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Alternate Barbarian - GM Binder (13-17)

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Alternate Storm Herald

Empower your Rage with the primal power of the elements!


The full subclass is found in Xanathar's Guide to Everything.
Heraldic Exploits
Additional 3rd-level Storm Herald feature
You learn certain Exploits at the barbarian levels noted 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 destructive strike, feral senses
5th shattering slam, thunderous blow
9th destructive slam

Storm Aura
Updated 3rd-level Storm Herald feature
You emanate an elemental aura in a 10-foot radius while you
Rage. Choose one of the following elemental effects for your
aura: Desert, Sea, or Tundra. When you enter a Rage, one of
the elemental effects below takes place. While Raging, you
can use a bonus action to activate the effect again.
You can change the elemental effect of the aura each time Alternate Zealot
you gain a level in this class. If your aura forces a creature Fuel your Rage with the undying divine fury of your deity!
to make a saving throw, it uses your Exploit save DC. The full subclass is found in Xanathar's Guide to Everything.
Desert. When activated, creatures, other than yourself,
within your aura take fire damage equal to your Exploit Die. Zealous Exploits
Sea. When activated, you force a creature of your choice Additional 3rd-level Zealot feature
within your aura that you can see to make a Dexterity saving You learn certain Exploits at the barbarian levels noted in
throw. It takes lighting damage equal to your Exploit Die + the table below. These don't count against your number of
your Constitution modifier (minimum of 1) on a failed save, Exploits Known and can't be switched upon gaining a level.
and half as much lightning damage on a successful save. Barbarian Level Exploit
Tundra. When activated, creatures of your choice within
the aura gain temporary hit points equal to your Exploit Die. 3rd feat of strength, menacing shout
5th savage rebuke, thunderous blow
Elemental Strikes
Additional 6th-level Storm Herald feature 9th war cry
The elemental power that fuels your Rage empowers your
strikes. When you use an Exploit that deals damage while Divine Fury
Raging, you can cause it to deal elemental damage that Updated 3rd-level Zealot feature
reflects your Storm Aura, instead of the normal damage of Starting when you choose this Primal Path, you can channel
that Exploit: Desert (fire), Sea (lightning), or Tundra (cold). divine fury into your weapon strikes. The first creature you
hit with a weapon attack on each turn while you are Raging
Raging Storm takes bonus damage equal to your Exploit Die + your
Updated 14th-level Storm Herald feature Constitution modifier (minimum of 1).
The power of the elemental storm that fuels your Rage grows The type of this bonus damage changes depending on your
ever mightier, rebuking your foes. The effect is based on the alignment: Good (radiant), Neutral (thunder), Evil (necrotic).
element you chose for your Storm Aura.
Desert. As a reaction when a creature within your aura Rage Beyond Death
hits you with an attack, you can force it to make a Dexterity Updated 14th-level Zealot feature
saving throw. On a failure, it takes fire damage equal to your Having 0 hit points doesn’t knock you unconscious so long as
Exploit Die + your Constitution modifier (minimum of 1). you are Raging. While in this state, you still make death
Sea. Once per turn, when you hit a creature within your saving throws as normal, and you suffer the normal effects of
aura with an attack, you can force that creature to make a taking damage while at 0 hit points.
Strength saving throw. On a failed save, it is knocked prone. If you fail three death saving throws, you must succeed on
Tundra. Whenever the effect of your Storm Aura is a Constitution saving throw at the start of each of your turns
activated, you can force one creature you can see within your to maintain your Rage. The DC of this saving throw is 10 for
aura to make a Strength saving throw. On a failed save, its the first turn, and it increases by 5 for each additional turn.
speed is reduced to 0 until the beginning of your next turn. If your Rage ends, and you still have 0 hit points, you die.
Call the Hunt
Updated 14th-level Beast feature
When you Rage, you choose a number of willing creatures
that can see or hear you within 30 feet of you equal to your
Constitution modifier (minimum of 1). You gain 5 temporary
hit points for each creature that accepts this feature. Once
per turn, until your Rage ends, the chosen creatures can deal
additional damage equal to one roll of your Exploit Die when
they hit a creature with a weapon or spell attack.
Once you use this feature you must finish a short or long
rest before you can use it again. When you have no uses left,
you can expend an Exploit Die to use this feature again.
Alternate Wild Magic
Your Rage boils forth from a spring of chaotic magic within!
The full subclass is found in Tasha's Cauldron of Everything.
Wild Exploits
Additional 3rd-level Wild Magic feature
You learn certain Exploits at the barbarian levels noted 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 imposing presence, mighty leap
5th immovable stance, thunderous blow
Alternate Beast
9th savage defiance
Empower your Rage with the bestial spark within your soul!
The full subclass is found in Tasha's Cauldron of Everything.
Magic Awareness
Bestial Exploits Updated 3rd-level Wild Magic feature
Additional 3rd-level Beast feature As an action, you can open your awareness to the presence of
You learn certain Exploits at the barbarian levels noted in magic. Until the end of your next turn, you know the location
the table below. These don't count against your number of of spells or magic items within 60 feet that aren't behind total
Exploits Known and can't be switched upon gaining a level. cover. When you sense a spell, you learn its school of magic.
Barbarian Level Exploit 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.
3rd mighty leap, primal intuition
5th bloodthirsty critical, savage rebuke
Wild Surge
Updated 3rd-level Wild Magic feature
9th roar of triumph When you Rage, you roll on the Wild Magic table on the
following page to determine the magic effect you produce.
Savage Mastery If the Wild Magic effect requires a saving throw, targets
Additional 6th-level Beast feature make their saving throws against your Exploit save DC.
Each time you Rage, you manifest two of the natural weapons
from of your choice Form of the Beast. At 10th level, you Bolstering Magic
manifest all three of your natural weapons when you Rage. Updated 6th-level Wild Magic feature
As an action, you can touch a creature, including yourself,
Infectious Fury and confer one of the following benefits to that creature:
Updated 10th-level Beast feature Choose an ability score, for 10 minutes, when the target
When you hit a creature with your natural weapons while makes an ability check or saving throw with that ability
Raging, you can curse your target with rabid fury. The target score it gains a bonus to its roll equal to your Exploit Die.
must succeed on a Wisdom saving throw against your Exploit The creature gains temporary hit points equal to your
save DC or suffer one of the following effects of your choice: level + your Exploit Die. For as long as the temporary hit
The target must use its reaction to make a melee attack points last, the target is immune to Wild Magic effects.
against another creature of your choice that you can see. You touch a target an expend any number of Exploit Dice.
The target takes 2d12 psychic damage. The target regains an expended spell slot of a level equal
You can use this feature a number of times equal to your to the number of Exploit Dice you expend.
Constitution modifier (minimum of once), and you regain all You can use this feature a number of times equal to your
uses each time you finish a long rest. If you have no uses left, Constitution modifier (minimum of once), and you regain all
you can expend an Exploit Die to use this feature again. expended uses each time you finish a long rest.
Wild Magic Surge Table
Path of Wild Magic Barbarian
d20 Wild Magic Effect d20 Wild Magic 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 duration of your current For the duration of your current Rage, the distance of
09 Rage. Whenever you try, a small bird flies 19 your long and high jumps is tripled, even if this extra
out of your mouth and flies 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 with this alternate take on the
Barbarian for 5e! Includes Forty Savage Exploits
and Ten New and Revised Primal Paths.

Version 1.2.3 - Created by /u/laserllama

Artist Credits:
Covers - Johanness Voss - Survivor
Page 1 - Randy Vargas - Ragefire
Page 3 - Francisco Miyara - Critical Hit
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 10 - Svetlin Velinov - Rage of Ancients
Page 11 - Jung Park - Brawler's Plate
Page 12 - Johann Bodin - Akroan Crusader
Page 13 - Andre Kuzinskiy - Defend the Celestus
Page 14 - Liiga Smilshkalne - Magnum Opus

Expanded Options for the Alternate Barbarian,


including additional Exploits, Barbaric Feats, and
Eight new Primal Paths can be Found Here!

Additional Laserllama Homebrew content


can be found for free on GM Binder.

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