Alternate Barbarian
Expanded
Drawing on her heroic
stature, a barbarian
kicks down a door!
Alternate
Breathless Critical
Barbarian Expanded
Prerequisites: Strength of 11
In 5e, the barbarian, while mechanically balanced, can lack When you score a critical hit, you can expend an Exploit Die
interesting decisions in combat. For some, this is okay, but to knock the air from the target's lungs. For the next minute,
for players that would enjoy a more tactical experience, the the creature cannot speak and its speed is halved.
Alternate Barbarian strives to capture the fantasy of playing a
barbarian without reducing it to simplistic features. Included The creature can make a Constitution saving throw at the
her are additional options for the Alternate Barbarian class: start of each of its turns, ending this effect on a success.
Advanced Savage Exploits. The Exploits included here Heroic Stature
may be harder to learn, or require a specific master to teach.
Advanced Exploits are more fantastical in nature, and are Prerequisites: Strength or Charisma of 11
balanced based on spells that are available to casters in 5e. When you make a Strength (Athletics), Dexterity (Acrobatics),
or Charisma (Persuasion) check, you can expend an Exploit
Barbaric Feats. The feats included here allow all player Die and add it to your roll. You can use this Exploit after you
characters to share in the abilities of the Alternate Fighter. roll, but before you know if you succeed or fail.
Additional Primal Paths. Included her are seven more Lightstep
Primal Paths for barbarians to choose from at 3rd level.
Prerequisites: Dexterity of 11
Advanced Savage Exploits Whenever you make a Dexterity (Acrobatics) or Dexterity
(Stealth) check, or roll initiative you can expend an Exploit
Below are additional Exploits available to barbarians. If an Die and add it to your roll. You can use this Exploit after you
Exploit has a prerequisite, like a minimum Ability Score or roll, but before you know whether you succeed or fail.
level, you can learn it when you meet the prerequisites.
Skilled Rider
Check with your DM before using the Exploits below.
Prerequisites: Wisdom of 11
1st-Degree Exploits When you are riding a trained mount and it makes an ability
Exploits of the 1st-degree are minor techniques slightly more check, attack roll, or saving throw, or you make a Wisdom
complicated than swinging a weapon. They can be learned by (Animal Handling) check to control it, you can expend an
warriors with modest training and have no level prerequisite. Exploit Die and add it to the roll. You can use this Exploit
after roll, but before you know if it succeed or failed.
Bestial Instinct
Sweeping Strike
Prerequisites: Wisdom of 11
Whenever you make a Wisdom (Animal Handling), Wisdom When you hit a creature with a melee weapon attack, you can
(Insight), or Wisdom (Perception) check, you can expend an expend an Exploit Die to force it to make a Dexterity saving
Exploit Die and add it to your roll. You can use this Exploit throw. On a failed save, it falls prone and takes bludgeoning
after you roll, but before you know if you succeed or fail. damage equal to your Exploit Die. Creatures more than one
size larger than you have advantage on their saving throw.
2nd-Degree Exploits 3rd-Degree Exploits
Exploits of this degree represent the absolute peak of savage These Exploits are masterful feats of savagery, and can only
skill that is achievable without dedicated training. 2nd-degree be learned by barbarians of 9th level or higher. Each Exploit
Exploits can be learned by barbarians of 5th level or higher. of 3rd-degree can only be used once per short or long rest.
Adrenaline Rush Confounding Critical
Prerequisites: 5th level, Strength or Constitution of 13
Prerequisites: 9th level, Strength of 15
As a bonus action, you can expend an Exploit Die to increase When you score a critical hit with a melee weapon attack,
your speed, if only temporarily. For the next minute, you can you can expend an Exploit Die to strike at the head, slowing
take the Dash action as a bonus action on your turn. your foe's ability to think. For the next minute, the target has
muddled thoughts and whenever it makes an attack roll,
When this Exploit ends you must succeed on a DC 13 ability check, or Constitution saving throw to maintain its
Constitution saving throw or suffer 1 level of exhaustion. concentration, it must roll a d6 and subtract it from its roll.
Crushing Strike The creature can make an Intelligence saving throw at the
start of each of its turns, ending this effect on a success.
Prerequisites: 5th level, Strength of 13
When you hit a creature with a melee weapon attack, you can Mythic Athleticism
expend an Exploit Die and force it to make a Constitution
saving throw. On a failed save, it takes extra damage equal
Prerequisites: 9th level, Strength or Constitution of 15
to your Exploit Die, and its Armor Class is reduced by 1 until As a bonus action, you can expend an Exploit Die to enter
its defenses are repaired, or it finishes a short or long rest. a heightened state of physical performance which you must
concentrate on as if you were concentrating on a spell. For
Cunning Instincts the next 10 minutes, you gain the benefits listed below:
Prerequisites: 5th level, Constitution or Wisdom of 13
Whenever you make a Strength or Constitution check,
As an action, you can expend an Exploit Die to temporarily you can treat a roll of 9 or lower on the d20 as a 10.
heighten your senses. For the next 10 minutes, you can smell Your speed increases by a number of feet equal to 5 times
the presence and location of poisons, poisonous creatures, your Strength modifier (minimum of 5 feet).
and diseases within 30 feet of you. You also identify the kind You count as one size larger for the purposes of carrying
of poison, poisonous creature, or disease in each case. capacity and the size of creatures that you can grapple.
Both your long and high jump distances double, even if
Your heightened senses cannot detect any poisons, that distance would exceed your remaining movement.
poisonous creatures, or diseases concealed by full cover. When the effects of this Exploit would end you can expend
one of your Hit Dice to increase the duration by 10 minutes.
Glancing Blow
Primal Terror
Prerequisites: 5th level
When you make a melee weapon attack and miss, you can Prerequisite: 9th level
expend an Exploit Die to immediately repeat your attack As an action, you can expend an Exploit Die to attempt to
against another target within the reach of your weapon. drive a creature within 5 feet into a fit of primal fear, forcing
it to make a Wisdom saving throw. On a failure, it loses the
Intimidating Command ability to distinguish friend from foe, regarding all creatures
as enemies for the next minute. Each time it takes damage, it
Prerequisite: 5th level, Charisma of 13
repeats the saving throw, ending this effect on a success.
As a bonus action, you can expend an Exploit Die and shout
a one-word command at a creature that can hear you within Whenever the affected creature chooses another creature
30 feet, and force it to make a Wisdom saving throw. On a as a target of an attack or spell, it must choose its target at
failure, it obeys your command on its next turn, unless the random from among the creatures it can see within range.
command is directly harmful to itself or impossible to follow.
If an enemy provokes an opportunity attack from the
Ringing Critical affected creature, it must make that attack if it is able to.
Prerequisite: 5th level, Strength of 13
Survey Wilderness
When you score a critical hit with a melee weapon attack, you
can expend an Exploit Die to daze your target. For the next Prerequisite: 9th level, Strength or Wisdom of 15
minute, whenever the creature makes an attack roll or saving You can expend an Exploit Die and spend 1 hour gathering
throw, it must roll a d4 and subtract the result from its roll. information on up to 1 square mile of a wilderness that you
currently occupy. At the end of the hour, you gain knowledge
The creature can make a Constitution saving throw at the about three of the following as they relate to the area:
start of each of its turns, ending this effect on a success.
Any settlements or camps with five or more occupants.
Whirlwind Strike Prominent natural formations, bodies of water, and ruins.
Local plants, animals, weather, and ecosystems.
Prerequisites: 5th level, Strength or Dexterity of 13
Powerful (CR 1 or higher) creatures that reside within, or
In place of an attack, you can expend an Exploit Die and force have passed through the area within the last 24 hours.
each creature within range of melee weapon you are wielding Once you use this Exploit to survey an area of wilderness
to make a Dexterity saving throw. They take damage equal to you must finish a long rest before you can use it there again.
your Exploit Die + either your Strength or Dexterity modifier
on a failure, and half as much on a successful save.
4th-Degree Exploits 5th-Degree Exploits
Exploits of this degree can only be learned by barbarians of Exploits of the fifth degree are feats of savage skill that rival
13th level or higher, and each 4th-degree Exploit that you those of great monsters. These Exploits
know can only be used once per short or long rest. can only be learned by barbarians of
17th level or higher, and each 5th-degree
Subjugate Beast Exploit a barbarian knows can only
be used once per short or long rest.
Prerequisite: 13th level
As an action, you can expend an Exploit Die and attempt to Banishing Strike
intimidate a beast that can see or hear you within 30 feet,
bending it to your will. The beast must succeed on a Wisdom Prerequisites: 17th level, Strength of 19
saving throw or be considered charmed by you for 1 minute. When you hit a creature with a melee weapon attack, you can
expend an Exploit Die to empower your blow with legendary
While it is charmed, you can use a bonus action to issue it
force, and force the target to make a Charisma saving throw.
a command, which it does its best to obey. You can specify a It takes additional force damage equal to three rolls of your
simple and general course of action, such as “Attack that Exploit Die on a failure, and half as much on a success.
creature” or “Fetch that object.” If the beast doesn’t receive
direction from you, it defends itself to the best of its ability. If this attack reduces the target to 50 hit points or fewer, it
is shunted to a harmless demiplane where it is incapacitated.
Each time the beast takes damage, it repeats the saving The creature reappears in the unoccupied space nearest to
throw, ending the effects of this Exploit on a success. the last space it occupied at the end of your next turn.
Sundering Strike Barbaric Feats
Prerequisite: 13th level, Strength of 17
The feats here allow others to share the abilities of the
In place of an attack, you can expend an Exploit Die to strike Alternate Barbarian. If your game uses Feats, these can be
a creation of magical force, such as a prismatic wall, resilient selected in place of an Ability Score Improvement features.
sphere, or forcecage. Any magic creation of 3rd-level or lower
is instantly destroyed. If the target was created with a spell of Alternate Savage Attacker
4th-level or higher, make a Strength check. The DC equals 10
+ the spell’s level. On a successful check, it is dispelled. Updated Savage Attacker Feat
Your savage battle instincts let you exploit even the smallest
weakness in your foes. You gain the following benefits:
Once per turn when you roll damage for a melee weapon
attack, you can reroll the damage dice and use either total.
When you score a critical hit with a melee weapon attack
you can roll one additional weapon damage die.
Overwhelming Strength
Your sheer physical might dwarfs that of nearly all other
mortal creatures. You gain the following benefits:
You increase your your Strength score by 1.
Whenever you make a Strength-based ability check you
can treat a roll of 7 or lower on the d20 as an 8.
You count as one size larger for the purposes of your
carrying capacity, the weight you can push, pull, lift, or
drag, and for the size of creatures that you can grapple.
Savage Training
You can draw upon the anger within your soul to perform
Savage Exploits. You gain the following benefits:
You learn two 1st-degree Savage Exploits of your choice
from those available to the Alternate Barbarian. If an
Exploit you use requires the target to make a saving throw
to resist the effects, the DC is equal to 8 + your proficiency
bonus + your Strength or Dexterity modifier (your choice).
Each time you gain a level, you can replace one Exploit
you know with another 1st-degree Exploit of your choice.
You gain two d4 Exploit Dice to fuel your Exploits. An
Exploit Die is expended when you use it. You regain all
of your Exploit Dice when you finish a short or long rest.
If you have Exploit Dice from another source, these are
added to your pool and are the size of your other Dice.
Additional Primal Paths Reality Warp
These Primal Paths are available to the Alternate Barbarian 6th-level Path of the Deep feature
in addition to those in the base class: the Path of the Deep, Your mind-altering experiences allow you to identify, and slip
Favored, Inferno, Lycan, Mutant, Reaver, Titan, and Warden. through, the cracks in reality. As an action, you can teleport,
Path of the Deep along with any equipment you are wearing or carrying, to an
Encounters with the great and terrible things that dwell deep unoccupied space you can see within 30 feet. This does not
beneath the waves often irreparably shatter the minds of the provoke opportunity attacks. Immediately before, or after, you
weak willed. However, some who survive these traumatic and do so, you can make one attack as part of the same action.
otherworldly experiences awaken with an eldritch Rage that
is rarely experienced on the material plane. You can use this feature a number of times equal to your
Constitution modifier (minimum of once), and you regain all
Those who walk the Path of the Deep are mortals who uses when you finish a long rest. When you have no uses left,
have survived an experience with the unexplained depths and you can expend an Exploit Die to use this feature again.
gained extraordinary, and often unsettling, eldritch abilities.
Eldritch Tendrils
Deep Exploits
10th-level Path of the Deep feature
3rd-level Path of the Deep feature
The strange eldritch power inside you allows your body to
You learn certain Exploits at the barbarian levels noted in
mutate further. When you Rage, you manifest two additional
the table below. These don't count against your number of appendages which last until the end of your Rage.
Exploits Known and can't be switched upon gaining a level.
As a bonus action, you can cause both of your appendages
Barbarian Level Exploit to use Otherworldly Grasp, or grapple a creature you can see
within 15 feet. Each of your appendages can target the same,
3rd crushing grip, feral senses or different, creatures. If they target the same creature, it the
target disadvantage on its saving throw (Otherworldly Grasp)
5th crushing strike, immovable stance or ability check (grapple). Each appendage can use the same,
or a different feature as part of the same bonus action.
9th primal terror
The Horrors Below
Gift of the Depths
14th-level Path of the Deep feature
3rd-level Path of the Deep feature
When you travel through the cracks in reality, you can reveal
You have been irreparably changed by your exposure to the the eldritch horrors beyond this world. When you use Reality
mysterious depths. You gain a swimming speed equal to your Warp, you can force creatures within 10 feet of the point you
walking speed and you can breathe both air and water. appear to make a Wisdom saving throw against your Exploit
save DC. On a failure, creatures take psychic damage equal
Otherworldly Grasp to two rolls of your Exploit die and are frightened of you
until the start of your next turn. On a successful save,
3rd-level Path of the Deep feature
creatures take half as much psychic damage
Your eldritch power becomes apparent when you Rage. and are not frightened of you.
Whenever you Rage, you instantly manifest one additional
appendage, the appearance of which reflects the nature of
Creatures that are immune to the
the being which infused you with otherworldly eldritch
frightened condition automatically
power. Your eldritch appendage lasts for the duration
succeed on the saving
of your Rage, and can be attacked as part of you. throw and take no
psychic damage.
As a bonus action, you can use this appendage to
force a target you can see within 15 feet to make
a Strength saving throw against your Exploit
save DC. On a failure, it is pulled up to 15
feet toward you. Any target larger than
you has advantage on its
Strength saving
throw.
Path of the Favored Favored Presence
For most barbarians, their Rage is drawn from their lust for
battle or a desire for revenge, but for others, their Rage is a 3rd-level Path of the Favored feature
gift. Warriors who walk the Path of the Favored receive their There is something about your physicality
Rage from an outside source. Some are blessed by Fate to be that makes others view you more favorably.
mighty warriors, others are the scions of gods or archfey, and When you meet a creature for the first time,
others may be the descendants of legendary adventurers. its starting attitude is one level higher than
normal. For example, a hostile creature would
Whatever the source of your supernatural blessing, you view you indifferently, or a creature that would
have a knack for finding success when others would surely view you indifferently may consider you friendly.
fail, turning bitter enemies into stout allies, and overcoming
obstacles that would seem impossible to all by you. This feature has no effect on those you travel with.
Favored Exploits Touched by Fate
3rd-level Path of the Favored feature
3rd-level Path of the Favored feature
You learn certain Exploits at the barbarian levels noted in
An outside force has blessed you to succeed, especially in
the table below. These don't count against your number of battle. When you are Raging, you gain the following benefits:
Exploits Known and can't be switched upon gaining a level.
Whenever you roll a 1 on an Exploit Die, you can roll it
Barbarian Level Exploit again. You must keep the new roll, even if its another 1.
When you are hit with an attack, you can use your reaction
3rd heroic fortitude, heroic stature to expend an Exploit Die, adding it to your Armor Class
against the attack, and possibly turning a hit into a miss.
5th adrenaline rush, thunderous blow When you miss with a melee or thrown weapon attack,
you can expend an Exploit Die and add it to your attack
9th mythic athleticism roll for that attack, possibly turning a miss into a hit.
Glorious Cause
6th-level Path of the Favored feature
Your near-supernatural ability to succeed motivates all who
follow you into battle. When you Rage, roll an Exploit Die.
You, and a number of creatures of your choice within 30 feet,
up to your Constitution modifier (minimum of 1 creature),
gain temporary hit points equal to 1 + your Exploit Die roll.
Tireless Hero
6th-level Path of the Favored feature
Whatever the source of your favor, it has empowered
you to find success where others would fail. When
you use heroic stature, you can roll a d4 and add it to
your roll instead of expending an Exploit Die.
At 14th level in this class, this bonus becomes a d6.
Wondrous Success
10th-level Path of the Favored feature
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 something more than mortal, and are able
to perform feats of supernatural strength that rival the great
heroes of legend. You learn strength of the colossus, but it
doesn't count against your total number of Exploits Known.
When you use strength of the colossus, the base amount of
weight you can push, drag, pull, or lift is equal to 100 times
your Strength score (instead of 50 times).
If you already know this Exploit, you learn another Exploit
of your choice from those available to the barbarian.
Path of the Inferno Hellish Presence
Across the lower planes, the eternal conflict between law and
chaos rages. Devils against Demons, vying for control of the 3rd-level Path of the Inferno feature
hells. Sometimes this conflict spills over into material plane When you adopt this Primal Path you learn to speak, read,
and the corrupting influence of the Abyss infects the hearts of and write Abyssal, the demonic language of the Abyss.
mortals. Sometimes cultists and worshipers of Archdemons
seek the affliction of this overwhelming power. Moreover, whenever you use imposing presence, you can
roll a d6 and use it instead of expending an Exploit Die.
No matter their origin, those who survive the corruption
rise as soldiers of the Abyss, knows as Inferno Warriors. Unbridled Fury
Infernal Exploits 6th-level Path of the Inferno feature
The chaos of the Abyss enhances your Rage. As a reaction
3rd-level Path of the Inferno feature
when a creature you can see hits you with a melee attack, you
You learn certain Exploits at the barbarian levels noted in
can make one melee weapon attack against the attacker. You
the table below. These don't count against your number of can choose to make this reaction attack a Reckless Attack.
Exploits Known and can't be switched upon gaining a level.
Corrupt Resilience
Barbarian Level Exploit
3rd imposing presence, menacing shout 10th-level Path of the Inferno feature
5th bloodthirsty critical, trampling rush The sinister power of the Abyss has increased your physical
9th primal terror resilience. You gain resistance to fire and poison damage.
Abyssal Hide Also, whenever you are forced to make a saving
throw to resist being charmed or frightened,
3rd-level Path of the Inferno feature
you gain a bonus to your roll equal to
The corruption of the Abyss overtakes you when you Rage, one roll of your Exploit Die.
causing your physical features to become demonic. When you
are Raging you gain the following benefits: Chaos
Overwhelming
As a bonus action, you can move up to your full speed
toward a hostile creature that you can see. 14th-level Path of the Inferno feature
When you make a Reckless Attack, you gain temporary hit You can draw out the full power of the Abyssal influence that
points equal to your Constitution modifier (minimum of 1). fuels you. When you Rage, you gain one of the abilities below
for the duration of that Rage. As a bonus action while Raging,
you can expend an Exploit Die to switch to another feature.
Accursed Speed. Your limbs grow unnaturally muscular
and lengthen. Your walking speed increases by 10 feet, and
you can take the Dash action as a bonus action.
Defiled Hide. Your skin becomes blighted and covered in
hair, boils, or oily scales. You are immune to bludgeoning,
piercing, and slashing damage from nonmagical weapons.
Attacks from silvered weapons ignore this immunity.
Vile Flight. You sprout leathery demonic wings from your
back which burst through any clothing you are wearing. You
gain a flying speed equal to your walking speed.
Path of the Lycan
Lycnathropy is an ancient curse that changes those afflicted
into mindless beasts with a wild hunger for flesh. However,
there are some who purposefully contract this dreaded curse.
Willing to give themselves over so that they may use this feral
power to rid the world of other lycanthropes.
The barbarians who walk this Path often gain their power
from an aging mentor who seeks an apprentice to take up the
mantle of the hunt for the monsters cursed with lycanthropy.
Lycan Exploits
3rd-level Path of the Lycan feature
You learn certain Exploits at the barbarian levels noted in
the table below. These don't count against your number of
Exploits Known and can't be switched upon gaining a level.
Barbarian Level Exploit
3rd bestial instinct, lightstep
5th adrenaline rush, cunning instincts
9th survey wilderness
Animal Form Howl of Primal Fury
3rd-level Path of the Lycan feature
14th-level Path of the Lycan feature
You can control your lycanthropy, allowing
Whenever you expend a use of Rage, you can choose to let
you to shift your form at will. As an action,
forth a bloodcurdling howl. Creatures of your choice that can
you can expend a use of Rage to shift into the
hear you within 30 feet must succeed on a Wisdom saving
Animal Form of your lycanthropy, much like a
throw against your Exploit save DC or be frightened of you
druid does with their Wild Shape feature. for 1 minute. Creatures can repeat this saving throw at the
end of each turn, ending this effect on a success.
Choose a beast of CR 1 or lower that best
represents the animal your lycanthropic curse
Any creatures that succeeds on their saving throw against
is based upon. Common Animal Forms include
this effect are immune to this feature for the next 24 hours.
boars, brown bears, dire wolves, tigers, and
Path of the Mutant
rats. This choice is permanent as it reflects the
Barbarians that follow this Primal Path make use of alchemy
unchanging nature of your lycanthropic curse. and dark transmutation magic to mutate their physical form.
The savage fury of their Rage triggers massive physiological
When you shift into your Animal Form, you follow
changes thanks to reagents in their blood. These mutants are
the rules of Wild Shape from the druid class, which
often on a quest to evolve their bodies into the ultimate form.
are found in Chapter 3 of the Player's Handbook.
Mutagenic Exploits
Moreover, you can use all of your barbarian class
features, including Rage and any of the Savage Exploits
3rd-level Path of the Mutant feature
you know while you are in your Animal Form. You learn certain Exploits at the barbarian levels noted in
the table below. These don't count against your number of
You can remain in your Animal form for up to 1 hour.
Exploits Known and can't be switched upon gaining a level.
You then revert to your normal form unless you expend
another use of Rage to extend your transformation. You
Barbarian Level Exploit
can also revert to your normal form as an action. You revert 3rd crushing grip, feat of strength
early if you fall unconscious, drop to 0 hit points, or die. 5th adrenaline rush, whirlwind strike
9th confounding critical
Hybrid Form
Blood Hunter, Dissected
3rd-level Path of the Lycan feature
Your Rage draws out the power of your inner beast. When The Paths of the Lycan and the Mutant presented
you Rage, you can choose to enter a Hybrid Form, a fusion here are an attempt to adapt the respective Blood
between beast and humanoid. While in your Hybrid Form, Hunter Orders into forms that are more in line with
you gain the following benefits for the duration of the Rage: the mechanics of official player options for 5e.
You gain a +1 bonus to your Armor Class.
Your fingers and teeth become claws and fangs that count
as simple weapons with the light property. On hit, they
deal 1d6 slashing (claws) or piercing (fangs) damage.
Your speed increases by 10 feet.
Savage Instinct
6th-level Path of the Lycan feature
The curse that flows through your veins has increased your
physical senses. Whenever you make a Wisdom (Perception)
check that relies on your sense of hearing, sight, or smell you
gain a bonus to your roll equal to your Exploit Die.
Also, your natural weapon attacks in both your Animal and
Hybrid Forms count as magical for the sake of overcoming
resistance and immunity to non-magical attacks and damage.
Lycan Warrior
10th-level Path of the Lycan feature
You can draw on the full power of the curse within. When you
shift into your Animal Form or Hybrid Form, you can expend
an Exploit Die to gain you the following additional benefits:
You can choose to grow by one size category.
The reach of your melee attacks increases by 5 feet.
The damage of your natural weapons becomes 1d8.
Once per turn, when you hit a creature with a natural
weapon attack you can force it to make a Strength saving
throw against your Exploit save DC or be knocked prone.
If you have less than half of your hit points at the start of
your turn, you instantly regain hit points equal to your
Constitution modifier (minimum of 1 hit point).
Aberrant Alchemy Rapid Mutation
3rd-level Path of the Mutant feature
14th-level Path of the Mutant feature
You have a deep knowledge of sinister side of alchemy. You You have gained mastery over your body's mutability. While
gain proficiency in Nature and with alchemist's supplies. Raging, you can use a bonus action to end one Mutation and
replace it with another Mutation that you know.
This knowledge allows you to create mutagens which,
when combined with your Rage, radically alter your body. You can use this ability a number of times equal to your
Constitution modifier (minimum of once), and you regain all
Mutations Known. You know three Mutations of your expended uses when you finish a long rest.
choice from the list at the end of this subclass description. Mutations
Listed below are the Mutations available to a barbarian of the
During a long rest, so long as you have access to your Path of the Mutant. If a Mutation has prerequisites, like your
alchemist's supplies, you can spend 1 hour to replace one barbarian level, you can learn it at the same time you meet it.
Mutation you know with another Mutation of your choice.
Aberrant Sight
You learn two additional Mutations of your choice when
you reach 6th level, 10th level, and a final two at 14th level. You sprout unnatural eye stalks or manifest additional eyes.
You gain darkvision out to a 60-foot radius. If you already
Manifest Mutations. When you Rage, you manifest a have darkvision its range increases by 60 feet.
number of Mutations equal to your Constitution modifier.
These Mutations last until the end of your current Rage. In addition, you have advantage on Wisdom (Perception)
checks you make that rely on your sense of sight.
Enduring Mutation
Alchemical Resistance
6th-level Path of the Mutant feature
Your advances in the dark alchemy of mutation have evolved. Your experiments grant you resistance to the elements. When
At the end of each long rest, choose one Mutation you know. you manifest this Mutation choose acid, cold, fire, poison, or
You gain the benefits of that Mutation, even when you aren't lightning, and you gain resistance to that type of damage.
Raging, until the end of your next long rest.
Aquatic Adaptation
However, when you Rage, this Mutation counts against the
total number of Mutations you can manifest for that Rage. You sprout unnatural gills or you skin becomes permeable
and amphibious. You gain a swimming speed equal to your
Noxious Strike walking speed, and you can breathe both air and water.
10th-level Path of the Mutant feature
Deviant Glide
You can weaponize the toxins in your blood. When you hit a
creature with a melee attack, you can expend an Exploit Die You grow bat or fish-like skin flaps that you use to glide.
and force it to make a Constitution saving throw against your When you fall and are not incapacitated, you can subtract up
Exploit save DC. On a failed save, roll a d6, and the creature to 100 feet from your fall when calculating fall damage, and
suffers the corresponding condition from the table below: you can move horizontally 2 feet for every 1 foot you fall.
d6 Effect d6 Effect Enhanced Movement
1 blinded 4 frightened Your legs grow unnaturally thick or powerful. Your walking
speed increases by a number of feet equal to 5 times your
2 charmed 5 paralyzed Constitution modifier (minimum of 5 feet),
and you add your Constitution modifier
3 deafened 6 poisoned (minimum of +1) to the distance of any
long jump or high jump you make.
This effect lasts for 1 minute. The creature can repeat this
saving throw at the end of each of its turns, ending the effect
on a success. A creature that succeeds
on its saving throw is immune to the effect
of this ability for the next 24 hours.
Oozing Form A dark elf
reaver leaps
Your body becomes slimy and pliable. As a bonus action, you into battle!
can automatically escape a grapple or nonmagical restraints.
Also, your body, along with any equipment you are wearing or Path of the Reaver
carrying, can squeeze through spaces as narrow as 1 inch. While most barbarians focus on overcoming their foes with
raw power and brute force, those known as Reavers augment
Synthetic Carapace their impressive strength with martial technique and tactical
maneuvers. These fearless warriors are often employed as
Your skin hardens resembling that of an terrible insectoid
advance forces, and their combat skill and resilience strikes
or reptilian creature. You gain a bonus to your Armor Class fear into the heart of any who stand against them in battle.
equal to half your Constitution modifier (rounded down).
Reaver Exploits
Unnatural Physicality
3rd-level Path of the Reaver feature
Your muscles and veins engorge with toxic chemicals that You learn certain Exploits at the barbarian levels noted in
grant you unnatural power and maneuverability. You gain a the table below. These don't count against your number of
bonus to any Strength (Athletics) and Dexterity (Acrobatics) Exploits Known and can't be switched upon gaining a level.
checks you make equal to one roll of your Exploit Die.
Barbarian Level Exploit
Corrosive Secretions 3rd lightstep, mighty leap
5th adrenaline rush, aggressive strike
Prerequisite: 6th level barbarian
9th mythic athleticism
Your body can expel a corrosive acid at your foes. When
you are hit by an attack and the attacker is within 30 feet, you Reaver Superiority
can use your reaction to deal acid damage to the attacker
equal to your Exploit Die + your Constitution modifier. 3rd-level Path of the Reaver feature
You have studied martial techniques to enhance your skill in
Inoculated Vigor battle. Your total number of Exploit Dice increases by 1, and
you learn one additional Exploit of your chioce which doesn't
Prerequisite: 6th level barbarian
count against your total number of Exploits Known.
Your experiments have hardened your body against toxins.
You gain resistance to acid and poison damage, and you have Moreover, when you learn a new Exploit, you can choose to
advantage on saving throws to resist the poisoned condition. learn a Savage Exploit from those available to this class, or a
Martial Exploit from those available to the Alternate Fighter.
Toxic Vitality
If you choose to learn a Martial Exploit that has a certain
Prerequisite: 6th level barbarian
fighter level prerequisite, you can learn that Exploit if your
Your body mends itself as you fight. At the start of your turns barbarian level would meet that prerequisite level.
while raging, you gain temporary hit points equal to your
Constitution modifier (minimum of 1 temporary hit point).
Viscous Grip
Prerequisite: 6th level barbarian
Your hands and feet secrete a sticky substance. You gain a
climbing speed equal to your walking speed, and you can
climb difficult surfaces without making an ability check.
Acidic Bile
Prerequisite: 10th level barbarian
You can spew a corrosive substance forth from your mouth.
You learn the acid splash cantrip, using Constitution as your
spellcasting modifier. You can cast this cantrip while Raging,
and when you do, it deals additional damage equal to your
Constitution modifier (minimum of +1).
Grappling Appendages
Prerequisite: 10th level barbarian
You grow two appendages alongside your arms that resemble
tentacles. They are natural weapons, which deal bludgeoning
damage equal to your Exploit Die on hit. If you hit a creature
with a melee attack, you can attempt to grapple it with these
appendages as a bonus action. These appendages are not
dexterous enough to use weapons or specialized tools.
Perverted Flight
Prerequisite: 14th level barbarian
You sprout a pair of unnatural leathery or insectoid wings.
You gain a flying speed equal to your walking speed.
Swift Strides Giant Bloodline
3rd-level Path of the Reaver feature
3rd-level Path of the Titan feature
Rather than become blinded by Rage, you enter a heightened Whether by magic or ancestry, you bear the power of giants.
state of focus and move with purpose. When you are Raging, Choose the option below that best fits the type of giant whose
opportunity attacks against you are made at disadvantage. power resides in you. This choice will affect features you gain
later from this Path. You gain resistance to the damage type
Restorative Rage associated with that giant. This choice is permanent and can't
be changed short of a wish or the magic of elder giants.
6th-level Path of the Reaver feature
Your combat prowess rivals that of heroes of great renown. Giant Element Giant Element
Whenever you Rage, you gain one of the following benefits:
Lesser Poison Fire Fire
You regain one of your expended Exploit Dice.
You gain temporary hit points equal to your Exploit Die. Hill Bludgeoning Cloud Thunder
Your walking speed is doubled for your current turn.
Stone Psychic Storm Lightning
Unstoppable Warrior
Frost Cold ──
10th-level Path of the Reaver feature
The chaos and danger of battle fuels your abilities. While Titanic Vitality
Raging, you are under the effects of freedom of movement.
6th-level Path of the Titan feature
You also learn one additional Exploit of your choice which Your Rage draws out an ever-increasing amount of resilience
doesn't count against your total number of Exploits Known. from the power that flows in your blood. When you enter a
Rage, you gain temporary
Storm of Flesh and Steel hit points equal to your
barbarian level.
14th-level Path of the Reaver feature
You have reached the pinnacle of your training, and woe to Who are the Lesser Giants?
any who stand against you in combat. Once per turn when
you use an Exploit while you are Raging, you can roll
A Lesser Giant is any giant that ranks below the Hill
a d4 in place of expending one of your Exploit Dice. Giants in the Ordning. This includes Ettins, Ogres,
Path of the Titan Trolls, Formorians, Firbolgs, and all other giant-kin.
Some barbarians draw their Rage from their ancestry. Those
who walk the Path of the Titan fuel their Rage with the giant
blood that flows in their veins. While some Titanic warriors
are direct descendants of giants, some are unaware of their
heritage until it manifests with their Rage. Unusually tall or
strong for their race, mortals with giant blood in their veins
are fairly obvious once you know the signs to look for.
Titanic Exploits
3rd-level Path of the Titan feature
You learn certain Exploits at the barbarian levels noted in
the table below. These don't count against your number of
Exploits Known and can't be switched upon gaining a level.
Barbarian Level Exploit
3rd feat of strength, hurl
5th greater hurl, shattering slam
9th destructive slam
Fury of the Titans
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:
If there is room, you can choose to grow by one size
category for the duration of that Rage. For example, you
grow from Medium to Large. Your physical size doubles
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).
You can use hurl without expending an Exploit Die.
Awakened Bloodline Path of the Warden
Hailing from the wild places of the world where the power of
10th-level Path of the Titan feature
nature reigns supreme, Wardens are servants of the natural
The power dormant within your blood is apparent even when order who use the raw power of their Rage to channel spirits
not drawn out by your Rage. You manifest more specific traits of the natural world. They often serve as defenders of sacred
dependent upon your Giant Bloodline, as detailed below: groves, Druidic Circles, and other places of natural power.
Lesser Giant. Your appearance becomes knotted and Primal Magic
grotesque. Whenever you make a Strength (Intimidation) or
Charisma (Intimidation) check, you gain a bonus to your roll 3rd-level Path of the Warden feature
equal to your Exploit Die. Moreover, your knotted flesh grants When you adopt this Primal Path, you learn to channel the
you a +1 bonus to your Armor Class while you are Raging. primal power of spirits to cast spells, much like a Shaman.
Hill Giant. Your body has become strangely resilient. You Cantrips.
You learn one cantrip of your choice from the
have advantage on saving throws to resist grapples or being warden spell list. Upon reaching 10th level in this class you
moved against your will. Also, when you take damage while learn one additional Warden cantrip of your choice.
Raging, you can use a reaction to reduce the damage by an
amount equal to your Constitution modifier (minimum of 1). Spell Slots. The Warden Spellcasting table shows how
many spell slots you have, and the level of those spell slots.
Stone Giant. You have become especially observant and All of your spell slots from this feature are the same level. To
thoughtful. You gain proficiency in Insight, and whenever you cast one of the warden spells you know of 1st-level or higher,
make a Wisdom (Insight) check you gain a bonus to your roll you must expend a spell slot. You regain all of your expended
equal to your Exploit Die. Moreover, when you are forced to spell slots each time you finish a short or long rest.
make a Wisdom saving throw while Raging, you gain a bonus
to your saving throw roll equal to your Exploit Die. Spells Known of 1st-Level and Higher. You learn two
1st-level spells of your choice from the warden spell list. The
Frost Giant. You have become especially savage in battle. Spells Known column of the Warden Spellcasting table
When you use an Exploit that deals damage, you can choose shows when you learn more warden spells of 1st-level or
for it to deal cold damage. Also, each time you hit a creature higher. A spell you choose must be of a level no higher than
with an attack while Raging, its speed is reduced by 10 feet. what's shown in the table's Slot Level column for your level.
Fire Giant. You have grown vindictive and cruel. When you When you gain a level, you can choose a warden spell you
use an Exploit that deals damage, you can cause it to deal fire know and replace it with another spell from the warden spell
damage. Moreover, while you are Raging, if a creature hits list, which must be of a level for which you have spell slots.
you with a melee attack, you can use your reaction to deal fire
damage to the attacker equal to one roll of your Exploit Die. Spellcasting Ability.
As you draw your magic from your
connection to primal spirits, Wisdom is your spellcasting
Cloud Giant. You have grown whimsical and lighthearted. ability for your warden spells. You use Wisdom when a spell
You gain resistance to falling damage. Also, while Raging, you refers to your spellcasting ability, when setting the saving
can take the Dash or Disengage action as a bonus action. throw DC for a spell, or when making an attack roll with one.
Storm Giant. You have grown in both pride and presence. Spell save DC = 8 + your proficiency bonus
You gain a swimming speed equal to your walking speed, and + your Wisdom modifier
you can breathe both air and water. While Raging, can cause
your thrown weapon attacks and both hurl and greater hurl Spell attack modifier = your proficiency bonus
to deal lighting damage in place of their normal damage. + your Wisdom modifier
Titanic Wrath Primal Rage
14th-level Path of the Titan feature
3rd-level Path of the Warden feature
You can strike with the power of a true giant. When you take You have learned to draw on primal magic, even in your Rage.
the Attack action while Raging, you can focus all your power You can cast warden spells while you're Raging, but you have
into one devastating strike. You can only make one attack for disadvantage on any Constitution saving throws you make to
this action, even if you have a feature that lets you make more maintain concentration on your warden spells.
then one attack. If this single attack hits, it is automatically
considered a critical hit, regardless of your d20 attack roll. Also, casting a spell of 1st-level or higher allows your Rage
to continue, even if you don't meet the other requirements.
You can use this ability a number of times equal to your
Constitution modifier (minimum of once) and you regain all Guardian's Fury
expended uses when you finish a long rest.
6th-level Path of the Warden feature
Sizes Greater than Gargantuan Whenever you take the Attack action while Raging, you can
cast a Warden cantrip in place of one of your attacks.
The Path of the Titan allows you to increase your
size category when you Rage. In 5e, Gargantuan is Moreover, you can use Reckless Attack when you cast a
the maximum size category, and is given to any warden spell that requires a spell attack roll.
creature that is 20 by 20 feet or larger.
Ward of the Ancients
If your barbarian is able to increase their size
while they are already Gargantuan, your Dungeon 10th-level Path of the Warden feature
Master can increase your additional damage while Your connection with the natural world shields you from
Raging by an amount of d12s that they see fit. magic. As a reaction when you would take damage from a
spell, you can expend one of your Warden spell slots to grant
yourself resistance to all damage from the triggering spell.
Improved Guardian's Fury Warden Spell List
Here's the list of spells you consult when you learn a Warden
14th-level Path of the Warden feature
spell. It is organized by spell level, not character level. The
Your Rage and connection with primal spirits have fused to spells below are from the Player's Handbook, Xanathar's
become something that rivals the great destructive forces of Guide to Everything*, and Tasha's Cauldron of Everything**.
nature. When you take the Attack action while Raging, you
can cast a Warden spell in place of one of your attacks.
Warden Spellcasting Cantrips (0-Level) 2nd-Level
Barbarian
Spells
Spell
Slot
control flames*
dust devil*
Level Known Slots Level create bonfire*
earthbind*
1st druidcraft
flame blade
3rd 2 1 1st frostbite*
gust of wind
2 1st guidance
magic weapon
4th 2 2 1st gust*
protection from poison
2 2nd magic stone*
shatter
5th 3 2 2nd mold earth*
spike growth
2 2nd primal savagery*
warding wind*
6th 3 2 2nd shape water*
2 2nd shillelagh
3rd-Level
7th 4 2 2nd spare the dying
2 3rd thorn whip
elemental weapon
8th 4 2 3rd thunderclap* plant growth
2 3rd sleet storm
9th 5 2 3rd 1st-Level thunder step*
2 3rd tidal wave
10th 5 2 3rd absorb elements*
wall of sand*
2 4th armor of agathys
wall of water*
11th 5 2 4th compelled duel
wind wall
2 cure wounds
12th 5 earth tremor*
4th-Level
ensnaring strike
13th 6 entangle
control water
fog cloud
elemental bane
14th 6 hellish rebuke
fire shield
inflict wounds
grasping vine
15th 6 searing smite
guardian of nature*
thunderous smite
ice storm
16th 6 thunderwave staggering smite
storm sphere*
17th 7
18th 7
19th 7
20th 7
Barbarian
Expanded
A multitude of additional options for the
Alternate Barbarian! Includes Twenty Exploits,
Three Feats and Seven new Primal Paths!
Version 1.2.1 - Created by /u/laserllama
Artist Credits:
Covers - Daniel Lieske - Zulaport Cutthroat
Page 1 - Justine Cruz - Kick in the Door
Page 3 - Eric Deschamps - Savage Herald
Page 4 - Jama Juraaev - Crush of Tentacles
Page 5 - W. Burt - Weight of the Underworld
Page 6 - Greg Rutkowski - Immersturm Raider
Page 7 - Mila Pesic - Savage Packmate
Page 8 - Izzy - Simic Ascendancy
Page 9 - Randy Vargas - Skemfar Avenger
Page 10 - velinov - Giant-Warrior
Page 12 - Alex Konstad - Ursa Barbarian
The Alternate Barbarian class can be found Here.
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including classes, subclasses, and player races,
can be found for free on GM Binder.
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Path of Beauty for the Alternate Barbarian
Unleash the Beauty of your Rage!