A Fierce Warrior of Primal Rage
Primary Ability | Strength |
|---|---|
Hit Point Die | D12 per Barbarian level |
Saving Throw Proficiencies | Strength and Constitution |
Skill Proficiencies | Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival |
Weapon Proficiencies | Simple and Martial weapons |
Armor Training | Light and Medium armor and Shields |
Starting Equipment | Choose A or B: (A) Greataxe, 4 Handaxes, Explorer's Pack, and 15GP; or (B) 75GP |
Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion-and not limited to anger-this Rage is an incarnation of a predator's ferocity, a storm's fury, and a sea's turmoil.
Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Barbarians often serve as protectors and leaders in their communities. They charge headlong into danger so those under their protection don't have to. Their courage in the face of danger makes Barbarians perfectly suited for adventure.
| Level | Proficiency Bonus | Features | Rages | Rage Damage | Weapon Masteries Known | Brutal Strike |
|---|---|---|---|---|---|---|
| 1 | +2 | Rage, Unarmored Defense, Weapon Mastery | 2 | 2 | 2 | |
| 2 | +2 | Danger Sense, Reckless Attack | 2 | 2 | 2 | |
| 3 | +2 | 3 | 2 | 2 | ||
| 4 | +2 | Ability Score Improvement, Dauntless | 3 | 2 | 3 | |
| 5 | +3 | Extra Attack, Fast Movement | 3 | 2 | 3 | |
| 6 | +3 | 4 | 2 | 3 | ||
| 7 | +3 | Feral Instinct, Instinctive Pounce | 4 | 2 | 3 | |
| 8 | +3 | Ability Score Improvement | 4 | 2 | 3 | |
| 9 | +4 | Brutal Strike | 4 | 3 | 3 | 1d10 |
| 10 | +4 | 4 | 3 | 4 | 1d10 | |
| 11 | +4 | Primal Destroyer, Relentless Rage | 4 | 3 | 4 | 1d10 |
| 12 | +4 | Ability Score Improvement | 5 | 3 | 4 | 1d10 |
| 13 | +5 | Improved Brutal Strike | 5 | 3 | 4 | 1d10 |
| 14 | +5 | Headtaker | 5 | 3 | 4 | 1d10 |
| 15 | +5 | Persistent Rage | 5 | 3 | 4 | 1d10 |
| 16 | +5 | Ability Score Improvement | 5 | 4 | 4 | 1d10 |
| 17 | +6 | Improved Brutal Strike (2) | 6 | 4 | 4 | 2d10 |
| 18 | +6 | Indomitable Might | 6 | 4 | 4 | 2d10 |
| 19 | +6 | Ability Score Improvement | 6 | 4 | 4 | 2d10 |
| 20 | +6 | Primal Champion* | 99 | 4 | 4 | 2d10 |
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 Bonus Action 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 (currently [[lookup @scale.barbarian.rages]]). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Rage Damage. When you make an attack using Strength-with either a weapon or an Unarmed Strike-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 Advantage on Strength checks and Strength saving throws.
No Concentration or Spells. You can't maintain Concentration, 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 Incapacitated 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:
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 are wearing no armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can can change the kinds of weapons you chose.
When you reach certain levels in this class, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the class 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 Advantage on Dexterity saving throws unless you have the Incapacitated 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 Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
Foundry Note
This feature includes an Active Effect for tracking whether you are reckless or not but it does not automate Advantage on your attacks or attacks against you.
The protection your Rage provides you expands to allow you to face even more powerful threats. While raging, you gain additional resistances to various damage types. When you receive this feature, select one of the three groupings below. You may change this selection upon completing a Long Rest. You can select an additional grouping when you reach character level 10. When you reach character level 15, you always have all three while raging.
Oppose Annihilation. You have Resistance to Acid, Lightning, and Radiant damage.
Stand Against Destruction. You have Resistance to Fire, Necrotic, and Thunder damage.
Withstand Ruination. You have Resistance to Cold, Force, and Poison damage.
Foundry Note
When you Rage activate the appropriate active effect(s) to get the correct resistances.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Your Speed increases by 10 feet while you are not wearing heavy armor. This bonus increases when you reach 12th level in Barbarian by an additional 10 feet while you are not wearing heavy armor.
Your instincts are so honed that you have Advantage on Initiative rolls.
As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.
If you use Reckless, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra [[lookup @scale.barbarian.brutal-strike]] damage of the same type dealt by the weapon or Unarmed Strike, 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, provided it is no more than two size categories larger or smaller. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
Hamstring Blow. The target's Speed 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 can use the Dash action as a Bonus Action on your turn, and while dashing you ignore Difficult Terrain.
Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points 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 Short or Long Rest, the DC resets to 10.
You have honed new ways to attack furiously. The following effects are now among your Brutal Strike options.
Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can't make 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.
When you make a weapon attack or Unarmed Strike against an Incapacitated creature you can reroll one of the dice once.
When you roll Initiative, 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 Long Rest.
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 Unconscious condition (not just the Incapacitated condition) or don Heavy armor.
The extra damage of your Brutal Strike increases to 2d10. In addition, you can use two different Brutal Strike effects whenever you use your Brutal Strike feature.
Foundry Note
The damage roll in Brutal Strike will automatically scale to use this new value.
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.
Whenever you have advantage on an attack roll using Strength, you can reroll one of the dice once.
You may divide 10 points between your Strength, Constitution and Dexterity scores. Your maximum for those scores is now 24.
Foundry Note
You will have to manually adjust your ability scores.
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.
| Level | Features | Spirit Shield |
|---|---|---|
| 3 | Ancestral Protectors | |
| 6 | Spirit Shield | 2d6 |
| 10 | Consult the Spirits | 3d6 |
| 14 | Vengeful Ancestors | 4d6 |
Spectral warriors appear when you enter your Rage. While your Rage is active, 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 is not against you, and when the target deals damage to a creature other than you, that creature has Resistance to the damage dealt by to them. The effect on the target ends early if your Rage ends.
The guardian spirits that aid you can provide supernatural protection to those you defend. If your Rage is active and another creature you can see within 30 feet of you takes damage, you can take a Reaction to reduce that damage by 2d6 plus an amount equal to your Rage Damage, as shown on the Rage Damage column of the Barbarian Features table.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
You gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you cannot use this feature again until you finish a Short or Long Rest.
Foundry Note
When you advance to level 10 these spells are added to your Spells tab with one free use each per Short Rest, it cannot automate that you're only able to use one per Short Rest.
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.
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.
| Level | Features |
|---|---|
| 3 | Form of the Beast |
| 6 | Bestial Soul |
| 10 | Infectious Fury |
| 14 | Call the Hunt |
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 one weapon's form each time you rage. When you reach certain levels in this class you can choose an additional weapon's form:, one additional at 8th and one additional at 14th.
Bite. Your mouth transforms into a bestial muzzle, great mandibles or something similar (your choice). It deals 1d8 Piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of Hit Points equal to your Proficiency Bonus, provided you have less than half your Hit Points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it is empty. It deals 1d6 Slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail. You grow a lashing spiny tail, which deals 1d8 Bludgeoning or Piercing damage on a hit and has the Reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can take a Reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
The feral power within you increases, your Form of the Beast natural weapons can now deal Force damage instead if you wish.
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:
Climbing. You gain a Climb Speed equal to your Speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Flying. Requires 17th level in Barbarian. You gain the ability to sprout a pair wings from your back, gaining a Fly Speed equal your Speed.
You cannot manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Jumping. When you jump, you can make an 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.
Swimming. You gain a Swim Speed equal to your Speed, and you can breathe underwater.
When you hit a creature with your natural weapons while your Rage is active, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 plus your Proficiency Bonus plus your Constituion modifier) or suffer one of the following effects (your choice):
Misdirected Rage. The target must take a Reaction to make a melee attack against another creature of your choice that you can see.
Punishing Fury. The target takes Psychic damage equal to your Rage Damage plus a number of d12s equal to your Rage Damage as shown on the Barbarian Features table.
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.
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 activate 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 your 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 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.
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.
| Level | Features |
|---|---|
| 3 | Frenzy |
| 6 | Mindless Rage |
| 10 | Retaliation |
| 14 | Intimidating Presence |
You can go into a Frenzy when you rage. If you do so, for the duration of your rage you can make a single Strength-based attack as a Bonus Action on each of your turns after this one.
Foundry Note
The Frenzy Attack activity on this feature does not provide any actual utility outside of reminding the player of the Bonus Action attack.
You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.
Foundry Note
This feature includes an Active Effect which grants the Charmed and Frightened condition immunity. It is not applied automatically when you begin your Rage though.
When you take damage from a creature that is within reach of a melee weapon you are holding or your Unarmed Strike, you can take a Reaction to make one melee attack against that creature, using a weapon or Unarmed Strike.
As a Bonus Action, 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 Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened 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 Long Rest unless you expend use of your Rage (no action required) to restore your use of it.
Foundry Note
The Save activity includes an Active Effect which adds the Frightened condition.
The Recharge activity consumes a use of Rage and recharges your use of Intimidating Presence.
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.
| Level | Features | Elemental Cleaver Damage | Elemental Cleaver Normal Range | Elemental Cleaver Long Range |
|---|---|---|---|---|
| 3 | Giant's Havoc | |||
| 6 | Elemental Cleaver | 1d6 | 20 | 60 |
| 10 | Primordial Visions | 1d6 | 20 | 60 |
| 14 | Demiurgic Colossus | 2d6 | 60 | 120 |
Your Rage pulls strength from the primal might of giants, transforming you into a hulking force of destruction. While your Rage is active, you gain the following benefits:
Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there is not enough room for you to increase your size, your size does not change.
Mighty Impel. Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a Bonus Action while your Rage is active, 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 8 plus your Proficiency Bonus plus your Strength modifier) to avoid the effect.
If, at the end of this movement, the thrown creature is not on a surface or liquid that can support it, the creature falls, taking damage as normal and landing Prone.
Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.
When you enter your Rage, you can choose one weapon that you are holding -and infuse it with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused weapon during your Rage, the weapon's damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the Thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.
While your Rage is active and you are 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.
You can cast the Legend Lore spell, but only as a Ritual. When you do so, voice of giants past and the powers of ordering come to you to you to convey the information you seek.
The primordial power of your rage intensifies. When you activate your 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, your infused weapon's normal range is 60 feet and long range is 120 feet, and the extra damage dealt by your Elemental Cleaver feature increases to 2d6.
Foundry Note
The Elemental Cleaver changes scale automatically at this 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.
| Level | Features |
|---|---|
| 3 | Storm Aura |
| 6 | Storm Soul |
| 10 | Shielding Storm |
| 14 | Raging Storm |
While your Rage is active you have a stormy 10-foot Emanation originating from you.
This emanation has an effect that activates when it appears, and you can activate the effect again on each of your turns as a Bonus Action. The emanation whips up strong winds (20 miles per hour) in the area. The winds have the following effects:
Deafening. You and other creatures in its area have the Deafened condition.
Doused Flames. Unprotected flames in its area that are torch-sized or smaller are extinquished.
Whipping Winds. Vapors, gases, and fogs that can be dispersed by a strong wind are pushed out of t he area.
Difficult Terrain. It is Difficult Terrain for creatures other than you.
Hampered Attacks. Ranged weapon attacks are made at Disadvantage if the attacks pass into or out of the wind.
Additionally, choose one of the following additional effects that applies to your Storm Aura. You can choose a different effect each time you enter your Rage.
Desert. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, they lose their Reaction and their AC is reduced by an amount equal to your Rage Damage, as shown on the Barbarian Features table, until the start of their next turn.
Sea. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature is pulled up to 10 feet towards you and any Strength or Dexteriy ability check or Constitution check to maintain Concentration on a spell are reduced by an amount equal to your Rage Damage, as shown on the Barbarian Features table, until the start of their next turn.
Tundra. When any creature of your choice enters the area for the first time on a turn or starts its turn in your aura the creature gains Temporary Hit Points of an amount equal to your Rage Damage, as shown on the Barbarian Features table.
If your aura's effects require a saving throw, the DC equals 8 plus your Proficiency Bonus plus your Constitution modifier.
Your inner storm provides you benefits even when you are not in a Rage. When you complete a Short or Long Rest, you can choose one of the following effects:
Desert. You gain Resistance to Fire and Radiant damage, and you do not 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.
Sea. You gain Resistance to Lightning and Thunder damage, and you can breathe underwater. You also gain a Swim Speed of 30 feet.
Tundra. You gain Resistance to Cold and Necrotic damage, and you do not 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.
Foundry Note
This feature includes Active Effects for each of the three aura effects. You can activate the one you choose at the appropriate times.
The effects only apply the appropriate resistances and speed changes. The other features are not automated.
You learn to use your mastery of the storm to protect others. Each creature of your choice has the Resistances you receive from your Storm Soul while in your Storm Aura.
The power of the storm you channel grows mightier, your Storm Aura Emanation now only affects creatures of your choice. Furthermore, you can change the environment of your Storm Aura as a Bonus Action while your Rage is active.
Furthermore, your Storm Aura gains additional effects based on the environment chosen:
Desert. Friendly creatures of your choice that start their turn within your Storm Aura can use their Bonus Actions to Dash and when moving their AC is increased by an amount equal to your Rage Damage, as shown on the Barbarian Features table.
Sea. When you hit a creature in your aura with an attack, you can use take a Reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked Prone, as if struck by a wave.
Tundra. The Temporary Hit Points granted by this aura is doubled. Furthermore, when you actiavte your Storm Aura, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or be unable to Dash, teleport or leave its current plane by any means.
Foundry Note
The Save (Sea) activity can be used for the reaction to force the saving throw against an enemy and to apply the appropriate status.
The Temporary Hit Points (Tundra) activity can be used for the improved buff.
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.
| Level | Features |
|---|---|
| 3 | Animal Speaker, Rage of the Wilds |
| 6 | Aspect of the Wilds |
| 10 | Nature Speaker |
| 14 | Power of the Wilds |
You can cast the Beast Sense and Speak with Animals spells, but only as Rituals. Wisdom is your spellcasting ability for them.
Foundry Note
When you advance to level 3 these spells are added to your Spells tab as Rituals using your Wisdom modifier.
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 Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.
Eagle. When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those actions.
Wolf. While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.
Foundry Note
The Bear activity includes an Active Effect which can automate the addition of the resistances.
The Eagle activity uses a Bonus Action for Disengage and Dash.
The Wolf activity includes a 5 foot target template for identifying impacted creatures.
You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.
Owl. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Panther. You have a Climb Speed equal to your Speed.
Salmon. You have a Swim Speed equal to your Speed.
Foundry Note
This feature includes an activity with an Active Effect which automates the Darkvision changes from the Owl option. The Speed changes are not automatically applied.
You can cast the Commune with Nature spell but only as a Ritual. Wisdom is your spellcasting ability for it.
Foundry Note
The spell is granted to you as ritual-only spell and is pre-configured with Wisdom as your spellcasting modifier.
Whenever you activate your Rage, you gain one of the following options of your choice.
Falcon. While your Rage is active, you have a Fly Speed equal to your Speed if you aren't wearing any armor.
Lion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage 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 creature to have the Prone condition when you hit it with a melee attack, provided it is no more than two size categories larger or smaller.
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.
| Level | Features |
|---|---|
| 3 | Vitailty of the Tree |
| 6 | Branches of the Tree |
| 10 | Battering Roots |
| 14 | Travel Along the Tree |
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 Temporary Hit Points 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 Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.
Foundry Note
This feature includes an activity for Vitality Surge and Life-Giving Force which can be used to roll the Temporary HP. It does not automatically remove Life-Giving Force's Temporary Hit Points when your Rage ends.
Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction 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 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 eleports, you can reduce its Speed to 0 until the end of the current turn.
Foundry Note
This feature includes an Active Effect which can be applied to the target and will reduce their Speed.
During your turn, your reach is 10 feet greater with any Melee weapon that has the Heavy or Versatile property, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can activate the Push or Topple mastery property in addition to a different mastery property you're using with that weapon.
Foundry Note
This feature includes an Active Effect which grants you the Push and Topple mastery property.
When you activate your Rage and as a Bonus Action 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.
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.
| Level | Features | Warrior of the Gods: Pool Size |
|---|---|---|
| 3 | Divine Fury, Warrior of the Gods | 4d12 |
| 6 | Fanatical Focus | 5d12 |
| 10 | Zealous Presence | 5d12 |
| 14 | Rage of the Gods | 6d12 |
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 Unarmed Strike takes extra damage equal to 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.
Foundry Note
This feature includes an activity for each type of 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 Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll's total.
Your pool regains all expended dice when you finish a Long Rest.
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).
Foundry Note
The pool's increase is automatically handled in this feature. This feature also allows scaling up the number of dice you would like to expend for healing.
Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus (currently @scale.barbarian.rage-damage), and you must use the new roll.
As a Bonus Action, you unleash a battle cry infused with divine energy. Up to twice your Proficiency Bonus other creatures of your choice within 60 feet of you gain Advantage on attack rolls and saving throws until the end of your next turn.
Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.
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 Hit Points. Once you use this feature, you can't do so again until you finish a Long Rest.
While in this form, you gain the benefits below.
Flight. You have a Fly Speed equal to your Speed and can hover.
Resistance. You have Resistance to Necrotic, Psychic, and Radiant damage.
Revivification. When a creature within 30 feet of you would drop to 0 Hit Points, you can take a Reaction to expend a use of your Rage to instead change the target's Hit Points to a number equal to your Barbarian level (currently @classes.barbarian.levels).
Foundry Note
The Rage of the Gods activity includes an Active Effect for automatically adding the resistances and hover but does not provide the fly speed.
The Revivification activity includes a healing roll of your Barbarian level.
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.
| Level | Features | Magic Reserves |
|---|---|---|
| 3 | Lingering Magic, Wild Surge | |
| 6 | Magic Reserves | d4 |
| 10 | Unstable Backlash | d4 |
| 14 | Controlled Surge | d6 |
Your body reacts to the presence of magic. You can cast the Detect Magic spell without using a spell slot or components. Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).
You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a Long Rest.
Magic erupts from you as you Rage. When you enter your Rage, you must immediately roll on the Wild Surge table to determine the magical effect produced. Many effects utilize Rage Damage, as shown on the Barbarian Features table.
If the wild surge requires a saving throw, the DC equals 8 plus your Proficiency Bonus plus your Constitution modifier.
You can channel the magic surging inside you into other creatures. As an Action, you can touch a creature and roll a d4. The creature recovers an expended spell slot of a level equal to the number rolled. If the creature you touch cannot recover a spell slot of that level, the creature instead gains Temporary Hit Points equal to five times the number rolled. You can restore a total number of spell levels equal to your Barbarian level, if the result on the die would exceed the amount of spell levels the target has left, it instead restores a spell level equal to the number of spell levels remaining. The total number of spell levels you can restore resets on a long rest.
When you reach 14th level in this class, you increase the die to a d6.
Foundry Note
The Determine Restoration amount rolls the appropriate die to determine the amount available for this feature to restore. Once determined, use the Tap Reserves feature with the roll result to consume the appropriate number of uses.
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 your Rage is active, you can use take a Reaction to roll on the Wild Surge table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.
When you roll on the Wild Surge 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.