Path of the Aquatic Hunter
Path of the Berserker
Path of the Courageous Heart
Path of the Defender
Path of the Hurler
Path of the Juggernaut
Path of the Marauder
Path of Nature’s Warden
Path of the Painted Warrior
Path of Sacrifice
Path of the Totem Warrior
Path of the War Chief
Path of the Zealot
Beastfolk & Tiefling (needs a tail)
Path of the Tailfighter
Can change shape naturally
Path of the Skinchanger
Dwarf
Path of the Battlerager
Path of the Quake Bringer
Floran
Path of the Blighted
Earth Genasi
Path of the Quake Bringer
Half-Orc
Eye of Gruumsh
Lizardfolk
Path of the Tailfighter
Path of the Trophy Hunter
Barbarians 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.
The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle breeze is akin to a furious thunderstorm. The barbarian’s driving force comes from a place that transcends mere emotion, making its manifestation all the more terrible. Whether the impetus for the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, until the last enemy falls.
“The rage that lies within the soul of a barbarian can take many forms. It can be summoned equally with a sense of purpose, a fire of passion, or a cold vengeance. Regardless of its source, a dreaded fate awaits any who stands in its path”
– Garin Tristane, general
As a barbarian, you gain the following class features.
Hit Dice: 1d12
You are proficient with Strength and Constitution saving throws.
Class Skills: Animal handling, Herbalism, Nature, Perception, Physique, Survival and Swimming
Skill Points: You gain 2 skill points at 1st level.
Requirements: Perception - Keen Awareness
Your fast reflexes gives you an edge when you dodge away from danger. When a trap or spell effect that you can see allows for a Dexterity save, you can make a Dexterity (Danger sense) check with Expertise instead.
Requirements: Physique, level 5
Your speed increases by 5 feet while you aren’t wearing heavy armor.
Weapon Groups: You have rank 2 with Axe, Club, Knife, Staff, Sword and Thrown Weapon. Additionally you have rank 1 with Flail, Polearm, Spear and Bow.
Combat Skills: You gain the Light armor and Medium armor skills.
After 1st level: You gain 1 skill point to spend on combat skills every level.
-Level- | -PB- | -Features- | -Fury- | -Rage Damage- |
---|---|---|---|---|
1st | +2 | Primal Path, Rage, Unarmored Defense |
20 | +2 |
2nd | +2 | Combat Style, Survivor | 20 | +2 |
3rd | +2 | Path feature | 30 | +2 |
4th | +2 | Mobile | 30 | +2 |
5th | +3 | Extra Attack | 30 | +2 |
6th | +3 | Path feature | 40 | +2 |
7th | +3 | Feral Instinct | 40 | +2 |
8th | +3 | - | 40 | +2 |
9th | +4 | Brutal Critical (1 die) | 40 | +3 |
10th | +4 | Path feature | 40 | +3 |
11th | +4 | Relentless Rage | 40 | +3 |
12th | +4 | - | 50 | +3 |
13th | +5 | Brutal Critical (2 dice) | 50 | +3 |
14th | +5 | Path feature | 50 | +3 |
15th | +5 | Rage power | 50 | +3 |
16th | +5 | - | 50 | +4 |
17th | +6 | Brutal Critical (3 dice) | 60 | +4 |
18th | +6 | Rage power | 60 | +4 |
19th | +6 | - | 60 | +4 |
20th | +6 | Primal Champion | Unlimited | +4 |
You start with the following equipment, in addition to the equipment granted by your background:
At 1st level, you choose a path that shapes the nature of your rage. All paths are detailed at the end of the class description. Your choice grants you features again at 3rd, 6th, 10th, and 14th levels.
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:
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
You can rage for a maximum number of rounds as your remaining Fury. The rage ends if you are knocked unconscious or if your turn ends and you haven’t made any aggressive actions since your last turn. You can also end your rage as a bonus action.
When the rage ends, reduce your current Fury with the number of rounds you raged for. The maximum fury for your barbarian level is shown in the Fury column of the Barbarian table.
See the Barbarian Rest Additions for more details.
Short rest |
---|
After a short rest: |
* Regain 1 Fury. |
* Reset DC of Relentless Rage by 1. |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Regain 10 Fury. |
* Reset DC of Relentless Rage to 10. |
While not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
At 2nd level you can choose one of the following options: Cleaving Blow, Heightened Reflexes or Reckless Attack.
Cleaving Blow: When you reduce a creature to 0 hit points with a melee weapon attack, you can target another creature adjacent of the original target and also within your weapon’s reach; if your original attack roll would also hit the second creature, any excess damage from the attack is applied to that creature.
Heightened Reflexes: While raging, you gain an additional reaction, but you can’t use both of your reactions on the same trigger.
Reckless Attack: 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.
Also at 2nd level you gain 3 additional skill points to spend on Perception and Survival.
At 4th level you gain 2 additional skill points to spend on Acrobatics (only Parkour), Physique (only Climb X, Fast movement, Jumper, Sprinter) and Swimming
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
By 7th level, your instincts are so honed that you are almost impossible to surprise. You gain the Perception - Keen awareness skill. If you have that skill already, you may spend a skill point on any other skill.
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.
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.
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.
See the Barbarian Rest Additions for more details.
At 15th and 18th level you can choose one of the following options: Clarity of Mind, Indomitable Might or Unstoppable Power.
Clarity of Mind: When you fail a Intelligence, Wisdom or Charisma saving throw while raging, you can use your reaction to automatically succeed.
Indomitable Might: During rage, if your total for a Strength check or Strength save is less than your Strength score, you can use that score in place of the total.
Unstoppable Power: While in your rage, you have advantage on all Strength, Dexterity, and Constitution saving throws.
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores, and maximums increase by 4.
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, or a gift of a totem animal.
At 1st level, you choose a path that shapes the nature of your rage. Your choice grants you features again at 3rd, 6th, 10th, and 14th levels.
Path of the Aquatic Hunter - This path is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. Barbarians from coastal and island cultures often draw on the spirit of the ocean’s creatures to inspire them in battle.
Path of the Berserker - 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 Courageous Heart - An intrepid do-gooder, whose 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.
Path of the Defender - Barbarian that has assumed the responsibility of safekeeping a bondmate. This can be people of importance, like a traveling priest, a tribe’s shaman or elder, and so on, but just as often they simply form a bond with someone they either care for or share a common goal with, like a sibling or fellow adventurer.
Path of the Hurler - Some barbarians follow this path for the simplistic and primal joy of seeing a thrown axe or hammer smash the skull of their quarry. But why stop there when you can throw logs, rocks or even enemies.
Path of the Juggernaut - These barbarians are an unstoppable force on the battlefield.
Path of the Marauder - A leader who leads from the front, who knows the strengths of his allies and deploys them where they will be the most effective.
Path of Nature’s Warden - Barbarians who follow an ancient tradition rooted in powerful druidic magic.
Path of the Painted Warrior - Barbarians of this primal path use their own bodies as a canvas, displaying their artistic talent and connection with their tattoos to the world.
Path of the Sacrifice - Everyone dies, but your death was written in the stars themselves. You are going to die, and your death is going to mean something. You scream with rage because your life means more than just an ending. When the time comes, you will be waiting, bloodstained weapon in hand.
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.
Path of the War Chief - Leaders and warrior kings who can turn any scrappy group of companions into a tight-knit tribe. Inspiring their allies to victory with battle cries and war songs, war chiefs lead every battle from the frontline.
Path of the Zealot - Religious warriors who channel their rage into powerful displays of divine power.
Class Level | Feature |
---|---|
1st | Swimmer, Totem Spirit |
3rd | Creature of the Sea, Totemic Blessing |
6th | Aspect of the Beast |
10th | Oceanic Blessing |
14th | Totemic Attunement |
The Path of the Aquatic Hunter 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.
Barbarians from coastal and island cultures often draw on the spirit of the ocean’s greatest hunters to inspire them in battle. Aquatic totems include killer whales (orca) and sharks.
When you choose this path, you gain 2 skill points to spend on Swimming.
Choose a totem spirit. You must make or acquire a physical totem object - an amulet or similar adornment - that incorporates the teeth, skin or bones of the animal. At your option, you may also gain minor physical attributes that are reminiscent of your totem spirit. For example, you may have dark eyes, a vicious smile, lack of hair or sharpened teeth.
You gain 1 skill point to spend on Animal handling. Additionally you have advantage on Charisma checks when interacting with normal animals related to your totem spirit.
You gain the ability to cast the water breathing and speak with animals spells, but only as rituals, and only targeting yourself.
You gain a greater connection to your totem spirit. You gain a power based on your chosen animal. The power is only active while raging and not wearing heavy armor.
Albatross. The spirit of the albatross makes you into a opportunist who can weave through the fray with ease. Creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn.
Crab. The spirit of the lobster grants you its incredible resilience. Bludgeoning, piercing, and slashing damage done to you is reduced by 3.
Orca. Orca travel and hunt in packs, learning to work together to defeat their prey. Your allies have advantage on melee attack rolls against any creatures adjacent to you.
Shark. The spirit of the shark makes you ferocious at the smell of blood. The spirit of the shark makes you ferocious at the smell of blood. You gain temporary hit points equal to your Constitution modifier whenever you damage a creature with a melee attack.
Whale. The spirit of the whale protects you from the elements. When you start your rage, you gain a number of temporary hit points equal to your Constitution score, which last until your rage ends. While you have those temporary hit points, you have resistance to cold and fire damage.
You gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected previously or a different one.
Albatross. This spirit helps you roam far and fast. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace).
Crab. You suffer none of the drawbacks of old age, and you can’t be aged magically.
Orca. While raging, you gain blindsight to a range of 10 feet in air, or 60 feet underwater. As this ability is gained by echolocation, you can’t use this ability while deafened.
Shark. You gain the swiftness and senses of a shark. You have a swimming speed equal to your walking speed and advantage on tracking creatures that do not have all their hit points.
Whale. As Orca.
You may cast the water breathing spell granted by Creature of the sea on other targets than yourself.
Additionally you can cast the commune with the sea spell, but only as a ritual. When you do so, a spiritual version of your totem animal appears to you to convey the information you seek.
You gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected previously or a different one, however, at least two of the selections must be from your totem animal.
Albatross. While raging, you have a flying speed equal to your base walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Crab. While raging, any creature grappled by you takes 1d6 + your Strength modifier + your rage bonus in bludgeoning damage when it starts its turn.
Orca. You learn to use your size and speed to your advantage in combat. While you are raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee attack.
Shark. Your emotionless ferocity is more terrifying than any wild rage. While raging, enemies you damage with a melee weapon attack have disadvantage on attack rolls against you until the end of its next turn. An enemy is immune to this effect if it can’t see or hear you, or if it can’t be frightened.
Whale. While raging, you are under the enlarge effect of the enlarge/reduce spell. You also count as one size larger than your enraged size for the purposes of determining which creatures you can grapple and shove.
Class Level | Feature |
---|---|
1st | Intimidating Presence |
3rd | Frenzy |
6th | Mindless Rage |
10th | Terrifying Rampage |
14th | Retaliation |
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.
When you choose this path at 1st level, you gain the Physique - Intimidate skill. If you have that skill already, you may spend a skill point on any other class skill.
When raging, you can go into a frenzy. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one.
When your frenzied rage ends, you lose one unspent hit die. If you don’t have any hit die remaining, you instead suffer one level of exhaustion.
You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
You can frighten your enemies with your menacing presence. As an action, choose one creature within 30 feet that can see and hear you. It must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn.
On subsequent turns, you can use your bonus action to extend the duration of this effect until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
When you take damage from a creature, you can use your reaction to make a melee weapon attack against that creature
Class Level | Feature |
---|---|
1st | Lucky, Matter at Hand |
3rd | Favor the Bold, |
6th | Combat Focus |
10th | Stroke of Inspiration |
14th | Heroic Tenacity |
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.
When you choose this path at 1st level, you gain the Brawler and Thrown weapon - Improvised Throwing combat skills.
Additionally, you can use any item, as long as you can pick it up, as a thrown weapon, dealing d6 damage if one-handed, or d10 if two-handed. Attacks with these items benefit from your bonus Rage damage and can be used with your Reckless Attack and Brutal Critical features.
Luck seems to be with you. When you roll a 1 on an check, you can reroll the die and must use the new roll.
In addition you gain +2 to your Luck score.
When the adrenaline kicks in, primal instinct propels certain heroes to awe-inspiring feats, seeming to add just a smidge of luck at the right moment. While raging, whenever you make a saving throw, or an attack roll with an unarmed strike or improvised weapon, you can roll a d4 and add the number rolled to the total.
When you hit with an unarmed or improvised weapon attack while raging, roll 1d4 and add its total to the attack’s damage. In addition, when a hostile creature damages you while you are raging, reduce the damage by 1 (to a minimum of 0 damage).
This feature increases in potency as you gain barbarian levels to 2d4 damage/2 damage reduction at 10th, and 3d4 damage/3 damage reduction at 14th level.
You seem to stumble upon the right clue, connection, or words, even when you have no idea what is going on. When you fail a Charisma, Intelligence, or Wisdom-based ability check, you can spend 2 Fury to reroll the check with advantage.
Whenever you succeed at a Constitution saving throw to remain conscious with your Relentless Rage feature, you can use one of the following Tenacious Heart options of your choice. You can use each Tenacious Heart option only once per round.
Inspiring. You inspiring last stand fills your allies with renewed vigor. Allies within 30 ft that can see or hear you gain 10 temporary hit points.
Persistent. You won’t quit without a fight. The DC of your next Relentless Rage check is reduced by 5 until the end of your turn.
Rallying. Your heroic refusal to die fills your allies with confidence. Allies you that can see you gain advantage on the next attack roll they make within the next 1 minute.
Class Level | Feature |
---|---|
1st | Chosen Charge, Alert |
3rd | Avert and Avenge |
6th | Dexterous Cover |
10th | Shared Alertness |
14th | Passive Aggressiveness |
Barbarians that follow the Path of the Defender have assumed the responsibility of keeping a bondmate alive. They are often charged with the safekeeping of people of importance, like a traveling priest, a tribe’s shaman or elder, and so on, but just as often they simply form a bond with someone they either care for or share a common goal with, like a sibling or fellow adventurer.
Starting when you choose this path at 1st level, you can perform a 1-hour ritual to bond with one creature of your choosing. This bond is suppressed if one of you is charmed, but otherwise lasts until your bondmate dies or you perform this ritual again.
In order to reap the benefits from the bond, you must be within a certain range of your bondmate. This range is referred to as soul range, and for the Defender, who must almost be like a shadow to its bondmate, the range is 10 feet.
You are always alert for dangers that might threaten your bondmate. Gain 1 skill point to spend on Perception.
You have mastered guarding your bondmate from bodily harm. While raging and within soul range, if a creature you can see hits your bondmate with an attack, you can use a reaction to throw yourself in harm’s way, forcing the damage to be dealt to yourself instead.
If you do, you switch places with your bondmate. When you take damage this way you have resistance to the damage and the first attack you make on your next turn has advantage and deals 1d6 additional damage if you hit.
You can’t use this feature if either your movement speed or your bondmate’s movement speed is 0 or you are otherwise hindered, for example by a wall or being chained.
Your reflexes allow you to shield your bondmate in even more ways. While within soul range, if a spell or effect would grant both you and the bondmate a Dexterity saving throw to avoid damage, you can, as a reaction, grant your bondmate advantage on its roll and resistance to the damage.
If your bond mate takes damage from this, the first attack you make on your next turn against the creature that caused the save (if any) has advantage and deals 1d6 additional damage if you hit.
Instincts flow through the bond. While within soul range, both you and your bondmate are treated as if having the same Perception skills as the other, and neither of you can be surprised unless you both are.
You and your bondmate function even more like a team when faced with foes. While raging, if a hostile creature deals damage to you with an attack aimed at your bondmate, your bondmate can use a reaction to make an weapon or cantrip attack against it.
Class Level | Feature |
---|---|
1st | Hurler’s Aim |
3rd | Tossing Shove |
6th | Hurl Creature |
10th | Increasing Might |
14th | Wield Creature |
You began with throwing sticks, then stones. Eventually the sticks and stones changed, becoming darts, shotput, or other sports. But you were destined for more. Heavier and heavier stones, larger and larger sticks - boulders and cabers, ever increasing in heft. Anything you can lift, you can throw. And anything you can throw, you can triumph with.
Great skill is required to lob hefty weapons accurately, but there are some who prefer brutish strength over nimbleness and agility. The Path of the Hurler is one that few barbarians tread, but those who aim their sights on their quarry can learn to exert their rage from afar.
Many barbarian hunters choose to follow this path, eschewing the complexity of aiming a bow for the simplistic and primal joy of seeing a thrown axe or hammer smash the skull of their quarry. Other young barbarians who walk this path employ their skills in tavern games as often as true combat, impaling walls through knife targets and splintering dart boards with their great strength.
When you choose this path at 1st level, you gain 1 skill point to spend on Thrown weapon combat skills.
Additionally, you can use any item, as long as you can pick it up, as a thrown weapon, dealing d6 damage if one-handed, or d10 if two-handed. Attacks with these items benefit from your bonus Rage damage and can be used with your Reckless Attack and Brutal Critical features.
Your skill with lifting and tossing objects extends to throwing allies and sending enemies flying. To do so, you must be raging and the affected creature must be your size or smaller.
You can throw willing creatures a distance equal to five times your Strength modifier. The thrown creature must make a DC 10 Dexterity (Acrobatics) check or fall prone when they land.
Once per turn you can double the distance you shove a creature. You can also turn the creature and shove it in any horizontal direction that isn’t directly behind you
You now truly master throwing other creatures. While raging and grappling a creature your size or smaller, you can use an action to throw them at a targeted location or creature. When thrown, the creature has a range of 10/20. The effects of the throw depend on the size of the thrown creature.
When targeting a creature, it must make a Dexterity saving throw. Your save DC is equal to 8 + your Strength modifier + your proficiency bonus. A thrown creature falls prone after landing. All damage dealt is bludgeoning damage, and you add your Strength modifier and Rage damage bonus to each damage.
You may use Tossing Shove and Hurl Creature while not raging. You can shove a creature one size larger than you with Tossing Shove, but only directly forwards. You can also throw a creature one size larger than you with Hurl Creature, but the range is decreased by half.
Your enemies become just another weapon in your arsenal. While raging, you can grapple a creature your size or smaller and choose to wield them as a weapon. You can make only one attack per turn in this way, and cannot wield any other items. On a hit, roll damage both for the creature you struck as well as the creature being wielded as a weapon.
Creatures that are Tiny or smaller cannot be used for this feature. Small creatures deal 1d8 damage, while Medium creatures deal 1d12 damage but have to be wielded in two hands. Large creatures deal 2d8 damage with the Reach property. Creatures of larger sizes continue to deal damage as a large creature, but add +5 bonus damage for each size category above Large.
Class Level | Feature |
---|---|
1st | Stance of the Mountain |
3rd | Thunderous Blows |
6th | Unstoppable |
10th | Relentless Will |
14th | Wrought Endurance |
Long rest |
---|
After a Long rest: |
* Reset all uses of Wrought Endurance. |
Juggernaut barbarians are siege engines in their own right, able to stand their ground and move their foes into positions of weakness. While raging, they make any battlefield their domain, shoving enemies over mountain sides and destroying any battle formation trying to stand in their way.
You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at 1st level, you cannot be knocked prone while raging unless you become unconscious.
Your rage instills you with the strength to batter around your foes, making any battlefield your domain.
Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.
In addition, you can replace one of your attacks during your attack action with a shove.
You can choose to become unstoppable when you enter a rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions.
If you are paralyzed or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion.
Your mind is armored as you are single-minded in the pursuit of your foes, making you immune to any magic that allows creatures to read your mind.
You gain proficiency in Wisdom saving throws while raging, and while raging, whenever you succeed on a Wisdom saving throw due to a creature casting a spell, that creature suffers Psychic damage equal to twice your rage damage bonus.
You are a pillar of endurance, blows seeming to not harm you.
When you take damage while raging, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total.
You may do this a number of times equal to your Constitution modifier. See Rest Additions below.
Class Level | Feature |
---|---|
1st | Coarse Negotiator |
3rd | Fighting Dirty |
6th | Assured Assignment |
10th | Improvised Assault |
14th | Leading by Example |
Short rest |
---|
After a short rest: |
* Reset use of Fighting Dirty. |
* Reset use of Improvised Assault. |
Every group intending to go into battle needs a good leader. One who leads from the front, who has a plan, who knows the strengths of his allies and deploys them where they will be the most effective. What they need is a barbarian of the Path of the Marauder.
Barbarians on this course find their rage brings great clarity of mind, allowing them to see all the ways the battle can be won. Through sly tactics and synergy, they make sure every member of their company is utilized to the fullest. These barbarians often aspire to a position where their gifts will be the most useful. You can choose this ambition or determine it by rolling on the Marauder’s Ambition table.
d4 | Ambition |
---|---|
1 | You dream at night of the high seas and the open sky, and know you could be a privateer captain without equal. |
2 | One of your relatives leads an infamous company of bandits, and you aim to replace them. |
3 | You don’t care for fame, but the stakes and secrecy of being part of an elite military unit are all you’ve ever wanted. |
4 | Hunting terrible monsters and otherworldly foes beside your friends seems like the ideal way to go out. |
You’ve learned a thing or two about how to make people see things from your perspective. You gain 2 skill points to spend on Leadership and 1 to spend on Speechcraft.
In addition, whenever you make a Leadership check, you gain a bonus to the check equal to your Strength modifier.
Tricks and teamwork ensure your victory. You can use this feature in the following two ways while raging:
Smokescreen. You menace your foes, throwing them off from the real threat. As a bonus action, you can distract an adjacent enemy that can see or hear you until the start of your next turn. Your allies have advantage on attack rolls against the distracted target.
Backscratch. Your allies come to your aid, knowing you’ll do the same for them. When you take damage from a creature you can see, you can use your reaction to choose one ally within 30 ft. That ally can make one weapon attack against the creature that damaged you, provided the target is within range of one of their weapon attacks.
You can use this feature once and regain its use when you finish a short rest. In addition you can spend 2 fury as a bonus action to reset its use.
You never have any trouble trusting your faithful crew to get things done. While you are raging, your allies gain a bonus to damage rolls against creatures adjacent to you. The bonus equals your rage damage bonus.
In addition, as part of the action you take to enter your rage, you may choose a number of allied creatures equal to your proficiency bonus that you can see within 30 ft. Those creatures may immediately move up to half their speed.
Knowing a good opportunity is the secret to a glorious career. When you take the Dash action while raging, you can choose to conduct an improvised assault, allowing you to make a number of melee weapon attacks equal to your proficiency bonus as part of this action, with each of these attacks must target a different creature.
You can use this feature once and regain its use when you finish a short rest.
As the foremost expert in the field of surprise surgery, your allies look to your demonstrations. Whenever you score a critical hit while raging, you can choose one ally within 30 ft. That ally may use their reaction to move up to half their speed and make one melee weapon attack. This ability cannot trigger off the same enemy more than once per round.
Class Level | Feature |
---|---|
1st | Druidic |
3rd | Form of the Warden |
6th | Ancient Fortitude, Elemental Attunement |
10th | Elemental Focus |
14th | Warden’s Aura |
Barbarians in this path follow an ancient tradition rooted in powerful druidic magic. When these barbarians rage, they transform that rage into a mantle of primal magic; becoming one with the land, feeling the fury of the strip-mined earth and the desolated forest. The primal magic that inspires them to rage allows them to become one with nature, overcoming their foes with the indomitable strength of the primeval world.
These barbarians are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. They dwell in the most remote places of the world; the rare misty mountains and elder forests untouched by exploration. They venture out only rarely, as most of them consider it their sacred duty to protect the places that have stood unchanged since the world’s earliest days.
You know Druidic, the secret language of druids. Gain it as if you had spent 2 skill points on the Language skill.
In addition you gain 2 skill points to spend on Nature.
Your rage draws primal power through your spiritual link to the land, allowing you to become an aspect of nature.
When you enter your rage, you assume the form of a primeval guardian, taking on an appearance based on the lands and environment around you. Choose an appropriate form from below. You remain in this form until your rage ends.
If an effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Your skin takes on the appearance of cracks with magma.
When you enter this form, all creatures within 10 ft are dealt 2 fire damage. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
When you hit a creature with a melee weapon attack, you can deal an additional 1d8 fire damage as a bonus action.
Your body becomes covered in a thin layer of ice.
When you enter this form, each creature of your choice within 10 ft gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
You gain resistance to cold.
When you hit a creature with a melee weapon attack, its movement speed is reduced by 10 ft, and it can not make any opportunity attacks. These effects last until the start of your next turn.
Your skin hardens and sprouts outgrowths of stone
When you enter this form, you gain 1d6 temporary hit points. The temporary hit points increase when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Reduce all nonmagical bludgeoning, piercing, and slashing damage you take by 1d4.
This form makes you slow and heavy. Your walking speed is reduced by 20 feet. Additionally, if you normally have a climbing, swimming, or flying speed, you can’t use it while in this form.
At the end of your turn you can choose to become unmovable. Until the beginning of your next turn, you cannot move or be moved.
You surround yourself with the elemental wind from the plains and mountains, allowing you to buffet your foes as you strike.
When you enter this form, you can choose one other creature 10 ft. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Once per round when you hit an enemy with a melee weapon attack, that creature must succeed at a Strength saving throw or be pushed 5 feet in any direction. If the save is failed by 10 or more, the target is also knocked prone.
Additionally, ranged weapon attacks have disadvantage against you.
Your body takes on the fluidity of elemental water.
When you enter this form, you heal 1d6 hit points. The healing increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
You gain resistance to fire.
You can use your reaction to move without provoking opportunity attacks.
Your skin turns bark-like and becomes covered in ivy and moss.
When you enter this form, roots shoot up from the ground, making a 20-foot-radius area centered on you difficult terrain for your enemies, for as long as you have this form.
Your AC increases by 2.
When you make a melee weapon attack, your reach is 5 feet greater than normal.
Your rage imbues you with primeval life force.
If you start your turn raging you gain temporary hit points equal to half your barbarian level. You lose all temporary hit points you gain from this feature when your rage ends.
You can use your action to briefly control elemental forces nearby, causing one of the following effects of your choice:
If you start your turn raging, you can choose to switch your current Form of the Warden to a different form.
Your guardian form emanates a magical aura that fortifies your allies. When you gain temporary hit points with the Ancient Fortitude feature, you can use a bonus action to grants each friendly creature within 20 feet of you the same amount of temporary hit points.
Class Level | Feature |
---|---|
1st | Bonus Skills |
3rd | Primal Tattoos |
6th | Learned Artist |
10th | Unclean Immunity |
14th | Masterwork Tattoos |
Though most tribes of the world may lack parchment to draw and write on, all have bodies. Barbarians of this primal path use their own bodies as a canvas, displaying their artistic talent and connection with their tattoos to the world. While most tattoos they create have a powerful connection to the natural world, many barbarians also choose to create tattoos without this connection, simply for display.
When you choose this primal path at 1st level, you gain the Art - Drawing, Art - Tattooing skills and 1 additional skill point to spend on your class skills.
You can invoke tattoos on you body with your savage anger. You have a number of tattoos equal to your Constitution modifier (minimum 1), chosen from the options at the end of this class description. When you enter a rage, you can activate the effects of tattoos you have on your body, to a maximum amount of tattoos activated at once equal to your rage damage bonus. You choose which tattoos you wish to activate every time you enter a rage.
Additionally, when you gain a level in this class, you can replace the magic of one tattoo on your body with a new one of your choice.
Your deep knowledge of tattoos and the arts also let you understand other things more. You gain 2 additional skill points to spend on Knowledge skills.
Your constant application of ink needles to your flesh has rendered you immune to the negative effects caused by unclean needles. You are immune to disease, gain resistance to poison damage, and have advantage on saving throws against being poisoned.
Your tattoos are strong enough that they protect you from the outside world. As a reaction to you failing a Strength, Dexterity, or Constitution saving throw while raging, you can choose to gain a bonus to the saving throw equal to your rage damage bonus.
You only gain the benefits of a tattoo for the duration of your rage. If a tattoo mimics the effects of a spell, the effect cannot be dispelled.
Class Level | Feature |
---|---|
1st | Not My Time |
3rd | Grim Prophecy, Lamb to the Slaughter |
6th | Cruel Fate |
10th | Rise and Fall |
14th | Blood for Blood |
Everyone dies, but your death was written in the stars themselves, ordained within the blood and entrails of a dying beast, and whispered of by the falling bones and shuffling cards of the diviners. You are going to die, and your death is going to mean something. The rise of a great evil, or the end of an era. The destruction of all you hold dear, or the redemption of your blackened soul. The arrival of the legions of light, or the end of fear itself.
In the end, you’ll be dead – sacrificed as an offering to fate and slain by a prophecy that cannot be changed by wishes alone. You embrace your fury in defiance of that prophecy, or to ensure that it arrives as was written. You scream with rage because your life means more than just an ending. When the time comes, you will be waiting, bloodstained weapon in hand.
At 1st level, you discover or accept that your death is fated. If it is not your time to die yet, fate will be on your side. When you roll a 1 on a death saving throw, treat it as a 20.
The knowledge of your fate gives you a certain insight. You can cast augury at will as an action without using a material component, relying on your prophetic destiny to guide you. Wisdom is your spellcasting ability for this spell. You can’t cast this spell in this way more than once per minute.
Your fate affords those that surround you a measure of protection. Once per turn when you take damage while raging, you can choose to grant a friendly creature that you can see within 30 ft of you other than yourself temporary hit points equal to half the damage you took. These temporary hit points last for one minute.
Your death draws ever closer, but your skill grows in turn. If the augury spell would give you a random result, the result is Woe. Each time you cast augury, are critically hit with an attack or fail a death saving throw, you gain a Defiance die, which is a d6. You can have up to two Defiance dice at a time. Once per turn when you take damage from an attack, you can expend and roll one of your Defiance dice, adding the roll to the damage result. When you do, you also add the same result to your next attack roll and damage roll.
Your destiny overpowers the lesser lives of others. When you have 0 hit points and an ally within 30 ft of you is dealt damage, you can choose to expend and roll your defiance die to increase the damage by the result, and recover an equal amount of hit points.
Your destined death awaits your arrival, and you refuse to surrender before the end of your journey. The first time each round that you lose hit points while raging, you gain temporary hit points equal to half the amount of hit points lost. These temporary hit points last until the start of your next turn. Whenever you are reduced to 0 hit points while you are raging, you can use your reaction to make a single melee weapon attack against a target within reach. If this attack hits, it is a critical hit.
Class Level | Feature |
---|---|
1st | Thunder Sense |
3rd | Storm Aura |
6th | Storm Soul |
10th | Shielding Storm |
14th | Raging Storm |
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.
When you choose this path at 1st level, you can use your action to predict the weather for the next 24 hours. You can sense where within a 5 mile radius a storm will happen, what kind of storm it will be, and how intense the storm will be.
You emanate a stormy, magical aura while you rage. The aura extends 10 ft in every direction, but not through total cover.
Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
The storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.
Desert. You gain resistance to fire damage and don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
Sea. You gain resistance to lightning damage and can breathe underwater. You also gain a swimming speed of 30 ft.
Tundra. You gain resistance to cold damage and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5 ft cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube
You learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.
The power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.
Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
Class Level | Feature |
---|---|
1st | Totem Spirit |
3rd | Totemic Blessing |
6th | Aspect of the Beast |
10th | Spirit Walker |
14th | Totemic Attunement |
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.
At 1st level when you adopt this path, you choose a totem animal. You must make or acquire a physical totem object - an amulet or similar adornment - that incorporates fur or feathers, claws, teeth, or bones of the animal. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
You gain 1 skill point to spend on Animal handling. Additionally you have advantage on Charisma checks when interacting with normal animals related to your totem spirit.
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.
You gain a greater connection to your totem spirit, granting you a power based on your chosen animal.
You gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected previously or a different one.
You can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of your totem animal appears to you to convey the information you seek.
You gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected previously or a different one, however, at least two of the selections must be from your totem animal.
Totemic Blessing. The spirit of the bear makes you tough enough to stand up to any punishment. While raging, you have resistance to all damage except psychic damage.
Aspect of the Beast. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Totemic Attunement. While raging, any adjacent hostile creature has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
Totemic Blessing. The spirit of the boar makes you ferocious and fearless. While raging, if you move at least at least 20 ft straight toward a creature and then hit it with a strength-based melee attack, the target must make a Strength saving throw or be knocked prone. The DC is equal to 8 + your proficiency bonus + your strength modifier.
Aspect of the Beast. You gain the fury of the boar. You gain advantage on any Intimidation check made with a threat of direct physical violence. Additionally, you have advantage on Strength checks to avoid being moved against your will or being knocked prone.
Totemic Attunement. While raging, you gain temporary hit points equal to your Constitution modifier at the start of each of your turns.
Totemic Blessing. The spirit of the cat makes you into a stealthy predator that kills its prey in one sudden blow. While raging, you have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Aspect of the Beast. You gain the grace of the cat. You gain advantage on any Stealth check if you move no more than half your speed on the same turn. Additionally, you don’t take damage from falling 20 ft or less if you’re not incapacitated.
Totemic Attunement. While raging, when you score a critical hit or reduce a creature to 0 hit points, you can let out a mighty roar as a bonus action. A number of allies equal to 1 + your Charisma modifier that can hear you gain advantage on the first attack roll or saving throw they make before the start of your next turn.
Totemic Blessing. The spirit of the crocodile ensures that your hide shrugs off harm like the scaly hide of a crocodile. While raging, you have resistance to all damage except psychic damage.
Aspect of the Beast. You gain the patience of a crocodile. You can remain stock-still for hours on end, gaining advantage on any Stealth checks while doing so, and gaining advantage on your initiative check when attacking a surprised foe after being so concealed.
Totemic Attunement. While raging, you automatically have advantage on all grappling attacks. You may also grapple a creature up to two sizes larger than you, and may move a grappled creature at normal speed.
Totemic Blessing. The spirit of the eagle makes you into a predator who can weave through the fray with ease. While raging and not wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn.
Aspect of the Beast. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 ft away from you. Additionally, dim light doesn’t impose disadvantage on your Perception checks.
Totemic Attunement. While raging, you have a flying speed equal to your base walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Totemic Blessing. The spirit of the elephant tears through snarls of vegetation and rubble. While raging, any difficult terrain you pass ceases to become difficult if you choose. This effect occurs even if the difficult terrain is created by magic.
Aspect of the Beast. You have 10 ft tremorsense. In addition you can sense the general location of thunder damage dealt, earthquakes, storms, and burrowing creatures within a number of miles equal to your Constitution modifier (minimum 1).
Totemic Attunement. When a creature falls prone adjacent to you while you are raging, you can use your reaction to make a special unarmed strike by stomping that creature. You are proficient in this attack, which deals damage equal to 2d8 + your Strength modifier in bludgeoning damage.
Totemic Blessing. The spirit of the elk makes you extraordinarily swift. While raging, your base speed is increased by 10.
Aspect of the Beast. This spirit helps you roam far and fast. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while within 60 ft of you and you are not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace).
Totemic Attunement. While raging you may make a Charge against opponents. If you have moved 20 ft in a straight line and struck them with a melee attack, the opponent takes 2d6 points of extra damage and must succeed on a Strength save (8 + your proficiency bonus + Strength modifier) or be shoved 10 ft.
Totemic Blessing. The spirit of the fox makes you swift and evasive. While raging, you can move 5 ft in any direction when a creature with advantage on attacks against you misses. This movement does not provoke attacks of opportunity.
Aspect of the Beast. The tricky fox knows when it is being fooled. You have advantage on checks made to inspect or investigate illusions. Additionally you gain the Perception - Insight skill. If you have that skill already, you may spend a skill point on any other skill.
Totemic Attunement. While raging, when you make a Charisma check or Charisma saving throw, you can replace the number you roll with your barbarian level.
Totemic Blessing. The spirit of the gorilla makes you into a competent leader that never fails its troop. When you fail an ability check or saving throw while raging, you can use your reaction to gain a bonus to the roll equal to the number of allied creatures within 10 ft of you (max bonus of +5). This bonus cannot exceed your Constitution modifier (min 1).
Aspect of the Beast. You gain the threatening bulk of a gorilla. You have a climbing speed equal to your walking speed, and gain you gain the Physique - Intimidate skill. If you have that skill already, you may spend a skill point on any other skill.
Totemic Attunement. While raging, your reach for making melee weapon attacks is 10 ft, rather than 5. A weapon with the reach property does not increase this reach further.
Totemic Blessing. The spirit of the monkey makes you into a versatile adversary that can take advantage of any situation. While raging, you treat all one-handed melee weapons as if they have the light property, and two-handed melee weapons as if they were one-handed.
Aspect of the Beast. You gain the dexterity of the monkey. You gain advantage on Acrobatics checks as long as you have a free hand. Additionally, your climb speed is equal to your base movement speed.
Totemic Attunement. While raging, whenever an adjacent creature is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Totemic Blessing. The spirit of the mule makes you obstinate and enduring. While raging, you can’t be moved or knocked prone against your will and you have advantage on Constitution checks and saving throws.
Aspect of the Beast. You gain the stamina of a mule. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and you have advantage on saving throws inflicted by a forced march.
Totemic Attunement. While raging, you ignore difficult terrain and any effect, both magical and nonmagical, that reduces your movement, as long as the effect does not reduce your movement to 0.
Totemic Blessing. The spirit of the peacock shines with dizzying elegance. While raging, you can use your reaction to impose disadvantage on a melee attack made against you. If it misses, you can cause that attack to hit one creature of your choice other than the attacker that is within 5 ft of you.
Aspect of the Beast. You gain the splendor of a peacock. You add an amount equal to your rage bonus damage to your Charisma checks.
Totemic Attunement. The beauty of your rage dazzles your enemies. The first creature you damage on each of your turns gains the charmed condition by you until the start of its next turn.
Totemic Blessing. The spirit of the ram fills you with its sure-footed resilience. While raging, you have advantage on saving throws against effects that would knock you prone, move you against your will, or stun you.
Aspect of the Beast. You gain the balance of a mountain sheep. You have a climbing speed equal to your walking speed, and have advantage on checks to maintain your grip and footing while climbing.
Totemic Attunement. When you hit a creature with a melee weapon attack while raging, you can choose to knock that creature 5 ft away from you and occupy the vacated space. This shift does not expend movement or provoke opportunity attacks.
Totemic Blessing. The spirit of the animal empowers your leaps. While raging, you can add 10 ft to your long jump distance and 3 ft to your high jump distance.
Aspect of the Beast. The tiger spirit hones your survival instincts. You gain 2 skill point to spend on Acrobatics, Stealth or any class skill.
Totemic Attunement. While raging, if you move at least 20 ft in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
Totemic Blessing. The spirit of the snake accelerates your strikes made to capture prey. While you’re raging and have at least one free hand, you can attempt to grapple a creature as a bonus action.
Aspect of the Beast. While prone you may move at your normal land speed and you do not suffer disadvantage on attack rolls made with one-handed melee weapons. Additionally you may treat yourself as being half your size when moving through constrained spaces or for cover and obscurity.
Totemic Attunement. The constricting power of the snake crushes your enemies. While raging, any creature grappled by you takes 1d6+ your Strength modifier + your rage bonus in bludgeoning damage when it starts its turn.
Totemic Blessing. The spirit of the tortoise grants you its incredible resilience. While you are raging and not wearing armor, bludgeoning, piercing, and slashing damage done to you from both magical and nonmagical weapons is reduced by 3.
Aspect of the Beast. You suffer none of the drawbacks of old age, and you can’t be aged magically.
Totemic Attunement. The spirit of the tortoise carries the world on its back, and so must you. The amount of weight that you can push, drag, lift, and carry quintuples while you are raging. Your AC when not wearing armor also becomes 18, unless it is already higher. You can still use a shield and gain this benefit.
The vulture is a majestic beast with strong beak and large wings that feed on the dead and the weak. These traits, together with its amazing sense of smell, make it a natural idol of worship for many tribes who admire its capabilities.
Totemic Blessing. The spirit of the vulture grants you endurance when you prey on the weak. While raging, if you score a critical hit or a creature drops to 0 hit points after you hit it with a melee attack, you gain a number of temporary hit points equal to your Constitution modifier.
Aspect of the Beast. You gain the amazing olfactory sense of the vulture. You gain advantage on Perception (Wisdom) checks to sense and discern smells, and you can smell and track the presence of carrions up to 1 mile away.
Totemic Attunement. While raging, if you score a critical hit or a creature drops to 0 hit points after you hit it with a melee attack, you can use a bonus action to make an additional melee weapon attack against an enemy in range.
Totemic Blessing. The spirit of the wolf makes you a leader of hunters. While you’re raging, your friends have advantage on melee attack rolls against any creature adjacent to you.
Aspect of the Beast. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).
Totemic Attunement. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace). While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Class Level | Feature |
---|---|
1st | Bonus Skills |
3rd | Tribal Leader |
6th | War Song, Battlecry (3) |
10th | Commanding Presence, Battlecry (4) |
14th | Chieftain’s Voice, Battlecry (5) |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Regain one of the spells from your Commanding Presence feature. |
While some barbarians prefer a life of savage solitude, others long for a tribe. Barbarians on the Path of the War Chief are leaders and warrior kings who can turn any scrappy group of companions into a tight-knit tribe. Inspiring their allies to victory with battle cries and war songs, war chiefs lead every battle from the frontline.
When you adopt this path at 1st level, you gain 1 skill point each in History, Language and Speechcraft.
You learn to bolster the resolve of your allies, and crush that of your enemies, with battle cries. You learn two battle cries of your choice, which are detailed under “Battle Cries” below. You learn an additional battle cry of your choice at 6th, 10th, and 14th level. Each time you learn a new battle cry, you can also replace one battle cry you know with a different one.
You can issue one of your battle cries as an action on your turn. When you do, you choose a creature other than yourself within 30 ft of you that can hear you as the target for the battle cry. That target gains the effect of the chosen battle cry.
While raging, you can issue a battle cry as a bonus action on your turn.
You augment your rage with a tribal song or chant that inspires greater power in your allies’ attacks. While raging, when a friendly creature other than yourself within 15 ft of you hits with an attack, the attack gains a bonus to its damage equal to half your rage damage bonus. A creature must be able to hear you to gain the benefits of this feature.
You gain a supernatural ability to influence and inspire obedience in others. You can cast the command and suggestion spells once each without using a spell slot or material components. Charisma is your spellcasting ability for the spells.
See Rest Additions.
Your voice booms with such incredible authority that even those who cannot hear it are compelled to listen. If a creature is deafened, it still counts as hearing you when you speak for the purpose of your War Chief features.
Additionally, the range of your War Song increases to 30 ft, and when you issue a battle cry, you can choose a creature within 60 ft as the target for its effects.
Bolstering Yip. Until the start of your next turn, the target has advantage on saving throws against being charmed or frightened.
Cautionary Bellow. The target has advantage on the first Strength, Dexterity, or Constitution saving throw it makes before the start of your next turn.
Challenging Call. The target can use its movement only to move closer to you during its next turn. The creature can choose not to move. This battle cry has no effect on a creature immune to being charmed.
Defensive Holler. The first attack made against the target before the start of your next turn is made with disadvantage.
Empowering Howl. The first time the target hits with a weapon attack before the start of your next turn, it gains a bonus to the damage roll equal to your Charisma modifier.
Hastening Whoop. The target can use its reaction to move up to half its speed. If this movement provokes an opportunity attack, the attack roll is made with disadvantage.
Infuriating Bark. The target has disadvantage on attack rolls against targets other than you until the start of your next turn. This battle cry has no effect on a creature immune to being charmed.
Inspiring Roar. The first time the target makes an attack roll or ability check before the start of your next turn, it can roll a d4 and add the number rolled to the attack roll or ability check.
Invigorating Shout. The target gains temporary hit points equal 1d6 + your Charisma modifier. It loses any of these remaining temporary hit points at the start of your next turn.
Maddening Ululation. The target has advantage on the first melee weapon attack it makes before the start of your next turn, and the first attack made against it before then by a creature other than you is made with advantage. This battle cry has no effect on a creature immune to being charmed.
Terrifying Shriek. The target can’t willingly move closer to you during its next turn. This battle cry has no effect on a creature immune to being frightened.
Class Level | Feature |
---|---|
1st | Warrior of the Gods |
3rd | Divine Fury |
6th | Fanatical Focus |
10th | Zealous Presence |
14th | Rage beyond Death |
Long rest |
---|
Add the following class specific benefits to choose from: |
* Reset your Zealous Presence feature. |
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.
Starting when you choose this path at 1st level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.
You can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes 1d6 extra damage. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
The divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it and you must use the new roll. You can use this ability only once per rage.
You learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 ft of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
You can use this feature once. See Rest Additions.
The divine power that fuels your rage allows you to shrug off fatal blows.
While raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
Class Level | Feature |
---|---|
1st | Tail Adept |
3rd | Tail Fighter |
6th | Lashing Defense, Tail Fighter (d4) |
10th | Quick Stand, Tail Fighter (d6) |
14th | Tripping Tail, Tail Fighter (d8) |
Originally developed by the savage ratfolk warriors, the frenzied, spinning method of tailfighting can only loosely be described as a martial style. By using their tails as both defensive aids and lethal weapons, the tailfighter can catch even the most seasoned opponent off guard.
Only races the physiology to support it can follow the Path of the Tailfighter, i.e. races with tails. This includes Lizardfolk, Ratfolk and some Tieflings.
You develop considerable coordination with your tail, allowing you to manipulate or hold simple items such as a lantern or a pitcher with it. You cannot make fine movements or manipulate tiny objects with it, such as picking pockets, using thieves’ tools, or turning a key in a lock.
You can use your tail to make unarmed strikes, dealing 1 + your Strength modifier bludgeoning damage. At 6th level this damage increases to 1d4. At 10th level it increases to 1d6, and at 14th level to 1d8. If you are holding an item in your tail, you cannot make a tail attack.
In addition to normal attacks, you can attack with your tail using a bonus action as if it were an off-hand weapon, even while wielding a two-handed weapon.
Some tailed races have created weapons that can be used on their tails. Usually it’s only something sharp or heavy strapped at the end of the tail, which cuts or smashes when swung. These weapons can be used similar to offhand weapons, while allowing for one free hand.
It takes a minute to properly strap a tail weapon for use, but nothing prevents it from being strapped for the entire day. However, this prevents a tail to manipulate objects if it otherwise does. Removing a strapped weapon takes half the time.
Name | Price | Weight | Special |
---|---|---|---|
Tailblade | 10 gp | 1 lbs | Increases damage by +1. Tail attack deals slashing damage instead. |
Tail Mace | 10 gp | 8 lbs | Increases damage to the next die size. |
You have learned to use your lashing tail and your wild, spinning combat style to protect yourself. While raging, when an opponent makes a melee attack against you, you can use your reaction to impose disadvantage on the attack roll. If the opponent’s attack misses, you may make a tail attack against one target within reach as part of the same reaction.
Your tail is so much a part of your movement that it acts much like an extra leg and can even prop you up when you’ve fallen. You have advantage on saving throws against any effect that would knock you prone or force you to move by pushing or pulling. Standing from prone costs you only 5 feet of movement.
You can use your tail to make opportunity attacks. If you hit and the target is Large or smaller, in addition to damage, it must make a Strength saving throw against 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, you knock the target prone and its movement is reduced to 0.
Class Level | Feature |
---|---|
1st | Wild Rage |
3rd | Skinchanger |
6th | Ten Thousand Masks |
10th | Primal Rage |
14th | Ten Million Masks |
You belong to a tradition of barbarians who uses their shapechanging heritage to partially adopt the shape of beasts while raging, looking for all the world like a lycanthrope though they do not suffer such a curse. As these barbarians grow in power their ability to change their forms improves.
This path is only accessible to creatures who can change shape naturally, such as shifters, changelings and lycanthropes.
When you enter a rage you add the benefit of an animal to the benefits of your rage. A shifter, lycanthrope or other creature with only one animal form, can only use the benefits of the animal which their heritage is based on. While raging, they are also shifted, but without spending a use. A changeling or creature who can assume multiple forms, can choose any of the listed animal forms. After using a form, you cannot choose another until after you finish a long rest.
Bat. As a bonus action you can shriek or catch the wind. If you shriek, you have blindsight up to 60 ft away until the end of your next turn. If you catch the wind, you fly 20 ft and take no damage from falling until the end of your next turn.
Boar. When you move 15 ft or more directly towards a creature on your turn, you can spend your bonus action to gore them with your tusks. You have proficiency with this attack and add your Strength modifier to hit and damage. The gore attack deals 1d4 slashing damage and the target must succeed at a Strength saving throw or fall prone. The DC of this saving throw is 8 + the damage you dealt with this attack.
Rat. You gain resistance to poison damage and advantage on saving throws against disease, poison and restrained effects. In addition, you can carry and use a light weapon with your tail as if it were carried off-hand.
Shark. You gain a swim speed of 30 ft and can breathe underwater. As a bonus action you can bite a creature that has less than their maximum hit points. You have proficiency with the bite attack and add your strength modifier to hit and damage. The base damage of the bite attack is 1d4 piercing damage.
Wolf. As a reaction you can hound a creature when it moves out of your reach. When you hound a creature you move half your movement speed and must move as close to the creature triggering the reaction as possible. Then you can make a melee attack as a part of the same reaction.
You gain the ability to turn into an animal exactly as described in the druid’s Wild Shape feature, but can only use the feature once before needing a long rest to use again. This Wild Shape feature improves at 4th and 8th level, just as it does for druid.
Your ability to change your own form improves and you can cast the enhance ability spell (targeting yourself only). After casting the spell with this feature you must complete a long rest to use this ability again.
In addition, as part of the bonus action you use to enter a rage, you can cast alter self or enlarge (targeting yourself only). Unlike the spell you do not need to concentrate to continue the effect but the effect ends when your rage does.
Your wild rage has even greater rewards. Add an additional benefit to the normal benefits of your rage.
Bat. You have a fly speed of 30 ft.
Boar. Once per turn when a creature makes an opportunity attack against you, you can make a gore attack against it after its opportunity attack is resolved.
Rat. You are immune to poison and disease. As a bonus action you can spread dirt and filth across your weapon. The next time you damage a creature with that weapon they must make a Constitution saving throw (DC 14) or be poisoned until the end of their next turn.
Shark. When you deal damage to a creature with less than half its hit points remaining you deal an additional 1d4 damage.
Wolf. When you hound a creature you can move your full movement speed instead of half your movement speed.
You can cast the enhance ability spell (targeting yourself only) at will. In addition, you can now use the Wild Shape granted by your Skinchanger feature twice before needing a long rest.
Class Level | Feature |
---|---|
1st | Battlerager Armor |
3rd | Spiky |
6th | Reckless Abandon |
10th | Battlerager Charge |
14th | Spiked Retribution |
Dwarven battleragers, or Kuldjargh (“axe idiots”), are legendary berserker warriors who can enter a battle frenzy through ritualistic singing. They are believed to have been touched by the dwarven gods of battle, who taught them that if they die in battle, they will be reincarnated stronger than before as a just reward. Therefore, they have no fear of death. Most live short, glorious lives.
Battleragers command grudging, if fearful, respect within dwarven society, where they are known to have coined such philosophically complex dwarven maxims like “head first” and “if it moves, kill it.”
While enraged, a battlerager’s face becomes distorted and twisted. His teeth grind together as spittle flies from his mouth and dribbles down his beard. His eyes enlarge, bulge, and become bloodshot. Charging into battle, he bellows forth his clan or holy war song, throwing his hammers and axes all the way, before cleaving his foes with his mighty dwarven waraxe. In short, he becomes almost unstoppable. Battleragers are often covered from head to toe in body art, from tattoos to brands to ritual scars. They prefer to wear bulky, spiked armor and throwing themselves into combat, striking with their body itself.
The battlerager fills a particular niche in dwarf society and culture. He is a fearless and impulsive warrior, able to enter into an insane rampage. Battleragers are ruthlessly used by dwarf generals for their shock power against attacking armies. While heroic battle is honored in dwarven society and battleragers often excel in this, more often than not they also epitomize lives wasted in stupid rage, something most dwarves realize they cannot afford in a world filled with orcs and goblins.
Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.
Spiked armor is a type of medium armor made by dwarves. It consists of a leather coat and leggings covered with metal spikes.
Cost: 75 gp
AC: 14 + Dexterity modifier (max 2)
Stealth: Disadvantage
Weight: 45 lb.
When you choose this path, you gain the ability to use spiked armor as a weapon. While wearing spiked armor and raging, you can use a bonus action to make a melee attack with your armor spikes, dealing 1d6 piercing damage. You use your Strength modifier for the attack and damage rolls.
If you become grappled, or successfully grapple a creature, the target takes 3 piercing damage. In both cases you continue dealing this damage at the start of your turn if you are still grappled or grappling.
When you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier. They vanish if any of them are left when your rage ends.
You can take the Dash action as a bonus action while raging.
When an adjacent creature hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren’t incapacitated and wearing spiked armor.
Class Level | Feature |
---|---|
1st | Earthen |
3rd | Stone Rage |
6th | Demolisher |
10th | Cliff Running |
14th | Seismic Smash |
To match the grand fury and power of an earthquake or avalanche, barbarians of the Path of the Quake Bringer channel primal power, drawing on the element of earth when they rage to turn their body to stone. These warriors test their strength by smashing boulders and leaping chasms. In battle, they embody the earthquake itself, leaving craters, rubble, and terror in their rumbling wake.
Quake bringers often come from cultures connected to the earth (especially if they value strength) such as those of dwarves, goliath, or firbolgs. Earth genasi can manifest these abilities using latent elemental power. Some quake bringers communed with earth spirits or spent years in isolation on a mountain to gain power.
Only dwarves ans earth genasi can follow the Path of the Quake Bringer.
You cannot be petrified, and when you are pushed or pulled, you can reduce the distance you are moved by up to 5 ft.
Your rage armors you with rumbling stone. You gain the following benefits while raging.
Your elemental power focuses into mighty blows that smash even stone. You deal double damage with melee weapon attacks to objects and structures. When you hit a target composed of earth (dirt, crystal stone, metal etc.) with a melee weapon attack, your weapon is treated as if it were magical for the purpose of overcoming resistance, and if the target is an object or structure, you also gain a bonus to the damage roll equal to half your barbarian level
Also, you have advantage on Strength checks made to dig, demolish, or excavate using a tool or object.
You have a climbing speed equal to your walking speed. You don’t need free hands to use this speed unless you are climbing a surface that isn’t made of some kind of earth.
In addition, when you jump off of a surface made of earth, you draw power from the earth to boost your leap, increasing your high jump distance by a number of feet equal to your Constitution modifier (minimum + 1) and your long jump distance by twice that amount. Finally, you have tremorsense that extends out to a radius of 60 feet while you are raging, allowing you to sense through the earth.
You gain the ability to smash the ground itself and create a great seismic shockwave. As an action while raging and wielding a melee weapon, you can strike the ground with this power. Each other creature on the ground within 30 ft must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier). You can choose to use a smaller radius, if desired.
On a failed saving throw, a target takes bludgeoning damage equal to your barbarian level + your Strength modifier and is knocked prone. On a successful saving throw, a target takes half as much damage and isn’t knocked prone.
If the ground in the area is loose earth or stone, it becomes difficult terrain until cleared. Each 5 ft radius portion requires at least 1 minute to clear by hand. When you use this ability, you can choose to damage the ground in the area, structures in contact with the ground in the area, both, or neither. This ability deals twice as much damage to those objects.
Once you use this feature, you can’t use it again until you finish a short rest.
Class Level | Feature |
---|---|
1st | Stance of the Forest |
3rd | Blighted Transformation |
6th | Mindless Rage |
10th | Blighted Vines |
14th | Reactive Tendrils |
The Path of the Blighted is a path of unholy origin, allowing you to 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.
Only Floran follow this path, as it uses their connection to nature.
You harness your fury to anchor your feet to the ground, shrugging off the blows of those who wish to topple you. Upon choosing this path, you cannot be knocked prone while raging.
You become a blighted monster when you rage. For the duration of your rage, whenever you grapple a creature you can choose to constrict them with vines, causing them to be restrained for the duration of the grapple.
Whenever you take damage while restraining a creature in this manner, you must succeed with a Constitution saving throw to maintain the restrained condition. The DC equals 10 or the damage you take, whichever number is higher. On a failed save, the restrained condition ends until the end of the creature’s next turn, though they still remain grappled.
You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Whenever you rage you can cast the thorn whip cantrip as a bonus action on your turn. Constitution is your spellcasting ability Additionally, you no longer have to make Constitution saving throws to avoid ending the restrained condition from your Blighted Transformation feature. The restrained condition now lasts for the duration of the grapple.
Whenever you take damage from an adjacent creature, you can use your reaction to release grasping vines at the attacker, attempting to grapple the target.
Class Level | Feature |
---|---|
1st | One-Eyed |
3rd | War Shaman |
6th | Soothsayer |
10th | Battle Cry |
14th | Gruumsh’s Fury |
When an orc slays an elf in the name of Gruumsh and offers the corpse of its foe as a sacrifice, an aspect of the god might appear. This aspect demands that the orc sacrifices one of its eyes, symbolizing the loss Gruumsh himself has. If the orc plucks out its eye, it becomes an Eye of Gruumsh, a shamanistic warrior who uses auguries and magic to fuel its power.
Only orcs and half-orcs can follow the Eye of Gruumsh primal path. Gruumsh will only grant his divine fury to his descendants.
When you choose this primal path you must sacrifice one of your eyes to Gruumsh. You can do so as a 10-minute ritual, in which you rip out your eyeball and divine fire closes the wound shut.
When you have your eye ripped out like this, you have disadvantage on Wisdom (Perception) checks and ranged attack rolls further than 30 ft. If you regain your removed eye, such as from the regenerate spell, you cannot make use of features from this primal path until you remove it again.
In addition, gain the Religion - Acolyte (Gruumsh) skill and its prerequisite.
When you enter a rage, you also cast the spiritual weapon spell as part of the same bonus action. You use Wisdom as your spellcasting ability and add your Rage damage bonus to the spell attacks made using this spell while raging. The spell does not last its normal duration, but ends when your rage does.
You can cast the augury spell, but only as a ritual, which includs a Small or larger corpse of a beast or humanoid as one of the material components for this spell.
You channel divine fury through any number of creatures of your choice within 30 ft as an action. Until the start of your next turn, each of those creatures has advantage on attack rolls until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a short rest.
You can channel the anger of Gruumsh through your weapon. When you hit a creature with a melee weapon attack, you can choose for that attack to deal an extra 8d8 damage.
Once you use this feature, you can’t use it again until you finish a long rest.
You can instead spend 5 Fury to use this feature, if the target is an elf.
Class Level | Feature |
---|---|
1st | Tracker |
3rd | Spoils of the Hunt |
6th | Insightful Predator |
10th | Glory to the Pack |
14th | Vicious Hunger |
Although they are cold and calculating, the followers of this path combine ancient teachings and new knowledge to instill emotion and aggressiveness in themselves. Utilizing rituals and animalistic behavior, these trophy hunters seek not only to outlive bigger and stronger foes, but to exceed them, and to become the alpha creature that all others fear.
Only lizardfolk follow this path, although there are instances of individuals of other races seeking out this knowledge.
If you have the prerequisite (Survival), the Tracking skill has cost 0 for you.
You learn an ancient ritual that lets you tap into your primal side by drawing out memories from fallen creatures. To perform this ritual, you must spend 1 hour with the trophy of a creature that’s been dead no more than 24 hours. The ritual counts as light activity. While wearing or carrying the trophy, you gain the following benefits that last until you perform this ritual again.
Your familiarity with the strange, alien minds of other creatures has grown, and the knowledge you’re able to draw out from a trophy increases. You have advantage on Perception and Intimidation checks made against creatures of the same type as your current trophy, and you can’t be surprised by enemies if at least one of them is that creature type.
You are able to convey your knowledge and instincts to others. When a friendly creature you can see makes an attack roll or ability check against a creature of the same type as your current trophy, you can use a reaction to give it advantage.
Your bloodthirst has been both awakened and heightened by the numerous creatures you’ve connected to with your trophy rituals. When you reduce a creature to 0 hit points with a melee weapon attack while raging, you can make a bite attack against a different creature.
Additionally, if the slain creature was of the same type as your current trophy, you can immediately move up to half of your movement speed.