The Barbarian

Equally at home in the wilds as it is the battlefield, the barbarian is a hardy warrior. The class pairs high hit points with heavy attacks, balancing a risk-reward ratio that many players enjoy. A barbarian enters a rage state, than can be flavored as raw anger, a battle trance, conditioned behavior or other fantasies that explain the character’s enhanced combat abilities.

The barbarian is the best class because it empowers the player to rush into the heat of battle certain it will crush its foes or meet a glorious end. The barbarian is a capable explorer in in and out of the dungeon, and is capable of dealing significant critical damage at higher levels. Rage is a simple resource, that makes it easy to play a barbarian to its fullest, but the various subclasses add more complex dimensions to the character.

Optional Class Features

The barbarian class receives new features and subclasses in this section. You gain class features in the *Player’s Handbook* when you reach certain levels in your class. This section offers additional features you can gain as a barbarian. Unlike features in the *Player’s Handbook*, you don’t gain the features here automatically. Consult with your DM on whether you gain a feature in this section if you meet the requirements. These features can be selected separately from one another; you can use some, all, or none of them.

If you take a feature that replaces another feature, you gain no benefit from the replaced feature and don’t qualify for anything in the game that requires it.

Fighting Style

2nd-level barbarian feature which replaces the Reckless Strikes feature

You adopt a particular style of fighting as your specialty. Choose one of the options available to the fighter class. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Whirling Blades

5th-level barbarian feature

When you make the additional attack while engaging in Two-Weapon Fighting (as explained in chapter 9 of the *Player’s Handbook*), you can make it as part of the Attack action, instead of as a bonus action. You can still make this extra attack only once per turn, and you can’t use a bonus action to make an attack this turn.

In addition, while holding a one-handed weapon in each hand, you can take a bonus action to make an attack with one of them during your turn when you take any action other than the Attack action.

Primal Force

13th-level barbarian feature

When you hit a creature with a melee weapon attack, you can take a bonus action to either push it 10 feet away from you or attempt to grapple it.

Primal Path Options

Primal Paths receive additional options in this section.

Path of the Berserker

The Path of the Berserker receives the following new features.

Calm before the Storm

6th-level Path of the Berserker feature

Once during a short rest, you can expend two Hit Dice to reduce your exhaustion level by one step. You don’t regain any hit points from Hit Dice expended this way.

Path of the Totem Warrior

The Path of the Totem Warrior receives the following new features.

Totem Reverence

3rd-level Path of the Totem Warrior feature

Each time you enter rage, you choose which totem spirit to adopt for you Totem Spirit and Totemic Attunement features. Whenever you finish a short or long rest, you can choose a different totem spirit for your Aspect of the Beast feature. In each case, you must have the appropriate physical totem object in your possession.

Totem Spirit Options

3rd-level Path of the Totem Warrior feature

When you choose a totem for the Totem Spirit feature, the following totems are added to your list of options.

Crocodile. When you enter rage, and as a bonus action during rage, you can grapple one target your size or smaller. The escape DC equals 8 + your proficiency bonus + your Strength modifier. The spirit of the crocodile enables you to seize a foe to haul it away.

Serpent. While raging, when a creature within your reach attacks a creature other than you, you can use your reaction to make one attack with a melee weapon against it. The spirit of the serpent allows you to strike suddenly.

Aspect of the Beast Options

6th-level Path of the Totem Warrior feature

When you choose a totem for the Aspect of the Beast feature, the following totems are added to your list of options.

Crocodile. You gain the adaptation of the crocodile. You can hold your breath for 1 hour, and while you remain still, you have advantage on Dexterity (Stealth) checks.

Serpent. You gain the senses of a snake. You have blindsight to a distance of 10 feet.

Totemic Attunement Options

14th-level Path of the Totem Warrior feature

When you choose a totem for the Totemic Attunement feature, the following totems are added to your list of options.

Crocodile. While raging you have a swim speed equal to your walking speed + 10 feet. In addition, you have advantage on saving throws against the paralyzed and stunned conditions.

Serpent. While you’re raging, a creature hit by one of your melee weapon attacks takes necrotic damage equal to your rage damage bonus at the start of its next turn.

Path of Wild Magic

The Path of Wild Magic receives the following new features.

Seeping Magic

10th-level Path of Wild Magic feature

At the start of your next turn after you trigger a wild surge, magical energy lingers around you until you trigger another wild surge or exit your rage. You can choose from one of the following effects:

Discordant Haze. Color and light bend and twist around you. A 10-foot sphere, centered on you is lightly obscured for the duration of your rage. When you move, you can choose to detach the haze from you, anchoring it in the space you leave.

Fey Blast. You can leap up to 10 feet as a bonus action. This movement only provokes opportunity attacks from creatures you choose.

Spell Lash. At the start of each of your turns, one random creature within 5 feet of you must make a Dexterity saving throw against your Wild Surge save DC or take 1d12 force damage.