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Published by Sanguinetti, 2022-08-15 02:06:38

Primal Paths

[PHB] 2021 Laserllama

Primal Paths

Primal Paths Rage-Fueled Strikes

At 3rd level, a barbarian gains the Primal Path feature. The Upon reaching 6th level, the rage within you has become so
following options are available to a barbarian, in addition to intense that while you are raging, your unarmed strikes count
those presented in the Player's Handbook: the Paths of the as magical for the sake of overcoming resistance and
Brute, the Deep, the Inferno, the Lycan, the Mutant, the immunity to nonmagical attacks and damage.
Reaver, the Titan, and the Warden.
Iron Grip
Also included in this compendium are Alternate versions

of the Path of the Battlerager and the Path of the Berserker. Once you have a hold of something it is nearly impossible for
Path of the Brute it to escape. At 10th level, you gain the following benefits:
While most barbarians hail from the wild places of the world,
you first discovered your rage in the underbelly of civilization. You can grapple creatures of any size. If you grapple a
Your abilities stem from a combination of pure grit and street creature that is more than one size larger than you, it can
smarts. Prize fighters, gladiators, guild enforcers; brutes like move as normal, but you move with it so long as there is
you have existed since the earliest mortal settlements, and an unoccupied space adjacent to the creature.
despite differences in social standing, creed, and culture, When you drag a grappled creature that is one size larger
those who follow the Path of the Brute share one thing in then you, or smaller, you movement speed isn't reduced.
common, they prefer to settle things with their fists. While raging, the damage of your unarmed strikes
becomes 1d6, or 1d8 if you have two free hands.
Path of the Brute Features You gain a climbing speed equal to your walking speed.

Barbarian Level Feature Brutish Determination
3rd Unarmed & Dangerous, The Wrong Crowd
6th Concussive Blow, Rage-Fueled Strikes Your grit and rage allow you to shrug off assaults that would
10th Iron Grip devastate others. Starting at 14th level, when you are forced
14th Brutish Determination to make a saving throw, you roll a d6 and it to your roll. This
bonus applies to death saving throws. If you roll above a 20
Unarmed & Dangerous on a death saving throw with this feature, you immediately
regain consciousness and can stand up with 1 hit point.
The time you have spent in the underbelly of civilization has
honed your body itself into a deadly weapon. When you adopt In addition, at the start of each of your turns while you are
this Primal Path at 3rd level, your unarmed strikes deal 1d4 raging, you gain temporary hit points equal to 5 + your
bludgeoning damage on hit. If you have two free hands when Constitution modifier (minimum of 5 hit points).
making an unarmed strike, this d4 becomes a d6.

In addition, while you are raging, your unarmed strikes
gain the following additional properties:

Once per turn, when you take the Attack action and make
an unarmed strike attack, you can make one additional
unarmed strike as part of the same Attack action.
When you hit a creature with an unarmed strike, you can
attempt to grapple the target as part of that same attack,
so long you have a free hand to grapple the target with.

The Wrong Crowd

You are most at home when drinking, gambling, or engaging
in other types of tasteless hedonism. Beginning at 3rd level, if
you spend at least one night carousing in a settlement of any
size, you have advantage on any ability checks you make to
gather information on that settlement, its culture, any active
factions, or important figures within the settlement.

Concussive Blow

Starting at 6th level, the power of your strikes sends your foes
reeling. When you hit a creature with an unarmed strike, you
can force it to make a Constitution saving throw. DC equal to
8 + your proficiency bonus + your Strength modifier. On a
failed save, it is stunned until the start of your next turn.

You can use this feature a number of times equal to your
Constitution modifier (minimum of once), and you regain all
expended uses when you finish a long rest.

Path of the Deep Reality Warp
Encounters with the great and terrible things that dwell deep
beneath the waves often irreparably shatter the minds of the Your mind-altering experiences allow you to identify, and slip
weak willed. However, some who live through these traumatic through, cracks in reality. Beginning at 6th level, you can use
experiences with eldritch horrors awaken an otherworldly an action to magically teleport, along with any equipment you
rage that is rarely experienced on the material plane. are wearing or carrying, up to 30 feet to an unoccupied space
you can see. Immediately before or after teleporting, you can
Those who walk the Path of the Deep are mortals who make one attack as part of ht same action. When you use this
have survived an experience with the unexplained depths and feature to teleport you do not provoke opportunity attacks.
gained extraordinary, and often unsettling, eldritch abilities.
You can use this feature a number of times equal to your
Path of the Deep Features Constitution modifier (minimum of once), and you regain all
expended uses when you complete a long rest.
Barbarian Level Feature
3rd Gift of the Depths, Otherworldly Grasp Eldritch Tendrils
6th Reality Warp
10th Eldritch Tendrils The strange eldritch power inside you allows your body to
14th Depth Charge mutate further. Starting at 10th level, when you enter your
rage, you manifest two additional appendages which last

Gift of the Depths until the end of your rage. As a bonus action, you can cause
your appendages to use your Otherworldly Grasp feature, or
You have been irreparably changed by your exposure to the attempt to grapple a creature you can see within 15 feet. Your
deep. At 3rd level, you gain a swimming speed equal to your appendages can use the same, or different, features.
movement speed and you can breathe both air and water.
The Horrors Below
Otherworldly Grasp
Starting at 14th level, when you use Reality Warp, you can
Your eldritch power manifests when you rage. Starting at 3rd choose to reveal a brief glimpse of the horrors beyond reality
level, when you enter your rage you manifest one additional when you reappear. When you reappear, all creatures within
appendage, the appearance of which reflects the nature of the 10 feet of you must make a Wisdom saving throw. DC equal
creature which infused you with otherworldly power. This to 8 + your proficiency bonus + your Constitution modifier.
appendage lasts for the duration of your rage. On a failed save, creatures take 3d6 psychic damage and are
frightened of you until the beginning of your next turn.
As a bonus action, your appendage can force creature you
can see within 15 feet to make a Strength saving throw. DC Path of the Depths, Reborn
equal to 8 + your proficiency bonus + your Strength modifier.
On a failed save, it is pulled up to 10 feet in a straight line The Primal Path presented here is an adjusted
towards you. Creatures that are more than one size larger version of the Path of the Depths from the briefly
than you have advantage on this saving throw. lived Legends of Runeterra D&D crossover.

Path of the Inferno
Across the lower planes, the eternal conflict between law and
chaos rages. Devils against Demons, vying for control of the
hells. Sometimes this conflict spills over into material plane
and the corrupting influence of the Abyss infects the hearts of
mortals. Sometimes cultists and worshipers of Archdemons
seek the affliction of this overwhelming power.

No matter their origin, those who survive the corruption
rise as soldiers of the Abyss, knows as Inferno Warriors.

Path of the Inferno Features

Barbarian Level Feature

3rd Abyssal Hide, Hellish Presence

6th Unbridled Fury

10th Corrupt Resilience

14th Chaos Overwhelming

Abyssal Hide Chaos Overwhelming

Beginning at 3rd level, the chaotic corruption of the Abyss You have learned to draw out the full power of the Abyssal
overtakes you when you rage, causing your physical features influence that permeates your body. Starting at 14th level,
to resemble that of lesser demons. When you enter your rage, when you enter a rage, you can expend one additional use of
you gain the following benefits until the end of that rage: your rage to gain one of the abilities detailed below for the
duration of that rage. As a bonus action while raging, you can
As a bonus action, you can move up to your full movement expend another use of your rage to switch the active ability.
speed toward a hostile creature that you can see.
When you make a Reckless Attack, you gain temporary hit Accursed Speed. Your limbs grow unnaturally muscular
points equal to your Constitution modifier (minimum of 1). and lengthen. Your movement speed increases by 10 feet,
and you can take the Dash action as a bonus action.
Hellish Presence
Defiled Hide. Your skin becomes blighted and covered in
When you adopt this Primal Path, the corruption of the Abyss hair, boils, or oily scales. You are immune to bludgeoning,
empowers your force of personality. At 3rd level, you gain piercing, and slashing damage from nonmagical weapons.
proficiency in the Intimidation skill. Whenever you make a Attacks from silvered weapons ignore this immunity.
Charisma (Intimidation) check, you gain a bonus to your roll
equal to your Constitution modifier (minimum of +1). Vile Flight. You sprout leathery demonic wings from your
back which burst through any clothing you are wearing. You
In addition, you learn to speak, read, and write Abyssal, the gain a flying speed equal to your movement speed.
blasphemous language of Demons and the Abyss.

Unbridled Fury

Beginning at 6th level, the fury of the Abyss enhances your
rage. When you are hit by a melee attack, you can make one
melee weapon attack against the attacker. You can choose to
make this reaction attack a Reckless Attack.

Corrupt Resilience

The chaotic energy of the Abyss that courses through you has
made you more resilient in body and mind. Upon reaching
10th level, you gain resistance to fire and poison damage.

Also, as a reaction when you are forced to make a saving
throw to resist being charmed or frightened, you can add your
Constitution modifier (minimum of +1) to your roll.

Demons & Extraplanar Influence

Though the Path of the Inferno is themed around
the demonic influence the Abyss, it can easily be
reflavored to fit a number of other ideas. Perhaps
your barbarian is a thrall of a powerful vampire lord,
or a favored consort of a Drow priestess.

Path of the Lycan
Lycnathropy is an ancient and horrible curse that changes

the afflicted into mindless beasts with insatiable hunger for
flesh. However, there are some warriors who purposefully
contract this dreaded affliction. Willing to give themselves
over to the curse so they may use its power to rid the world of
other lycanthropes. These bestial warriors often gain their
powers from an againg mentor, who seeks an apprentice to
take up their mantle in the war against lycanthropy.

Barbarians who walk the Path of Lycan use the fury of
their rage to control the dreaded curse, and avoiding the
normal cycle of uncontrolled and wild transformation.

Path of the Lycan Features

Barbarian Level Feature

3rd Animal Form, Hybrid Form

6th Accursed Predator

10th Lycan Warrior

14th Howl of Primal Fury

Animal Form Lycan Warrior

When you adopt this Primal Path at 3rd level, you can control You are able to draw out the full power of the curse that runs
your lycanthropy, allowing you to shift your form at will. As an within your blood. Starting at 10th level, when you transform
action, you can expend a use of your rage to transform into into your Animal Form or Hybrid Form, you can expend an
your Animal Form, much like a druid does with Wild Shape. additional use of your rage to empower your transformation,
granting you the following additional benefits:
Choose a beast of CR 1 or lower that best represents the
animal your lycanthropy is based on (Common animal forms You can become Large in size if you were not already.
include boars, brown bears, dire wolves, tigers and rats). This The reach of your melee attacks increases by 5 feet.
choice is permanent and reflects the nature of your curse. The damage of your Animal Form and Hybrid Form
Once you choose your Animal Form, you cannot change it. attacks becomes 1d8 if it was not already.
If you hit the same creature with two of your Animal or
When you transform into your animal form, you follow the Hybrid Form attacks in the same turn, you can make one
rules of the Wild Shape feature from the druid class, which additional attack against that creature as a bonus action.
can be found in Chapter 3 of the Player's Handbook. If you have no more than half of your hit points left at the
start of your turn, you regain hit points equal to your
Your Animal form lasts for 1 hour. You then revert to your Constitution modifier (minimum of 1 hit point).
normal form unless you expend another use of your rage. You
can revert to your normal form as an action. You revert early Howl of Primal Fury
if you fall unconscious, drop to 0 hit points, or die.
Starting at 14th level, while you are raging you can expend a
Hybrid Form use of your rage as an action to let forth a bloodcurdling howl.
Creatures of your choice that can hear you within 30 feet
Starting at 3rd level, your rage draws out the power of your must succeed on a Wisdom saving throw or be frightened of
inner beast. When you rage, you can choose to enter a Hybrid you for one minute. DC equal to 8 + your proficiency bonus +
Form, a fusion between beast and man. While in this form, your Constitution modifier. A creature can repeat the
you gain the following benefits for the duration of your rage: Wisdom saving throw at the end of each of its turns, ending
the effect on a success. A creature that succeeds on this
Your hide grows course and thick. You gain a bonus to saving throw is immune to this feature for 24 hours.
your Armor Class equal to half your proficiency bonus.
Your fingers and teeth elongate into savage claws and Blood Hunter, Dissected
fangs that count as simple weapons. On hit, they deal
slashing damage equal to 1d6 + your Strength modifier. The Blood Hunter is a popular homebrew class that
Your movement speed increases by 5 feet. contains many difficult mechanics that are hard to
manage. The Path of the Lycan is my attempt to
Accursed Predator preserve the themes of the Blood Hunter's Order
of the Lycan while staying in line with the design
You have gained a greater mastery over your lycanthropy. philosophy of Dungeons & Dragons 5e.
Beginning at 6th level, you gain the following benefits:

You have advantage on any Wisdom (Perception) checks
you make that rely on your sense of hearing or smell.
Your Animal and Hybrid Form attacks count as magical
for the sake of overcoming resistance and immunity.
Your movement speed increases by 5 feet.

Path of the Mutant
Through the study of alchemy and dark transmutation magic
some reclusive warriors have discovered a way to chemically
alter their physical forms. By combining powerful alchemical
reagents and the pure unbridled energy of their rage, they
can trigger massive physiological changes within themselves.
Barbarians who follow this Path of the Mutant are on a quest
to evolve their bodies into the ultimate killing machine.

Path of the Mutant Features

Barbarian Level Feature

3rd Aberrant Alchemy, Manifest Forms

6th Enduring Mutation, Toxic Vigor

10th Noxious Strike

14th Rapid Mutation

Aberrant Alchemy Noxious Strike

Your research into the more sinister side of alchemy has paid You can weaponize the toxins in your blood. Beginning at
off. When you adopt this Primal Path at 3rd level, you gain 10th level, when you hit a creature with a melee attack, you
proficiency with alchemist's supplies and in the Nature skill. can force it to make a Constitution saving throw to resist
being infected by the wild toxins that flow in you. DC equal to
In addition, you learn three Mutations of your choice from 8 + your proficiency bonus + your Constitution modifier. On a
the list at the end of this subclass description. At the end of a failed save, roll a d6, and the target immediately suffers the
long rest, so long as you have access to alchemist's supplies, corresponding condition from the table below:
you can replace one of your Mutations with another Mutation
of your choice for which you meet the prerequisites. d6 Effect d6 Effect
1 blinded 4 frightened
Manifest Forms 2 charmed 5 paralyzed
3 deafened 6 poisoned
The energy of your rage triggers an alchemical reaction with
your blood. Beginning at 3rd level, when you enter your rage,     This effect lasts for 1 minute. The creature repeats this
you manifest a number of Mutations you know of your choice saving throw at the end of each of its turns, ending the effect
equal to your Constitution modifier (minimum of 1 Mutation). on a success. A creature that succeeds on their saving throw
These Mutations last until the end of your current rage. is immune to this effect for the next 24 hours.

Enduring Mutation You can use this feature a number of times equal to your
Constitution modifier (minimum of once), and you regain all
Your advances in the dark alchemy of mutation have evolved. expended uses when you finish a long rest.
Starting at 6th level, at the end of a long rest, you choose one
Mutation you know. Until the end of your next long rest, you In addition, you learn one additional Mutation from the list
always have that Mutation manifested, even when not raging. at the end of this subclass description.
When you enter a rage, this Mutation counts against the total
number of Mutations you can manifest for that rage.

In addition, you learn two more Mutations of your choice
from the list at the end of this subclass description.

Toxic Vigor

The toxic elixirs and potions you have consumed to further
your research have hardened your body against all but the
most noxious substances. At 6th level, you gain resistance to
both acid and poison damage, and you have advantage on
saving throws to resist the poisoned condition.

Blood Hunter, Dissected Rapid Mutation

The Blood Hunter is a popular homebrew class that Upon reaching 14th level you have gained mastery over your
contains many difficult mechanics that are hard to body and its mutability and you can change your form at will.
manage. The Path of the Mutant is my attempt to While raging, you can use a bonus action to end one of your
preserve the themes of the Blood Hunter's Order Mutations, replacing it with another Mutation that you know.
of the Mutant while staying in line with the design
philosophy of Dungeons & Dragons 5e. You can use this ability a number of times equal to your
Constitution modifier (minimum of once), and you regain all
expended uses when you finish a long rest.

In addition, you learn one final Mutation of your choice
from the list at the end of this subclass description.

Mutations Unnatural Physicality
Listed here are the Mutations available to a barbarian of the
Path of the Mutant. If a Mutation has prerequisites, like your Your muscles and veins engorge with toxic chemicals that
barbarian level, you can learn it at the same time you meet it. grant you unnatural power and maneuverability. You gain a
bonus to any Strength (Athletics) and Dexterity (Acrobatics)
Aberrant Sight checks equal to your Constitution modifier (minimum of +1).

You sprout unnatural eye stalks or manifest additional eyes. Corrosive Secretions
You can see in dim light within 60 feet of you as if it were
bright light, and in darkness as if it were dim light. If you Prerequisite: 6th level barbarian

already have darkvision its range increases by 60 feet. Your body secretes a corrosive acid that burns your foes.
When you are hit by an attack and the attacker is within 30
In addition, you have advantage on Wisdom (Perception) feet of you, you can use your reaction to deal acid damage

checks that rely on your sense of sight. to the attacker equal to 1d6 + your Constitution modifier.

Alchemical Resistance Toxic Vitality

Your experiments grant you resistance to the elements. When Prerequisite: 6th level barbarian

you manifest this Mutation choose acid, cold, fire, poison, or Your body mends itself as you fight. At the start of your turns
lightning, and you gain resistance to that type of damage. while raging, you gain temporary hit points equal to your
Constitution modifier (minimum of 1 temporary hit point).
Aquatic Adaptation
Viscous Grip
You sprout unnatural gills or you skin becomes permeable
and amphibious. You gain a swimming speed equal to your Prerequisite: 6th level barbarian

movement speed, and you can breathe both air and water. Your hands and feet secrete a sticky substance. You gain a
climbing speed equal to your movement speed, and you can
Deviant Glide climb difficult surfaces, including upside down on ceilings,
without making an ability check.
You grow bat or fish-like skin flaps that you use to glide.
When you fall and are not incapacitated, you can subtract up Acidic Bile
to 100 feet from your fall when calculating fall damage, and
you can move horizontally 2 feet for every 1 foot you fall. Prerequisite: 10th level barbarian

You can spew a corrosive substance forth from your mouth.
Enhanced Movement You learn the acid splash cantrip, using Constitution as your
spellcasting modifier. You can cast this cantrip while raging,
Your legs grow unnaturally thick or powerful. Your movement and when you do, it deals additional damage equal to your
speed increases by a number of feet equal to 5 times your Constitution modifier (minimum of +1).
Constitution modifier (minimum of 5 feet), and you can add
your Constitution modifier (minimum of +1) to the distance of Grappling Appendages
any long jump or high jump you make.
Prerequisite: 10th level barbarian

Oozing Form You grow two appendages alongside your arms that resemble
tentacles or large pincers. They are natural weapons, which
Your body becomes slimy and pliable. As a bonus action, you deal 1d6 bludgeoning damage on hit. After you hit a creature
can automatically escape a grapple or nonmagical restraints. with a melee attack, you can attempt to grapple them with
Also, your body, along with any equipment you are wearing or these appendages as a bonus action. These appendages are
carrying, can squeeze through spaces as narrow as 1 inch. not dexterous enough to use weapons or specialized tools.

Synthetic Carapace Perverted Flight

Your skin hardens resembling that of an hulking insectoid or Prerequisite: 14th level barbarian

terrible reptilian creature. You gain a bonus to your Armor You sprout a pair of unnatural leathery or insectoid wings.
Class equal to half your proficiency bonus (rounded down). You gain a flying speed equal to your movement speed.

Path of the Reaver
While most barbarians focus on overcoming their foes with
raw power and brute force, barbarians known as Reavers
augment their impressive strength with martial technique
and tactical maneuvers. These fearless warriors are often
employed as shock troops or advance forces, and their
combat ability and resilience in battle strike fear into the
heart of any who stand against them on the battle field.

Path of the Reaver Features

Barbarian Level Feature

3rd Reaver's Superiority, Swift Strides

6th Improved Technique

10th Unstoppable Warrior

14th Storm of Flesh and Steel

Reaver's Superiority Reaver Maneuvers

You have studied martial techniques to enhance your battle The maneuvers listed below are available to Duelist rogues,
field presence. At 3rd level, you gain the following features: who focus on overcoming their foes with skill and technique.

Maneuvers. You learn two Maneuvers of your choice from Brutal Strike
When you hit a creature with a melee
the list at the end of this subclass description. You can use weapon attack, you can expend one Superiority Die to deal
only one Maneuver per attack. When you gain a level, you can additional damage to the target. Roll your Superiority Die
replace one Maneuver you know with another of your choice. twice, and add the results to the damage roll of the attack.

Superiority Dice. You have three Superiority Dice, which Crippling Strike
When you hit a creature with a melee
are d6s for you. You must expend a Superiority Die to use weapon attack, you can expend a Superiority Die to cripple it.
once of your Maneuvers. You regain all of your expended You add the Superiority Die to the damage of the attack, and
Superiority Dice when you finish a short or long rest. the target must succeed on a Constitution saving throw, or it's
speed is reduced to 0 until the start of your next turn.
Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver's effects. Disarming Strike
When you hit a creature with a weapon
The saving throw DC is calculated as follows: attack, you can expend a Superiority Die, adding it to the
damage roll of the attack, and attempt to force it to drop an
Maneuver save DC = 8 + your proficiency bonus + your item (your choice) it is holding. The target must succeed on a
Strength or Dexterity modifier (your choice). Strength saving throw or drop the object at its feet.

Swift Strides Sweeping Attack
When you hit a creature with a melee
weapon attack, you can expend a Superiority Die to try to hit
Rather than become blinded by rage, you instead are able to another creature within reach. If the attack would hit the
focus on moving about the battle field with purpose. When second creature, it takes your Superiority Die in damage.
you adopt this Primal Path at 3rd level, opportunity attacks
targeting you have disadvantage while you are raging. Taunting Strike
When you hit a creature with a weapon
attack, you can expend a Superiority Die, adding it to your
Improved Technique damage roll and forcing the target to make a Wisdom saving
throw. On a failed save, it has disadvantage on any attack roll
Your combat prowess rivals that of heroes of great renown. against targets other than you until the end of your next turn.
Upon reaching 6th level, you gain an additional Superiority
Die, and all of your Superiority Dice become d8s. Threatening Attack
When you hit a creature with a
weapon attack, you can expend a Superiority Die, adding it to
You also learn one additional Maneuver of your choice. the damage roll of the attack and attempting to frighten the
target. The target must succeed on a Wisdom saving throw or
Unstoppable Warrior become frightened of you until the end of your next turn.

The chaos and danger of battle fuels your abilities. Starting Trip Attack
When you hit a creature with a weapon attack,
when you reach 10th level, you are under the effects of the you can expend a Superiority Die, adding it to the damage
freedom of movement spell while you are raging. roll of the attack and to attempt to knock the target down. A
Large or smaller target must succeed on a Strength saving
You also learn one additional Maneuver of your choice. throw or be knocked prone.

Storm of Flesh and Steel

You have reached the pinnacle of your training, and woe to
any who stand against you on the field of battle. At 14th level,
you gain a final Superiority Die (for a total of 5), and your
Superiority Dice become d10s. If you enter a rage with no
Superiority Dice remaining, you regain one Superiority Die.

You also learn one additional Maneuver of your choice.

Path of the Titan Titanic Vitality
Some barbarians draw their rage from their ancestry. Those
who walk the Path of the Titan are able to fuel their rage with Your rage draws out an increasing amount of resilience from
the giant blood that flows in their veins. While some Titanic your giant blood. Starting at 6th level, when you enter a rage,
warriors are direct descendants of giants, some are unaware you gain temporary hit points equal to your barbarian level.
of their heritage until it manifests with their rage. Unusually
tall or strong for their race, mortals with giant blood in their Giant Blood
veins are fairly obvious once you know what to look for.
You manifest more specific giant traits depending on your
Path of the Titan Features specific ancestor. At 10th level, choose the type of giant that
best reflects your heritage, and you gain the corresponding
Barbarian Level Feature features. Once you make this choice it cannot be changed.

3rd Gigantic Heritage Lesser Giant. The blood on an ogre, troll, or another
lesser giant flows in you. Your grotesque appearance gives
6th Titanic Vitality you advantage on Charisma (Intimidation) checks, and while
you are raging you gain a +1 bonus to your Armor Class.
10th Giant Blood
Hill Giant. The blood of a stalwart hill giant flows in you.
14th Wrath of the Titan You have advantage on saving throws to resist being grappled
or moved against your will. When you take damage while
Gigantic Heritage raging, you can use your reaction to reduce the damage by an
amount equal to your Constitution modifier (minimum of 1).
When you adopt this Primal Path at 3rd level, the power of
your gigantic ancestors manifests when you rage. When you Stone Giant. The blood of a thoughtful stone giant flows in
enter a rage, you can choose to grow by one size category; for you. You gain proficiency in the Insight skill and one type of
example, from Medium to Large. Your physical size doubles artisan's tools of your choice. While you are raging, you can
in all dimensions, and your weight is multiplied by eight. add your proficiency bonus to Wisdom saving throws.

While raging, your weapon attacks deal bonus damage Frost Giant. The blood of a savage frost giant flows in you.
depending on your current size category; Medium (1d4), You are resistant to cold damage. Once per turn while you are
Large (1d6), Huge (1d12), and Gargantuan (2d12). raging, when you hit a creature with a weapon attack, their
speed is reduced by 10 feet until the start of your next turn.

Fire Giant. The blood of a cruel fire giant flows in you. You
are resistant to fire damage. While raging, when a creature
you can see hits you with a melee weapon attack, you can use
your reaction to deal 1d6 fire damage to the attacker.

Cloud Giant. The blood of a whimsical cloud giant flows in
you. You reduce any falling damage you take by an amount
equal to your barbarian level, and while raging you can take
the Dash or Disengage action as a bonus action on your turn.

Storm Giant. The blood of a regal storm giant flows in
you. You gain a swimming speed equal to your movement
speed, and you can breathe both air and water. While raging
you are resistant to lightning and thunder damage.

Wrath of the Titan

Starting at 14th level, you can strike with the ferocity of a full-
blooded giant. When you take the Attack action while raging
you can focus all your power into one devastating strike. You
only make one attack for this action, even if you have a class
feature that lets you make more then one attack. If the attack
hits, it becomes a critical hit, regardless of your attack roll.

You can use this ability a number of times equal to your
Constitution modifier (minimum of once) and you regain all
expended uses when you finish a long rest.

Sizes Greater than Gargantuan

The Path of the Titan allows you to increase your
size category when you rage. In 5e, Gargantuan is
the maximum size, and is the category given to any
creature that is 20 by 20 feet or larger.

If your barbarian is able to increase their size
while they are already Gargantuan, your Dungeon
Master can increase your additional damage while
raging by an amount of d12s that they see fit.

Path of the Warden
Hailing from the wild places of the world where the power of
nature reigns supreme, Wardens are servants of the natural
order who combine the raw power of their rage with primal
magic. They are often found as defenders of sacred groves,
Druidic Circles, and other places of great natural power.

Path of the Warden Features

Barbarian Level Feature

3rd Primal Magic, Primal Rage

6th Guardian's Fury, Reckless Magic

10th Ward of the Anicents

14th Improved Guardian's Fury

Primal Magic Warden Spellcasting Spell Slots Slot Level
1 1st
When you adopt this Primal Path at 3rd level, you learn to Fighter Level Spells Known 2 1st
channel the primal power of nature to cast spells. 2 1st
3rd 2 2 1st
Cantrips.
You learn one cantrip of your choice from the 2 2nd
Warden spell list. Upon reaching 10th level in this class you 4th 2 2 2nd
learn one additional Warden cantrip of your choice. 2 2nd
5th 3 2 2nd
Spell Slots.
The Warden Spellcasting table shows how 2 2nd
many spell slots you have. The table also shows what the 6th 3 2 2nd
level of those slots; all of your spell slots are the same level. 2 3rd
To cast one of your warden spells of 1st-level or higher, you 7th 4 2 3rd
must expend a spell slot. You regain all of your expended 2 3rd
spell slots when you finish a short or long rest. 8th 4 2 3rd
2 3rd
For example, as a 7th level Warden, you have two 2nd-level 9th 5 2 3rd
spell slots from your Warden Spellcasting. To cast the 1st- 2 4th
level spell cure wounds, you must spend one of those slots, 10th 5 2 4th
and you cast cure wounds as a 2nd-level spell.
11th 5
Spells Known of 1st-Level and Higher.
You learn two

1st-level spells of your choice from the Warden spell list. The 12th 5
Spells Known column of the Warden Spellcasting table
shows when you learn more druid spells of 1st-level or higher. 13th 6
A spell you choose must be of a level no higher than what's
shown in the table's Slot Level column for your level. 14th 6

When you reach 7th level, for example, you learn a new 15th 6
Warden spell of your choice, which can be 1st or 2nd-level.
16th 6
When you gain a level in this class, you can choose one of
the Warden spells you know and replace it with another spell 17th 7
of your choice from the Warden spell list, which also must be
of a level for which you have spell slots. 18th 7

Spellcasting Ability.
Wisdom is your spellcasting ability 19th 7
for your Warden spells. You use your Wisdom whenever a
spell refers to your spellcasting ability, when setting the 20th 7
saving throw DC, and when making a spell attack roll.

Spell save DC = 8 + your proficiency bonus

+ your Wisdom modifier

Spell attack modifier = your proficiency bonus

+ your Wisdom modifier

Primal Rage

You have learned to wield your primal magic, even while you
rage. Starting at 3rd level, you can cast Warden spells while
you are raging, but you have disadvantage on any saving
throws you make to maintain concentration. Casting a spell
of 1st-level or higher allows your rage to continue, even if you
do not take or deal damage to a hostile creature on that turn.

Guardian's Fury Warden Spell List

Your primal rage allows you to draw forth magic in the midst Here's the list of spells you consult when you learn an
of battle. Beginning at 6th level, whenever you take the Attack Warden spell. It is organized by spell level, not character level.
action while you are raging, you can cast one of your Warden The spells below are from the Player's Handbook, Xanathar's
cantrips in place of one of your attacks. Guide to Everything*, and Tasha's Cauldron of Everything**.

Reckless Magic Cantrips (0-Level) 2nd-Level

You are so in tune to the magic of the natural world that you blade ward
dust devil*

can channel your spells with reckless abandon. Starting at control flames*
earthbind*

6th level, you can use your Reckless Attack feature when create bonfire*
flame blade

casting a Warden spell that requires a spell attack roll, druidcraft
gust of wind

including any spells you cast with Guardian's Fury ability. frostbite*
magic weapon

guidance
pass without trace

Ward of the Ancients gust*
protection from poison
magic stone*
shatter

Beginning at 10th level, your connection with the natural mold earth*
shadow blade*

world allows you to draw on the innate magic of the world primal savagery*
spike growth

around you to shield yourself from spells. As a reaction when shape water*
warding wind*
you would take damage from a spell, you can expend one of shillelagh

your Warden spell slots to grant yourself resistance to all spare the dying
3rd-Level
damage from the triggering spell. thorn whip

thunderclap*
blinding smite

Improved Guardian's Fury toll the dead* elemental weapon

plant growth

Your unbridled rage and connection with primal magic have 1st-Level sleet storm

fused to become something that rivals the greatest natural slow

destructive forces of nature. Starting at 14th level, when you absorb elements*
thunder step*

take the Attack action while you are raging, you can cast a armor of arcane ice
tidal wave

Warden spell in place of one of your weapon attacks. command
wall of sand*

compelled duel
wall of water*

Barbaric Magic cure wounds
wind wall
earth tremor*

The Path of the Warden is meant to fulfill the same ensnaring strike
4th-Level
niche that the Eldritch Knight fulfills for the fighter. entangle

fog cloud
control water

This Primal Path may seem to be overtuned. hellish rebuke
elemental bane

However, unlike their counterpart, the Warden can heroism
fire shield

only access their most potent subclass features inflict wounds
grasping vine

while raging, which also imposes disadvantage on searing smite
guardian of nature*

their concentration saves. The Warden's spell list is thunderous smite
ice storm

also more limited than that of the Eldritch Knight. thunderwave staggering smite

storm sphere*

Alternate Battlerager Alternate Berserker
The Path of the Battlerager was originally published in the The Path of the Berserker was originally published in the
Sword Coast Adventurer's Guide, and is widely accepted as Player's Handbook, and is accepted as an underwhelming
an underwhelming subclass for the barbarian. The Alternate subclass for the barbarian. The Alternate Berserker below is
Battlerager presented here is an attempt to bring this Primal an attempt to bring this Primal Path up to par with the other
Path up to par with the other official barbarian subclasses. official barbarian subclasses.

Alternate Battlerager Features Alternate Berserker Features

Barbarian Level Feature Barbarian Level Feature
3rd Bonus Proficiencies, Spiked Armor (1d4)
6th Reckless Abandon, Spiked Armor (1d6) 3rd Frenzied Rage
10th Battlerager Charge
14th Spiked Retribution, Spiked Armor (1d8) 6th Mindless Rage

Bonus Proficiencies 10th Intimidating Presence

When you adopt the Path of the Battlerager at 3rd level, you 14th Retailiation
gain proficiency with smith's tools and heavy armor. You can
also Rage while wearing heavy armor with no drawbacks. Frenzied Rage

Battlerager Armor Starting when you choose this Primal Path at 3rd level, when
you enter a rage, you can enter a Frenzied Rage. For the
You have taken up a rare fighting style that incorporates your duration of that rage, each time you take the Attack action,
armor as a weapon. Starting at 3rd level, when you finish a you can make one additional attack as part of that action.
long rest, you can use smith's tools to affix spikes to a set of
armor that you touch, turning it into a set of Spiked Armor. At the end of a Frenzied Rage, you must make a DC 10
For you, Spiked Armor is a martial melee weapon with a Constitution saving throw. On a failed save, you suffer one
reach of 5 feet that deals 1d4 piercing damage on hit. level of exhaustion. Each additional time you choose to enter
a Frenzied Rage before the end of your next long rest, the DC
The damage of your Spiked Armor increases as you gain of this Constitution saving throw increases by 5.
levels in this class, at 6th level (1d6) and 14th level (1d8).
Mindless Rage
While you are raging, you can use a bonus action on your
turn to make an attack with your Spiked Armor. In addition, You give yourself over completely to your rage. Beginning at
when you successfully initiate a grapple, the target takes the 6th level, you can't be charmed or frightened while you are
damage of your Spiked Armor attack. raging. If you are charmed or frightened when you enter your
rage, the effect is suspended for the duration of the rage.
Reckless Abandon
Intimidating Presence
Beginning at 6th level, when you use Reckless Attack while
raging, you also gain temporary hit points equal to your Beginning at 10th level, you can strike fear into the hearts of
Constitution modifier (minimum of 1 temporary hit point). your enemies with your menacing presence. As an action, you
They vanish if any of them are left when your rage ends. can force a creature within 30 feet that can see or hear you to
succeed on a Wisdom saving throw or be frightened of you
In addition, you can turn magical armor into Spiked Armor. until the end of your next turn. The DC is equal to 8 + your
proficiency bonus + your Strength modifier.
Battlerager Charge
On a subsequent turn, you can use your action to extend
You revel in the thrill of combat and are often the first to the duration of this fear, so long as the creature is still within
engage in battle. Beginning at 10th level, you can take the 60 feet of you and can see or hear you.
Dash action as a bonus action while you are raging.
If the creature succeeds on its saving throw, you can't use
Reckless Abandon this feature on that creature again for 24 hours.

Starting at 14th level, when a creature hits you with a melee Retaliation
attack while you are wearing your spiked armor, the attacker
takes piercing damage equal to your Strength modifier. If you Starting at 14th level, when you take damage from a creature
are conscious, you can use your reaction to replace this that is within 5 feet of you, you can use your reaction to make
damage with the damage from a Spiked Armor attack. a melee weapon attack against that creature.

In addition, when you finish a short rest, you can reduce
your exhaustion level by 1. Once you use this ability you must
finish a long rest before you can do so again.

Primal Paths

Embrace your Rage with eleven new & updated
Primal Paths for the barbarian class in 5e.

Path of the Brute - Path of the Deep


Path of the Inferno - Path of the Lycan


Path of the Mutant - Path of the Reaver

Path of the Titan - Path of the Warden

Includes Alternate versions of the Path of the
Battlerager and the Path of the Berserker!

Version 2.0.0 - Created by /u/laserllama

Artist Credits:


Covers - D. Alexander Gregory - Primal Hunter
Page 1 - Will Murai - Hero of Iroas
Page 2 - Jama Juraaev - Crush of Tentacles
Page 3 - Greg Rutkowski - Immersturm Raider
Page 4 - Victor Minguez - Neck Breaker
Page 5 - Josu Hernaiz - Strange Augmentation
Page 6 - Izzy - Simic Ascendancy
Page 7 - Randy Vargas - Skemfar Avenger
Page 8 - velinov - Giant-Warrior
Page 9 - Jason Chan - Awakener Druid
Page 10 - Alex Konstad - Ursa Barbarian

Additional Laserllama Homebrew content,
including classes, subclasses, and player races,

can be found for free on GM Binder.

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