Author Topic: 5E Barbarian Path Variants  (Read 2884 times)

bhu

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« Last Edit: June 17, 2017, 07:11:41 PM by bhu »

bhu

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Re: 5E Barbarian Path Variants
« Reply #1 on: June 15, 2017, 07:44:33 PM »
Kuldjargh
Originating with the Dwarf races, the Kuldjargh ("axe idiots") are berserkers who enter into their rage via a ritualistic singing.  Fond of spiked armor and riding trained war boars, they charge heedlessly into battle assured by the Gods that if they are slain they will rise again more powerful than before.

BATTLESINGER
At 3rd Level you gain Proficiency with Performance (Singing).

BRAWLER
At 3rd Level you gain Tavern Brawler as a Free Bonus Feat.

CLOSE QUARTERS FIGHTING

At 6th Level you get an Opportunity Attack when an Opponent attempts to Grapple you.  If your attack succeeds his Grapple fails. You also gain Advantage on Checks made to Escape a Grapple.

FEARLESS
At 10th Level you become Immune to the Frightened Condition.

BATTLE HARDENED
At 14th Level while Raging, your Opponent has Disadvantage on their Damage rolls, and you the Bonus you gain from Unarmored Defense becomes a permanent Natural Armor Bonus to AC instead.
« Last Edit: June 15, 2017, 07:47:16 PM by bhu »

bhu

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Re: 5E Barbarian Path Variants
« Reply #2 on: June 15, 2017, 07:52:02 PM »
Bear Warrior
You now become a Bear when raging.  Panda if you're unlucky.  Not that Panda is any less effective, but it just doesn't have that "authority" factor.

BEAR RAGE
At 3rd Level you transform into a Bear while Raging.  You gain a +2 Natural Armor Bonus to AC, and a Bite attack doing 1d6 plus your Str Modifier damage.  You also have Advantage on Wisdom (Perception) checks that rely on smell.  You otherwise gain all the normal benefits of Rage as well.  You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form (unless it is magical), and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

IMPROVED BEAR RAGE
At 6th Level your Bite damage increases to 1d8 plus Str Modifier damage, and for your Extra Attack you now get a Claw Attack doing 2d6 plus Str damage. Your claws and bite are now considered magical weapons.

GREATER BEAR RAGE
At 10th Level you gain +2 Str and +2 Con.  This cannot take either stat above 22, until you are Level 20 when you max out at 24.

MIGHTY BEAR RAGE
At 14th Level while Raging, you now gain +4 Str and +4 Con (maximum of 24).

bhu

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Re: 5E Barbarian Path Variants
« Reply #3 on: June 15, 2017, 07:57:42 PM »
Berserkergang
"Odin's men rushed forwards without armour, were as mad as dogs or wolves, bit their shields, and were strong as bears or wild oxen, and killed people at a blow, but neither fire nor iron told upon them."  Crazed religious warriors who just as often are dangerous to their own side as they are to the enemy.

BARE CHESTED RAGE
At 3rd Level the Bonus you get for Unarmored Defense is now equal to your Proficiency Bonus

STRENGTH OF THE BEAR
At 6th Level the Damage Bonus you get while Raging is now equal to your Proficiency Bonus.

FIREPROOF
At 10th Level you become Immune to Fire damage while Raging.

IRONPROOF
At 14th Level while Raging, you become immune to blunt, slashing or piercing damage that is not made by a magical weapon.

bhu

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Re: 5E Barbarian Path Variants
« Reply #4 on: June 15, 2017, 09:39:06 PM »
Frostrager
Some rage burns cold.  Believed to be gifted (or cursed depending on your point of view) by Thrym, they become covered in frost during their fits of rage.

COLD RAGE
At 3rd Level you get Immunity to Cold damage, and Vulnerability 5 to Fire damage when Raging.  Your melee attacks now do an additional +1d6 Cold damage when Raging as well.

IMPROVED COLD RAGE
At 6th Level you get a Natural Armor Bonus when Raging equal to the Damage Bonus you get while Raging.

HEALING COLD
At 10th Level if you are hit with an attack that would do Cold damage, you heal hit points equal to half the damage the attack would have done.

HEART OF ICE
At 14th Level while Raging, you know do +2d6 Cold damage with your melee attacks, with an additional +1d6 Cold damage upon making a successful critical.

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Re: 5E Barbarian Path Variants
« Reply #5 on: June 16, 2017, 06:37:17 PM »

Black Blood Cultist
Worshipers of the Lycanthrope god Malar, these feral savages grow claws and fangs when raging.  Many hope to become Lycnathropes themselves one day.

FERAL RAGE
At 3rd Level you gains a Claw attack doing 1d6 plus Str Modifier damage when raging.  You also have Advantage on Wisdom (Perception) checks that rely on smell.

STRANGLER
At 6th Level you gain the Grappler Feat.

IMPROVED FERAL RAGE
At 10th Level your Claw damage increases to 1d8 plus Str Modifier damage, and for your Extra Attack you now get a second Claw Attack. Your claws are now considered magical weapons.

FERAL FORM
At 14th Level you may use your claw attacks even when you aren't raging, and if you hit with both claw attacks, you do an additional +2d6 damage to that victim.
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Re: 5E Barbarian Path Variants
« Reply #6 on: June 16, 2017, 06:39:44 PM »

Eye of Gruumsh
Worshipers of the Orcish God Gruumsh, they pluck out one of their eyes to be more like their lord.  Said to see their own death with their missing eye they show no hesitation in battle..

MY EYE SLOWS ME NOT
At 3rd Level you gain the Alert Feat.

INSPIRATION
At 6th Level you gain this Ability once per long rest.  All worshipers of Gruumsh within 30 ft. of you when you are raging may roll a d6 and add it to one saving throw of their choice.  They only gain this die once, and must use it before the end of the encounter.

SIGHT OF THE MISSING EYE
At 10th Level you gain Truesight with a range of 30 ft.

GODS FAVOR

At 14th Level you may gain four Superiority Dice, which are d8s.  A Superiority Die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. Any time you are required to make a Saving Throw, you may roll one of these dice and add it to the result (you may wait to see the result of the Saving Throw before deciding)..
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Re: 5E Barbarian Path Variants
« Reply #7 on: June 16, 2017, 06:45:45 PM »
Path of the Totem Warrior Variants
New totem animals for Path of the Totem Warrior.

TOTEM SPIRIT
Ape. While raging you can make two attacks, one with your weapon and one with your fist (two fists if you are unarmed).  The fist attack does 1d6 plus Str Modifier.
Bat. When raging you gain Blindsight out to a range of 60 feet as long as you aren't deafened.
Boar. If you take damage from a single hit that would drop you to 0 hit points or less, you drop to 1 hit point instead.  You may use this ability once per rage.
Crab. While you are raging, your opponent has disadvantage on all damage rolls.
Crocodile. When raging you gain a Bite attack doing 1d10 plus your Str Modifier damage.  If your Bite is successful, you're opponent is Grappled.
Fox. You gain advantage on Wisdom based Checks and Saving Throws.
Horse. When raging, you do double damage to prone foes.
Lion. When raging, if the barbarian moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a Strength saving throw  (DC is ) or
be knocked prone. If the target is prone, the barbarian can make one more attack against it as a bonus action.
Rhinoceros. You gain Charger as a Bonus Feat.
Shark. Even when you aren't raging you gain advantage on attack rolls against opponents who don't have all tehir hit points.  If you are raging, you also do an additional 1d6 damage on successful hits.
Viper. When raging you gain a bite attack doing 1d3 piercing damage.  If the target takes damage it must make a Constitution Saving Throw (Save DC is ) or take 2d4 poison damage.

ASPECT OF THE BEAST
Ape. You gain a Climb speed equal to your base Land speed.
Bat. You gain advantage on Wisdom (Perception) checks that rely on hearing.
Boar. You gain Durable as a Bonus Feat.
Crab. You become amphibious, able to breathe both air and water.
Crocodile. You gain the ability to hold your breath for 30 minutes, and advantage on all Strength (Athletics) Checks meant for Swimming.
Fox. You gain Skulker as a Bonus Feat.
Horse. You gain Charger as a Bonus Feat.
Lion. You gain Mobile as a Bonus Feat.
Rhinoceros. You now gain the benefits of the Charger Feat on opportunity attacks, whether you move or not.
Shark. You gain advantage on Wisdom (Perception) Checks that rely on smell.
Viper. You gain Alert as a Bonus Feat.

TOTEMIC ATTUNEMENT

Ape. You now add +1d6 to melee attack and damage rolls when raging.  You also get this bonus with thrown ranged weapons.
Bat. Opponents you successfully Grapple take 1d6 plus your Strength Modifier damage for as long as the Grapple lasts.  They also take an additional 1d6 damage in blood loss.  You also heal hit points equal to your Constitution Modifier each round the Grapple is maintained.
Boar. You can rage one additional time per rest, and your rage does not end prematurely if you fail to attack someone.
Crab. While raging, your hands become massive crab claws, doing 1d6 plus Str Modifier damage.  If you successfully hit an opponent with one he is Grappled, and then takes claw damage for as long as you can maintain the Grapple.
Crocodile. The bite attack you gain while raging ignores Armor and Natural Armor Bonuses to AC.
Fox. Once per rage you may automatically succeed on any one Int, Wis or Cha Saving Throw.
Horse. While raging, if you move at least 20 feet to attack a Prone opponent your attack does triple damage.
Lion. Once per rage, you may roar.  All opponents within 30 feet must make a x Save (DC is ) or be Frightened for the duration of your rage.
Rhinoceros. When raging you gain temporary hit points equal to your (Con Modifier x Level).
Shark. While raging you gain Blindsight with a range of 60 feet, but you can only perceive opponents who do not have their full hit points.
Viper. You gain advantage on all Constitution Saving throws, and resistance to poison damage.

bhu

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Re: 5E Barbarian Path Variants
« Reply #8 on: June 17, 2017, 07:00:41 PM »
Champion of Gwynharwyf
Gwynharwyf is the Patron Goddess of Barbarians, and her servitors seek to cleanse the world of Evil.

Code: [Select]
    Known  Spells Known 1st  2nd  3rd  4th
3.      2                    2     -     -     -
4.      2                    3     -     -     -
5.      2                    3     -     -     -
6.      2                    3     -     -     -
7.      2                    4     2     -     -
8.      2                    4     2     -     -
9.      2                    4     2     -     -
10.     3                    4     3     -     -
11.     3                    4     3     -     -
12.     3                    4     3     -     -
13.     3                    4     3     2     -
14.     3                    4     3     2     -
15.     3                    4     3     2     -
16.     3                    4     3     3     -
17.     3                    4     3     3     -
18.     3                    4     3     3     -
19.     3                    4     3     3     1
20.     3                    4     3     3     1
Spellcasting
You may cast spells beginning at 3rd Level (see Chapter 10 of Player's Handbook for rules on spellcasting, and see below for the Champion spell list).
Cantrips. You learn two Cantrips of your choice, with an additional Cantrip at Level 10.
Spell Slots. The table above shows your spell slots of 1st Level or higher.  To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.  For example, if you know the 1st-level Searing Smite and have a 1st-level and a 2nd-level spell slot available, you can cast Searing Smite using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level Champion spells of your choice. The Spells Known column of the Champion Spellcasting table shows when you learn more Champion spells of 1st level or higher. Each of these spells  must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Champion spell list. The new spell must be of a level for which you have spell
slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Champion spells, since your spells rely upon devotion. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Champion spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier

Spell attack modifier
= your proficiency bonus +
your Wisdom modifier

Spell List: 1st Level: Absorb Elements, Bless, Compelled Duel, Cure Wounds, Detect Evil and Good, Detect Poison and Disease, Divine Favor, Healing Word, Protection from Evil and Good, Searing Smite, Shield, Wrathful Smite.  2nd Level: Aid, Branding Smite, Enhance Ability, Glory of the Martyr*, Holy Sword*, Lesser Restoration, Magic Weapon, Prayer of Fortitude*, Prayer of Healing, Protection from Poison, Sword of Conscience*, Zone of Truth.  3rd Level: Aura of Vitality, Beacon of Hope, Blinding Smite, Daylight, Dispel Magic, Fear, Magic Circle, Mass Healing Word, Protection from Energy, Remove Curse, Revivify.  4th Level: Aura of Life, Aura of Purity, Death Ward, Freedom of Movement, Guardian of Faith, Staggering Smite.

A * indicates new spells.

Divine Smite
Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one Champion spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Furious Casting
At 6th Level you may cast Champion spells when raging.

Divine Protection
At 10th Level you gain resistance to Acid, Cold and Lightning Damage.

Divine Wisdom
At 14th Level you gain Advantage on Saving throws against Enchantment spells.

bhu

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Re: 5E Barbarian Path Variants
« Reply #9 on: June 17, 2017, 07:08:47 PM »
Runescarred Berserker
These defenders of Rashemen carve magic enhanced runes into their flesh.

Code: [Select]
    Known  Spells Known 1st  2nd  3rd  4th
3.      2                    2     -     -     -
4.      2                    3     -     -     -
5.      2                    3     -     -     -
6.      2                    3     -     -     -
7.      2                    4     2     -     -
8.      2                    4     2     -     -
9.      2                    4     2     -     -
10.     3                    4     3     -     -
11.     3                    4     3     -     -
12.     3                    4     3     -     -
13.     3                    4     3     2     -
14.     3                    4     3     2     -
15.     3                    4     3     2     -
16.     3                    4     3     3     -
17.     3                    4     3     3     -
18.     3                    4     3     3     -
19.     3                    4     3     3     1
20.     3                    4     3     3     1
Spellcasting
You may cast spells beginning at 3rd Level (see Chapter 10 of Player's Handbook for rules on spellcasting, and see below for the Champion spell list).
Spell Slots. The table above shows your spell slots of 1st Level or higher.  To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.  For example, if you know the 1st-level Searing Smite and have a 1st-level and a 2nd-level spell slot available, you can cast Searing Smite using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level Runescar spells of your choice. The Spells Known column of the Runescar Spellcasting table shows when you learn more Runescar spells of 1st level or higher. Each of these spells  must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Runescar spell list. The new spell must be of a level for which you have spell
slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Runescar spells, since your spells rely upon devotion. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Champion spell you cast and when making an attack roll with one.  Unlike normal, you cannot cast spells in the normal way.  Instead, you carve them into your skin, saving them for later use.  It takes a Minute to carve one Runescar, and you may have up to 7 at any one time.  Once carved into your skin you may activate one Runescar per round as a Bonus Action, even while Raging.  Once activated the spell takes place as if it had just been cast, and cannot be used again until the Runescar has been recarved into your skin.

Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier

Spell attack modifier = your proficiency bonus +
your Wisdom modifier

Spell List: 1st Level: Absorb Elements, Bless, Cure Wounds, Divine Favor, False Life, Healing Word, Protection from Evil and Good, Thunderous Smite, Wrathful Smite.  2nd Level: Darkvision, Enhance Ability, Enlarge/Reduce, Invisibility, Lesser Restoration, Magic Weapon, Prayer of Healing, Protection from Poison, See Invisibility. 3rd Level: Divine Power*, Fly, Haste, Keen Edge*, Nondetection, Protection from Energy, Spell Resistance.  4th Level: Death Ward, Dimension Door, Freedom of Movement, Greater Invisibility, Polymorph, Staggering Smite.

A * indicates new spells.

Berserker Lodge
At 3rd Level you have been initiated into one of Rashemen's berserker lodges.  Choose one of the following benefits to gain during Rage:

Ettercap: You gain damage resistance to poison, and advantage on Constitution Saving Throws.

Great Stag: You do not take movement penalties for difficult terrain, and add +1d6 to attack and damage rolls if you move at least 10 ft. before attacking on your turn.

Ice Troll: Gain advantage on Constitution Saving Throws, and a +2 Natural Armor Bonus to AC.  This stacks with Protective Runes.

Owl Bear: If you successfully attack an opponent in melee, they are considered Grappled.

Snow Tiger: You can Frenzy, as per the ability listed in Path of the Berserker.

Wolf: You gain advantage on Dexterity Checks and Saving Throws, and if you successfully make a critical hit on an opponent they are Prone.

Cold Resistance
At 6th Level you gain Resistance to Cold damage.

Scarred Flesh
At 10th Level the damage resistance you get during Rage is now permanent (i.e. it can be used when not Raging).

Protective Runes
At 14th Level you gain a +4 Natural Armor Bonus to AC when you have active Runescars.

(Much thanks to Tenacious J, who provided the following spell translations).

KEEN EDGE
3rd Level Transmutation
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Hour
You touch a nonmagical weapon.  Until the spell ends, that weapon becomes a magic weapon that critically hits on a roll of 19 or 20.
  At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the weapon critically hits on a roll of 18 to 20.


DIVINE POWER
3rd Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute
Calling upon your divine patron, you imbue yourself with strength and skill in combat.  Until the spell ends, your weapon attacks deal an extra 1d4 damage.  When you take the attack action, you may make one extra attack.  You gain temporary hit points at the start of each of your turns equal to your spellcasting ability modifier.  When the spell ends, you lose any remaining temporary hit points from the spell.


SPELL RESISTANCE
3rd Level Abjuration
Casting Time: 1 Action
Range: Self
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute
Until the spell ends, you have advantage on saving throws against spells and other magical effects.