Barbarian in The World Within Walls | World Anvil
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Barbarian

A tall 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.   A half-orc snarls at the latest challenger to 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

  People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.   Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.  

A Life of Danger

  Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled 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 the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.   Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.  

Creating a Barbarian

  When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?   What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to “civilized” lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.  

Quick Build

  You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.  

The Barbarian Table


LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path Feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path Feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path Feature5+3
15th+5Relentless Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + Con mod
Hit Points at Higher Levels: 1d12 (or 7) + Con mod

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Class Features

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  If you are able to cast spells, you can’t cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.  

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.  

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.  

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.   You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.  

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. The Path of the Berserker is detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.  

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.  

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.   Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.  

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.   This increases to two additional dice at 13th level and three additional dice at 17th level.  

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while 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 point instead.   Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.  

Brutal Critical

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.   This increases to three additional dice at 17th level.  

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.  

Brutal Critical

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.  

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.  

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.


Starting Equipment

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins

 


Subclass Options

Primal Paths

Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.  

Path of Blades

One of the earliest implements of warcraft was the blade. In its most primal state, it is used for stabbbing and slashing. In the wild, blades can be found in many things, be it a jagged stone or a rose's thorn. You have mastered the nature of blades.

Path of Blood

The Path of Blood is a path taken by only the most ruthless and battle-hungry barbarians. They do not care when they shed their own blood - in fact, they use that energy to empower their rage even farther, using their suffering to inflict wounds upon their foes through magical bonds of blood. While at first glance the Path of Blood appears to be powered by the same forces as the Path of the Berserker, the Path of Blood is far more magical in nature. Bloodragers use their blood in a form of hemomancy - a magic that utilizes blood sacrifices.  

Path of Embers

Fire is a force of nature. Despite what many attempt throughout their lives, whether through bargains with unknowable creatures or magic, fire is very hard to tame. By its very nature, fire is chaotic, dangerous and unpredictable. Lighting a fire on the battlefield is just as likely to wipe you and your troops out as it is to harm your enemies. By following the Path of Embers, you have come to realize that fire is not meant to be restricted or captured to be used properly. It must be simply directed towards the enemy and left to do what it does best; destroy.   Now, though, you have the same capability for destruction. Let the raging inferno inside you cause untold destruction, and revel in the pyre you have built for all.

Path of Focus

Many barbarians use their raw rage and adrenaline to display martial prowess, but there are also some that see a higher value in the power of their fury. These barbarians, through training or cultural teachings, have learned to surpress some of the brutish natures of their rage and condense it down to give them greater focus and precision.

Path of Frostbite

The cold is an ancient thing, an elemental force that drives bends all life to its unyielding will. Its power has been infused into giants. Dragons command winds that can freeze a man solid. And now, your fury has cracked the endless font of cold, primal and begun to bend it to your will.

Path of Iron

Barbarians on this path consider their weapons to be more than a means to an end. To them, they represent an ideal. In the same way formless ore endures the heat of the forge to be shaped into a tool of war, so too do these barbarians endure the heat of battle on the path of iron to become hardened warriors.   These barbarians have a spiritual bond with their weapons that allows them to draw strength from the metal within. Naturally, they have great respect towards the smiths who forge them. To show their gratitude they wield their weapons with reverence, and in ways other barbarians cannot.

Path of Least Resistance

For many barbarians, battle is chaotic-an untamed frenzy of bloodshed that they unleash upon their foes. For barbarians who adhere to the Path of Least Resistance, it is calculated deliberate, and systematic.   Your rage grants you supreme insight into the most precise path to your quarry, as well as the unrivaled determination to execute your goals. Nothing stands in the way of your fervor.

Path of the Arborous

While barbarians often find themselves respecting and emulating aspects of nature, especially the ferocity of its predators, some barbarians find a deeper connection. Those who follow the Path of the Arborous attempt to become one with its trees and plants, preferring the peace that it offers when violence is unneeded. Even so, just as treants and dryads will protect their homes to the death, they are capable of war when the need does arise. Their hides, tough as bark, and arms strong but flexible enough to crush and restrain, provide all the defense they need against most aggressors. A barbarian often follows this path when they have spent a large period of their life in forests or wilderness, and sometimes gain its abilities as a gift of fey or druidic magic.   When you choose this path, it's wise to consider how your status as a plant-like individual expresses itself in your physicality. You can choose an option from the list below, or come up with something appropriate yourself.  

Path of the Accursed

There is a place beyond time, filled with malignant intelligence and ruinous intent. This is the Accursed Archive – the singular repository of all knowledge known to mortal men, populated with the darkest of secrets and the foulest of heresies. You managed to find a tome of these blighted mysteries and stepped through the door to nowhere that led to the Archive at some point in your past, yet your mind cracked under the weight of the knowledge contained within and the horrible vistas of forgotten power that stood just within your feeble mortal grasp. Now you have finally realized that the true source of your furious rage is both defiance and acceptance of the madness that lies within the Accursed Archive.

Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.   Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

Path of the Battlerager

Known as Kuldjargh (literally “axe idiot”) in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.  
Restriction: Dwarves Only Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.   Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM’s setting or your DM’s version of the Realms.

Path of the Beacon

The Path of the Beacon serves as a calling for Barbarians who wish to act as a rallying point on the battlefield for all those they would fight alongside. Almost impossible to miss—even in the roiling turmoil of combat—these warriors blaze with glory, providing reprieve and assistance even in the darkest of moments. The light they create, however inspiring for their allies, can also serve as a terrifying weapon against their foes. Blinded and burnt, they have no choice but to quail under the might of the Beacon.

Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Path of the Blazing Sun

There are many cultures, particularly in the harsh outlands that many barbarians call home, that revere the power of the sun. Barbarians who follow the Path of the Blazing Sun take this reverence a step further, and learn to how to transform and harness this power. These barbarians transform their rage into a dazzling display of magic, where powerful flames leap from their weapons and their movement becomes impossible to track as they disappear in a flash of light only to reappear moments later, ready to strike down their foes with radiant energy.   Barbarians who draw on the power of the sun are versatile fighters, capable of clearing groups of enemies with ease. In a display of their reverence, these barbarians typically adorn themselves with tattoos and markings that represent the sun, and often adorn their clothing with these symbols as well.

Path of the Blighted

The Path of the Blighted is a path of unholy origin, traced back to the same origin of the Blights: the Gulthias Tree. By gaining power from this evil source, you can channel your rage to shift your physical form, becoming a monstrous abomination of vines and branches. While transformed, you engulf and constrict your enemies as you tear them apart.

Path of The Blood Drinker

It has long been known among many tribal warriors that no better path to power exists than consuming the blood of a conquered foe. Some practice ancient rituals and solemnly consume their foe's heart, while others simply guzzle blood like ale in a crazed frenzy, but any of the blood rituals these barbarians undertake can transform some into demonic killers that steal life and power from the blood on their blade. Many Blood Drinkers find that the blood ritual not only granted them great power, but also altered their body in a minor way. If your DM allows, you can choose up to one of the following signs of your blood ritual that you forever carry.

Path of the Bonebreaker

Inspired by the legacy of their god of strength, Baghtru, some orcs hone their physical might and fury until they can emulate his prowess. Eschewing weapons in favour of their fists, these orcs are terrifying forces in combat, becoming capable of slaughtering dozens of enemies with naught but their bare hands. Once an exclusively Orcish tradition, the Path of the Bonebreaker has spread through other lands by rogue orcs and attempts to replicate the might of these barbarians. Disciples of other gods of strength can now be found following this path, along with pugilists and adventurers.

Path of the Butcher

Butchery is the natural profession to practice alongside traditional adventuring, because when it comes down to it they’re rather the same thing aren’t they? Burst into a room, tear some poor creature from head to toe with a gigantic axe and make a rather fine living out of it.

Path of the Caldera

When it comes to comparing the outlets of rage for Mother Nature herself, nothing holds a candle to the sheer destructive power of a volcanic eruption. Barbarians of the Path of the Caldera would be inclined to agree, emulating and recreating its effects upon the world. The battlefield itself warps to match their temper, spreading smoke and lava to confound their foes, culminating in the magnums opus of the Caldera, an unmatched explosion of overwhelming heat. Barbarians who follow this path exhibit traits of the volcanic origin of their abilities in their rage, physical manifestations that serve as a warning for that which is to come. You can choose traits yourself, or roll on the table below.

Path of the Celestial Avatar

Some barbarians revere the celestial spirits that roam the lands and skies, and seek them out to be their guides and personal connection to the divine. A few barbarian clans have pre-established connections to celestial spirits, and for those clans taking this path is merely proving yourself worthy of that creature’s power. For many barbarians, however, taking this path requires them to search far and wide for a celestial willing to let them become an avatar.   Most any celestial creature is capable of granting a barbarian this path. The most common among these are unicorns, couatls, and low-ranking angels, who accept righteous barbarians as their avatars—extensions of their power that help them carry out their divine will. For some barbarians that take this path, their rage becomes reminiscent of divine possession—In rage, their personality can take on some of the attributes of their celestial guide’s personality.

Path of the Comet

Blasting across the battlefield in a shell of fire and ice, barbarians who follow the path of the comet are blessed with tremendous speed and power. As with the celestial voyagers that pass overhead, so too do these warriors put on brilliant displays, engraved in the hearts and minds of those that witness them.

Path of the Courageous Heart

For some adventurers, their internal reservoir of fearlessness and gallantry might border closer to foolhardiness. An intrepid do-gooder might take the first step down this path by complete accident, meddling in affairs they ought not and finding themselves unable to turn back. Their impromptu effectiveness in battle isn’t due to anger but rather matching pluck, tenacity, or stubbornness to shrug off the worst the enemy has to offer.   These brawlers might not be as graceful as trained fighters, but they're guardians of the weak, and what they lack in polish they make up for in valor.

Path of the Crescendo

Those who follow the Path of the Crescendo use simple, well-practiced movements to rain blow after blow on their enemies in devastating cadence. The drums of war pound to the tempo of these barbarians' hearts, who constantly build to the next hammerblow.

Path of the Cyclone

The Path of the Cyclone is one that needs to be seen in action to be believed. The Barbarians that follow it are a flighty lot, often moving from place to place without rhyme or reason. On the battlefield, however, they can never seem far away enough, hounding their opponents with an inexorable onslaught of razor sharp winds, turning the area around them into an inhospitable zone of carnage. Those who walk this Path enjoy freedom above most other things, perhaps a reflection of its supposed origin from the Elemental Plane of Air. Barbarians of this path, especially its air genasi members, often have strange wind based quirks about them, which you can choose from the table below.

Path of the Dawn Herald

For barbarians that follow the Path of the Dawn Herald, their rage is not the conduit for their martial prowess in battle, and they instead channel the light of the world, allowing it to shine through them as they decimate the battlefield. Most train alongside paladins and clerics, empowering their strikes with bursts of radiant light.

Path of the Dead

Barbarians who walk the Path of Death tread the forbidden road that straddles the lands of the living and the dead. Warriors who walk this path gain strange and unnerving abilities, and are found more commonly in societies near Shadow Crossings, where the need for those who can calm the unquiet dead is great indeed.

Path of the Deathsworn

The Deathsworn are Barbarians that dedicate their whole lives to Death and how to best balance on the thin line that separates the living from...the rest.   Deathsworn Barbarians form small tribes. They cherish Undeath and believe it is the ultimate state of being. They often worship a Lich, a Dracolich or other similar creatures.

Path of the Deephunter

Deephunter Barbarians relish in the piercing silence and harsh darkness of the Underdark, emulating its influence when they allow their rage to flow through them. A Deephunter instils fear in his or her victim by isolating them from their senses, releasing the true primal soul inside the target, providing an intensely satisfying kill.

Path of the Dragon Heart

In some places, dragons are as gods to mortals, and the mighty warriors of the dragonborn people seek to emulate them. Some gain the dragon's wisdom, and with it a mind sharp enough to cut like a blade. But others gain the dragon's heart, and the strength to become a lords of the heavens and earth.  
Restriction: Dragonborn Only Only dragonborn how have take the barbarian class may choose the Path of The Dragon's Heart. In the world that this is built for, the methods of emulating an dragon are achievable only to those who bear a likeness to them. Also, One of the features in this subclass only affects a racial feature from the dragonborn race.

Path of the Fire Wyrm

Those who follow the Path of the Fire Wyrm burn with an all-consuming passion. They are all usually descended from an ancient red or gold dragon. Unlike sorcerers, they do not possess enough draconic blood to become mighty spellcasters, instead, they focus this might into more martial applications. Barbarians fueled by their fiery ancestry are ready to unleash their formidable power. They can be found in volcanic locations, guarding sites sacred to dragons or patrolling magma channels deep underground.

Path of the Immortal Titan

Barbarians who follow the Path of the Immortal Titan are known as immortals. Immortals are renowned for both strength and tenacity. These massive barbarians are resillient combatants who can move swiftly in heavy armor and grow to achieve incredible feats of titanic strength.

Path of the Iron Heart

The Path of the Iron Heart is primarily reserved for those barbarians who desire power beyond their natural limits. Through some means, intentional or otherwise, they gain access to a source of power known commonly as a Catalyst. This Catalyst commonly takes the form of a powerful object or device within their body, perhaps the heart of a golem surgically inserted, or an ancient magical item designed to create warriors whose bodies are protected by living metal. Occasionally the object isn't an object at all, but a creature, a construct (sentient or otherwise) that merges with its host into one single machine of unbridled strength and carnage. Regardless of its origin, barbarians of this path are as unstoppable as the golems of old, implacable in will and unmatched in power.   The source of your power is important, and might even be the cause of all of your barbarian abilities. Think about where your character might have found it, perhaps even passed down as part of a family line or organization, or found lost to time in ruins. Warforged especially are attracted to this path. You can roll on the table below to decide randomly, pick from its options, or choose your own.

Path of the Kindred Spirit

Two halves of a whole

Path of the Leyline

The world is a beating heart, and from that heart flows the force of nature. That force is spread to those that live on the vast world through the veins and arteries called leylines. The Path of the Leyline can tap into the endless energy of the world through leylines, and drink deep from the wellspring of power to bring those that oppose them to a relentless and inevitable end. You are the world, none can stand against you. Those of the Path of the Leyline are attuned to the world and tend to act in a deliberate manner. The immense might beneath their feet keeps them steady, keeps them grounded. Whether they learned a forgotten secret or have an affinity for nature, those who stand in their way will earn themselves a return to the cycle of nature and become part of their power.

Path of the Manastorm

The Path of the Manastorm is a path wherein warriors become infused with the magic and fury of a manastorm. These barbarians learn how to attune to magic and wield the might of the arcane in battle.   Thought to have been accidentally discovered during a wild manastorm that occurred a long time ago, the Path of the Manastorm is now sought after by those few who think they can brave the wild power of raw magic and live to harness its strength.

Path of the Megalodon

Those who follow the Path of the Megalodon strive to aspire to a kind of blood frenzy in battle. Much like the giant shark, they attack relentlessly, revelling in the fountains of blood they cause. They are tireless hunters, always seeking their prey. Combat is a brutal unstoppable affair, where their single track mind is devoted to the destruction of their target.

Path of the Mercurial

Your rage is not rage at all. Instead, you are filled with a malicious spite that runs wild within your veins, bringing a cruel smile to your face and causing the shadows around you to boil and twist in sympathy. Many who walk this path find themselves in contact with the Shadowcat: an unusual creature that wanders the planes devouring nightmares, twisting fate, and causing mischief for some inscrutable end. As you learn to walk the planes like it does, that cruel joy within your heart grows ever stronger, granting you powers unseen by mortal men. You are the stalking panther, the hunting lion, and the sly grin that appears even as your form fades away. Become nightmare.

Path of the Mindwrecker

For most barbarians, rage is an act of the physical overtaking the mental, flying into a primal and mindless state. But for those on the Path of the Mindwrecker, rage is a powerful psionic state in which uncontested psychic strength can take hold and flourish.

Path of the Monsoon

Your footfalls cause scorches, your weapon strikes burn flesh as well as rend it. Your soul contains a storm unlike anything ever seen, and whenever you seek to unleash it the sky thunders with its approval.

Path of the Mountain

While many barbarians are an army unto themselves, no path exemplifies these traits more than the Path of the Mountain. A titan to behold, you stagger entire swathes of those who would seek to harm you. Your allies can only watch in awe as your massive form wades through the screaming hosts of your foes. Most barbarians of this path have a deep connection to the peaks and ranges of the world, and many make a pilgrimage to a particular mountain as part of their destiny, or as the beginning of their journey to the mastery of their path. You can roll from the table below, or your DM can help you decide a mountain most appropriate for you.

Path of the Mutant

Barbarians of this path are touched in a strange way. Through some significant event in their lives, or perhaps as a result of a condition passed on to them from their parents, their bodies have always shown signs of change. This manifests stronger in some, from those with an extra digit or two, to those whose mutation is ever present and oftentimes a catalyst for fear and ignorance in others. Regardless, those of the Path of the Mutant find their forms changing in drastic ways, giving them often amazing abilities, and taking their physical traits to their biological limits.   The source of your mutation is sometimes as important as the benefits it gives you. You can decide for yourself, with your DM, or you can roll on the table of examples below.

Path of the Outlander

Whether banished from their homeland, or driven by nomadic instincts, Outlanders never stay in one place for long. They generally arrive in a new land seeking a great challenge, or a worthy foe. After completing their task, Outlanders press on to new lands, leaving only legends and blood in their wake.

Path Of The Perfectionist

Combat as a sport never really dies, it only evolves, and the perfectionist is the pinnacle of unarmed combatants: quick, clever, and always able to revenge a blow. They fight in anywhere anyone will pay them what they’re worth. Perfectionists defeat their opponents with strength, speed and stamina and a perfectly timed punch. No tricks, no weapons: skill against skill alone. A perfectionist retains the skills passed down to them through generations of barbarians, and can use all manner of different weapons, but once they enter a rage, most drop whatever they are holding, preferring to beat their enemy to a bloody pulp using nothing more than their bare hands. Young perfectionists sculpt their bodies into perfect specimens, and older ones wear their scars like badges of honor, proudly displayed for all to see.

Path of the Phantom

Other warriors are haunted by their past, but not many can say they're haunted by themselves. Barbarians of the Path of the Phantom, through accident or with intent, achieve dominance over their own souls that others can barely dream of. This power does not come without cost, as almost all barbarians of this path owe their control to a near death experience. The barrier between spirit and body frays, allowing them to manipulate their essential inner selves for external effects. A barbarian might choose this path after a wound that should have been mortal was healed at the last moment, or as a ritual that brought them to the edge of death. They are also commonly known to manifest as ghosts when their time eventually does run out, their broken soul left to wander eternal.   As a follower of the Path of the Phantom, your soul manifests visually when you rage, and its appearance can be a telling mirror of the barbarian it represents. Consider what your soul manifestation might say about your character, or choose randomly from the table below.

Path Of The Protector

The Path of the Protector consists of those barbarians who use their strength for the benefit of those they love. They will stop at nothing and throw themselves in harm’s way to ensure the safety of those they vow to protect.

Path of the Radical

In every civilization of every era, there is inequality and injustice. Whether you are angered by the iron law of a singular tyrant or frustrated by the ineffable workings of a system that has ground you down, you are one who has chosen to rise up and fight for change. Some say that you go too far; that your methods undercut the dialogue needed to bring balance. But yours is an anger too deep and a mission too necessary to be bridled by mere words. You will lead the revolution over anyone who stands in your way. You walk the path of the radical.

Path of the Red Reaver

The Path of the Red Reaver is a warrior’s hunt for meaning in a life borne of suffering and violence, not some ritualistic process for raiding cannibals as inexperienced adventurers might have you believe. The barbarians that follow this path fuel their rage with this pursuit of purpose. For those that live long enough, their discipline becomes almost monk-like in its meditation, chasing their sense of self through the arteries of those they deem worthy in battle.   As wizards live to slake their thirst for knowledge, barbarians who follow the Path of Red Reaver are usually drawn to the greatest challenge in the field, not for bragging rights, or even to turn the tide of battle, but to further discern their place in the veins of their world.

Path of the Rune Sage

Long ago, a tribe of barbarians stole the arcane secrets of giants: rune magic. The tribe started a tradition continued today by barbarians who follow the Path of the Rune Sage. Using eldritch symbols painted onto your body, you are capable of unleashing arcane spells. Tattooed symbols are even more powerful, altering and enhancing your ability to rage.   Rune Sages in their native land often serve as advisers, mystics, and historians. Some barbarians, however, see Rune Sages as ill omens and lightning rods for misfortune. Rune Sages are cast out from these cultures and unwelcome in their settlements

Path of the Scarecrow

In remote communities, barbarians are often called upon to act as guards, scouts and watchers. While some have difficulty quelling their rage long enough to make effective observers, a few discover that they are able to find an inner calm that physically melds them into parts of their surroundings, changing their bodies and allowing them to meditate unnoticed for hours. These barbarians follow the Path of the Scarecrow, named after the inanimate guardians who keep watch over the fields, as well as the nightmarish constructs who suddenly appear out of nowhere to wreak havoc on their prey when least expected.

Path of the Siege Weapon

Made of a tribe who stray away from the paths most taken, these barbarians train with knights to develop rigorous discipline. Barbarians who take this path receive formal martial training and study warfare tactics. They are unwavering from their goal, which is to destroy all on the battlefield, and take the fight to the fortress itself.

Path of the Shattered Bulwark

For many barbarians, rage is means to protect themselves against the world's dangers. For followers of the Path of the Shattered Bulwark, this is especially true. The rage of these barbarians manifests as barriers of fragile glass that remind both themselves and their enemies that no matter how many times they may be broken, their will to survive will prove sharper than their enemies.

Path of the Skinwalker

Some barbarian tribes worship certain animals as their spirit guides and totems, channeling their innate powers to invoke the traits of beasts that they honor. Among them, there are a rare few that can call upon these powers in ways deemed unimaginable by many and disturbing by more than few. Such individuals are highly esteemed by their tribes and rightly feared by their enemies. Skinwalkers, as they are often called, are mostly shamans or descendants of long forgotten lineages that mixed blood between a humanoid and a creature with the shapeshifter subtype. While they do not posses the understanding of beast and nature a druid may have, their transformations are of a more primal origin - a result of intense worship or an inborn ability. The forms they take are often slightly unnatural and almost always a gruesome sight to behold. As such, skinwalkers are rare in civilized societies, both because of the status they enjoy in their tribes and the tendency of the common folk to hunt them down, often mistaking them for lycanthropes. Those that do decide to venture into the open world use their powers to adapt and blend in, holding onto their more wretched forms until absolutely necessary.

Path of the Spellbreaker

Most Barbarians never attempt to learn magic. The clarity of mind required to cast spells does not work well with the primal ferocity Barbarians use to win their fights. A few Barbarians, however, have learned how to integrate the arcane arts with their rage, and use this hybrid style to become expert mage killers.   Most Barbarians who walk the Path of the Spellbreaker are trained and employed by magical colleges or organizations, and used to hunt down mages who have broken the organization's laws or codes. Some Spellbreakers, however, are self trained or were taught by a lone master. These Spellbreakers often have a grudge against magecraft in general and endeavor to slay any mage that crosses their path.

Path of the Steel Serpent

Nothing angers barbarians of this path more than a foe just out of reach. Seeking to overcome this limitation, the Path of the Steel Serpent was born. Whirling dervishes of blurring iron, they lash their foes and drag them in for the kill. Emulating the lightning quickness of a serpent's bite, nobody embodies a barbarian's chaotic and unpredictable mode of attack better than them.

Path of the Storm Herald

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.   Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

Path of the Survivor

These nomadic tribes of barbarians stay mobile at all times, gathering plants and tracking animals for food. With the constantly movement, they have become skilled in using nature for shelter and protection, and in turn will defend it from those who harm it. Even the lowest member of the tribe is an excellent tribe tracker and knows how to use plants as medicine.

Path of the Titan Mauler

In lands overrun by giants, dragons, and other hulking beasts, entire fellowships of barbarians hone tactics and traditions with one purpose—to bring low these massive foes. While their enemies’ size makes the creatures strong, barbarians who follow the Path of the Titan Mauler are even stronger, taking up weapons from their fallen foes that no lesser warrior can lift, and using them when they hunt to grant themselves increased size and greater ferocity against their titanic foes.

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.   Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Path of the War Hulk

The Path of the War Hulk is chosen by barbarians of great size and strength, who wish to most effectively utilize those assets on the battlefield. A War Hulk is just that: a hulk meant for smashing and intimidating opponents en masse. Their blows are mighty and their strength legendary, and their specialty is sowing carnage.

Path of the Warborn

Many barbarians live a life of constant battle, defending their tribes from threats or pitting themselves against successively stronger opponents to prove their strength. Barbarians who follow the Path of the Warborn beseech and harness the power of Acheron, the Infinite Battlefield, to elevate themselves above all others in these conflicts. When they rage, a Warborn's fury is augmented with martial and magical prowess both as the energies of Acheron fill them with the might of a legion. Warborn are typically champions in an army or tribe, holding their positions through impeccable martial ability. Others are solitary wanderers seeking great challenges across the land, or conquering warlords that embody the cruel and merciless nature of the Infinite Battlefield.

Path of the Warchief

Some barbarians hail from savage cultures or tribes where war is regular and battles are commonplace. In these places, their leaders are not exempt from deeds of brutality, leading their forces in a furious battle frenzy and sweeping enemies before the onslaught. These leaders are known as Warchiefs. Warchiefs are often a self-proclaimed leader of a tribe or raiding band, and usually attain this status by deposing the previous leader. One leads through example and through unrelenting presence.

Path of the Warheart

Warhearts are warriors who have seen the horrors of war and display the scars that those horrors have dealt to them. But beneath those scars lies a much more dangerous power. These warriors are half-sparks, individuals with extreme magical talents in one specific area: and their talent is battle.   Inside their body is a potent yet latent primal magic that seeps out of them like sweat when they are in the thick of a fight. And as they fight, this magic gives them strength, power and endurance like no other, making them a more and mor dangerous opponent every second the fight lasts.

Path of the Warsworn

All barbarians have an internal fury, but the rage of a barbarian that follows this path is a focused rage. It is a rage that not only allows the shrugging off of blows and the pummeling of enemies, but also opens the way for martial skill enhanced and controlled by the rage, rather than overrun by it. Most members of this path are trained soldiers and martial experts, in whom an unquenchable rage is awakened during battle. Rather than give themselves over to the rage like other barbarians, however, these warriors learn to control the rage and focus it into fury that makes them unstoppable on the battlefield.

Path of the Weird

The Path of the Weird is not for the faint of heart. Or hearts. These warriors are touched by an alien influence, that of the Far Realm. Its endless expanse contains an infinite number of horrors that make their way to the other planes, the ultimate example of the fear of the unknown. Through the attention of a Great Old One, an encounter with an aberration, or some other incident, a Path of the Weird barbarian finds themselves inextricably linked to the inky void that presses in all around us, just waiting to swallow the Material Plane and all others. This connection lends them an otherworldly power, that manifests as a transformation of terror inducing weirdness, along with an expansion of their minds.   This transformation corrupts a barbarian's visage, rendering them disgusting to observers to an extreme level. This form might have any number of facets, which you can decide for yourself or roll on the table below to discover randomly.

Path of the Wendigo

The wendigo are frightful warriors. They keep their rage hidden. Silent. Until needed. And when that dam breaks and they unleash their horrendous fury, the effect is unnerving. Terrifying. This is the intention. Wendigo are warriors who know the value of fear. You can control a person with what they fear. This style means that wendigo are perhaps the most patient and restrained of the barbarians, but that does not make them any less effective. Having seen one fight, I must admit that even I am disturbed by them. They perform feats of butchery and roar with such unearthly fury. In battle I have seen one rip a fallen foe in half with their bare hands and eat the dead heart. They are often clad head to toe in hides, bones, branches and trophies from important kills. This serves to make them harder to spot while hiding and certainly helps to intimidate foes.

Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.   A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten 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.

Path of Throwing Anything

Barbarians who walk the Path of Throwing Anything aren’t the most subtle of combatants, but who has need for subtlety when your opponents are mewling for mercy under a gigantic stack of unreasonably large rocks? Of course, you don’t HAVE to throw boulders. You can throw anything. That’s the beauty of the barbarian lifestyle - if you’re angry enough, anything looks like a boulder and everyone looks like a target.

Path of Tremors

The earth is a solid fixture in life. It rewards those that treat it with respect and humility. You have reached a stage that makes you very much like the earth. Immovable. Indestructible. Devastating. Those that invoke your wrath must learn to kneel before the might of the ground beneath your feet.


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