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Barbarian Primal Paths - GM Binder

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Primal Paths

Primal Paths
At 3rd level, a Barbarian gains the Primal Path feature. The
following options are available to a Barbarian, in addition to
those in the Player's Handbook and other official options:
The Brute The Inferno The Reaver
The Champion The Lycan The Titan
The Deep The Mutant The Warden
The Favored The Packleader The Wyrmblood

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.
Barbarian Level Primal Path Feature
The Wrong Crowd,
3rd
Unarmed and Dangerous
6th Concussive Blows
10th Iron Grip Iron Grip
14th Brutish Determination 10th-level Path of the Brute feature
Once you have a hold of something it is nearly impossible
The Wrong Crowd for it to escape your grasp. You gain the following benefits:
3rd-level Path of the Brute feature The size of creatures that you can grapple increases by
You have a way of connecting with the less savory members one size. When you grapple a creature more than one size
of society. Once you spend a night carousing in a settlement, larger than you, it can move as normal, but you move with
you have advantage on ability checks to gather information it so long as there is an unoccupied space adjacent to it.
on the settlement, its culture, factions, and powerful figures. While you are dragging a grappled creature that is one
size larger than you or smaller, your speed isn't reduced.
Unarmed & Dangerous While Raging, the damage die for your unarmed strikes
3rd-level Path of the Brute feature becomes 1d6, or 1d8 if you have two free hands.
You have honed your body into a deadly weapon. When you You gain a climbing speed equal to your walking speed.
hit a creature with an unarmed strike, you deal bludgeoning
damage equal to 1d4 + your Strength modifier instead of the Brutish Determination
normal damage of an unarmed strike. If you have two free 14th-level Path of the Brute feature
hands, the d4 damage die becomes a d6. You can shrug off physical blows that would devastate lesser
You also gain the benefits below while you are Raging: warriors. When you make a Strength, Dexterity, Constitution,
When you take the Attack action on your turn and make or death saving throw, you roll a d4 and add it to your roll.
only unarmed strike attacks, you can make an additional Should you roll a 20 or higher on a death saving throw, you
unarmed strike as part of that same Attack action. instantly regain consciousness and stand up with 1 hit point.
Once per turn, when you hit with an unarmed strike, you Finally, while Raging the damage die for your unarmed
can attempt to grapple the target as part of that same strikes becomes 1d8, or 1d10 if you have two free hands.
attack so long you have a free hand to grapple the target. Path of the Champion
Concussive Blows At the front of every great fighting force stands a Champion.
6th-level Path of the Brute feature These elite warriors are true masters of battle that stand as
Your powerful strikes send your foes reeling. While Raging, paragons of honorable combat and fair play. Often, they seek
your unarmed strikes count as magical for the purposes of out the most powerful of their foes and look to swiftly end
overcoming resistance and immunity to nonmagical damage. conflicts with honorable duels or athletic competitions.
In addition, when you hit a creature with an unarmed Barbarian Level Primal Path Feature
strike, you can force it to make a Constitution saving throw
(DC = 8 + your proficiency bonus + your Strength modifier). 3rd Fighting Style, Martial Training
On a failure, it is stunned until the start of your next turn. 6th Mighty Blow, Remarkable Athlete
You can use this feature a number of times equal to your
Constitution modifier (minimum of once), and you regain all 10th Invigorating Critical
expended uses when you finish a long rest. 14th Survivor
Fighting Style Remarkable Athlete
3rd-level Path of the Champion feature 6th-level Path of the Champion feature
Your enhance your Rage with martial technique. You learn a You can regularly perform feats of athleticism that would be
Fighting Style from the list below. You can't learn a Fighting impossible for most mortals. Whenever you make a Strength
Style more than once, even if you gain this feature again. or Constitution check, or calculate the distance you can jump,
Whenever you gain a level in this class, you can switch your you add your Rage Damage bonus to your result.
Fighting Style for another option from the list below.
Invigorating Critical
Dual Wielding 10th-level Path of the Champion feature
When you take the Attack action while two-weapon fighting, The chaos and adrenaline of battle fuel your fighting spirit.
you can make a single additional attack with your off-hand Whenever you score a critical hit with a weapon attack, you
weapon as part of your action instead of your bonus action, instantly regain hit points hit points equal to your Rage
adding your ability modifier to the damage of this attack. Damage bonus + your Constitution modifier (minimum of 1).
Great Weapon Fighting Survivor
When you roll a 1 or 2 on the damage die for an attack you 14th-level Path of the Champion feature
make with a two-handed or versatile melee weapon that you You are a near-perfect specimen of physical vigor. You gain
are wielding with two hands, you can reroll the damage die. temporary hit points equal to your Constitution modifier
You must use your new roll, even if it is a 1 or a 2. (minimum of 1 temporary hit point) at the start of each of
your turns so long as you are not incapacitated.
Improvised Fighting
You gain proficiency with improvised weapons. Once per Path of the Deep
turn, when you hit with a non-magical improvised weapon Encounters with the great and terrible things that dwell deep
attack, you can roll the damage die twice and take the higher beneath the waves often irreparably shatter the minds of the
roll. When you do so, the improvised weapon is destroyed weak willed. However, some who live through these traumatic
and cannot be used for further attacks. experiences with eldritch horrors awaken an otherworldly
Strongbow Rage that is rarely experienced on the material plane.
You can use your Strength modifier, in place of Dexterity, for Barbarian Level Primal Path Feature
your attack and damage rolls with longbows and shortbows.
3rd Gift of the Depths, Otherworldly Grasp
Martial Training 6th Reality Warp
3rd-level Path of the Champion feature
Your great strength makes your attacks especially deadly. 10th Eldritch Tendrils
While you are Raging, your melee and thrown weapon 14th Depth Charge
attacks score a critical hit on a roll of 19 or 20 on the d20.
At 14th level, all of your melee and thrown weapon attacks Gift of the Depths
score a critical hit on a roll of 18 through 20 on the d20. 3rd-level Path of the Deep feature
Mighty Blow You have been irreparably changed by your exposure to the
6th-level Path of the Champion feature unknowable horrors of the deep. You gain a
You can use your Rage to fuel a single mighty swimming speed equal to your walking speed,
blow. When you hit a creature with an attack you can breathe both air and water, and you
while you are Raging, you can instantly end gain resistance to cold damage.
your Rage to turn the attack into a critical hit.
Once
you use
this feature
you must finish a short or long rest before you
can use your Rage to fuel a blow like this again.
Otherworldly Grasp
3rd-level Path of the Deep feature
Your eldritch influence manifests itself when
you Rage. Whenever you Rage, you manifest
one additional appendage, the appearance of
which reflects the nature of the eldritch creature
that infused you with strange power. Your eldritch
appendage lasts for the duration of your Rage.
As a bonus action on your turn, you can cause this
appendage to lash out, forcing one target you can see
within 15 feet to make a Strength saving throw (Save DC
= 8 + your proficiency bonus + your Constitution modifier).
On a failure, it is pulled up to 15 feet toward you in a line.
If your target is one size larger than you or larger, it has
advantage on its Strength saving throw to resist this feature.
Reality Warp
6th-level Path of the Deep feature
Your mind-altering experiences allow you to identify, and slip
through, the cracks in reality. As an action, you can teleport
along with any equipment you are wearing or carrying, to an
unoccupied space you can see within 30 feet. This does not
provoke opportunity attacks. Immediately before or after you
do so, you can make one attack as part of the same action.
You can use this feature a number of times equal to your
Constitution modifier (minimum of once), and you regain all
of your expended uses when you finish a long rest.
Eldritch Tendrils
10th-level Path of the Deep feature
The otherworldly eldritch influence within your body
truly reveals itself in your fury. When you Rage, you
can manifest up to two eldritch appendages which last
until the end of your Rage.
As a bonus action, you can cause both appendages
to use Otherworldly Grasp, or try to grapple a creature you
can see within 15 feet. Each appendage can target the same,
or different, creatures. If they target the same creature, it the
target disadvantage on its saving throw (Otherworldly Grasp) Path of the Favored
or ability check (grapple). Each appendage can use the same, For most Barbarians, their Rage is drawn from their lust for
or a different feature as part of the same bonus action. battle or a desire for revenge, but for others, their Rage is a
The Horrors Below gift. Warriors who walk the Path of the Favored receive their
14th-level Path of the Deep feature Rage from an outside source. Some are blessed by Fate to be
When you travel through the cracks in reality, you can reveal mighty warriors, others are the scions of gods or archfey, and
the eldritch horrors beyond this world. When you use Reality others are the descendants of legendary adventurers. These
Warp, you can force creatures within 10 feet of the point you warriors use this favor to find success where all others fail.
appear to make a Wisdom saving throw (Save DC = 8 + your Barbarian Level Primal Path Feature
proficiency bonus + your Constitution modifier). On a failed 3rd Favored Presence, Fate-Touched
save, creatures take 2d8 psychic damage and are frightened
of you until the start of your next turn. On a successful save, 6th Glorious Cause
they take half as much psychic damage and aren't frightened. 10th Tireless Hero, Wondrous Success
Creatures that are immune to the frightened condition are 14th Strength Overwhelming
immune to the effects of this feature, including any damage.
Favored Presence
Path of the Depths, Reborn
3rd-level Path of the Favored feature
There is something about your physicality that causes others
The Path of the Deep included here is an updated view you more favorably. When you meet a creature for the
take of the Path of the Depths from the Legends of
Runeterra D&D crossover. It can also be used to
first time, its starting attitude is one level higher than normal.
play a Barbarian that wields the power of the Seas.
For example, a hostile creature would view you indifferently,
or a creature that would view you indifferently may consider
you friendly. This feature doesn't effect those you travel with.
Fate-Touched Path of the Inferno
3rd-level Path of the Favored feature
An outside force has blessed you find success where others Across the lower planes, the eternal conflict between law and
would fail. You gain a number of d6 Fate Dice equal to 1 + chaos rages. Devils against Demons, vying for control of the
your Constitution modifier (minimum of 1). Whenever you hells. Sometimes this conflict spills over into material plane
miss with an attack roll, or you fail an ability check or saving and the corrupting influence of the Abyss infects the souls of
throw you can expend one of these Fate Dice and add it to mortals. Cultists and worshipers of Archdemons that seek
your roll, possibly turning a failure or miss into a success. out affliction with this power walk the Path of the Inferno.
You regain all of your expended Fate Dice when you finish Barbarian Level Primal Path Feature
a long rest. Moreover, if you score a critical hit or roll a 20 on 3rd Abyssal Hide, Hellish Presence
a d20 for a saving throw, you regain one expended Fate Die.
6th Unbridled Fury
Glorious Cause 10th Corrupt Resilience
6th-level Path of the Favored feature
Your near-supernatural ability to succeed motivates all who 14th Chaos Overwhelming
follow you into battle. When you Rage, you can expend a Fate
Die. You, and a number of creatures of your choice within 30 Abyssal Hide
feet, up to your Constitution modifier (minimum of 1), gain 3rd-level Path of the Inferno feature
temporary hit points equal to 1 + your Fate Die roll. The corruption of the Abyss overtakes you when you Rage,
causing your physical features to become demonic in nature.
Tireless Hero While Raging, you gain the following additional benefits:
10th-level Path of the Favored feature You can take the Dash action as a bonus action, so long as
When you enter a Rage or roll initiative and have no Fate you use this movement to move toward a hostile creature.
Dice remaining, you regain one of your expended Fate Dice. When you make a Reckless Attack, you gain temporary hit
Wondrous Success points equal to your
10th-level Path of the Favored feature Constitution modifier.
You have learned to channel the supernatural power that
guides your favored path through life. When you make an
ability check, attack roll, or saving throw, you can choose
to use your Barbarian level in place of the d20 roll. You can
use this feature after you roll, but before you know if your
ability check, attack roll, or saving throw succeeds or fails.
Once you use this feature, you must finish a short or
long rest before you can use it again.
Strength Overwhelming
14th-level Path of the Favored feature
You have become more than mortal, and can perform feats
of supernatural strength that rival heroes of legend. As an
action you can expend one use of Rage to attempt a feat of
godlike strength. For this action, the amount of weight you
can move is equal to 50 times your Strength score.
Moreover, when you use this feature, you can expend
Hit Dice to increase your strength even further. You can
expend a total number of your Hit Dice, up to your Strength
modifier, multiplying the amount of weight you can move as
part of this action by 10 for each Hit Die you expend.
For each size category you are above Medium, the amount
of weight you can move as part of this feature doubles again.
For example, a Medium sized Barbarian with 20 Strength
could expend one Hit Die when they this feature, multiplying
their 20 Strength by 60 (50 + 10), to lift up to 1,200 pounds. If
they were Large, they would double this to 2,400 pounds.

The Alternate Barbarian Class


Do you think the martial classes in official content
lack options? Do you want your Barbarian to play
like a mythic hero similar to Heracles, Beowulf, or
Enkidu? Check the Alternate Barbarian Class.
Hellish Presence
3rd-level Path of the Inferno feature
The chaotic power of the Abyss empowers
your force of personality. You gain proficiency
in Intimidation, and when you make a Strength
(Intimidation) or Charisma (Intimidation) check
you can treat a d20 roll of 7 or lower as an 8.
In addition, you learn to speak Abyssal, the
blasphemous language of Demons and the Abyss.
Unbridled Fury
6th-level Path of the Inferno feature
The chaos of the Abyss infects your Rage. When a
creature you can see hits you with a melee attack
while you are Raging, you can use your reaction
to make one melee attack against that creature.
You can make this attack as a Reckless Attack.
Corrupt Resilience
10th-level Path of the Inferno feature
The power of the Abyss increases your resilience.
You gain resistance to fire and poison damage.
Moreover, when you are forced
to make a saving throw to resist
being charmed or frightened,
you gain a bonus to your roll
equal to your Constitution
modifier (minimum of +1).
Chaos Overwhelming
14th-level Path of the Inferno feature Animal Form
You can draw out the full power of the Abyssal influence that 3rd-level Path of the Lycan feature
fuels you. When you Rage, you gain one of the abilities below You have learned to control your lycanthropy and can shift
for the duration of that Rage. As a bonus action while Raging, your physical form at will. As an action on your turn, you can
you can expend a use of Rage to switch to another feature: transform into the Animal Form of your lycanthropy, much
Accursed Limbs. Your limbs grow unnaturally muscular like a Druid takes the shapes of beasts with Wild Shape.
and lengthen. Your walking speed increases by 10 feet, and Choose a beast of CR 1 or lower that best represents the
the range of your melee attacks and reach increase by 5 feet. animal your lycanthropic curse is based on. Common beasts
Defiled Hide. Your skin becomes blighted and covered in include boars, brown bears, dire wolves, tigers, and rats. This
hair, boils, or oily scales. You are immune to bludgeoning, choice is permanent as it reflects the unchanging nature of
piercing, and slashing damage from nonmagical weapons. your curse, and cannot be changed short of a wish spell.
Attacks from silvered weapons ignore this immunity. When you transform into your Animal Form, you follow
Vile Flight. You sprout leathery demonic wings from your all the rules of the Wild Shape feature from the Druid class,
back which burst through any clothing you are wearing. You which can be found in Chapter 3 of the Player's Handbook.
gain a flying speed equal to your walking speed. You can remain in your Animal form for up to 1 hour. Your
Path of the Lycan transformation ends early if you drop to 0 hit points, or you
use a bonus action to revert back to your normal form.
Lycnathropy is an ancient curse that changes those afflicted Once you shift into your Animal Form, you must finish a
into mindless beasts with a wild hunger for flesh. However, short or long rest before you can do so again. If you have no
there are some who purposefully contract this dreaded curse. uses left, you can expend a use of Rage to transform again.
Willing to give themselves over so that they may use this feral
power to rid the world of other lycanthropes. Hybrid Form
The barbarians who walk this Path often gain their power 3rd-level Path of the Lycan feature
from an aging mentor who seeks an apprentice to take up the Your Rage draws out the power of your inner beast. When
mantle of the hunt for the monsters cursed with lycanthropy. you Rage, you can transform into a Hybrid Form, a fusion
between beast and humanoid. While in your Hybrid Form,
Barbarian Level Primal Path Feature you gain the benefits below for the duration of your Rage:
3rd Animal Form, Hybrid Form You gain a +1 bonus to your Armor Class.
6th Accursed Predator Your fingers and teeth become claws and fangs that count
10th Lycan Warrior
as simple weapons with the light property. On hit, they
deal 1d6 slashing (claws) or piercing (fangs) damage.
14th Howl of Primal Fury Your walking speed increases by 10 feet.
Path of the Mutant
Blood Hunter, Dissected Barbarians that follow this Primal Path make use of alchemy
The Paths of the Lycan and the Mutant presented and dark transmutation magic to mutate their physical form.
here are an attempt to adapt the respective Blood The savage fury of their Rage triggers massive physiological
Hunter Orders into forms that are more in line with changes thanks to reagents in their blood. These mutants are
the mechanics of official player options for 5e. often on a quest to evolve their bodies into the ultimate form.
Barbarian Level Primal Path Feature
Savage Instinct 3rd Aberrant Alchemy
6th-level Path of the Lycan feature 6th Enduring Mutation
The curse that flows in your veins empowers your senses.
When you make a Wisdom (Perception) check that relies on 10th Noxious Strike
your hearing, sight, or smell you gain a bonus to your roll 14th Rapid Mutation
equal to your Constitution modifier (minimum of +1).
Also, your natural weapon attacks in both your Animal and Aberrant Alchemy
Hybrid Forms count as magical for the sake of overcoming 3rd-level Path of the Mutant feature
resistance and immunity to non-magical attacks and damage. You have a deep knowledge of sinister side of alchemy. You
gain proficiency in Nature and with alchemist's supplies.
Lycan Warrior This knowledge allows you to create mutagens which,
10th-level Path of the Lycan feature when combined with your Rage, radically alter your body.
You draw on the full power of your curse. When you shift into Mutations Known. You know three Mutations of your
Animal or Hybrid Form, you gain these additional benefits: choice from the list at the end of this subclass description.
You can choose to grow by one size category. During a long rest, so long as you have access to your
The reach of your melee attacks increases by 5 feet. alchemist's supplies, you can spend 1 hour to replace one
Your walking speed increases by an additional 10 feet. Mutation you know with another Mutation of your choice.
The damage of your natural weapons becomes 1d8. You learn two additional Mutations of your choice when
If you have less than half of your hit points at the start of you reach 6th level, 10th level, and a final two at 14th level.
your turn, you instantly regain hit points equal to your Manifest Mutations. When you Rage, you manifest a
Constitution modifier (minimum of 1 hit point). number of Mutations equal to your Constitution modifier.
These Mutations last until the end of your current Rage.
Howl of Primal Fury
14th-level Path of the Lycan feature Enduring Mutation
When you expend a use of Rage, you can let forth a blood- 6th-level Path of the Mutant feature
curdling howl. Creatures of your choice that can hear you Your advances in the dark alchemy of mutation have evolved.
within 30 feet must succeed on a Wisdom saving throw (DC At the end of each long rest, choose one Mutation you know.
= 8 + your proficiency bonus + your Constitution modifier) or You gain the benefits of that Mutation, even when you aren't
be frightened of you for up to 1 minute. Raging, until the end of your next long rest.
They can repeat this saving throw at the However, when you enter a Rage, your
end of each turn, ending the effect on a success. Enduring Mutation counts against the
Any creature that succeeds on its saving total number of Mutations you can
throw against this effect are immune to this manifest as part of that Rage.
feature for the next 24 hours.
Mutations
Listed below are the Mutations available to a
Path of the Mutant Barbarian. If a Mutation
has a prerequisite level, you can learn it at the
same time you reach the prerequisite level.
Aberrant Sight
You sprout unnatural eye stalks or manifest
additional eyes. You gain darkvision out to a
60-foot radius. Should you have darkvision
already, its range increases by 60 feet.
In addition, you have advantage on any
Wisdom (Perception) checks you make that
rely on your sense of sight.
Alchemical Resistance
Your experiments grant you elemental resistance. When
you manifest this Mutation choose acid, cold, fire, poison,
or lightning, and you gain resistance to that damage type.
Aquatic Adaptation
You sprout unnatural gills or you skin becomes permeable
and amphibious. You gain a swimming speed equal to your
walking speed, and you can breathe both air and water.
Deviant Glide
You grow bat or fish-like skin flaps that you use to glide.
When you fall and are not incapacitated, you can subtract
100 feet from the fall when calculating fall damage, and
You can move two feet horizontally for every foot you fall.
Enhanced Movement
Noxious Strike
Your legs grow unnaturally thick or powerful. Your walking
speed increases by a number of feet equal to 5 times your
10th-level Path of the Mutant feature Constitution modifier (minimum of 5 feet), and you can add
You can weaponize the toxins in your blood to infect your your Constitution modifier (minimum of +1) to the distance
foes. When you hit a creature with a melee attack, you can of any long jump or high jump you make.
force it to make a Constitution saving throw (DC = 8 + your
proficiency bonus + your Constitution modifier). On a failed Oozing Form
save, roll a d6, and the creature immediately suffers the Your body becomes slimy and pliable. As a bonus action, you
corresponding condition from the table below: can automatically escape a grapple or nonmagical restraints.
d6 Effect d6 Effect Also, your body, along with any equipment you are wearing or
carrying, can squeeze through spaces as narrow as 1 inch.
1 blinded 4 frightened
2 charmed 5 paralyzed Synthetic Carapace
Your skin hardens resembling that of an terrible insectoid
3 deafened 6 poisoned or reptilian creature. You gain a bonus to your Armor Class
This effect lasts for 1 minute. The creature can repeat this equal to half your Constitution modifier (rounded down).
saving throw at the end of each of its turns, ending the effect Unnatural Physicality
on a success. A creature that succeeds on its saving throw is Your muscles and veins engorge with toxic chemicals that
immune to the effect of this ability for the next 24 hours. grant you unnatural power and maneuverability. You gain a
You can use this feature a number of times equal to your bonus to any Strength (Athletics) and Dexterity (Acrobatics)
Constitution modifier (minimum of once), and you regain all checks you make equal to your Constitution modifier.
of your expended uses when you finish a long rest.
Rapid Mutation
14th-level Path of the Mutant feature Experimental Mutations
You have gained mastery over your body's mutability. While The Paths of the Mutant is meant to emulate mad
Raging, you can use a bonus action to end one Mutation and scientist characters like Dr. Jekyll and Bruce Banner.
replace it with another Mutation that you know. Talk to your DM about creating or discovering your
You can use this ability a number of times equal to your own signature mutations based on the abilities of
monsters you've slain or other wondrous features!
Constitution modifier (minimum of once), and you regain all
expended uses when you finish a long rest.
Corrosive Secretions Path of the Packleader
Prerequisite: 6th-level Barbarian Wild warriors all, Barbarians fight with a primal ferocity not
Your body can expel a corrosive acid at your foes. When a seen in civilized soldiers. For some, this savage spirit calls
creature you can see within 30 feet hits you with an attack, out to the beasts of the wild, and a bond is forged. Known as
you can use your reaction to deal acid damage to your Packleaders, these primal warriors fight side by side with a
attacker equal to 1d8 + your Constitution modifier. Savage Companion, hunting their foes in deadly tandem.
Inoculated Vigor Barbarian Level Primal Path Feature
Prerequisite: 6th-level Barbarian 3rd Beast Whisperer, Savage Companion
Your experiments have hardened your body against toxins. 6th Wild Fury
You gain resistance to acid and poison damage, and you have
advantage on saving throws to resist the poisoned condition. 10th Pack Tactics
Toxic Vitality 14th Primal Howl
Prerequisite: 6th-level Barbarian Beast Whisperer
Your body mends itself as you fight. At the start of your turns 3rd-level Path of the Packleader feature
while Raging, you gain temporary hit points equal to your Your wild spirit grants you a special connection with wild
Constitution modifier (minimum of 1 temporary hit point). beasts. You gain proficiency in Animal Handling, and when
Viscous Grip you make a Wisdom (Animal Handling) check related to wild
Prerequisite: 6th-level Barbarian animals, you add double you proficiency bonus to your roll
Your hands and feet secrete a sticky substance. You gain a Savage Companion
climbing speed equal to your walking speed, and you can 3rd-level Path of the Packleader feature
climb difficult surfaces without making an ability check. You have forged a primal bond with a wild beast known as a
Acidic Bile Savage Companion. You determine its appearance, but this
Prerequisite: 10th-level Barbarian choice has no effect on its game statistics. Common Savage
You can spew a corrosive substance forth from your mouth. Companions are wolves, boars, bears, wildcats, and hyenas.
You learn the acid splash cantrip, and Constitution is your Your Companion is friendly to you and your allies, and obeys
spellcasting modifier for it. You can cast this cantrip while your commands. It uses the Savage Companion stat block,
Raging, and when you do, it deals additional damage equal which uses your proficiency bonus (PB) in several places.
to your Constitution modifier (minimum of +1). In combat, your Savage Companion acts during your turn.
It can move and use its reaction on its own, but it only takes
Grappling Appendages the Dodge action unless you use a bonus action to command
Prerequisite: 10th-level Barbarian it to take an action from its stat block, or another action.
You grow two appendages alongside your arms that resemble When you take the Attack action, you can command your
tentacles. They are natural weapons, which deal bludgeoning Companion to take the Attack action in place of one attack.
damage equal to your 1d6 + your Strength modifier on hit. If you are incapacitated, your Companion acts on its own.
If you hit a creature with a melee appendage attack, If your Companion is reduced to 0 hit points, it makes
you can attempt to grapple it as a bonus action on death saving throws like a player character would. If
that same turn. The appendages aren't dexterous your Savage Companion dies, you can spend time
enough to use weapons or specialized tools. during a long rest to seek out a worthy beast from
Perverted Flight the surrounding wilds to serve as your Savage
Prerequisite: 14th-level Barbarian Companion, so long as such a beast exists. Once
You sprout leathery or insectoid wings. You gain you find and bond with such a wild beast, it uses
a flying speed equal to your walking speed. the Savage Companion stat block.
Path of the Reaver
Savage Companion While most Barbarians focus on overcoming their foes with
Medium Beast, Neutral raw power and brute force, those known as Reavers augment
their impressive strength with martial technique and tactical
maneuvers. These fearless warriors are often employed as
Armor Class 13 + PB (natural armor) advance forces, and their combat skill and resilience strikes
Hit Points 5 + five times your Barbarian level fear into the heart of any who stand against them in battle.
Speed 40 ft., swim 20 ft.
Barbarian Level Primal Path Feature
3rd Swift Strides, Savage Superiority
STR DEX CON INT WIS CHA
6th Improved Technique
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
10th Unstoppable Warrior
Senses passive Perception 12 14th Storm of Flesh and Steel
Languages understands the languages you speak
Swift Strides
Hit Dice. Your Companion has a total number of d8
Hit Dice equal to your Barbarian level. It also gains
3rd-level Path of the Reaver feature
all the normal benefits of both short and long rests.
Rather than become blinded by Rage, you enter a heightened
state of focus and move with purpose. When you are Raging,
Primal Bond. You add your PB to any ability check or opportunity attacks against you are made at disadvantage,
saving throw your Companion makes. and whenever you make a Strength (Athletics) or Dexterity
Keen Senses. Your Companion has advantage on any (Acrobatics) check to move or jump, you gain a bonus to the
ability check that relies on sight, hearing, or smell. roll equal to your Constitution modifier (minimum of +1).
Actions
Bite. Melee Weapon Attack: +2 +PB to hit, reach
5 ft., one target. Hit: 1d6 +2 +PB piercing damage.
On hit, the creature must succeed on a Strength
saving throw (DC = 10 + PB) or be grappled. Your
Companion can only grapple one target at a time.
Maul. Melee Weapon Attack: +2 +PB to hit, reach 5
ft., one target. Hit: 1d8 +2 +PB slashing damage.

Wild Fury
6th-level Path of the Packleader feature
Your ferocity infects your Companion. While you are Raging,
your Savage Companion also gains the benefits of Rage.
Moreover, when you Rage, your Savage Companion
can use its reaction to immediately move up to its
movement speed and make a Bite or Maul attack.
Pack Tactics
10th-level Path of the Packleader feature
You and your Companion fight as one in battle. Both you
and your Savage Companion have advantage on your attack
rolls against a creature if the other is within 5 feet of the
target creature and they are not incapacitated.
Primal Howl
14th-level Path of the Packleader feature
You savage spirit rivals that of the great predators of the wild.
When you Rage, either you or your Savage Companion can
let forth a wild howl, and force creatures of your choice that
can hear it within 30 feet to make a Wisdom saving throw
(DC equals 8 + your proficiency bonus + your Constitution
modifier). On a failed save, the creature is frightened of you
or your Companion (whoever howled) for up to 1 minute.
A creature can repeat this saving throw at the start of each
turn, ending the effect on a success. A creature that succeeds
on this saving throw is immune to this effect for 24 hours.
Savage Superiority
3rd-level Path of the Reaver feature
You have studied martial techniques to enhance your ability
on the fields of battle. You gain the features below:
Maneuvers. You learn two Maneuvers of your
choice from the list at the end of this Primal Path.
You can use only one Maneuver per attack. When
you gain a level, you can replace one Maneuver you
know with another Manuever of your choice.
Superiority Dice. You have three Superiority Dice, which
are d6s. You must expend one of your Superiority Dice to use
one of the Maneuvers you know, and you regain all expended
Superiority Dice when you finish a short or long rest.
Saving Throws. Some of your Maneuvers require your
target to make a saving throw to resist the Maneuver's
effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice).
Improved Technique
6th-level Path of the Reaver feature
Your combat prowess rivals that of heroes of great renown.
You gain one additional Superiority Die (for a total of four),
and all of your Superiority Dice become d8s.
You also learn one additional Maneuver of your choice.
Unstoppable Warrior
10th-level Path of the Reaver feature
The chaos of battle heightens your reflexes. While you are
Raging, you gain the benefits of freedom of movement.
You also learn one additional Maneuver of your choice.
Storm of Flesh and Steel
14th-level Path of the Reaver feature
You have reached the pinnacle of your training, and woe to Path of the Titan
any who stand against you on the field of battle. You gain a
final Superiority Die (for a total of five), and your Superiority Some Barbarians draw their Rage from their ancestry. Those
Dice become d10s. If you enter a Rage with no Superiority who walk the Path of the Titan fuel their Rage with the giant
Dice remaining, you regain one Superiority Die. blood that flows in their veins. While some Titanic warriors
You also learn one additional Maneuver of your choice. are direct descendants of giants, some are unaware of their
heritage until it manifests with their Rage. Unusually tall or
Maneuvers strong for their race, mortals with giant blood in their veins
Here's the list of Maneuvers you consult each time you learn are fairly obvious once you know the signs to look for.
a new Maneuver. The Maneuvers below are either from the Barbarian Level Primal Path Feature
Player's Handbook of Tasha's Cauldron of Everything*. 3rd Fury of the Titans, Giant Bloodline
Ambush* Menacing Attack 6th Titanic Vitality
Bait and Switch* Parry
Brace* Precision Attack 10th Awakened Bloodline
Disarming Attack Pushing Attack 14th Titanic Wrath
Goading Attack Riposte
Grappling Strike* Sweeping Attack Fury of the Titans
Lunging Attack Tripping Attack 3rd-level Path of the Titan feature
The fury of your Rage draws out the ancient power of your
bloodline. When you Rage, you gain the following benefits:
Martial Maneuvers If there is room, you can choose to grow by one size
If you enjoy the idea of a Barbarian with access to
Maneuvers, check out my Alternate Martial Classes
category for the duration of that Rage. For example, you
- where Maneuvers (called Exploits) are core class
grow from Medium to Large. Your physical size doubles
features: Barbarian, Fighter, Rogue, and Warlord! in all dimensions, and your weight is multiplied by eight.
Your melee and thrown weapon attacks deal bonus
damage depending on your current size: Medium (1d4),
Large (1d6), Huge (1d12), and Gargantuan (2d12).
Giant Bloodline Titanic Wrath
3rd-level Path of the Titan feature 14th-level Path of the Titan feature
Whether by magic or ancestry, you bear the power of giants. You can strike with the power of a true giant. When you take
Choose the option below that best fits the type of giant whose the Attack action while Raging, you can focus all your power
power resides in you. This choice will affect features you gain into one strike. You make one attack for this action, even if
later from this Path. You gain resistance to the damage type you have a feature that lets you make more then one attack.
associated with that giant. This choice is permanent and can't On hit, it becomes a critical hit, regardless of your attack roll.
be changed short of a wish or the magic of elder giants. You can use this ability a number of times equal to your
Giant Element Giant Element Constitution modifier (minimum of once) and you regain all
expended uses when you finish a long rest.
Hill Bludgeoning Fire Fire
Stone Psychic Cloud Thunder Path of the Warden
Frost Cold Storm Lightning Hailing from the wild places of the world where the power of
nature reigns supreme, Wardens are servants of the natural
Titanic Vitality
order who use the raw power of their Rage to channel spirits
of the natural world. They often serve as defenders of sacred
6th-level Path of the Titan feature groves, Druidic Circles, and other places of natural power.
Your Rage draws out an ever-increasing amount of resilience
from the power that flows in your blood. When you Rage, you Barbarian Level Primal Path Feature
gain temporary hit points equal to your Barbarian level. 3rd Primal Magic, Primal Rage
Awakened Bloodline 6th Guardian's Fury
10th-level Path of the Titan feature 10th Ward of the Ancients
The power of your blood is apparent at all times. You gain the
features below that correspond to your Giant Bloodline: 14th Improved Guardian's Fury

Hill Giant Primal Magic


Your body has grown strangely resilient. You have advantage 3rd-level Path of the Warden feature
on Constitution saving throws, and when you take damage When you adopt this Primal Path, you learn to channel the
while Raging, you can use a reaction to reduce the damage primal power of spirits to cast spells, much like a Shaman.
you take by your Constitution modifier (minimum of 1). Cantrips. You learn one cantrip of your choice from the
Warden spell list. Upon reaching 10th level in this class you
Stone Giant learn one additional Warden cantrip of your choice.
You have become thoughtful. You gain proficiency in Insight, Spell Slots. The Warden Primal Magic table shows how
and whenever you make a Wisdom (Insight) check you treat a many spell slots you have, and the level of those spell slots.
roll of 7 or lower on the d20 as an 8. Moreover, whenever you All of your spell slots from this feature are the same level. To
make a Wisdom saving throw while Raging, you gain a bonus cast one of the Warden spells you know of 1st-level or higher,
to your roll equal to your Constitution modifier. you must expend a spell slot. You regain all of your expended
spell slots each time you finish a short or long rest.
Frost Giant For example, when you are 7th level, you have two 2nd-
You become especially savage in battle. When you hit a target level spell slots. To cast the 1st-level spell thunderwave, you
with a weapon attack, you deal a bonus 1d6 cold damage on must spend one of those slots, and cast it as a 2nd-level spell.
hit. If you deal cold damage to a creature while Raging, its Spells Known of 1st-Level and Higher. You learn two
speed is reduced by 10 feet until the start of your next turn. 1st-level spells of your choice from the warden spell list. The
Spells Known column of the Warden Spellcasting table
Fire Giant shows when you learn more warden spells of 1st-level or
You have become vindictive and cruel. While you are wearing higher. A spell you choose must be of a level no higher than
armor you can use your Constitution, in place of Dexterity, to what's shown in the table's Slot Level column for your level.
calculate your Armor Class. Also, when you are hit by a When you gain a level, you can choose a warden spell you
melee attack while Raging, you can use a reaction to deal fire know and replace it with another spell from the warden spell
damage to the attacker equal to your Constitution modifier. list, which must be of a level for which you have spell slots.
Cloud Giant When you reach 7th level, for example, you learn a new
You have become more whimsical and lighthearted. You gain Warden spell of your choice, which can be 1st or 2nd-level.
resistance to falling damage, and while you are Raging, you Spellcasting Ability. As you draw your magic from your
can take the Dash or Disengage action as a bonus action. connection to primal spirits, Wisdom is your spellcasting
ability for your warden spells. You use Wisdom when a spell
Storm Giant refers to your spellcasting ability, when setting the saving
You have grown in pride and presence. You gain a swimming throw DC for a spell, or when making an attack roll with one.
speed equal to your walking speed, and you can breathe both Spell save DC = 8 + your proficiency bonus
air and water. Moreover, while you are Raging, you can cause + your Wisdom modifier
any thrown weapon attacks you make to deal lighting damage Spell attack modifier = your proficiency bonus
in place of the normal damage for that weapon. + your Wisdom modifier
Primal Rage Warden Primal Magic
3rd-level Path of the Warden feature Barbarian Spells Spell Slot
You have learned to draw on primal magic, even in your Rage. Level Known Slots Level
You can cast Warden spells while you're Raging, but you have
disadvantage on any Constitution saving throws you make to 3rd 2 1 1st
maintain concentration on your Warden spells. 4th 2 2 1st
Also, casting a spell of 1st-level or higher allows your Rage
to continue, even if you don't meet the other requirements. 5th 3 2 1st
6th 3 2 1st
Guardian's Fury
6th-level Path of the Warden feature 7th 4 2 2nd
Your instincts allow you to combine your primal magic with 8th 4 2 2nd
strikes. When you take the Attack action while Raging, you
can cast a Warden cantrip in place of one of your attacks. 9th 5 2 2nd
Moreover, you can use Reckless Attack when you cast a 10th 5 2 2nd
Warden spell that requires a spell attack roll. 11th 5 2 2nd
Ward of the Ancients 12th 5 2 2nd
10th-level Path of the Warden feature
You can draw upon your connection to the natural world to 13th 6 2 3rd
shield you from harmful magics. When a creature that you 14th 6 2 3rd
can see damages you with a spell, you can use your reaction 15th 6 2 3rd
to expend a spell slot of 1st-level or higher to grant yourself
resistance to all damage from the triggering spell. 16th 6 2 3rd

Improved Guardian's Fury 17th 7 2 3rd


14th-level Path of the Warden feature 18th 7 2 3rd
Your Rage and connection with primal spirits have fused to 19th 7 2 4th
become something that rivals the great destructive forces of
nature. When you take the Attack action while Raging, you 20th 7 2 4th
can cast a Warden spell in place of one of your attacks.
Warden Spell List Path of the Wyrmblood
Here's the list of spells you consult when you learn an Not all who have their blood mingled with dragons manifest
Warden spell. It is organized by spell level, not character level. sorcerous power. Some instead find themselves imbued with
The spells below are from the Player's Handbook, Xanathar's an unquenchable spark of fury. These tyrannical warriors are
Guide to Everything*, and Tasha's Cauldron of Everything**. known as Wyrmbloods, Barbarians fueled by draconic magic.
Cantrips (0-Level) 2nd-Level Barbarian Level Primal Path Feature
blade ward dust devil* 3rd Draconic Ancestry, Draconic Fury
control flames* earthbind*
create bonfire* flame blade 6th Tyrannical Resilience
druidcraft gust of wind 10th Breath of the Dragon
frostbite* magic weapon 14th Draconic Wings
guidance pass without trace
gust* protection from poison Draconic Ancestry
magic stone* shatter 3rd-level Path of the Wyrmblood feature
mold earth* shadow blade* Whether by ritual, ancestry, or happenstance, your bloodline
primal savagery* spike growth bears draconic power. Choose one of the Dragons below that
shape water* warding wind* best represents the dragon whose power resides within you.
shillelagh You gain resistance to your Dragon's associated Element.
spare the dying 3rd-Level
thaumaturgy blinding smite You also learn to speak, read, and write Draconic.
thorn whip elemental weapon Dragon Element Dragon Element
thunderclap* plant growth Amethyst Force Gold Fire
sleet storm
1st-Level slow Black Acid Green Poison
absorb elements* thunder step* Blue Lightning Red Fire
armor of agathys tidal wave
command wall of sand* Brass Fire Sapphire Thunder
compelled duel wall of water* Bronze Lightning Silver Cold
cure wounds wind wall
earth tremor* Copper Acid Steel Acid
ensnaring strike 4th-Level Crystal Radiant Topaz Necrotic
entangle control water
fog cloud elemental bane Emerald Psychic White Cold
hellish rebuke fire shield Draconic Fury
heroism grasping vine 3rd-level Path of the Wyrmblood feature
inflict wounds guardian of nature* While Raging, you manifest chromatic scales that grant you
searing smite ice storm a bonus to your Armor Class equal to your Rage damage
thunderous smite staggering smite bonus. Also, once per turn when you hit a creature with a
thunderwave storm sphere* weapon attack, you can deal a bonus 1d6 Element damage.
Tyrannical Resilience
6th-level Path of the Wyrmblood feature
Your blood protects you from magical effects. When you are
forced to make an Intelligence, Wisdom, or Charisma saving
throw against magic while Raging, you gain a bonus to your
roll equal to your Constitution modifier (minimum of +1).
Breath of the Dragon
10th-level Path of the Wyrmblood feature
The magic of your bloodline
allows you to exhale blasts of
draconic energy. As a action,
you can force creatures in an
adjacent 30-foot cone to make
a Dexterity saving throw (DC =
8 + your proficiency bonus + your
Constitution modifier). Creatures take
8d6 damage of your Element type on a failed
save, and half as much damage on a successful save.
Once you use this feature you must finish a short or long
rest before you can use it again. If you have no uses left, you
can expend a use of Rage to use this feature one more time.
Draconic Wings
14th-level Path of the Wyrmblood feature
You manifest the full power of your draconic bloodline. As
a bonus action, you can manifest a pair of draconic wings.
These wings grant you a flying speed equal to your walking
speed, and last until you dismiss them as a bonus action. Spiked Armor
Clothing or armor that is not made to accommodate your 3rd-level Path of the Battlerager feature
draconic wings might be destroyed when you manifest them. You have learned to modify your armor so you can use it as a
weapon. Over the course of an hour, which can be during a
Alternate Primal Paths short or long rest, you can use smith's tools to affix spikes to
a set of armor, turning it into Spiked Armor. Spiked Armor
Below are alternate versions of official Primal Paths for the
Barbarian that may be found by some to be underwhelming has the following properties, but only when worn by you:
or have mechanics that are considered overly punishing. It counts as a martial melee weapon with a reach of 5 feet,
and on hit, a Spiked Armor attack deals piercing damage
The Alternate Battlerager The Alternate Berserker equal to 1d4 + your Strength modifier.
While you are Raging, you can use a bonus action on
Alternate Battlerager your turn to make a single Spiked Armor attack.
The Path of the Battlerager was originally published in the When you successfully initiate a grapple, the grappled
Sword Coast Adventurer's Guide, and is widely accepted as creature also takes 1d4 piercing damage.
an underwhelming subclass for the Barbarian. The Alternate At certain levels, the of your Spiked Armor increases: at
Battlerager presented here is an attempt to bring this Primal 5th level (1d6), 11th level (1d8), and 17th level (1d12).
Path up to par with the other official barbarian subclasses.
Barbarian Level Primal Path Feature Reckless Abandon
6th-level Path of the Battlerager feature
3rd Savage Smith, Spiked Armor The thrill and danger of battle ignite your fighting spirit. Once
6th Reckless Abandon per turn when you make a Reckless Attack while Raging, you
gain temporary hit points equal to your Constitution modifier
10th Battlerager Charge (minimum of 1). If any of these temporary hit points remain
14th Spiked Retribution when your Rage ends, the immediately dissipate.
In addition, you can turn magical armor into Spiked Armor.
Savage Smith
3rd-level Path of the Battlerager feature
You are a student of both forge and fury, and have gained the Optional Rule: Dwarves Only
skills necessary to maintain your unique Spiked Armor. You In some settings, only dwarves can train to become
gain proficiency with smith's tools, and have advantage on Battleragers - known as Kuldjarghs in Dwarvish. The
any smith's tools checks you make related to armor. GM can elect to use this restriction depending on
You also gain proficiency with heavy armor, and can Rage the setting and cultures present in the game world.
while you are wearing heavy armor without the drawbacks.
Battlerager Charge Mindless Rage
10th-level Path of the Battlerager feature 6th-level Path of the Berserker feature
Your battle fury compels you to throw yourself into danger. You give yourself over completely to your Rage. While Raging,
You can take the Dash action as a bonus action while Raging. you immune to the charmed and frightened conditions. If you
are charmed or frightened when you enter a Rage, the effect
Spiked Retribution is suspended for the duration of that Rage.
14th-level Path of the Battlerager feature Moreover, while you are in a Frenzied Rage, you can ignore
When a creature hits you with a melee attack while you are the effects of any levels of exhaustion you currently have.
Raging and wearing your Spiked Armor, it takes piercing
damage equal to your Strength modifier. Menacing Presence
If you are conscious, you can use your reaction to replace 10th-level Path of the Berserker feature
this damage with the damage from a Spiked Armor attack. Your menacing presence strikes fear into the hearts of your
foes. As a bonus action, you can and force a creature within
Alternate Berserker 30 feet that can see or hear you to make a Wisdom saving
The savage warriors known as berserkers live for the chaos throw (DC equals 8 + your proficency bonus + your Strength
of battle. For these Barbarians, their Rage is a manifestation modifier). On a failed save, the creature is frightened of you
of their lust for violence and destruction. Often found on the for one minute. It can repeat the saving throw at the end of
front lines of battle, berserkers only feel fully alive when they each of its turns, ending the effect on a success.
are risking life and limb to test their might against their foes. If a creature succeeds on its saving throw against this
feature, it is immune to this effect for the next 24 hours.
Barbarian Level Primal Path Feature You can use this feature a number of times equal to you
3rd Frenzied Rage Constitution modifier (minimum of once), and you regain all
6th Mindless Rage
of your expended uses each time you finish a long rest.
10th Menacing Presence, Primal Restoration Primal Restoration
10th-level Path of the Berserker feature
14th Primal Restoration, Retaliation You can draw on the spark of fury within you to restore your
stamina. Each time you finish a short rest, you can choose to
Frenzied Rage reduce your current level of exhaustion by 1.
3rd-level Path of the Berserker feature Once you use this feature to reduce your exhaustion level
Your fury surpases that of even other Barbarians. When you you must finish a long rest before you can do so again.
Rage, you can enter a Frenzied Rage. For the duration of a
Frenzied Rage you can make a melee weapon attack as a Furious Retaliation
bonus action on each turn, including the bonus action you 14th-level Path of the Berserker feature
used to enter your Frenzied Rage. Your fury knows no bounds. When you take damage from a
You can use this feature once creature you can see, you can use your reaction to make a
with no negative effects, but for each single melee or thrown weapon attack against that creature.
additional time you do so before you You can make this reaction attack as a Reckless Attack.
finish a long rest, you suffer 1 level of
exhaustion at the end of that Rage.
Primal Paths
Embrace your Rage with fourteen New &
Updated Primal Paths for the Barbarian in 5e:
Brute - Champion - Deep - Favored - Inferno
Lycan - Mutant - Packleader - Reaver - Titan
Warden - Wyrmblood - Battlerager - Berserker

Version 2.1.1 - Created by /u/laserllama

Artist Credits:
Covers - D. Alexander Gregory - Primal Hunter
Page 1 - Will Murai - Hero of Iroas
Page 2 - Ryan Pancoast - Haktos the Unscarred
Page 3 - W. Burt - Weight of the Underworld
Page 4 - G. Rutkowski - Demon Berserker Token
Page 5 - Mila Pesic - Savage Packmate
Page 6 - Izzy - Simic Ascendancy
Page 7 - Josu Hernaiz - Strange Augmentation
Page 8 - Anna Steinbauer - The Pack's Hope
Page 9 - Randy Vargas - Skemfar Avenger
Page 10 - velinov - Giant-Warrior
Page 12 - Alex Konstad - Ursa Barbarian
Page 13 - Lie Setiawan - Dragonkin Berserker
Page 14 - Andrew Mar - Plundering Barbarian

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