A fierce rage burns deep in your heart—a white-hot fire that can push you above and beyond your mortal limitations. But without control, your greatest strength can become your greatest weakness.
To help you master your rage—for good or ill—you must choose a Primal Path. Walk this path to discover your own unique strength and how to wield it.
Choose your path from one of the following options:
To create your own Primal Path (or to convert an existing path from other sources), follow these steps:
Create 4 Brutalities: At 1st-level, primal paths expand the barbarian brutality list with 4 unique brutalities. Create some new ways to be brutal that are thematic to your path—be as flavorsome as you can.
And that's it, your primal path is complete!
The Path of the Berserker is a path of untrammeled fury, slick with blood. Your rage is a means to an end—that end being brutal violence.
As you enter the berserker's rage, you thrill in the wild chaos and bloodshed of battle—heedless of your own health or well-being.
Add the following four brutalities to your list of brutality options: bloodlust, charge, ferocity, and relentless.
When you reduce a creature to 0 hit points with a melee weapon attack while raging, you can attempt to move and attack another creature.
You may spend a bonus action to move up to half your speed towards another creature. If the creature is (a) within your reach and (b) your original attack would hit it, that creature takes 1d6 damage.
The damage is of the same type dealt by the original attack, and can't exceed the total damage dealt by the original attack.
Greater Bloodlust: (5th-level) The damage increases from 1d6 to 2d8.
Superior Bloodlust: (9th-level) The damage increases from 2d8 to 3d10.
When you move at least 20 ft straight towards a creature while raging and hit it with a melee weapon attack, you can deal 1d6 extra damage with your attack.
The damage is of the same type dealt by the original attack, and can't exceed the total damage dealt by the original attack.
Greater Charge: (5th-level) The damage increases from 1d6 to 2d8.
Superior Charge: (9th-level) The damage increases from 2d8 to 3d10.
When you make an ability check and use Athletics or Intimidation, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this brutality, but you must decide before the GM says whether your check succeeds or fails.
Greater Ferocity: (5th-level) Your bonus increases from 1d6 to 1d8.
Superior Ferocity: (9th-level) Your bonus increases from 1d8 to 1d10.
When you are reduced to 0 hit points while raging but not killed outright, you can drop to 1 hit point instead. You can't use this brutality again until you finish a long rest.
Greater Relentless: (5th-level) You can use this brutality two times per long rest.
Superior Relentless: (9th-level) You can use this brutality three times per long rest.
When you rage, you may choose to go into a frenzy. If you do so, for the duration of your rage you can make one additional melee weapon attack once per turn when you take the Attack action.
When your frenzied rage ends, you must immediately do one of the following:
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 use your action to frighten someone. Choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) to avoid being frightened.
If the Creature Succeeds: The creature is immune to your Intimidating Presence for the next 24 hours.
If the Creature Fails: The creature is frightened of you until the end of your next turn. On subsequent turns, you can spend 1 action to extend the duration of this effect on one frightened creature 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.
The Path of the Conqueror is a path of authority and subjugation. You are destined—or determined—to rule. Where you lead, others follow. Where you wage war, others flee—or fall.
Add the following four brutalities to your list of brutality options: decree, command, prevail, and proclaim.
When you hit a creature with a weapon attack, you can decree that an ally moves. Choose one friendly creature that is (a) within 30 ft of you or the creature you hit, (b) can hear you, and (c) has a movement speed greater than 0—that creature may spend its reaction to move up to 10 ft.
This movement does not provoke opportunity attacks from the creature you hit.
Greater Decree: (5th-level) The distance increases from 10 ft to 15 ft.
Superior Decree: (9th-level) The distance increases from 15 ft to 20 ft.
When you hit a creature with a weapon attack, you can command a nearby ally. Choose one friendly creature that can see and hear you. That creature may spend its reaction to make a weapon attack against the same target. If the attack hits, it deals an additonal 1d6 damage.
Greater Command: (5th-level) The damage increases from 1d6 to 1d8.
Superior Command: (9th-level) The damage increases from 1d8 to 1d10.
When an ally misses with a weapon attack, you can order them to prevail and try again. If your ally can see and hear you, that ally can reroll their attack—if the attack hits, it deals 1d6 extra damage.
Greater Prevail: (5th-level) The damage increases from 1d6 to 1d8.
Superior Prevail: (9th-level) The damage increases from 1d8 to 1d10.
When you make an ability check and use Persuasion or Intimidation, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this maneuver, but you must decide before the GM says whether your check succeeds or fails.
Greater Proclaim: (5th-level) Your bonus increases from 1d6 to 1d8.
Superior Proclaim: (9th-level) Your bonus increases from 1d8 to 1d10.
You gain proficiency in either a) Intimidation or b) Persuasion. Your proficiency bonus is doubled for ability checks with that skill.
You can turn a fallen enemy into subjugated vassal by offering them a choice—serve me or die.
Once per turn, while you are raging and would reduce a Medium or smaller creature to 0 hit points with a melee weapon attack, you can attempt to subjugate it. The creature must be able to see, hear, and understand you. If it resists, it must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. The creature gains a saving bonus equal to half it's CR (rounded down).
If it fails—or otherwise chooses to conceed—the creature is reduced to 1 hit point and is Subjugated by you, becoming your vassal.
Subjugation Save DC: 8 + your proficiency bonus + your Charisma modifier
Saving Throw: Wisdom modifier + half your CR (rounded down)
You are subjugated by another creature. You are their vassal, obeying their orders for as long as your loyalty holds true.
You can subjugate one creature at a time, and you may dismiss a vassal from your service as a bonus action. When you dismiss a vassal in this fashion, it loses one point of loyalty towards you.
Immunities: Undead creatures, constructs, and creatures that are immune to Frightened automatically succeed on their attempt to resist subjugation.
Your vassal acts immediately after your turn, following your commands as best it can. If you are incapacitated or otherwise absent, the vassal acts on its own as befits its current loyalty.
Loyalty is a measurement of trust and obediance—the more loyalty your vassal has towards you, the more likely it is to follow your commands and resist stabbing you in the back at the first opportunity.
When you first subjugate a vassal, it has 1d4 points of loyalty towards you. A vassal can have a maximum amount of loyalty equal to your barbarian level, and that loyalty determines its attitude towards you—resentful, accepting, motivated, or devoted.
| Loyalty | Attitude |
|---|---|
| 0 | Rebellious: The vassal is no longer subjugated by you—so watch your back. |
| 1-2 |
Resentful: The vassal resents being subjugated by you and won't obey life-threatening commands. If it refuses to follow an order, you must make a DC 16 Charisma (Persuasion or Intimidation) ability check to command it. |
| 3-6 |
Tolerant: The vassal is more accepting of your dominion, though it will still preserve its own life. If it refuses to follow an order, you must make a DC 14 Charisma (Persuasion or Intimidation) ability check to command it. |
| 7-9 |
Motivated: The vassal actively wants you to succeed in your efforts. If it refuses to follow an order, you must make a DC 12 Charisma (Persuasion or Intimidation) ability check to command it. |
| 10 |
Devoted: The vassal is devoted to your cause and will put itself in harms way at your command. If you take damage from a weapon attack while adjacent to the vassal, it can spend its reaction to take the damage on your behalf. |
Loyalty is gained through kindness, kinship, and material rewards. A vassal gains one point of loyalty when:
Loyalty is lost through greed, insensitivity, and vanity. A vassal loses one point of loyalty when:
Natural Rebels: Chaotic creatures are, by their nature, disinclied to follow orders and remain loyal. When a creature with a chaotic alignment loses loyalty, it loses twice as much as it normally would.
When you take the Attack action while you are raging, your vassal can spend its reaction to make a weapon attack.
You roar a conquering command to your allies. As a bonus action, As a bonus action, choose up to twelve creatures within 60 ft of you that can both see and hear you. Until the start of your next turn, these creatures gain advantage on attack rolls and saving throws.
You can use this feature once, and you regain expended uses when you finish a long rest.
The Path of the Fanatic is a path of zealous belief and fervor. With your righteous rage, you punish the blasphemous and inspire the faithful.
You believe in someone—or something—with a burning passion. Choose one of the following damage types to represent the power—and theme—of your fanaticism:
Add the following four brutalities to your list of brutality options: convert, judge, preach, and punish.
When an adjacent Large or smaller creature makes a weapon attack against you, you can spend a reaction to convert it before it makes the attack roll. The creature must make a Charisma saving throw. On a failed save, the creature is Charmed by you until the start of your next turn.
Greater Convert: (5th-level) You can use this brutality against Huge creatures.
Superior Convert: (9th-level) You can use this brutality against Gargantuan creatures.
When you hit a creature with a weapon attack, you can mark the creature with a fanatical judgement. Until the end of your next turn, the first time the creature either a) makes a weapon attack or b) casts a spell, it takes 1d6 fanaticism damage.
This damage occurs after the inciting action takes place, and a creature can be marked by only one judgement at a time.
Greater Judge: (5th-level) The damage increases from 1d6 to 2d8.
Superior Judge: (9th-level) The damage increases from 2d8 to 3d10.
When you make an ability check and use Religion or Persuasion, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this brutality, but you must decide before the GM says whether your check succeeds or fails.
Greater Preach: (5th-level) Your bonus increases from 1d6 to 1d8.
Superior Preach: (9th-level) Your bonus increases from 1d8 to 1d10.
When a creature hits either a) you or b) an ally within 10 ft of you with a weapon attack, you can spend your reaction to make a weapon attack against the creature. If the attack hits, you deal an extra 1d6 fanaticism damage.
Greater Punish: (5th-level) The damage increases from 1d6 to 2d8.
Superior Punish: (9th-level) The damage increases from 2d8 to 3d10.
When you enter a rage, you may choose one of the following righteous effects:
This effect lasts for the duration of your rage. You may spend one hit die and a bonus action during your rage to change the currently active effect.
When you are reduced to 0 hit points while raging but not killed outright, you can drop to 1 hit point instead. In addition, you gain temporary hit points equal to four times your barbarian level.
You can use this feature once, and you regain expended uses when you finish a long rest.
You roar a battle cry to inspire fanaticism in your allies. As a bonus action, choose up to twelve creatures within 60 ft of you that can both see and hear you. For the next minute, these creatures deal an additional 1d6 fanaticism damage the first time they hit a target with a weapon attack each turn.
You can use this feature once, and you regain expended uses when you finish a long rest.