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5th Lvl Improvents

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

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

Barbarian Lvl 5

Form of the Beast

When you enter your rage, you transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon, and you add your Strength modifier to attack and damage rolls as normal.

You choose the weapon's form each time you rage:

Bite: Your mouth transforms into a bestial muzzle or great mandibles. It deals 1d8 piercing damage on a hit. Once per turn, when you damage a creature with this bite, you regain hit points equal to your proficiency bonus if you have less than half your hit points.

Claws: Each hand transforms into a claw, which you can use as a weapon if empty. It deals 1d6 slashing damage on a hit. Once per turn, when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail: You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has reach. If a creature within 10 feet hits you with an attack, you can use your reaction to swipe your tail and roll a d8, applying the number rolled as a bonus to your AC, potentially causing the attack to miss.

Barbarian Lvl 3 (Path of the Beast)

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Barbarian Lvl 4

Primal Knowledge

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Barbarian Lvl 3

Wild Surge (8)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Barbarian Lvl 3 (Path of Wild Magic)

Wild Surge (7)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.

Barbarian Lvl 3 (Path of Wild Magic)

Wild Surge (6)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Until your rage ends, you are surrounded by multi colored, protective lights, you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.

Barbarian Lvl 3 (Path of Wild Magic)

Wild Surge (5)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.

Barbarian Lvl 3 (Path of Wild Magic)

Wild Surge (4)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.

Barbarian Lvl 3 (Path of Wild Magic)

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Wild Surge (3)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.

Barbarian Lvl 3 (Path of Wild Magic)

Wild Surge (2)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Barbarian Lvl 3 (Path of Wild Magic)

Wild Surge (1)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.

Barbarian Lvl 3 (Path of Wild Magic)

Magic Awareness

As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Barbarian Lvl 3 (Path of Wild Magic)

Path of Wild Magic

Many places in the multiverse abound with beauty, intense emotion, and rampant magic, the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Barbarian Lvl 3 (Primal Path)

Warrior of the Gods

At 3rd 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.

Barbarian Lvl 3 (Path of the Zealot)

Divine Fury

Starting when you choose this path at 3rd level, 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 extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant, you choose the type of damage when you gain this feature.

Barbarian Lvl 3 (Path of the Zealot)

Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.

A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

Barbarian Lvl 3 (Primal Path)

Totem Spirit - Wolf

While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Barbarian Lvl 3 (Path of the Totem Warrior)

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Totem Spirit - Tiger

While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

Barbarian Lvl 3 (Path of the Totem Warrior)

Totem Spirit - Elk

While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Barbarian Lvl 3 (Path of the Totem Warrior)

Totem Spirit - Eagle

While you're raging and aren't 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. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Barbarian Lvl 3 (Path of the Totem Warrior)

Totem Spirit - Bear

While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Barbarian Lvl 3 (Path of the Totem Warrior)

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. 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 totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. 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.

Barbarian Lvl 3 (Path of the Totem Warrior)

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.

Barbarian Lvl 3 (Path of the Totem Warrior)

Storm Aura - Tundra (4/4)

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.

Barbarian Lvl 3 (Path of the Storm Herald)

Storm Aura - Sea (3/4)

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.

Barbarian Lvl 3 (Path of the Storm Herald)

Storm Aura -Desert (2/4)

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.

Barbarian Lvl 3 (Path of the Storm Herald)

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Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Barbarian Lvl 3 (Primal Path)

Storm Aura (1/4)

Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you 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.

Barbarian Lvl 3 (Path of the Storm Herald)

Path of the Storm Herald

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.

Barbarian Lvl 3 (Primal Path)

Spirit of the Mountain

At 3rd level, you harness your fury to anchor your feet to the ground, becoming a bulwark of strength. While you are raging, you can't be knocked prone or moved along the ground against your will.

Barbarian Lvl 3 (Path of the Juggernaut)

Thunderous Blows

Starting when you choose this path at 3rd level, your rage instills you with the strength to shove and smash your way through your foes, making any battlefield your domain. When you hit a creature with a melee attack while you're raging, you can push that creature up to 5 feet away from you in a direction of your choice. A creature that is Huge or larger makes a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a success, the creature is not pushed.

Barbarian Lvl 3 (Path of the Juggernaut)

Path of the Juggernaut

Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once.

Juggernaut barbarians can be found all over Tal'Dorei, and are common among the goliath warriors of the Rivermaw herd that wanders the Dividing Plains. Some dwarves and humanoid survivalists of the Cliffkeep Mountains adopt this fighting style as an extension of their rugged determinism. And a number of stalwart juggernauts hail from the jungles of the Rifenmist Peninsula, having cast off the oppressive yoke of the Iron Authority.

Barbarian Lvl 3 (Primal Path)

Giant's Havoc

Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:

Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack's damage roll.

Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn't enough room for you to increase your size, your size doesn't change.

Barbarian Lvl 3 (Path of the Giant)

Giant Power

When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn a cantrip of your choice: either druidcraft or thaumaturgy. Wisdom is your spellcasting ability for this spell.

Barbarian Lvl 3 (Path of the Giant)

Path of the Giant

Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.

Barbarian Lvl 3 (Primal Path)

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Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. 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 rage ends, you suffer one level of exhaustion.

Barbarian Lvl 3 (Path of the Berserker)

Path of the Berserker

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

Barbarian Lvl 3 (Primal Path)

Path of the Beast

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

Origin of the Beast 1d4:
1. One of your parents is a lycanthrope, and you've inherited some of their curse.
2. You are descended from an archdruid and inherited the ability to partially change shape.
3. A fey spirit gifted you with the ability to adopt different bestial aspects.
4. An ancient animal spirit dwells within you, allowing you to walk this path.

Barbarian Lvl 3 (Primal Path)

Battlerager Armor

When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.

While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes at a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

Barbarian Lvl 3 (Path of the Battlerager)

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.

  • When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

  • You have resistance to bludgeoning, piercing, and slashing damage.

  • If you are able to cast spells, you can't cast them or concentrate on them while raging.
    Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
    Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again.

    Barbarian Lvl 1

    Unarmored Defense

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

    Barbarian Lvl 1

    Danger Sense

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

    Barbarian Lvl 2

    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.

    Barbarian Lvl 2

    Ancestral Protectors

    Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

    Barbarian Lvl 3 (Path of the Ancestral Guardian)

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    Path of the Ancestral Guardian

    Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.

    Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

    Barbarian Lvl 3 (Primal Path)

    Path of the Battlerager

    Known as Kuldjargh (literally axe idiot) in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

    Restriction — Dwarves Only
    Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.

    Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.

    Barbarian Lvl 3 (Primal Path)

    Primal Path

    You choose a path that shapes the nature of your rage from the list of available paths.
    1. Path of the Ancestral Guardian
    2. Path of the Battlerager
    3. Path of the Beast
    4. Path of the Berserker
    5. Path of the Giant
    6. Path of the Juggernaut
    7. Path of the Storm Herald
    8. Path of the Totem Warrior
    9. Path of the Zealot
    10. Path of Wild Magic

    Barbarian Lvl 3

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