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Published by Jollie Window, 2022-05-07 05:33:17

Unchained Barbarian

DnD 5e Homebrew made by u/Ozzifer
None of this is mine, it is just a copy

Unchained Barbarian

The Barbarian, Unchained
Atall human tribesman strides through a
blizzard, draped in fur and hefting his axe. He  
laughs as he charges toward the frost giant
who dared poach his people's elk herd. The Unchained Barbarian is an unofficial
A half-orc snarls at the latest challenger to homebrew publication created by /u/Ozzifer.
her authority over their savage tribe, ready to
break his neck with her bare hands as she did
to the last six rivals.

Frothing at the mouth, a dwarf slams his helmet into the
face of his drow foe, then turns to drive his armored elbow
into the gut of another.

These barbarians, different as they might be, are defined
by their rage: unbridled, unquenchable, and unthinking
fury. More than a mere emotion, their anger is the ferocity
of a cornered predator, the unrelenting assault of a storm,
the churning turmoil of the sea.

For some, their rage springs from a communion with
fierce animal spirits. Others draw from a roiling reservoir
of anger at a world full of pain. For every barbarian, rage is
a power that fuels not just a battle frenzy but also uncanny
reflexes, resilience, and feats of strength.

Primal Instinct Please support the author for additional updates
and future content!

People of towns and cities take pride in how their civilized Creating a Barbarian
ways set them apart from animals, as if denying one's own When creating a barbarian character, think about where
nature was a mark of superiority. To a barbarian, though, your character comes from and his or her place in the
civilization is no virtue, but a sign of weakness. The strong world. Talk with your DM about an appropriate origin for
embrace their animal nature — keen instincts, primal your barbarian. Did you come from a distant land, making
physicality, and ferocious rage. Barbarians are you a stranger in the area of the campaign? Or is the
uncomfortable when hedged in by walls and crowds. They campaign set in a rough-and-tumble frontier where
thrive in the wilds of their homelands: the tundra, jungle, or barbarians are common?
grasslands where their tribes live and hunt.
What led you to take up the adventuring life? Were you
Barbarians come alive in the chaos of combat. They can lured to settled lands by the promise of riches? Did you join
enter a berserk state where rage takes over, giving them forces with soldiers of those lands to face a shared threat?
superhuman strength and resilience. A barbarian can draw Did monsters or an invading horde drive you out of your
on this reservoir of fury only a few times without resting, homeland, making you a rootless refugee? Perhaps you
but those few rages are usually sufficient to defeat were a prisoner of war, brought in chains to "civilized"
whatever threats arise. lands and only now able to win your freedom. Or you might
have been cast out from your people because of a crime
A Life of Danger you committed, a taboo you violated, or a coup that
Not every member of the tribes deemed "barbarians" by removed you from a position of authority.
scions of civilized society has the barbarian class. A true
barbarian among these people is as uncommon as a skilled Superstitions
fighter in a town, and he or she plays a similar role as a
protector of the people and a leader in times of war. Life in Barbarians vary widely in how they understand life. Some
the wild places of the world is fraught with peril: rival follow gods and look for guidance from those deities in the
tribes, deadly weather, and terrifying monsters. Barbarians cycles of nature and the animals they encounter. These
charge headlong into that danger so that their people don't barbarians believe that spirits inhabit the plants and
have to. animals of the world, and the barbarians look to them for
omens and power.
Their courage in the face of danger makes barbarians
perfectly suited for adventuring. Wandering is often a way Other barbarians trust only in the blood that runs in their
of life for their native tribes, and the rootless life of the veins and the steel they hold in their hands. They have no
adventurer is little hardship for a barbarian. Some use for the invisible world, instead relying on their senses
barbarians miss the close-knit family structures of the tribe, to hunt and survive like the wild beasts they emulate.
but eventually find them replaced by the bonds formed
among the members of their adventuring parties. Both of these attitudes can give rise to superstitions.
These beliefs are often passed down within a family or
shared among the members of a clan or a hunting group.

2 Ozzifer's Unchained Barbarian

The Barbarian

Proficiency
Rage
Powers

Level Bonus Features Rages Damage Known
2
1st +2 Rage, Rage Powers, Unarmored Defense 2 +2 1
3 +2 1
2nd +2 Danger Sense, Reckless Attack 3 +2 2
3 +2 2
3rd +2 Primal Path, Tribal Knowledge 4 +2 2
4 +2 3
4th +2 Ability Score Improvement 4 +3 3
4 +3 3
5th +3 Extra Attack, Fast Movement 5 +3 4
5 +3 4
6th +3 Primal Path feature 5 +3 4
5 +3 4
7th +3 Feral Instinct 5 +4 5
6 +4 5
8th +3 Ability Score Improvement 6 +4 5
6 +4 5
9th +4 Brutal Critical (1 die) 6 +4 6
6 +4 6
10th +4 Primal Path feature, Tribal Knowledge +5 6
Unlimited +5 6
11th +4 Relentless Rage

12th +4 Ability Score Improvement

13th +5 Brutal Critical (2 dice)

14th +5 Primal Path feature

15th +5 Persistent Rage

16th +5 Ability Score Improvement

17th +6 Brutal Critical (3 dice)

18th +6 Indomitable Might

19th +6 Ability Score Improvement

20th +6 Primal Champion

Quick Build Starting Equipment

You can make a barbarian quickly by following these You start with the following items, plus anything provided
suggestions. First, put your highest ability score in by your background.
Strength, followed by Constitution. Second, choose the
outlander background. (a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
Class Features An explorer's pack, and four javelins
Alternatively, you may start with 2d4 × 10 gp to buy your
As a barbarian, you gain the following class features. own equipment.

Hit Points Rage
In battle, you fight with primal ferocity. On your turn, you
Hit Dice: 1d12
can enter a rage as a bonus action.
Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your While raging, you gain the following benefits if you aren't
Constitution modifier per Barbarian level after 1st wearing heavy armor:

Proficiencies You have advantage on Strength checks and Strength
saving throws.
Armor: light armor, medium armor, shields
When you make a melee weapon attack using Strength,
Weapons: simple weapons, martial weapons
you gain a +2 bonus to the damage roll. This bonus
Tools: none
increases as you level, as shown in the Rage Damage
Saving Throws: Strength, Constitution
column of the Barbarian table.
Skills: Choose two from Animal Handling, Athletics, You have resistance to bludgeoning, piercing, and
Intimidation, Nature, Perception, and Survival. slashing damage.
If you are able to cast spells, you can't cast them or
concentrate on them while raging.

Ozzifer's Unchained Barbarian 3

   
Your rage lasts for 1 minute. It ends early if you are Additionally, when you reach a level in this class that

knocked unconscious or if your turn ends and you haven't grants you this feature, you can replace one of the Rage
attacked a hostile creature since your last turn or taken Powers you know with a different one you could learn at
damage since then. You can also end your rage on your that level, reflecting a change in focus.
turn as a bonus action.
Extra Attack
Once you have raged the maximum number of times Beginning at 5th level, you can attack twice, instead of
shown for your barbarian level in the Rages column of the once, whenever you take the Attack action on your turn.
Barbarian table, you must finish a long rest before you can
rage again. Fast Movement
Starting at 5th level, your speed increases by 10 feet while
Rage Powers you aren't wearing heavy armor.
You have developed powers that enable you to use your
primal rage in new ways, showcasing your strength and Feral Instinct
skill. You learn a rage power of your choice, which is listed By 7th level, your instincts are so honed that you have
in the "Rage Powers" section at the end of the class advantage on initiative rolls.
description. You gain the benefits of your rage power only
while you are raging; some of these powers are always Additionally, if you are surprised at the beginning of
active during your rage, while others can be activated by combat and aren't incapacitated, you can act normally on
choice. your first turn, but only if you enter your rage before doing
anything else on that turn.
You gain additional rage powers when you reach certain
levels in this class, as shown in the Powers Known column Brutal Critical
of the Barbarian table. Beginning at 9th level, you can roll one additional weapon
damage die when determining the extra damage for a
Unarmored Defense critical hit with a melee attack.
While you are not wearing any armor, your Armor Class
equals 10 + your Dexterity modifier + your Constitution This increases to two additional dice at 13th level and
modifier. You can use a shield and still gain this benefit. three additional dice at 17th level.

Danger Sense Relentless Rage
At 2nd level, you gain an uncanny sense of when things Starting at 11th level, your rage can keep you fighting
nearby aren't as they should be, giving you an edge when despite grievous wounds. If you drop to 0 hit points while
you dodge away from danger. you're raging and don't die outright, you can make a DC 10
Constitution saving throw. If you succeed, you drop to 1 hit
You have advantage on Dexterity saving throws against point instead.
effects that you can see, such as traps and spells. To gain
this benefit, you can't be blinded, deafened, or incapacitated. Each time you use this feature after the first, the DC
increases by 5. When you finish a short or long rest, the DC
Reckless Attack resets to 10.
Starting at 2nd level, you can throw aside all concern for
defense to attack with fierce desperation. When you make Persistent Rage
your first attack on your turn, you can decide to attack Beginning at 15th level, your rage is so fierce that it ends
recklessly. Doing so gives you advantage on melee weapon early only if you fall unconscious or if you choose to end it.
attack rolls using Strength during this turn, but attack rolls
against you have advantage until your next turn. Indomitable Might
Beginning at 18th level, if your total for a Strength check is
Primal Path less than your Strength score, you can use that score in
At 3rd level, you choose a path that shapes the nature of place of the total.
your rage from the list of available paths. Your choice
grants you features at 3rd level and again at 6th, 10th, and Primal Champion
14th levels. At 20th level, you embody the power of the wilds. Your
Strength and Constitution scores increase by 4, as does
Tribal Knowledge your maximum for those scores.
When you reach 3rd level and again at 10th level, you gain
proficiency in one skill of your choice from the list of skills Primal Paths
available to barbarians at 1st level.
Rage burns in every barbarian's heart, a furnace that drives
Ability Score Improvement him or her towards greatness. Different barbarians
When you reach 4th level, and again at 8th, 12th, 16th, and attribute this fire to different sources, however. For some, it
19th level, you can increase one ability score of your choice is an internal reservoir where pain, grief, and anger are
by 2, or you can increase two ability scores of your choice forged into a fury hard as steel. Others see it as a spiritual
by 1. As normal, you can't increase an ability score above 20 blessing, a gift of a totem animal, or providence from the
using this feature. energy of the wilderness around them. The primal path you
choose reflects the source of your rage. The options
If your DM allows the use of feats, you may instead take available for you to choose from are listed below.
a feat.

4 Ozzifer's Unchained Barbarian

The Path of the Ancestral Guardian, which calls upon Vengeful Ancestors
the spirits of the departed to guide and protect.
The Path of the Battlerager, which surrenders the At 14th level, your ancestral spirits grow powerful enough
heart to the fury and pain of battle. to retaliate. When you use your Spirit Shield to reduce the
The Path of the Beast, which draws upon the bestial damage of an attack, the attacker takes an amount of force
spark brimming within the soul. damage equal to the damage that your Spirit Shield
The Path of the Berserker, which revels in the blood prevents.
and chaos of unbridled, violent rage.
The Path of the Depths, whose adherents channel the Path of the Battlerager
trauma of the endless seas. Known as Kuldjargh (literally "axe idiot") in Dwarvish,
The Path of the Storm Herald, who transform and battle-ragers are followers of the gods of war and take the
manifest their rage into the power of the elements. Path of the Battlerager. They specialize in wearing bulky,
The Path of the Totem Warrior, for whom their rage is spiked armor and throwing themselves into combat,
tied to the shamanistic power of animals and totems. striking with their body itself and giving themselves over to
The Path of Wild Magic, whose rages are as untamed the fury of battle.
and transformative as the otherworlds.
The Path of the Zealot, which directs the sternly Battlerager Armor
devout to channel their rage into shows of divine fury.
Path of the Ancestral Guardian When you choose this path at 3rd level, you gain the ability
Some barbarians hail from cultures that revere their to turn your armor into spiked armor and use it as a
ancestors. These tribes teach that the warriors of the past weapon in battle. You can attach spikes to your armor as
linger in the world as mighty spirits, who can guide and part of a long rest, provided you have raw materials on
protect the living. When a barbarian who follows this path hand; these spikes have no impact on the armor's function.
rages, the barbarian contacts the spirit world and calls on
these guardian spirits for aid. While you are wearing spiked armor and are raging, you
Barbarians who draw on their ancestral guardians can can use a bonus action to make one melee weapon attack
better fight to protect their tribes and their allies. In order with your spiked armor against a target within 5 feet of you.
to cement ties to their ancestral guardians, barbarians who You are proficient with these spikes, and if the attack hits,
follow this path cover themselves in elaborate tattoos that the spikes deal 1d6 piercing damage. You use your
celebrate their ancestors' deeds. These tattoos tell sagas of Strength modifier for the attack and damage rolls.
victories against terrible monsters and other fearsome
rivals. Additionally, whenever you successfully grapple a
creature, the target takes 1d6 piercing damage from the
Ancestral Protectors spikes. You also deal this damage to a creature grappled by
you when it fails in its attempt to escape the grapple.
Starting when you choose this path at 3rd level, spectral
warriors appear when you enter your rage. While you're Reckless Abandon
raging, the first creature you hit with an attack on your turn
becomes the target of the warriors, which hinder its Beginning at 6th level, when you use Reckless Attack while
attacks. Until the start of your next turn, that target has you are raging, you also gain temporary hit points equal to
disadvantage on any attack roll that isn't against you, and your proficiency bonus. These temporary hit points vanish
when the target hits a creature other than you with an when your rage ends, or if you end your turn without you
attack, that creature has resistance to the damage dealt by having hit a creature with a melee weapon attack during
the attack. The effect on the target ends early if your rage that turn.
ends.

Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can
provide supernatural protection to those you defend. If you
are raging and another creature you can see within 30 feet
of you takes damage, you can use your reaction to reduce
that damage by 2d6.

When you reach certain levels in this class, you can
reduce the damage by more: by 3d6 at 10th level and by
4d6 at 14th level.

Consult the Spirits

At 10th level, you gain the ability to consult with your
ancestral spirits. When you do so, you cast the augury or
clairvoyance spell, without using a spell slot or material
components. Rather than creating a spherical sensor, this
use of clairvoyance invisibly summons one of your
ancestral spirits to the chosen location. Wisdom is your
spellcasting ability for these spells.

After you cast either spell in this way, you can't use this
feature again until you finish a short or long rest.

Ozzifer's Unchained Barbarian 5

Battlerager Charge Bestial Soul

Beginning at 10th level, you can take the Dash action as a At 6th level, the feral power within you increases, causing
bonus action while you are raging. the natural weapons of your Form of the Beast to count as
magical for the purpose of overcoming resistance and
Additionally, when you move at least 20 feet in a straight immunity to nonmagical attacks and damage.
line towards a creature and hit it with a melee weapon
attack, that creature takes an extra 1d6 damage of the You can also alter your form to help you adapt to your
weapon's type. You can deal this extra damage no more surroundings. When you finish a short or long rest, choose
than once per turn. one of the following benefits, which lasts until you finish
your next short or long rest:
Spiked Retribution
You gain a swimming speed equal to your walking
Starting at 14th level, when a creature within 5 feet of you speed, and you can breathe underwater.
hits you with a melee attack, the attacker takes 1d6 You gain a climbing speed equal to your walking speed,
piercing damage if you are wearing spiked armor and you and you can climb difficult surfaces, including upside
aren't incapacitated. down on ceilings, without needing to make an ability
check.
Path of the Beast When you jump, you can make a Strength (Athletics)
Barbarians who walk the Path of the Beast draw their rage check and extend your jump by a number of feet equal
from a bestial spark burning within their souls. That beast to the check's total. You can make this special check
bursts forth in the throes of rage, physically transforming only once per turn.
the barbarian. Such a barbarian might be inhabited by a
primal spirit or be descended from shape-shifters. You can Infectious Fury
choose the origin of your feral might or determine it by
rolling on the Origin of the Beast table. At 10th level, when you hit a creature with your natural
weapons while you are raging, the beast within you can
Origin of the Beast curse your target with rabid fury. The target must succeed
on a Wisdom saving throw (DC equal to 8 + your
d4 Origin Constitution modifier + your proficiency bonus) or suffer
one of the following effects (your choice):
1 One of your parents is a lycanthrope, and you've
inherited some of their curse. The target must use its reaction to make a melee attack
against another creature of your choice that you can
2 You are descended from an archdruid and inherited see.
the ability to partially change shape. The target takes 2d12 psychic damage.
You can use this feature a number of times equal to your
3 A fey spirit gifted you with the ability to adopt proficiency bonus, and you regain all expended uses when
different bestial aspects. you finish a long rest.

4 An ancient animal spirit dwells within you, allowing Call the Hunt
you to walk this path.
By 14th level, the beast within you has grown so powerful
Form of the Beast that you can spread its ferocity to others and gain
resilience from them joining your hunt. When you enter
Starting at 3rd level, you transform when you enter your your rage, you can choose up to five other willing creatures
rage, revealing the bestial power within you. Until the rage you can see within 30 feet of you.
ends, you manifest a natural weapon. It counts as a simple
melee weapon for you, and you add your Strength modifier You gain 5 temporary hit points for each creature that
to the attack and damage rolls when you attack with it. accepts this feature. Until the rage ends, you and the
chosen creatures each gain a +1 bonus to attack and
You choose the weapon's form each time you rage: damage rolls.
Bite. Your mouth transforms into a bestial muzzle or
great mandibles (your choice), which deals 1d8 piercing You can use this feature a number of times equal to your
damage on a hit. Once on each of your turns when you Constitution modifier (a minimum of once), and you regain
damage a creature with this bite, you regain a number of all expended uses when you finish a long rest.
hit points equal to your proficiency bonus, provided you
have fewer than half your hit points left when you hit. Path of the Berserker
Claws. Each of your hands transforms into a claw, which For some barbarians, rage is a means to an end ─ that end
you can use as a weapon while it is holding nothing, and being violence. The Path of the Berserker is a path of
which deals 1d6 slashing damage on a hit. Once on each of untrammeled fury, slick with blood. As you enter the
your turns when you take the Attack action and attack with berserker's rage, you thrill in the chaos of battle, heedless
a claw, you can make one additional claw attack as part of of your own health or well-being.
the same action.
Tail. You grow a lashing, spiny tail, which deals 1d8 Frenzy
piercing damage on a hit and has the reach property. If a
creature you can see within 10 feet of you hits you with an Starting when you choose this path at 3rd level, you can go
attack roll, you can use your reaction to swipe your tail and into a frenzy when you rage. Until the rage ends, you can
roll a d8, applying a bonus to your AC equal to the number make one melee weapon attack as a bonus action on each
rolled, potentially causing the attack to miss you. of your turns.

6 Ozzifer's Unchained Barbarian

  

   

Mindless Rage Dredge Line

Beginning at 6th level, you can't be charmed or frightened Starting at 3rd level, you manifest an extra appendage
while raging. If you are charmed or frightened when you when you enter your rage. This appendage can appear as a
enter your rage, the effect is suspended until the rage ends. kraken tentacle, a spectral anchor, preternatural jaws, or
another nautically-inspired aspect based on your history.
Intimidating Presence
As a bonus action, including when you manifest it, you
Beginning at 10th level, you can use your action to frighten can use this appendage to lash at one Large or smaller
someone with your menacing presence. When you do so, creature of your choice that you can see within 15 feet. The
choose one creature that you can see within 30 feet of you. target must succeed on a Strength saving throw (DC equal
If the creature can see or hear you, it must succeed on a to 8 + your proficiency bonus + your Strength modifier) or
Wisdom saving throw (DC equal to 8 + your proficiency be pulled up to 10 feet in a straight line towards you.
bonus + your Strength modifier) or be frightened of you
until the end of your next turn. On subsequent turns, you Ghostwater Dive
can use your action to extend the duration of this effect on
the frightened creature until the end of your next turn. This Beginning at 6th level, you can burst into water and then
effect ends if the creature ends its turn out of line of sight materialize in a new location. As an action, you magically
or more than 60 feet away from you. teleport, along with any equipment you are wearing or
carrying, up to 30 feet to an unoccupied space you can see.
If the creature succeeds on its saving throw, you can't use Before or after teleporting, you can make one melee attack
this feature on that creature again for 24 hours. as part of your action.

Retaliation You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
Starting at 14th level, when you take damage from a you finish a long rest.
creature that is within 5 feet of you, you can use your
reaction to make a melee weapon attack against that Thalassic Aspect
creature.
Path of the Depths At 10th level, your body shows outward manifestations of
Encounters with the terrors of the deep can break the the deep. You gain resistance to cold damage.
minds of the weak-willed, but some forge their trauma into
weapons never seen above the waves. The barbarian who In addition, at the end of a long rest, you gain one of the
walks this path has survived such an encounter and has following benefits, which lasts until you finish a long rest:
gained extraordinary abilities from the experience.
Clutches of the Deep. A creature that fails its saving
Gift of the Drowned Ones throw against your Dredge Line feature is also grappled by
your appendage.
At 3rd level when you adopt this path, you gain a swimming
speed equal to your walking speed, and you can breathe Eyes of the Deep. You gain blindsight with a range of 30
underwater. feet. Within that range, you can effectively see anything that
isn't behind total cover, even if you're blinded or in
darkness. Moreover, you can see an invisible creature
within that range, unless the creature successfully hides
from you.

Heart of the Deep. You can use a bonus action to gain
temporary hit points equal to 1d12 + half your barbarian
level. Once you use this feature, you must finish a short or
long rest before you can use it again.

Ozzifer's Unchained Barbarian 7

Depth Charge Storm Soul

At 14th level, when you use your Ghostwater Dive feature, At 6th level, the storm grants you benefits even when your
you can create surges of tidal force. When you teleport and aura isn't active. The benefits are based on the environment
again when you reappear, every creature of your choice you chose for your Storm Aura.
within 10 feet of you must make a Strength saving throw
(DC equal to 8 + your proficiency bonus + your Strength Desert. You gain resistance to fire damage, and you don't
modifier). On a failed save, a creature takes 3d6 cold suffer the effects of extreme heat, as described in the
damage and is knocked prone. On a successful save, a Dungeon Master's Guide. Moreover, as an action, you can
creature takes half as much damage and is not knocked touch a flammable object that isn't being worn or carried by
prone. A creature in the area of both surges is affected only anyone else and set it on fire.
once.
Sea. You gain resistance to lightning damage, you gain a
Path of the Storm Herald swimming speed equal to your walking speed, and you can
All barbarians harbor a fury within. Their rage grants them breathe underwater.
superior strength, durability, and speed. Barbarians who
follow the Path of the Storm Herald learn to transform that Tundra. You gain resistance to cold damage, and you
rage into a mantle of primal magic, which swirls around don't suffer the effects of extreme cold, as described in the
them. When in a fury, a barbarian of this path taps into the Dungeon Master's Guide. Moreover, as an action, you can
forces of nature to create powerful magical effects. touch water and turn a 5-foot cube of it into ice, which
melts after 1 minute. This action fails if a creature is in the
Storm heralds are typically elite champions who train cube.
alongside druids, rangers, and others sworn to protect
nature. Other storm heralds hone their craft in lodges in Shielding Storm
regions wracked by storms, in the frozen reaches at the
world's end, or deep in the hottest deserts. At 10th level, you learn to use your mastery of the storm to
protect others. Each creature of your choice gains the
Storm Aura benefits of your Storm Soul feature while within your aura.

Starting at 3rd level, you emanate a stormy, magical aura Raging Storm
while you rage. The aura extends 10 feet from you in every
direction, but not through total cover. At 14th level, the power of the storm you channel grows
mightier, lashing out at your foes. The effect is based on the
Your aura has an effect that activates when you enter environment you chose for your Storm Aura.
your rage, and you can activate the effect again on each of
your turns as a bonus action. Choose desert, sea, or tundra. Desert. Immediately after a creature in your aura hits
Your aura's effect depends on that chosen environment, as you with an attack, you can use your reaction to force that
detailed below. You can change your environment choice creature to make a Dexterity saving throw. On a failed save,
whenever you gain a level in this class. the creature takes fire damage equal to 1d6 + half your
barbarian level, or half as much damage on a successful
If your aura's effects require a saving throw, the DC one.
equals 8 + your proficiency bonus + your Constitution
modifier. If an aura's effect involves rolling a die for Sea. Once on each of your turns when you hit a creature
multiple creatures, you roll the die once and apply the in your Storm Aura with a melee attack, you can force that
result to every creature. creature to make a Strength saving throw. On a failed save,
the creature is knocked prone, as if struck by a wave.
Desert. When this effect is activated, every other
creature within your aura takes 1d4 fire damage, as searing Tundra. Whenever the effect of your Storm Aura is
winds buffet them. The damage increases when you reach activated, you can choose one creature you can see in the
certain levels in this class, increasing to 1d6 at 6th level, aura. That creature must succeed on a Constitution saving
1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level. throw, or its speed is reduced to 0 until the start of your
next turn, as magical frost covers it.
Sea. When this effect is activated, you can choose one Path of the Totem Warrior
other creature you can see in your aura. The target must The Path of the Totem Warrior is a spiritual journey, as the
make a Dexterity saving throw. On a failed save, the target barbarian accepts a spirit animal as guide, protector, and
takes 1d6 lightning damage and can't use reactions until inspiration. In battle, your totem spirit fills you with
the start of its next turn; on a successful save, it takes half supernatural might, adding magical fuel to your barbarian
as much damage and suffers no additional effects. The rage.
damage increases when you reach certain levels in this
class, increasing to 2d6 at 6th level, 3d6 at 9th level, 4d6 at Most barbarian tribes consider a totem animal to be kin
13th level, and 5d6 at 17th level. to a particular clan. In such cases, it is unusual for an
individual to have more than one totem animal spirit,
Tundra. When this effect is activated, every creature of though exceptions exist.
your choice within your aura gains 1d4 temporary hit
points, as icy spirits inure them to suffering. The temporary Spirit Seeker
hit points increase when you reach certain levels in this
class, increasing to 1d6 at 6th level, 1d8 at 9th level, 1d10 Yours is a path that seeks attunement with the natural
at 13th level, and 1d12 at 17th level. world, giving you a kinship with beasts. At 3rd level when
you adopt this path, you gain the ability to cast the beast
sense and speak with animals spells. Once you cast one of
these spells in this way, you can't do so again until you
finish a long rest, but you can still cast them as rituals, as
described in chapter 10 of the PHB (see "Casting a Spell").

8 Ozzifer's Unchained Barbarian

Totem Spirit  

At 3rd level, when you adopt this path, you choose a totem Totemic Attunement
spirit and gain its feature. You must make or acquire a
physical totem object ─ an amulet or similar adornment ─ At 14th level, you gain a magical benefit based on a totem
that incorporates fur or feathers, claws, teeth, or bones of animal of your choice. You can choose the same animal you
the totem animal. At your option, you also gain minor selected previously or a different one.
physical attributes that are reminiscent of your totem spirit.
For example, if you have a bear totem spirit, you might be Bear. While you're raging, any creature within 5 feet of
unusually hairy and thick-skinned, or if your totem is the you that's hostile to you has disadvantage on attack rolls
eagle, your eyes turn bright yellow. against targets other than you or another character with
this feature. An enemy is immune to this effect if it can't see
Your totem animal might be an animal related to those or hear you or if it can't be frightened.
listed here but more appropriate to your homeland. For
example, you could choose a hawk or vulture in place of an Eagle. While raging, you have a flying speed equal to
eagle. your current walking speed. This benefit works only in
short bursts; you fall if you end your turn in the air and
Bear. While raging, you have resistance to all damage nothing else is holding you aloft.
except psychic damage. The spirit of the bear makes you
tough enough to stand up to any punishment. Elk. While raging, you can use a bonus action to attempt
to shove a Large or smaller creature, but only to push it
Eagle. While you're raging and aren't wearing heavy away from you. If the attempt succeeds, the target also
armor, other creatures have disadvantage on opportunity takes bludgeoning damage equal to 2d6 + your Strength
attack rolls against you, and you can use the Dash action as modifier.
a bonus action on your turn. The spirit of the eagle makes
you into a predator who can weave through the fray with Tiger. While you're raging, if you move at least 20 feet in
ease. a straight line toward a Large or smaller target right before
making a melee weapon attack against it, you can use a
Elk. While you're raging and aren't wearing heavy armor, bonus action to make an additional melee weapon attack
your walking speed increases by 15 feet. The spirit of the against it.
elk makes you extraordinarily swift.
Wolf. While you're raging, you can use a bonus action on
Tiger. While raging, your jump distance is tripled. The your turn to knock a Large or smaller creature prone when
spirit of the tiger empowers your leaps. you hit it with melee weapon attack.

Wolf. While you're raging, your friends have advantage
on melee attack rolls against any creature within 5 feet of
you that is hostile to you. The spirit of the wolf makes you a
leader of hunters.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem
animal of your choice. You can choose the same animal you
selected at 3rd level or a different one.

Bear. You gain the might of a bear. Your carrying capacity
(including maximum load and maximum lift) is doubled,
and you have advantage on Strength checks made to push,
pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up
to 1 mile away with no difficulty, able to discern even fine
details as though looking at something no more than 100
feet away from you. Additionally, dim light doesn't impose
disadvantage on your Wisdom (Perception) checks.

Elk. Whether mounted or on foot, your travel pace is
doubled, as is the travel pace of up to ten companions while
they're within 60 feet of you and you're not incapacitated.
The elk spirit helps you roam far and fast.

Tiger. You gain proficiency in two skills from the
following list: Athletics, Acrobatics, Stealth, and Survival.
The cat spirit hones your survival instincts.

Wolf. You gain the hunting sensibilities of a wolf. You can
track other creatures while traveling at a fast pace, and you
have advantage on Wisdom (Perception) checks that
involve smell.

Spirit Walker

At 10th level, you can cast the commune with nature spell,
but only as a ritual. When you do so, a spiritual version of
one of the animals you chose for Totem Spirit or Aspect of
the Beast appears to you to convey the information you
seek.

Ozzifer's Unchained Barbarian 9

Path of Wild Magic Wild Magic
Many places in the multiverse abound with beauty, intense
emotion, and rampant magic; the Feywild, the Upper d8 Magical Effect
Planes, and other realms of supernatural power radiate
with such forces and can profoundly influence people. As Shadowy tendrils lash around you, an each creature
folk of deep feeling, barbarians are especially susceptible to of your choice that you can see within 30 feet of
these wild influences, with some barbarians being you must make a Constitution saving throw. A
transformed by the magic. These magic-suffused 1 creature takes 1d12 necrotic damage on a failed
barbarians walk the Path of Wild Magic. Elf, tiefling,
aasimar, and genasi barbarians often seek this path, eager save, or half as much damage on a success. You
to manifest the otherworldly magic of their ancestors. also gain 1d12 temporary hit points.

Magic Awareness You teleport up to 30 feet to an unoccupied space
you can see. Until your rage ends, you can use this
When you choose this path at 3rd level, you can use an 2 effect again on each of your turns as a bonus
action to open your awareness to the presence of
concentrated magic. Until the end of your next turn, you action.
know the location of any spell or magic item within 60 feet
of you that isn't behind total cover. When you sense a spell, An intangible spirit, which looks like a flumph or a
you learn which school of magic it belongs to. pixie (your choice), appears within 5 feet of one
creature of your choice that you can see within 30
You can use this feature a number of times equal to your feet of you. At the end of the current turn, the spirit
proficiency bonus, and you regain all expended uses when 3 explodes, and each creature within 5 feet of it must
you finish a long rest. succeed on a Dexterity saving throw or take 2d8
force damage. Until your rage ends, you can use
Wild Surge this effect again, summoning another spirit, on
each of your turns as a bonus action.
Starting at 3rd level, the magical energy roiling inside you
sometimes erupts from you. When you enter your rage, roll Magic infuses one weapon of your choice that you
on the Wild Magic table to determine the magical effect are holding. Until your rage ends, the weapon's
produced. damage type changes to psychic, and it gains the
4 light and thrown properties, with a normal range of
If the effect requires a saving throw, the DC equals 8 + 20 feet and a long range of 60 feet. If the weapon
your proficiency bonus + your Constitution modifier. leaves your hand, the weapon reappears in your
hand at the end of the current turn.
Bolstering Magic
Whenever a creature hits you with an attack roll
At 6th level, you can harness your wild magic to bolster 5 before your rage ends, that creature takes 1d6 force
yourself or a companion. As an action, you can touch one
creature (which can be yourself) and confer one of the damage, as magic lashes out in retribution.
following benefits of your choice to that creature:
Until your rage ends, you are surrounded by multi-
For 10 minutes, the creature can roll a d4 whenever colored, protective lights. You gain a +1 bonus to
making an attack roll or an ability check and add the 6 AC, and while within 10 feet of you, your allies gain
number rolled to the d20 roll.
The creature regains one expended spell slot, the level the same bonus.
of which equals half your proficiency bonus (rounded
up) or lower (the creature's choice). Once a creature Flowers and vines temporarily grow around you.
receives this benefit, that creature can't receive it again 7 Until your rage ends, the ground within 15 feet of
until after a long rest.
You can take this action a number of times equal to your you is difficult terrain for your enemies.
Constitution modifier (a minimum of once), and you regain
all expended uses when you finish a long rest. A bolt of light shoots from your chest. Another
creature of your choice that you can see within 30
Unstable Backlash feet of you must succeed on a Constitution saving
throw or take radiant damage equal to 1d6 + your
Starting at 10th level, when you are imperiled during your 8 Constitution modifier (minimum of 1 damage) and
rage, the magic within you can lash out; immediately after
you take damage or fail a saving throw while raging, you be blinded until the start of your next turn. Until
can use your reaction to roll on the Wild Magic table and your rage ends, you can use this effect again on
immediately produce the effect rolled. This effect replaces each of your turns as a bonus action.
your current Wild Magic effect.
Path of the Zealot
Controlled Surge Some deities inspire their followers to pitch themselves
into a ferocious battle fury. These barbarians are zealots—
By 14th level, you can exert your own influence over the warriors who channel their rage into powerful displays of
surging magic of your rage. Whenever you roll on the Wild divine power.
Magic table, you can roll the die twice and choose which of
the two effects to unleash. If you roll the same number on A variety of gods across the worlds of D&D inspire their
both dice, you can ignore the number and choose any effect followers to embrace this path. Tempus from the Forgotten
on the table. Realms and Hextor and Erythnul of Greyhawk are all
prime examples. In general, the gods who inspire zealots
are deities of combat, destruction, and violence. Not all are
evil, but few are good.

10 Ozzifer's Unchained Barbarian

Divine Fury Cleaving Blow

Starting when you choose this path at 3rd level, you can Once on each of your turns while you are raging, when you
channel divine fury into your weapon strikes. While you're reduce a creature to 0 hit points with a melee weapon
raging, the first creature you hit on each of your turns with attack, you can target another creature which is within 5
a weapon attack takes extra damage equal to 1d6 + half feet of the original target and also within your weapon's
your barbarian level; the extra damage is necrotic or reach; if your original attack roll would also hit the second
radiant (your choice when you gain this feature). creature, any excess damage from the attack is applied to
that creature (minimum of 0 damage).
Warrior of the Gods
Combat Frenzy
At 3rd level, your soul is marked for endless battle. If a
spell, such as raise dead, has the sole effect of restoring you Prerequisite: 6th level
to life (but not undeath), the caster doesn't need material Choose one of the following Fighting Styles. While you are
components to cast the spell on you. raging, you gain the benefits of your chosen style. You can't
take a Fighting Style option more than once, even if you
Fanatical Focus later get to choose again.

Starting at 6th level, the divine power that fuels your rage Blind Fighting. You have blindsight with a range of 10
can protect you. If you fail a saving throw while you're feet. Within that range, you can effectively see anything that
raging, you can reroll it, and you must use the new roll. You isn't behind total cover, even if you're blinded or in
can use this feature a number of times equal to your darkness. Moreover, you can see an invisible creature
proficiency bonus, and you regain all expended uses when within that range, unless the creature successfully hides
you finish a long rest. from you.

Zealous Presence Great Weapon Fighting. When you roll a 1 or 2 on a
damage die for an attack you make with a melee weapon
At 10th level, you learn to channel divine power to inspire that you are wielding with two hands, you can reroll the die
zealotry in others. As a bonus action, you unleash a battle and must use the new roll, even if the new roll is a 1 or a 2.
cry infused with divine energy. You gain a number of The weapon must have the two-handed or versatile
temporary hit points equal to 1d6 + your barbarian level, property for you to gain this benefit.
and up to ten other creatures of your choice within 60 feet
of you that can hear you gain advantage on attack rolls and Thrown Weapon Fighting. You can draw a weapon that
saving throws until the start of your next turn. has the thrown property as part of the attack you make
with the weapon. In addition, when you hit with a ranged
Once you use this feature, you can't use it again until you attack using a thrown weapon, you gain a +2 bonus to the
finish a long rest. damage roll.

Rage Beyond Death Two-Weapon Fighting. When you engage in two-weapon
fighting, you can add your ability modifier to the damage of
Beginning at 14th level, the divine power that fuels your the second attack.
rage allows you to shrug off fatal blows.
Unarmed Fighting. Your unarmed strikes can deal
While you're raging, having 0 hit points doesn't knock bludgeoning damage equal to 1d6 + your Strength modifier
you unconscious. You still must make death saving throws, on a hit; if you aren't wielding any weapons or a shield
and you suffer the normal effects of taking damage while at when you make the attack roll, the d6 becomes a d8. At the
0 hit points. However, if you would die due to failing death start of each of your turns, you can deal 1d4 bludgeoning
saving throws, you don't die until your rage ends, and you damage to one creature grappled by you.
die then only if you still have 0 hit points.
Focused Blow
Rage Powers
When you make a weapon attack roll using Strength on
The primal powers are presented in alphabetical order. If a your turn while raging, you can gain a bonus to the attack
primal power has prerequisites, you must meet them in roll. The bonus equals your Constitution modifier
order to learn it. You can learn a primal power at the same (minimum of +1). Once you use this power, you can't use it
time you meet its prerequisites. A level prerequisite refers again until your rage ends.
to your level in this class. Unless noted otherwise, you can't
learn the same rage power more than once. Heightened Reflexes

Blood Barrier Prerequisite: 9th level
While raging, you gain an additional reaction, but you can't
Prerequisite: 9th level use both of your reactions on the same turn.
When a hostile creature damages you while you are raging,
reduce the damage by 1 (to a minimum of 0 damage). Hurling Throw

You can learn this power a second time starting at 13th While raging, any one-handed melee weapon you are
level, and a third time starting at 17th level, increasing the wielding gains the thrown property, with a normal range of
damage reduction by 1 each time. 20 feet and a long range of 60 feet.

Clarity of Mind Inescapable

Prerequisite: 13th level Prerequisite: 6th level
When you fail a saving throw while raging, you can use While you are raging, other creatures provoke opportunity
your reaction to automatically succeed instead. If you do so, attacks from you even if they take the Disengage action
you rage immediately ends. before leaving your reach.

Ozzifer's Unchained Barbarian 11

Iron Hide Renewed Vigor

When you are damaged by a hostile creature you can see At the start of each of your turns while raging, you regain 1
while raging, you can use your reaction to reduce the hit point if you have no more than half your hit points left.
damage by an amount equal to your barbarian level + your You don't gain this benefit if you have 0 hit points.
Constitution modifier (to a minimum of 0 damage). If you
do so, your rage immediately ends. You can learn this power more than once, increasing the
number of hit points you regain by 1 each time.
Mad Strike
Siege Breaker
When you take the Attack action on your turn while raging
and make a melee weapon attack, you can make one While raging, you deal double damage to structures.
additional melee weapon attack with the same weapon as
part of the same action. Once you use this power, you can't Unchecked Ferocity
use it again until your rage ends.
While raging, you treat your current level of exhaustion as
Mad Vigor though it is one level lower (to a minimum of 0 levels).

As a bonus action while raging, you can spend one Hit Die Wild Rover
and roll it, regaining hit points equal to the roll + your
Constitution modifier (minimum of 1 hit point). Once you While raging, you gain a climbing speed and a swimming
use this power, you can't use it again until your rage ends. speed equal to your walking speed.

Mighty Swing Class Changes

Prerequisite: 13th level The alterations to the barbarian class presented in this
As an action while raging, you can focus all of your power document were designed with two approaches in mind:
to make one melee weapon attack against a creature you firstly, to provide greater versatility and diversity of choices
can see within your weapon's reach. The attack roll gains to the Rage feature, which takes the form of Rage Powers;
no benefit from advantage, but it can be affected by and secondly, to equalize the discrepancies in utility and
disadvantage. If you hit, the attack is a critical hit. power present across some of the barbarian's subclass
options. These changes are intended to allow the barbarian
Immediately after you make the attack, your rage ends, to have a wider pool of resources and options with which to
regardless of whether you hit or missed. act, while still maintaining the focus of the class on its
iconic features and playstyle.
Powerful Blow
Rage. The damage bonus granted by this feature
Prerequisite: 6th level increases to +3 at 7th level, +4 at 13th level, and +5 at 19th
When you hit a creature with a melee weapon attack while level. Previously, the damage bonus increased to +3 at 9th
raging, you can deal extra damage to the target equal to level, and +4 at 16th level.
your barbarian level. Once you use this power, you can't use
it again until your rage ends. Rage Powers. This is a new feature, which augments
the barbarian's abilities while they are raging. It includes
Raging Pounce Instinctive Pounce (previously a 7th-level feature) as one of
its options.
Prerequisite: 6th level
As part of the bonus action you take to enter your rage, you Primal Path. A new subclass, the Path of the Depths,
can move up to half your speed without provoking has been added.
opportunity attacks.
Tribal Knowledge. Renamed from Primal Knowledge,
this feature is otherwise unchanged.

Ability Score Improvement. The barbarian can swap
out one of their Rage Powers each time they gain this
feature from this class.

12 Ozzifer's Unchained Barbarian

Path of the Battlerager Path of the Totem Warrior

The changes to the Path of the Battlerager are listed below. The changes to the Path of the Totem Warrior are listed
Restrictions. The path is no longer restricted to dwarves below.

only. Spirit Seeker. The barbarian can cast each of this
Battlerager Armor. This feature now allows the feature's spells once between long rests, and can also then
cast them as ritual spells.
barbarian to transform existing armor into spiked armor,
instead of having to wear a suit of spiked armor in order to Totem Spirit: Tiger. The barbarian's jump distance is
gain the feature's benefits. The spiked armor's damage is tripled, insted of being discretely augmented.
now 1d6 (previously 1d4), and this damage also applies to
successful grapple checks to initiate or maintain grapples. Totemic Attunement: Elk. The barbarian can use this
feature to push a creature and deal damage to it by making
Reckless Abandon. The temporary hit points the a shove attempt, instead of damaging a creature by moving
barbarian gains now equal their proficiency bonus, but they through its space.
vanish if the barbarian ever ends its turn without having hit
another creature. Path of Wild Magic

Battlerager Charge. This feature also grants additional The changes to the Path of Wild Magic are listed below.
weapon damage when the barbarian moves at least 20 feet Wild Magic: Table. The first effect (1) now deals half as
before attacking a creature.
much necrotic damage on a successful save. The third
Spiked Retribution. This feature no longer requires the effect (3) now deals 2d8 force damage, instead of 1d6. The
barbarian to be raging in order to deal damage. fourth effect (4) changes the weapon's damage type to
psychic, instead of force. The eighth effect (8) deals radiant
Path of the Beast damage equal to 1d6 + the barbarian's Constitution
modifier (minimum of 1 damage; previously 1d6 damage).
The changes to the Path of the Beast are listed below. These changes are intended to allow all of the table's
Call the Hunt. The benefit granted to creatures which outcomes to remain useful to the barbarian even at higher
levels.
accept the call now includes the barbarian, and grants a +1
bonus to attack and damage rolls, instead of adding a d6 to Bolstering Magic. The die rolled for this feature's effects
the damage roll of an attack the creature makes each turn. are d4s, instead of d3s, for ease of rolling. Additionally, this
feature can be used a number of times equal to the
Path of the Berserker barbarian's Constitution modifier (a minimum of once),
instead of the barbarian's proficiency bonus.
The changes to the Path of the Berserker are listed below.
Frenzy. This feature no longer inflicts exhaustion upon Path of the Zealot

the barbarian at the end of a rage. This change is intended The changes to the Path of the Zealot are listed below.
to remove the harsh penalties associated with raging Fanatical Focus. This feature can be used a number of
multiple times, especially considering that this feature is
the hallmark of the Berserker subclass. times equal to the barbarian's proficiency bonus, instead of
once per rage.
Intimidating Presence. The saving throw DC for this
feature uses the barbarian's Strength modifier, instead of Zealous Presence. This feature now also grants the
their Charisma modifier. barbarian temporary hit points.

Path of the Storm Herald Art Credits

The changes to the Path of the Storm Herald are listed The artists below are credited in alphabetical order. Where
below. possible, an art credit includes the website where the
artist's work can be found, and the pages on which their
Storm Aura. The desert and tundra auras have been illustrations appear.
changed to facilitate dice-rolling instead of using static
values. The rate at which each aura's effective values Aleksandar Mihajlovic (ArtStation; p9)
increase has also changed, and is now based off the Laurel D. Austin (© LaurelDAustinArt; cover)
barbarian's acquisition of Rage Powers rather than level Lee337 (CGSociety; p12)
multiples. Paizo (© Paizo; p5)
Wizards of the Coast (© Wizards; p2, p7)
In the case of the sea aura, a creature that fails its saving
throw against the aura's effect also can't take reactions Thank You ...
until the start of its next turn.
... for taking the time to read this reimagining of the
Storm Soul: Sea. The barbarian gains a swimming Barbarian class! If you have any feedback or suggestions,
speed equal to its walking speed, instead of a swimming please contact the author ─ /u/Ozzifer on Reddit ─ or
speed of 30 feet. consider joining their Patreon.

Shielding Storm. Creatures within the barbarian's aura
gain every benefit of its Storm Soul feature, instead of only
the damage resistance granted by the feature.

Raging Storm: Desert. This feature's fire damage
increases by 1d6, and a creature that succeeds on its saving
throw takes half as much damage as it would on a failed
save.

Raging Storm: Sea. This feature's effect can be
activated once on each of the barbarian's turns, rather than
as a reaction, in order to provide greater freedom to the
barbarian's action economy.

Ozzifer's Unchained Barbarian 13


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