shockwave of thunderous force erupts from you,
1 50 x Strength score forcing all creatures within 30 feet to make a Constitution
2 100 x Strength score saving throw. On a failure, they take bludgeoning damage
equal to two rolls of your Exploit Die for each Exploit Die you
3 150 x Strength score spent + your Strength modifier and are knocked prone, and
4 200 x Strength score on a success, they take half as much damage and don't fall
prone. Objects in this area take maximum damage.
5 250 x Strength score The area becomes difficult terrain, and a creature can use
6 300 x Strength score its action to clear one 5-foot square of this difficult terrain.
For each size category you are above Medium, the amount Vorpal Critical
of weight you can move as part of this Exploit is doubled. Prerequisites: 17th level, Strength of 19
For example, a Medium-sized Barbarian with 20 Strength When you score a critical hit with a melee attack
could expend 3 Exploit Dice to use this Exploit, multiplying on a creature that is one size larger than you
their 20 Strength by 150, to lift up to 3,000 pounds. If they or smaller, you can expend an
were Large, they would double this weight to 6,000 pounds. Exploit Die to cut off one of its
When this Exploit ends you must succeed on a DC 17 heads. If it has 100 hit points or
Constitution saving throw or suffer a number of levels of fewer and it cannot survive without that
exhaustion equal to the number of Exploit Dice you spent. head, it is instantly killed. A creature can
also use a Legendary Resistance to avoid
Unbreakable this effect. Creatures that use a Legendary
Prerequisites: 13th level, Constitution of 17 Resistance, or creatures that don't have or
When you take damage that would reduce need a head are immune to this Exploit's effects,
you to 0 hit points, even if that damage and instead take bonus damage equal to three
would kill you outright, you can rolls of your Exploit Die.
spend Exploit Dice (up to your
proficiency bonus) and fall to
1 hit point. For each Exploit
Die you spent, you roll three
Exploit Dice, and you gain
temporary hit points equal
to the total rolled.
Spiked Armor
Additional Primal Paths 3rd-level Path of Blood & Iron feature
Also included are Primal Paths based on official options for Over the course of an hour, which can be during a short or
Barbarians in Sword Coast Adventurer's Guide, Xanathar's long rest, you can use smith's tools to affix spikes to a set of
Guide to Everything, and Tasha's Cauldron of Everything: armor, turning it into Spiked Armor. Spiked Armor has the
Official Path Alternate Path following properties when worn by you:
Battlerager Blood & Iron It is a martial melee weapon with a reach of 5 feet,
Ancestral Guardian Conduit
and on hit, the armor deals piercing damage equal to
one roll of your Exploit Die + your Strength modifier.
Beast Lycan While you are Raging, you can use a bonus action on
Storm Herald Storm your turn to make a single Spiked Armor attack.
If you successfully grapple a creature it takes piercing
Wild Magic Wild Sorcery damage equal to one roll of your Exploit Die.
Zealot Zealot Reckless Abandon
Path of Blood & Iron 6th-level Path of Blood & Iron feature
Your bloodlust propels you into battle. While Raging, first
Reveling in the chaos of battle, the Barbarians of this Primal time you make a Reckless attack on each of your turns you
Path don their signature spiked armor and charge headlong gain temporary hit points equal to your Constitution modifier.
into combat. Learning to channel their Rage while wearing These temporary hit points vanish when your Rage ends.
their signature armor, these savage warriors fight as if they In addition, you can turn magic armor into Spiked Armor.
have no regard for their own life, only the thrill of battle.
Wild Charge
Blood & Iron Exploits 10th-level Path of Blood & Iron feature
3rd-level Path of Blood & Iron feature Your fury compels you to throw yourself headlong into battle.
You learn certain Exploits at the Barbarian levels noted in While you are Raging, you can use aggressive sprint without
the table below. These don't count against your number of expending an Exploit Die. However, the attack that you make
Exploits Known and can't be switched upon gaining a level. as part of this Exploit must be a Spiked Armor attack.
Barbarian Level Exploit
Spiked Retribution
3rd aggressive sprint, crushing grip 14th-level Path of Blood & Iron feature
5th bloodthirsty critical, immovable stance When a creature hits you with a melee
9th savage defiance
attack while you are Raging and wearing
your Spiked Armor, it instantly
takes piercing damage equal to
Savage Smith your Strength modifier.
3rd-level Path of Blood & Iron feature If you are conscious, you
You have learned the skills necessary can use your reaction to
to craft and maintain your spiked replace this damage with
armor. You gain proficiency in the damage of a Spiked
smith's tools and heavy armor. Armor attack.
You can also Rage while you
are wearing heavy armor.
Conduit of Spirits
3rd-level Path of the Conduit feature
As a bonus action, you can expend a use of Rage to enter into
a state of spiritual ecstasy and give control of your body over
the spirits that you commune with. For the next 10 minutes,
when you make an ability check that uses your Intelligence
or Wisdom, you gain a bonus to your roll equal to your
Constitution modifier (minimum of +1).
This state of spiritual ecstasy ends early if you Rage,
if you fall unconscious, or you use a bonus action
on your turn to end it.
Spectral Warriors
3rd-level Path of the Conduit feature
When you Rage, the Spectral Warriors that
you commune with come to your aid, and
remain with you for the duration of
your current Rage.
Once per turn when you hit a
creature with a melee attack, you
can send these Spectral Warriors to
harry that creature. Until the start of
your next turn, the Spectral Warriors
swirl around that creature, and it has
disadvantage on any attack roll that it
makes against targets other than you,
and if it hits a creature other than
you with an attack, its target has
resistance to the damage dealt
by that attack.
These Spiritual Warriors
return to you if their target
dies, or if your Rage ends.
Path of the Conduit
Not all Barbarians are savages who revel in bloodlust. Some Spiritual Ward
walk a Path of spiritual connection. Those who walk the Path 6th-level Path of the Conduit feature
of the Conduit form bonds with spirits who have passed from You can call on your Spectral Warriors to protect and defend
the mortal plane. Some stand as guardians of their ancestral your allies. When a creature you can see within 30 feet takes
tombs, others channel the power of legendary warriors, and damage while you are Raging, you can use a reaction to order
others open themselves up to the power of any local spirit. your Spectral Warriors to intercept the attack, reducing the
damage by an amount equal to two rolls of your Exploit Die.
Conduit Exploits If your Spiritual Warriors are currently harrying an enemy
3rd-level Path of the Conduit feature when you use this reaction, the effects end on that creature.
You learn certain Exploits at the Barbarian levels noted in Greater Conduit
the table below. These don't count against your number of
Exploits Known and can't be switched upon gaining a level. 10th-level Path of the Conduit feature
Your ability to conduct spiritual power has grown. While you
Barbarian Level Exploit are in a state of ecstasy from Conduit of Spirits, you can cast
3rd menacing shout, rustic intuition clairvoyance or commune without expending a spell slot or
material components. However, after you finish casting either
5th arresting critical, thunderous blow of these spells, your state of spiritual ecstasy ends.
9th mythic resilience When you cast clairvoyance in this way, the spell summons
an invisible spirit you are communed with, and when you cast
commune, you consult your bonded spirits for information.
Spirits of the Great Beyond Vengeful Spirits
When creating a Conduit Barbarian, consider what 14th-level Path of the Conduit feature
type of spirits you commune with. Do you connect Your powerful connection to the spiritual world allows the
with the spirits of your ancestors? Or, do you allow long-dead warriors bound to you to once again strike at the
the spirits of dead warriors to stand at your side? living. When you use Spiritual Ward to reduce the damage
of an attack, the attacker takes force damage equal to the
amount of damage reduced by your Spiritual Ward.
Path of the Lycan
Lycanthropy is an ancient curse that changes those afflicted
into mindless beasts with a wild hunger for flesh. While some
Barbarians seek out this power, many have the curse thrust
upon them. Those who follow this Path come to master their
bestial curse, dominating it with the wild fury of their Rage.
Animal Form
3rd-level Path of the Lycan feature
You can control your lycanthropy, allowing you to shift your
form at will. As an action, you can expend a use of your Rage
to transform into the Animal Form of your lycanthropy, much
like a Druid transforms using their Wild Shape feature.
Choose a beast of CR 1 or lower to represent the animal
that your curse is based on. Common Animal Forms include
boars, brown bears, dire wolves, tigers, and rats. Once it is
chosen, your Animal Form cannot be changed.
When you transform into your Animal Form, you follow all
of the rules of the Wild Shape feature from the Druid class,
which can be found in Chapter 3 of the Player's Handbook.
You can use all of your Barbarian features, including Rage
and Savage Exploits, while you are transformed.
You can remain in your Animal Form for up to
1 hour. You then revert to your normal form
unless you expend another Rage as a bonus
action to extend your transformation. You
can also revert to your normal form as an
action. You instantly revert to your normal form Savage Prowess
if you fall unconscious, drop to 0 hit points, or die. 6th-level Path of the Lycan feature
Bestial Rage The ancient curse that flows in your veins greatly increases
3rd-level Path of the Lycan feature your physical abilities. You gain the benefits listed below:
When you Rage, you manifest a portion of your bestial power You gain a climbing speed equal to your walking speed.
in the form of one of the natural weapons listed below, which You can use cunning instinct and mighty leap at their
lasts for the duration of that Rage. These weapons all count lowest level at-will without expending an Exploit Die.
as simple melee weapons which you are proficient with, and Your natural weapon attacks in your normal and Animal
use your Strength modifier for their attack and damage rolls: Form count as magical for overcoming resistances and
Bite. You grow fangs that deal 1d8 piercing damage on hit. immunities to non-magical attacks and damage.
Once per turn when you hit a creature with this Bite, you gain
temporary hit points equal to your Constitution modifier. Infectious Fury
Claws. Your hands elongate into savage claws that deal 10th-level Path of the Lycan feature
1d6 slashing damage on hit. Whenever you take the Attack When you hit a creature with a natural weapon attack while
action on your turn and make only Claw attacks, you can Raging, you can curse your target with rabid fury. The target
make one additional Claw attack as part of that Attack action. must succeed on a Wisdom saving throw against your Exploit
Tail. You sprout a long thick tail that deals 1d8 piercing save DC or suffer one of the following effects of your choice:
damage on hit and has the reach property. When a creature The target must use its reaction to make a melee attack
within 10 feet that you can see targets you with a weapon against another creature of your choice that you can see.
attack, you can use your reaction to add one roll of your The target takes 2d12 psychic damage.
Exploit Die to your Armor Class against that attack.
You can use this feature a number of times equal to your
Lycan Exploits Constitution modifier (minimum of once), and you regain all
3rd-level Path of the Lycan feature uses each time you finish a long rest. If you have no uses left,
You learn certain Exploits at the Barbarian levels noted in you can expend an Exploit Die to use this feature again.
the table below. These don't count against your number of
Exploits Known and can't be switched upon gaining a level. Primal Roar
Barbarian Level Exploit
14th-level Path of the Lycan feature
Your roar is fueled by the primal fury of your curse. You are
3rd cunning instinct, mighty leap no longer limited to using roar of triumph once per short or
5th bloodthirsty critical, savage rebuke long rest, and can use it as long as you have Exploit Dice.
Moreover, while a creature has temporary hit points from
9th roar of triumph roar of triumph it has advantage on the first melee weapon
attack that it makes on each of its turns.
Path of the Storm Elemental Body
Dwelling in places of great elemental power, Barbarians who 6th-level Path of the Storm feature
follow the Path of the Storm come to embody the destructive Your connection to the forces of nature deepens and grants
power of the elements themselves. The primal fury of their you the benefits below associated with your Storm Aura:
Rage turns them into walking disasters; swirling blizzards, Blizzard. You gain resistance to cold damage, and when
devastating hurricanes, and sweltering storms of flame. you deal damage with a Savage Exploit, you can choose for
it to deal cold damage in place of its normal damage type.
Storm Exploits Drought. You gain resistance to fire damage, and you learn
3rd-level Path of the Storm feature the produce flame cantrip. Constitution is your spellcasting
You learn certain Exploits at the Barbarian levels noted in modifier for it, and you can cast it even while you are Raging.
the table below. These don't count against your number of Hurricane. You gain resistance to lightning and thunder
Exploits Known and can't be switched upon gaining a level. damage, you gain a swimming speed equal to your walking
Barbarian Level Exploit speed, and you can breathe both air and water.
3rd hurl, destructive strike Storm Ward
5th shattering slam, thunderous blow 10th-level Path of the Storm feature.
9th destructive slam
Your primal power overflows and infuses your companions.
While Raging, creatures of your choice within your Storm
Aura gain the benefits of your Elemental Body feature.
Storm Aura
3rd-level Path of the Storm feature Primal Destruction
When you Rage, you emanate an Aura of primal power in a 14th-level Path of the Storm feature
10-foot radius, choosing Blizzard, Drought, or Hurricane for The elemental forces that fuel your Rage grows ever stronger.
its effects. If your Aura requires a creature to make a saving Your Storm Aura gains the following additional benefits:
throw, it does so against your Exploit save DC. Blizzard. When a creature begins its turn within your
When you gain a level in this class, you can change the Storm Aura, you can use your reaction to force it to make a
effect of your Aura for another option from the list below: Strength saving throw. On a failed save, the creature's speed
Blizzard. Any creature of your choice that starts its turn is reduced to 0 until the beginning of its next turn.
within range has its speed halved until start of its next turn. Drought. When a creature within your Storm Aura hits
Drought. At the end of each of your turns, creatures of you with an attack, you can use your reaction to force it to
your choice within range take fire damage equal to your make a Dexterity saving throw. On a failed save, it takes fire
Constitution modifier (minimum of 1 damage). damage equal to two rolls of your Exploit Die.
Hurricane. At the end of each of your turns you can force Hurricane. When a creature within your Storm Aura hits
one creature within range to make a Dexterity saving throw. you with an attack, you can use your reaction to force it to
It takes lightning damage equal to two rolls of your Exploit make a Strength saving throw. On a failed save, it is knocked
Die on a failed save, and half as much damage on a success. back from you 10 feet in a straight line and falls prone.
Path of Wild Sorcery Path of the Zealot
For some Barbarians, their Rage boils up from an unrealized Your Rage has been implanted in you by the divine powers of
magical potential. When those born with an arcane spark fail the heavens. Whether you are the descendant of a powerful
to channel it in the correct way, this uncontrollable power can celestial, or the chosen champion of a deity, you now carry in
burst forth in a chaotic storm of magic-infused battle fury. you a spark of divine wrath. Those who walk the Path of the
Zealot stand as champions of the gods and divine causes.
Magic Awareness
3rd-level Path of Wild Sorcery feature Champion of the Gods
As an action, you can open your awareness to the presence of 3rd-level Path of the Zealot feature
magic. Until the end of your next turn, you know the location You have been chosen for a divine purpose. Spellcasters can
of spells or magic items within 60 feet that aren't behind total cast spells that restore you to life (not undeath) such as raise
cover. When you sense a spell, you learn its school of magic. dead, without needing the normal material components.
You can use this feature once per short or long rest at no
cost, after which you must expend an Exploit Die to use it. Divine Fury
3rd-level Path of the Zealot feature
Sorcerous Exploits Your weapon strikes are imbued with the celestial power of
3rd-level Path of Wild Sorcery feature the god you serve. While you are Raging, the first creature
You learn certain Exploits at the Barbarian levels noted in you hit with a weapon attack on each of your turns takes
the table below. These don't count against your number of bonus damage equal to one roll of your Exploit Die + your
Exploits Known and can't be switched upon gaining a level. Constitution modifier (minimum of 1).
Barbarian Level Exploit The type of this bonus damage changes depending on your
alignment: Good (radiant), Neutral (thunder), Evil (necrotic).
3rd heroic fortitude, mighty leap
5th immovable stance, thunderous blow
Zealous Exploits
3rd-level Path of the Zealot feature
9th savage defiance You learn certain Exploits at the Barbarian levels noted in
the table below. These don't count against your number of
Wild Sorcery Exploits Known and can't be switched upon gaining a level.
3rd-level Path of Wild Sorcery feature Barbarian Level Exploit
When you Rage, you roll on the Wild Sorcery table on the
following page to determine the magic effect you produce. 3rd feat of strength, menacing shout
If a Wild Sorcery effect requires a saving throw, targets 5th savage rebuke, warrior's challenge
make their saving throws against your Exploit save DC. 9th mythic resilience
Sorcerous Infusion
6th-level Path of Wild Sorcery feature Fanatical Focus
As an action, you can touch a creature, including yourself, 6th-level Path of the Zealot feature
and confer one of the following benefits to that creature: Your divine cause propels you to find success when others
Choose an ability score, for 10 minutes, when the target would fail. When you fail a saving throw while Raging, you
makes an ability check or saving throw with that ability can expend an Exploit Die, roll it, and add the result to your
score it gains a bonus to its roll equal to your Exploit Die. saving throw, possibly turning a failure into a success.
The creature gains temporary hit points equal to your Divine Mandate
level + your Exploit Die. For as long as the temporary hit 10th-level Path of the Zealot feature
points last, the target is immune to Wild Sorcery effects. You issue a divine battle cry to inspire your allies. As a bonus
You touch a target and expend any number of Exploit action, you can issue this battle cry and choose a number of
Dice. The target regains an expended spell slot of a level creatures within 60 feet that can hear you. Creatures who
equal to the number of Exploit Dice you expend. hear your cry have advantage on all attack rolls and saving
You can use this feature a number of times equal to your throws until the beginning of your next turn.
Constitution modifier (minimum of once), and you regain all Once you use this feature, you can’t use it again until you
expended uses each time you finish a long rest. finish a long rest.
Unstable Sorcery Rage Beyond Death
10th-level Path of Wild Sorcery feature 14th-level Path of the Zealot feature
Your unpredictable magic lashes out to protect you. When The gods will not allow you to die while you still serve them.
you take damage or fail a saving throw while Raging, you can Being reduced to 0 hit points while Raging doesn’t knock you
use a reaction to immediately roll on the Wild Sorcery table. unconscious. While in this state, you still make death saving
throws as normal, and you suffer the normal effects of taking
Sorcerous Warrior damage while at 0 hit points. If you start your turn with three
14th-level Path of Wild Sorcery feature failed death saving throws you must succeed on a DC 10
Whenever you roll on the Wild Sorcery table you can roll Constitution saving throw to maintain your Rage.
twice and choose the magical result that takes place. If your Rage ends, and you still have 0 hit points, you die.
Wild Sorcery Surge Table
Path of Wild Sorcery Barbarian
d20 Wild Sorcery Effect d20 Wild Sorcery Effect
Creatures of your choice that you can see For the duration of your current Rage, you gain
within 30 feet of you must succeed on a resistance to the last instance of damage you took,
Constitution saving throw or take necrotic until you take another instance of damage.
01 11
damage equal to two rolls of your Exploit Die. For example, if you take fire damage from a red
You then gain temporary hit points equal dragon's fire breath, you are resistant to fire damage
to two rolls of your Exploit Die + your level. until you take another type of damage
You teleport up to 30 feet to an unoccupied For the duration of your current Rage, every hair
space you can see. Until the end of your on your body grows by one foot at the end of
02 12
current Rage, you can use this effect again each of your turns. When your current Rage ends,
on each of your turns as a bonus action. all of your hair falls out.
A bolt of radiant light shoots from your chest.
An orb of wild magic explodes at a point
A creature of your choice that you can see
that you can see within 30 feet. Creatures
within 30 feet must succeed on a Constitution
within 5 feet must succeed on a Dexterity
saving throw or take radiant damage equal to
03 saving throw or take force damage equal 13
your Exploit Die and be blinded until the start
to your Exploit Die. Until the end of your
of your next turn. Until the end of your current
current Rage, you can use a bonus action
Rage, you can use this effect again on each of
to cause this effect to happen again.
your turns as a bonus action.
Magic infuses one weapon of your choice that For the duration of your current Rage, you can
you are holding. Until your current Rage, the walk through solid objects and creatures as if
weapon's damage type changes to force, and it they were difficult terrain. If you end your
04 gains the light and thrown properties, with a 14 movement inside a creature or object, you are
normal range of 20 feet and a long range of instantly shunted to the nearest unoccupied
60 feet. If the magic weapon leaves your hand, space, taking 1d10 force damage for each 5
it appears in your hand at the end of your turn. feet that you were forced to travel.
Whenever a creature hits you with an attack Roll a d10. Your age changes by a number of
roll before the end of your current Rage, it years equal to the roll. If the roll is odd, you get
05 15
takes force damage equal to your Exploit Die, younger (minimum 1 year old). If the roll is even,
as magic lashes out in retribution. you get older.
Until the end of your current Rage, you are
For the duration of your current Rage, any flammable
surrounded by multicolored, protective lights;
06 16 object you touch that isn't being worn or carried,
you, and allied creatures within 10 feet of you,
instantly bursts into flame.
all gain a +1 bonus to your Armor Class.
Flowers and vines temporarily grow around
Your limbs grow strangely long. For the duration
you; until the end of your current Rage, the
07 17 of your current Rage, the reach of your melee
ground within 15 feet of you is considered
attacks increases by 5 feet.
difficult terrain for creatures of your choice.
Roll another d20. On an even roll, your size grows
Your muscles are engorged with wild magic.
by one category as if by the enlarge part of the
For the duration of your current Rage, all
08 enlarge/reduce spell. On an odd roll, your size is 18
creatures have disadvantage on any saving
reduced by one category as if by the reduce part
throws to resist the effects of your Exploits.
of the enlarge/reduce spell.
You can't speak for the duration of your For the duration of your current Rage, the distance of
09 current Rage. If you try, a small bird flies 19 your long and high jumps is tripled, even if this extra
out of your mouth and toward the sun. distance would exceed your remaining movement.
You are transported to the Astral Plane until
the end of your next turn, after which time You instantly regain all expended
10 20
you return to the space you previously uses of your Rage.
occupied or the nearest unoccupied space.
The Alternate
Barbarian
Become the unstoppable destructive force you
were meant to be! Includes Forty Savage Exploits
and Ten New and Revised Primal Paths.

Version 2.0.1 - Created by /u/laserllama

Artist Credits:
Covers - Johanness Voss - Survivor
Page 1 - Randy Vargas - Ragefire
Page 3 - Svetlin Velinov - Rage of Ancients
Page 4 - Andrew Mar - Plundering Barbarian
Page 5 - Tuan Duong Chu - Ziatora's Envoy
Page 6 - Ryan Pancoast - Haktos the Unscarred
Page 7 - Manuel Castañón - Blizzard Brawl
Page 9 - Francisco Miyara - Critical Hit
Page 11 - Victor Titov - Hardened Berserker
Page 12 - Cristi Balanescu - Vicious Battlerager
Page 13 - A. Podedworna - The Ever-Watchful
Page 14 - Mila Pesic - Savage Packmate
Page 15 KILART - Maniacal Rage
Page 17 - Liiga Smilshkalne - Magnum Opus

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