Barbarian in Ferra | World Anvil
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Barbarian

Information

Barbarians are people who can channel their soul to allow them to boost their performance, barbarians do not need to be angry in order to access their rage feature as it is more of a channelling ability compared to just being angry. It is believed that since barbarians can channel pieces of their soul into power that it takes away the creatures life span.

Sub-class Options

Path of the Healthly
Barbarians who follow the Path of Healthy view their bodies as a temple and treat it with utmost respect. They understand the importance of physical fitness, a healthy diet, and plenty of rest in order to maintain their strength and vitality. This philosophy extends to their training and combat style, where they prioritize their own survival and the survival of their allies over brute force and recklessness.   Path of Healthy barbarians are skilled in a variety of survival techniques, including foraging, tracking, and wilderness survival. They are able to sustain themselves and their party in even the most challenging environments, thanks to their exceptional physical endurance and ability to push their bodies beyond their limits.
  3rd Level Feature
Healthy Body
At 3rd level, when you enter your rage, you gain temp hp equal to your current hp. e.g. 60hp would gain your 60 temp hp. When your rage ends, you lose the temp hp. When your temp hp is all gone, everyone within 10ft of you (Including yourself) must make a con save against your STR DC. On a fail they take half the amount of your current hp in force damage and on a success they take half damage.   6th Level Feature
Healthy Mind
At 6th level, you are now immune to frightened/petrifaction(Mental)/charmed conditions, if a creature tries to put you under this effect. You instead regain 1 use of your rage feature.   10th level Feature
Healthy Presence
At 10th level, you can cast Mass Cure Wounds and it heals max roll without components or spell slots. You can only use this feature once per long rest. The spell-casting mod is your STR/DEX (your choice).   14th Level Feature
Healthist Form
At 14th level, Your Healthy Body feature now deals full hp instead of half. When you are reduced to 0hp you are reduced to 1 instead and your Healthy Presence feature is reset but this requires you to expend a rage charge.
Path of the Skies
Path of the Skies barbarians have a deep connection with the sky and nature. They have honed their senses to be able to track prey from above and can read the winds to predict weather changes. They view the sky as their domain and see themselves as its protectors.   These nomadic warriors have a unique combat style, which focuses on mobility and grappling attacks. They are able to move quickly and easily around the battlefield, thanks to their flight ability. They can engage enemies from a safe distance or drop in from above to strike their foes with powerful attacks.   3rd Level Feature
Aerial Rage
At 3rd level, when you enter your rage, you gain a flight speed double to your walking speed. You gain resistance to all damage besides psychic as long as you are 10ft off the ground and are outdoors. You also gain immunity to fall damage when raging and you and any other creature within 5ft of you take 1d12 fall damage instead of 1d10. When you are in the air, a creature will have disadvantage on STR/DEX checks to break free of a grapple from you.   6th Level Feature
Dive Bomb
At 6th level, when you take the attack action while at least 5ft from the ground you can take the Grapple action as a bonus action. The creature grappled will take 2d6 force damage if you succeed on your check to grapple them, the creature will take 2d6 force damage on every unsuccessful check to break free from your grapple. At the cost of 5ft of flight Speed, you can move while grappling an enemy without expending half of your movement.   10th level Feature
GIGA IMPACT
At 10th level, you can cast feather fall equal to your prof mod and you can cast it while raging as it doesn't count as a spell but you can only target yourself. If you are not raging you can instead use the spell as normal.   Once per long rest you may change the spell, instead of reducing fall speed, you instead double it. (60ft usually but this means you fall 120ft in a round). Under this effect, the target takes double fall damage and anything they should land on.   14th Level Feature
Wings of Rage
At 14th level, You gain a flight speed even when you are not raging but it is equal to your walking speed. If you should be raging then you can use the Dash action as a free action once per turn. At every 50ft while Dashing you gain a +1 to hit and damage on your next attack before the end of your current turn.
Path of Colour
Path of the Colour barbarians are warriors who have unlocked the power of colour magic. They are able to channel the energy of the rainbow and use it to enhance their physical abilities and unleash devastating attacks on their foes.   These barbarians are known for their vibrant personalities and colourful attire. They believe that the power of colour can uplift the spirit and inspire greatness in themselves and others. They often wear bright and colourful clothing and paint their faces with bold patterns and designs.   3rd Level Feature
Colour Theory
When you activate your rage you release a dazzling array of colour. You cast Color Spray at 9th level affecting creatures of your choice, the range of the spell is a 30ft radius centered on yourself instead of the spells usually range.   Colourful Surprise
When you make a weapon attack against a creature that is blinded or deafened, your critical hit score lowers to 18-20.   When you score a critical hit against a creature, your Colour Theory Feature activates again.   6th Level Feature
Colourful Energy
When you activate your rage, you can choose a colour. Depending on the colour you choose, you gain resistance to an element until your rages ends and your attacks deal an additional d6 damage of the same element.   Red = Fire
Blue = Cold
Yellow = Lightning   10th level Feature
Colour Mix
When you use your Colourful Energy feature, you can choose two colours instead of one. Upon choosing the two colours you gain more element choices depending on the colours mixed.   Red + Blue = Purple = Necrotic
Yellow + Red = Orange = Radiant
Blue + Yellow = Green = Poison   14th Level Feature
Monotone
You can choose to pick no colour when you activate your rage, instead your form becomes black and white as your colour bleeds out with your colour spray as its casted.   You become immune to Bludgeoning, Slashing, and piercing damage. Additionally your weapon attacks deal an additional d6 Force damage and it reduces the max hit points of the hit creature equal to the force damage dealt as their colour bleeds from their skin.
Path of the Waves
Path of the Waves barbarians are fierce warriors who draw their strength from the power of the ocean. They are able to harness the raw energy of the waves and use it to bolster their attacks and protect themselves from harm. These barbarians are often seafarers, fishermen, or pirates who have spent their lives battling the sea and its many dangers.   3rd Level Feature
Waves of Rage
At 3rd level, you unlock the powers of the ocean depths, granting you unique abilities that enhance your prowess in and around water. When you activate your rage, you gain the following features:  
  • Abyssal Surge: You develop an innate connection with the water, granting you a swim speed equal to your walking speed. Additionally, you no longer suffer any adverse effects from being underwater, and you can breathe underwater effortlessly.
  • Tidal Aura: You radiate an aura of aquatic energy in a 10-foot radius, transforming the surrounding area into a water bubble. Within this aura, creatures are treated as if they were submerged in water, granting them the benefits and hindrances associated with being underwater.
  • Hydrodynamic Dominance: Your mastery over the aquatic environment extends to controlling the forces of water itself. While within your Tidal Aura, all creatures, regardless of their size, are subject to the fluid dynamics of water. Weight restrictions for grappling, shoving, and other physical interactions are disregarded. You can manipulate the water's flow to your advantage, giving you an upper hand in combat within your aura.
  Blessing of The Water Goddess
Also at 3rd level, you gain the favor of the Water Goddess. When you take the Attack action while submerged underwater, you can make an additional weapon attack as a bonus action.   Additionally, your weapon attacks have an increased chance to score a critical hit. Whenever you roll a 19 or 20 on the d20 for an attack roll with this bonus attack, it counts as a critical hit.   6th Level Feature
Ride The Wave
Starting at 6th level, your connection to the water's power allows you to harness its momentum while in a rage. As a bonus action, you can propel your water aura in a direction of your choice, causing it to surge forth as a long, cresting wave. The wave extends in a direction of your choosing up to a distance equal to 5 times your Barbarian level, and 5ft wide in diameter.   This surge of water also carries a destructive force, dealing bludgeoning damage equal to half your Barbarian level to any creature it passes through during its movement. While riding this wave, you become one with its fluid grace. You do not expend any of your movement speed while on the wave but can only move in one direction, and you do not provoke opportunity attacks from enemies. At the end of your turn, the aura gracefully returns to you.   10th level Feature
Crashing Down
At 10th level, you attain a profound mastery over the fluid dynamics of water, granting you unparalleled control and adaptability in aquatic environments. You gain the following benefits while raging:  
  • Aquatic Resilience: You gain advantage on saving throws against effects that would impede your movement or restrain you while underwater.
  • Swift Current: Your swim speed is doubled while you're underwater, allowing you to move with incredible agility through aquatic environments. Additionally, your proficiency bonus is added to your initiative rolls while underwater.
  • Ebb and Flow: Your Waves of Rage aura now extends to a 30-foot radius centered on yourself. Within this larger sphere, the water becomes tranquil, making it easier to see through and reducing the range of hostile ranged attacks by half.
  14th Level Feature
Roar of The Tsunami
Starting at 10th level, you can tap into the raw power of the ocean depths, unleashing an immense surge of water with your Roar of the Tsunami ability. Once you expend a use of your Rage feature, you can cast the Tsunami spell without requiring components and without the need for concentration. The Tsunami spell created by this feature is centered on you and extends outwards as if you were the epicentre of a catastrophic tidal wave.   Additionally, you are now immune to any effects that would restrict your movement while underwater. This includes entanglement, difficult terrain, or other magical or environmental hazards that would impede your ability to move gracefully through the water.
Path of the Gamer
Path of the Gamer barbarians are warriors who have a deep love for gaming and have found a way to incorporate their gaming skills into combat. These barbarians are known for their quick reflexes, tactical thinking, and ability to adapt to changing situations. They often wear attire inspired by their favourite games and may even carry game-related trinkets with them into battle.   Path of the Gamer barbarians have a unique ability to see the world as if it were a game. They have a special affinity for quests and challenges, and are able to see quests lists and objectives that normal people are unable to see. This allows them to approach situations in a different way than others, and they often surprise their allies and enemies with their tactics.   When they enter a new area, their eyes scan the environment for any quest markers or objectives. They have a natural sense of direction that guides them towards the next objective, and they have an uncanny ability to navigate even the most complex of environments. They are always on the lookout for hidden treasures or quests, and will go to great lengths to complete them.   The Path of the Gamer barbarians see these invisible quests as part of their daily lives, and often incorporate them into their own personal quests. They may set out on a quest to complete a particularly challenging side quest, or they may embark on a journey to find a rare item that only exists in the game world.   3rd Level Feature
Mini-Quests
You have a knack for completing quests and gaining experience from them. Each quest you complete earns you a certain amount of Quest Points (QP), depending on its difficulty. A minor quest earns you 1 QP, a medium quest earns you 2 QPs, and a major quest earns you 3 QPs.   You can spend your QPs to gain a temporary bonus to your attacks, damage, or AC, depending on how you spend them. Spending QP grants you a plus bonus equal to the amount of QPs you expend.   You can only spend QPs once per turn, and the bonus lasts until the start of your next turn. In addition, you cannot accumulate QPs that are more than your current barbarian level at any given time, and any excess QPs are lost. Finally, the DM has final say over what constitutes a minor, medium, or major quest, and how many QPs each quest earns.   Rageventory
You can place an object into your inventory, up to an amount of items equal to your proficiency modifier that you can use during combat or exploration. These items can be mundane objects such as ropes, grappling hooks, or torches, or they can be magical items such as potions, scrolls, or wands. You can use each item in your inventory once per short rest without expending it. You can swap out items in your inventory during a long rest.   6th Level Feature
Quest Store
When you roll initiative and have no uses of Quest Points (QP) remaining, you regain uses equal to your proficiency.   Additionally, as a bonus action or as part of you activating your rage you can choose to expend 2 QPs to gain one of the following benefits until the start of your next turn;  
  • Your next attack roll scores a critical hit if the attack hits
  • Gain immunity to one damage type of your choice
  • Gain an extra action (usable only to take the Attack, Dash, Disengage, Help, Hide, or Use an Object action)
  10th level Feature
Gamer's Taunt
When you hit a creature with an attack roll while raging; you can expend 3 QPs to force the creature to make a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):  
  • The creature must attack you, and is unable to see and target other other creatures until it deals damage to you.
  • On its next turn it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
  14th Level Feature
Play of The Game
When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).   You gain two QPs for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the Quest Store feature once. In addition, you and each chosen creature gain temp hp equal to your barbarian level.
Path of the Graviton Berserker
Barbarians who follow the Path of the Graviton Berserker harness the fundamental forces of gravity to unleash devastating attacks and defy the laws of physics. These warriors become one with the very fabric of space, using their mastery of gravity magic to propel themselves into the heat of battle with incredible force and agility.   3rd Level Feature
Graviton Strike
Starting at 3rd level, when you make an unarmed strike, your attack deals d10 force damage instead of the regular unarmed strike damage. This damage increases as you gain levels in this subclass, reaching 2d10 at 10th level and 3d10 at 14th level.   Rail Gun
Also at 3rd level, you gain the ability to harness gravity's force to launch yourself with incredible speed. As an action, you can activate your Rail Gun feature. You choose a target point within 60 feet of you, and you are propelled toward it with tremendous force.   You can travel a distance of up to 60 feet horizontally and up to 20 feet vertically in the direction of the chosen target point. If you collide with any creatures during your launch, you can make an unarmed strike against it as part of the same action. You add twice your Strength modifier to the damage of this attack. If you collide with an object or obstacle, such as a door or a barricade, it takes damage equal to your Strength modifier.   6th Level Feature
Megaton Collision
At 6th level, your understanding of gravity's intricacies improves. When you hit a creature with an unarmed attack, you can choose to impose one of the following effects:  
  • Gravity Crush: The target must make a Strength saving throw (Using your STR as the DC) or be knocked prone.
  • Gravity Pull: If the creature is large or smaller, the target is pulled along with you, until the end of your turn
  10th level Feature
Singularity Burst
At 10th level, you can create a localized gravitational distortion field. When you activate your Rail Gun feature, the force of your launch becomes even more devastating. Upon landing at your target destination, a shockwave of gravitational energy bursts out from your impact point. All creatures within a 20-foot radius must make a Strength saving throw or be pulled 10 feet toward you and take damage equal to your barbarian level plus STR modifier on a failed save. On a successful save, they take half damage and aren't pulled.   14th Level Feature
Raging Graviton Vortex
At 14th level, your mastery of gravity reaches an apex, and your connection to the forces of the universe is undeniable. While you are raging, you can channel your rage into creating a localized gravitational vortex by casting the "Reverse Gravity" spell without requiring concentration. This ends your current rage.   While the "Reverse Gravity" spell is active, you can use your bonus action to manipulate the gravitational forces within the vortex. You can choose to reverse the spell's effect as a bonus action, causing affected creatures and objects to fall to the ground, taking 10d10 bludgeoning damage. You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and you regain expended uses after a long rest.
Path of the Ashen One
3rd Level Feature
Cursed Existence
Starting at 3rd level, you are marked by a malevolent force that brings misfortune to those close to you, this is shown as a brand on your skin that bleeds when you rage. Whenever a creature within 10 feet of you takes damage, they suffer an additional 1d4 psychic damage as the curse takes its toll.   This damage increases to 1d6 at 6th level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 20th level.   Survivor's Onslaught
When you enter a rage, the curse heightens your combat prowess. You gain the following benefits:  
  • Raging Cleave: You can choose to forgo advantage on your attack roll to make a Raging Cleave. Make a melee attack against a creature. If the attack hits, you can immediately make another melee attack against a different creature within 5 feet of the original target using the same attack roll as your forgo'ed attack. This feature can be used once per turn.
  • Cursed Fury: You gain temporary hit points equal to your Constitution modifier at the start of each of your turns while raging. These temporary hit points stack as long as they are gained with this feature, but they don't last beyond your rage.
  • Iron Ward: You gain a bonus to your Armor Class equal to your proficiency modifier.
  These benefits last until your rage ends.   6th Level Feature
Ashen Reckoning
At 6th level, you learn to channel the destructive power of your bad luck into your attacks. As a bonus action on your turn, you can choose to reduce 5 points of your AC. In return, all of your weapon attacks deal an additional damage equal to your proficiency modifier until the start of your next turn.   You can use Ashen Reckoning a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses of this feature after finishing a long rest.   10th level Feature
Sadistic Body
At 10th level, your connection to the cursed brand has evolved, transforming pain into a source of pleasure and power. When you enter a rage, any damage you take can be harnessed and stored as pain charges. You can accumulate a maximum number of pain charges equal to half your barbarian level, rounded down.   As a bonus action, you can expend pain charges to empower your broken body. For each pain charge expended, you gain a bonus to all your saving throws until the start of your next turn, and regain 1 hit pointer per pain charge expended.   The pain charges persist until the end of your rage, and any unused charges dissipate.   14th Level Feature
Undying Curse
At 14th level, your curse defies the grasp of death itself, embodying an undying fury. When you are reduced to 0 hit points and not killed outright, the curse grants you the ability to critically succeed on death saving throws. When you roll a natural 18, 19, or 20 on a death saving throw, you count as having rolled a natural 20. If you roll a critical success on a death save, you regain consciousness with hit points equal to 5 times your barbarian level.   Once you use Undying Wrath, you can't use it again until you finish a long rest. If you choose to use it again before finishing a long rest, you gain 1 level of exhaustion after the first additional use (Cannot be reduced in any way except by long resting or a Wish spell).
Path of the Raging Alchemist
Not all barbarians channel their rage through brute strength alone. Some have discovered the volatile power of alchemy, turning their fury into explosive concoctions that can aid allies or wreak havoc upon their enemies. - Owari, Cleric of The End   3rd Level Feature
Raging Alchemy
When you choose this path at 3rd level, you gain the ability to channel your rage into alchemical potions. As a bonus action on your turn, you can expend one use of your Rage feature to create a number of potions equal to your proficiency bonus. These potions last for 1 hour or until consumed. You can choose from the following list of potions and cannot pick two of the same type:  
  • Potion of Healing: The drinker regains 2d4+2 hit points.
  • Potion of Greater Healing: The drinker regains 4d4+4 hit points.
  • Potion of Resistance: The drinker gains resistance to one type of damage for 1 hour.
  • Potion of Speed: The drinker's speed is doubled, and it gains a +2 bonus to AC. It has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. The additional action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. For 1 minute, after which they become lethargic.
  • Potion of Invisibility: The drinker becomes invisible for 1 hour or until they attack or cast a spell.
  Explosive Concoctions
Also at 3rd level, when you use another rage charge to create more potions while you still have undrunk potions from your previous Raging Alchemy use, the undrunk potions explode in a burst of alchemical energy. All creatures within a 10-foot radius must make a Dexterity saving throw. The DC for this saving throw equals 8 + your proficiency bonus + your Constitution modifier. On a failed save, creatures take damage equal to the number of remaining undrunk potions x 1d10 force damage. On a successful save, they take half damage.   6th Level Feature
Alchemical Rageplication
At 6th level, your understanding of alchemy allows you to replicate the effects of potions you come across. When you find a potion and spend 1 hour and 25 gp per level of the potion, you can attempt to replicate it. Make an Athletics check with a DC of 10 plus the level of the potion. On a successful check, you replicate the potion, understanding its alchemical composition.   Once you have successfully replicated a potion, you can conjure it using your Raging Alchemy feature instead of creating one of the standard potions. The replicated potion follows the same rules as the potions from your Raging Alchemy feature.   10th level Feature
Raging Alchemy Expanded
At 10th level, your proficiency with alchemical creations improves even further. When you create potions using your Raging Alchemy feature, you can choose five additional potions from the list to add to your options. The expanded list includes more potent concoctions:  
  • Potion of Supreme Healing: The drinker regains 10d4+20 hit points.
  • Potion of Invulnerability: The drinker gains resistance to all damage for 1 minute.
  • Potion of Elemental Fury: The drinker gains the ability to infuse their attacks with elemental energy for 1 minute. On a successful weapon attack, the target takes an additional 1d6 damage of a type you choose from acid, cold, fire, lightning, or thunder. This damage increases to 2d6 at the start of your next turn if the target is still affected.
  • Potion of Blinking Evasion: The drinker gains the ability to briefly phase out of reality, gaining advantage on Dexterity saving throws and becoming immune to opportunity attacks for 1 minute. Additionally, when hit by an attack, they can use their reaction to roll a d20, and on a result of 11 or higher, the attack misses.
  • Potion of Advantage: When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour.
  If you have already replicated potions using your Alchemical Rageplication feature, and those potions are part of the options you can choose from, you may select another potion from the Player's Handbook or another source (DM discretion) when you gain this feature.   14th Level Feature
Master Alchemist
At 14th level, your mastery over alchemy reaches its zenith, allowing you to consume potions with unparalleled speed and efficiency. As a bonus action on your turn, you can now drink two potions simultaneously. Additionally, when you use your action to drink a potion, you can drink an additional potion with the same action.
Path of Greed
3rd Level Feature
Lunch Money
Starting at 3rd level, when you enter a rage, your fists become empowered with the aspect of greed, revealing the greed within you. This grants you a natural weapon that counts as a simple melee weapon, and allows you to add your Strength modifier to the attack and damage rolls, as normal. The fists deal d8 force damage.   In addition, when you hit with an attack roll using your empowered fists and roll the total damage, you gain gold coins equal to the damage dealt. This can only happen once per turn.   As a bonus action, you can choose to throw one of your gold coins at a creature within 30 feet of you. The creature's hit point maximum is reduced by 1, to a minimum of 0. This effect lasts until the creature completes a long rest, at which point is hit point maximum returns to normal.   6th Level Feature
Sting of Avarice
At 6th level, your Lunch Money feature becomes even more potent. Whenever you use your Lunch Money feature to reduce a creature's maximum hit points, the reduction is now equal to your proficiency modifier.   Furthermore, whenever you gain gold coins from your Lunch Money feature, you can choose to expend a portion of them to gain additional benefits. You can spend an amount of gold coins up to the maximum amount equal to your class level from your attack to either empower your next damage roll or gain temporary hit points.   If you choose to empower your next damage roll, you can spend a number of gold coins up to the maximum amount equal to your class level to add the same amount to your next damage roll.   Alternatively, you can choose to gain temporary hit points by spending gold coins. For each gold coin you spend, you gain 1 temporary hit point, up to the maximum amount equal to your class level. These temporary hit points last until you complete a long rest or until they are depleted.   10th level Feature
Aspect's Mirage
At 10th level, you gain the ability to cast the Incite Greed spell even when raging. As an action, you can use this feature to cast the spell and draw creatures towards your golden fists. Any creature affected by the spell will be attracted to you and your golden hands.   The DC for the spell is based on your Constitution modifier and proficiency bonus. The DC is equal to 8 + your Constitution modifier + your proficiency bonus.   14th Level Feature
To the Marrow
At 14th level, you gain the ability to petrify creatures into golden statues using the power of your Greed rage. When you enter your rage, your golden fists begin to glow with 5ft of bright light and 5ft of dim light.   When you hit a creature with your Lunch Money feature, you can choose to expend 3 gold from the gold gained from your Lunch Money feature. The creature must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature is turned into a golden statue for a number of hours equal to your Constitution modifier (Minimum of 1). The statue is completely inert and is under the petrified condition.   You can have only one creature under the effect of this feature at a time.

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