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  INTRODUCTION 
   
  he RPG is a game that promotes imagination 
  and logical reasoning, developing creativity, 
  interpersonal relationship, and mutual 
  cooperation. As pioneer of this game style, 
  D&D brings an atmosphere of mysticism and 
  fantasy to DM and players, allowing then to  
  create and live epic stories and adventures worthy to be 
  tell on books or even in movies. 
  Several memorable and epic sagas known can be 
  revived and even take a different course in the hands of 
  an experienced DM and dedicated players. However, the 
  game is not about only will and storytelling. There are 
  factors that must not be decided only by the desire of 
  the DM or the players. 
  The game rules are fundamental to keep a level of 
  coherency and logic on game tables. A player may want 
  his character knock a huge iron door to the ground with 
  a kick, but the success or the failure of this action is 
  impacted by the physical strength of the character and 
  a die roll. 
  The D&D 5th edition core books present the basic 
  rules to act in an universe create by a DM or in the 
  official campaign setting, like Forgotten Realms. 
  Whereas the core rulebooks are limited in the 
  diversification of races, classes, items, spells, feats, 
  monsters and so on, I decide to create a pack of 
  supplemental rulebooks to expand the options 
  presented on the basic books. 
  To have better use of the supplemental rulebooks of 
  the AlanVenic’s Redbook line, you need the three D&D 
  5th edition core rulebooks: The Player’s Handbook, 
  Monster Manual, and Dungeon Master’s Guide. In 
  certain moments, some features presented here, will 
  refer a given chapter of this books, or just the book 
  itself. When you are consult this supplemental 
  rulebook, you should have access to the determined 
  book to delve into the topic discussed by the given 
  feature. 
  At this specific supplemental rulebook will be 
  approached the barbarian class. Here we have a brief 
  discuss of his abilities and powers, focusing on class 
  gameplay. Additionally, are presented here new class 
  options to players that consider the class options 
  presented in the Player’s Handbook doesn’t fit on the 
  concept they pictured to their characters. 
  You would like to live a barbarian that suffer a great 
  trauma through magic and despises it for that. Or an 
  orc barbarian worshiper of Gruumsh that decide put out 
  his own eye to honor his deity. Or even a small Halfling 
  that lived surrounded by barbarism and become a 
  bloody warrior, even without the inherent physical 
  strength of this class. 
  At this supplemental rulebook are presented ten new 
  primal paths. Certainly, one of than will fit the concept 
  you imagine for your barbarian. Explore all the 
  possibilities and have fun. 
  Long live to the RPG! 
   
  AlanVenic Gonçalves 
  January 2016
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other countries.  
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content 
  Agreement for Dungeon Masters Guild.  
   
  All other original material in this work is copyright 2016 by Alan Gonçalves and published under the Community Content Agreement for Dungeon Masters 
  Guild. 
  
   
  THE BARBARIAN 
  The ferocious warrior, the most feared foe, the tireless 
  hunter, the wild warrior. Those are some of the 
  nicknames gained by the barbarian. They deserve these 
  nicknames because they use brutality as the most 
  important tool to survive.  
  The blood that flows through your veins eventually 
  stain the floor and runs through your body during your 
  long journey seeking glory. However, your blood seems 
  never end, whereas you can resist unimaginable 
  punishments for the most of living beings. 
  Become a barbarian and trail his path is live in a 
  merciless world where only the strong can prevail. 
   
  CLASS FEATURES 
  As a barbarian, you have class features that emphasize 
  your wild aspect, auto sufficiency, and survivability. A 
  brief description of each class feature the class have will 
  be presented bellow to help you choose the right Primal 
  Path for your barbarian. 
   
  RAGE 
  Rage is the most expressive feature for a barbarian. It 
  reflects the ecstasy state reached in battle on the 
  moments of greatest passion. When you rage, you 
  become strong, vigorous, and devastating. You are not 
  concerned with your health, you only worried in put 
  your enemies down in this outburst of savage frenzy. 
   
  UNARMORED DEFENSE  
  A barbarian is a savage and free warrior. The most 
  don’t care about use of armor for protection, but in their 
  natural survival instincts. However, some barbarian 
  focus on protection by using a shield, since his combat 
  insight is something he can count on. 
   
  RECKLESS ATTACK  
  A barbarian, mostly raged, prefer focus on offense 
  instead of defense. This feature reflect it. 
   
  DANGER SENSE  
  Your primal sense to the threats that surround you let 
  you avoid traps in an awesome way. 
   
  PRIMAL PATH  
  The primal path determine peculiarities and gives you a 
  set of unique features that only a barbarian that trail 
  the same path will have. In the Player’s Handbook are 
  presented two primal paths. Here are presented ten 
  new slopes of this class feature, bringing a huge variety 
  for the kind of barbarian you want to be. The new 
  primal paths are presented in the final of this brief 
  description of the barbarian class features. 
   
  ABILITY SCORE IMPROVEMENT  
  Increase your Strength and Constitution value seems 
  the obvious choices for a barbarian. However, some 
  feats can burst your destructive potential (see chapter 6 
  on Player’s Handbook). 
  EXTRA ATTACK  
  Your destructive ability doubled when you gain this 
  feature. Despite being a feature shared between all 
  combat classes, you gain greater benefit on it when 
  raged or using your Reckless Attack. Additionally, 
  many features gained through your chosen primal path 
  will be improved with extra attacks too. 
   
  FAST MOVEMENT  
  Your bloodthirsty and fury let you move faster than 
  ordinary members of your race.  
   
  FERAL INSTINCT  
  As you become experienced, you improves more and 
  more your wild sense. You are always aware of threats, 
  even if you can’t see it. You are virtually impossible to 
  ambush or to be caught off guard. 
   
  BRUTAL CRITICAL  
  Thanks to this destructive ability, heavy weapons are 
  the most interesting choices for a barbarian. The 
  greater the damage die of the weapon, greater will be 
  the damage deal in a critical hit by you. 
   
  RELENTLESS RAGE  
  When you gain this feature, the death become fewer 
  present in your plans. Your rage let you remain on foot 
  even in face of the most awful punishments. Put you 
  down become an extremely hard task. 
   
  PERSISTENT RAGE  
  Through this feature, your fury state doesn’t end early 
  if you don’t want it. Your rage burns in your heart while 
  you can fell the battle in your skin. 
   
  INDOMITABLE MIGHT  
  As a being of pure brutality, your strength is your 
  greatest ally all the time. Your strength never let you 
  down when you need it. 
   
  PRIMAL CHAMPION  
  At the apex of the class, you become an unstoppable 
  force of nature. Your physical strength and resistance 
  can’t be match to the strength of any regular humanoid. 
   
  PRIMAL PATHS 
  At this supplemental rulebook are presented ten new 
  primal paths you can choose instead of the primal paths 
  presented in the Player’s Handbook. The Path of the 
  Bear Warrior, the Path of the Destroyer, the Path of the 
  Elemental Rager, the Path of the Eye of Gruumsh, the 
  Path of the Forsaker, the Path of the Furious 
  Whirlwind, the Path of the Immortal Rager, the Path of 
  the Impetuous Colossus, the Path of the Runescarred 
  Berserker, and the Path of the Tribal Protector. 
   
  
   
  PATH OF THE BEAR WARRIOR 
  A barbarian that follows the Path of the Bear Warrior 
  take part in a rite of passage extremely dangerous. In 
  this rite, the barbarian must face a bear alone and 
  defeat him with his bare hands. Most are devoured in 
  the process, but those who conclude the rite are 
  baptized with the bear’s blood, and the powerful spirit 
  of this valiant animal take place in the warrior’s body. 
  From now, you can assume the form of your guardian 
  spirit when you become raged in battle, becoming a bear 
  warrior. 
   
  BEAR FORM 
  At 3rd level, in the turn you activate your rage, you can  
  assume a werebear form, remaining on this form until 
  the end of your rage. You gain the following benefits in 
  the werebear form: 
   Your Strength score change to 19, if is not higher. 
   You gain +1 bonus on AC from natural armor. 
   You gain the Multiattack action. You can make a bite 
  attack and a claws attack with this action. 
  Alternatively, you can make a bite attack and a 
  weapon attack with this action. You are proficient 
  with your natural weapons and your attack and 
  damage rolls are made with Strength. Your bite 
  attack cause 1d8 piercing damage and your claws 
  attack cause 2d6 slashing damage. 
   You have resistance to bludgeoning, piercing, and 
  slashing damage. 
  Starting at 5th level, when you use the Multiattack 
  action, you can make a bite attack and two claw 
  attacks. Alternatively, you can make a bite attack and 
  two weapon attacks with this action. Each of your claw 
  attacks cause 2d4 slashing damage. 
  At 7th level, your natural weapons count as magical 
  for the purpose of overcoming resistance and immunity 
  to nonmagical attacks and damage. 
  At 9th level, your Strength score change to 21, if is 
  not higher. At 16th level, your Strength score change to 
  23, if is not higher. 
  When you reach the 11th level, your size in werebear 
  form change to Large, if is not larger. Your bite attack 
  cause 2d8 piercing damage, and each of your claw 
  attacks cause 2d6 slashing damage. Additionally, your 
  weapon attacks cause 1d6 extra damage. 
  These benefits replace the benefits of your standard 
  rage. You suffer all restrictions of your rage when you 
  are in werebear form. Any equipment you wearing or 
  carrying isn’t transformed, but you still can wield 
  weapons.  
   
  FERAL TRAITS 
  At 6th level, doing to your link with your inner beast, 
  you assume some animalistic traits permanently. 
  Independently of the form you are, you have scent, 
  gaining advantage on Wisdom (Perception) checks that 
  rely on smell, and gain climb speed of 30 feet. 
  Additionally, bears seen you like a friend and you can 
  speak with then as you share a language. 
   
  CRUSHING EMBRACE 
  Starting at 10th level, while you are in the werebear 
  form, you can crush your enemies with your mighty 
  embrace. When you hit a creature with a claw attack, 
  you cause the normal damage and the target is 
  grappled. The DC to escape is 8 + your proficiency 
  bonus + your Strength modifier. Until this grapple 
  ends, the target is restrained, and you can’t make claw 
  or weapon attacks. If you start your turn grappling a 
  creature, you can use a bonus action to crush this 
  creature, causing bludgeoning damage equal to 2d8 + 
  your Strength modifier. 
   
  BEAR VITALITY 
  At 14th level, you acquires the tireless will and 
  resilience of the bears. When you assume your werebear 
  form, you gain a number of temporary hit points equal 
  to double your barbarian level. Additionally, while you 
  remain on werebear form, you gain advantage on 
  Strength checks and Strength and Constitution saving 
  throws. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  PATH OF THE DESTROYER 
  Destruction is the aspect mostly associated to 
  barbarians by the civilized races. A barbarian that 
  follow the Path of the Destroyer focus on destroy objects 
  that support their enemies against then. Remove the 
  combat tools from their foes is an efficient form to 
  defeat then in a fast and clean way. When you trail this 
  path, make your enemies bleed is not the most 
  important thing to defeat then. Let then without the 
  resources to confront is the goal. Honor and fair combat 
  is not important to you, your only concern is the final 
  result: victory at all costs. 
   
  DEVASTATING FURY 
  At 3th level, you focus in reduce the defenses of your 
  foes instead of make then bleed. While you raged, when 
  you hit a creature with a melee attack, you can use a 
  bonus action to roll a d6. You reduce the AC of the 
  target by the result of the die roll until the end of your 
  next turn.  
   
  REBUILD SPOIL 
  Starting at 6th level, you improves your technique as 
  smither and other crafts to repair items and gears 
  damaged by you. You gain proficiency in the following 
  artisan’s tools: leatherworker’s tolls, smith’s tolls, 
  woodcarver’s tools. You can repair a damaged mundane 
  weapon, shield or armor by make a Dexterity check DC 
  10 using appropriated tools. Doing this need 1 hour of 
  work, and you use every fragment of the item to rebuild 
  it, without the need of expend resources in the process. 
   
  SHATTER WEAPON 
  At 10th level, you can attack a weapon wielded by a foe, 
  disabling it. When you hit a creature with a melee 
  weapon attack, you can hit a manufactured weapon 
  wielded by this creature instead. When you do so, you 
  do not cause damage, but can shatter the weapon of the 
  creature. The target must succeed on a Strength saving 
  throw (DC 8 + your proficiency bonus + your Strength 
  modifier) or the weapon will be shattered. A creature 
  that use a shattered weapon suffer a penalty of 1d6 in 
  its attack and damage rolls made with this weapon. 
  A mending spell repair the weapon, removing the 
  penalty in attack and damage rolls. This feature can’t 
  affect a magic weapon. 
   
  BREAK CONCENTRATION 
  At 14th level, your attacks can deconcentrate a 
  creature. When a hostile creature to you that you can 
  see within 20 feet of you start casting a spell, you can 
  use your reaction to make a weapon attack against this 
  creature. If you hit, the target must succeed on a 
  Constitution saving throw (DC 8 + your proficiency 
  bonus + your Strength modifier) or will fail in the cast 
  attempt, and the spell slot will the expended. 
  Additionally, whenever you hit a creature maintaining 
  the concentration in a spell with a melee weapon attack, 
  the creature suffer disadvantage in the Constitution 
  saving throw to maintain concentration in the spell.  
  PATH OF THE ELEMENTAL RAGER 
  The four elements are intrinsic bond to the primal 
  forces that create and pervade the Multiverse. They are 
  contained in each being and material. Some barbarians 
  follow a primal path that let then discover what of the 
  four elements are within their spirits. An elemental 
  rager can release the power of his affinity element in 
  awesome ways, mostly when with emotions under the 
  skin. The path of this barbarian will send him to master 
  his inner element. 
   
  ELEMENTAL AWAKEN 
  At 3rd level, you must choose one of the four possible 
  paths for an elemental rager as his affinity element: air, 
  earth, fire and water. Through a primal ritual, you 
  awake the power of one of the elements within you, 
  mostly when are more excited. You gain resistance to a 
  type of element and a minor aspect, depending on your 
  element of choice, as describe bellow: 
  Air. Your hair seems constantly flowing. You gain 
  resistance to lightning damage. 
  Earth. Your skin seems dry and rough to touch, with 
  a grey hue. You gain resistance to acid damage. 
  Fire. Your skin becomes crimson and very hot. You 
  gain resistance to fire damage. 
  Water. Your skin is always wet and cold to touch. 
  You gain resistance to cold damage.  
   
  ELEMENTAL RAGE 
  Also at 3rd level, you gain the ability to release your 
  elemental power through a devastating fury. While you 
  raged, you can channel your elemental power through 
  your attacks. You didn’t gain the bonus to damage rolls 
  describe in the Rage Damage column of the Barbarian 
  table (see in Player’s Handbook). Instead, you add 1d6 
  extra damage of the same type of your affinity element 
  to your melee weapon attacks using Strength.  
  The damage die increase to 1d8 at 9th level, and to 
  1d10 at 16th level. 
   
  PRIMORDIAL TRAIL 
  Starting at 6th level, your bond to your primal element 
  grows, given you some benefits. You gain the benefits 
  describe bellow on your affinity element. 
  Air. Your have no disadvantage on ranged weapon 
  attack rolls and Wisdom (Perception) checks that rely 
  on hearing during a strong wind. Additionally, your 
  walking speed increase by 10 feet when you use the 
  Dash action. 
  Earth. Move through nonmagical difficult terrain of 
  stone or earth doesn’t costs extra movement from you. 
  Additionally, you gain climb speed of 20 feet when 
  climbing a stone or earth surface. 
  Fire. You suffer no suffocating effect when is in an 
  area of nonmagical smoke. Additionally, you can cross 
  an area of nonmagical fire without take any damage. 
  Water. You gain swim speed of 20 feet. Additionally, 
  your have no disadvantage on Wisdom (Perception) 
  checks that rely on sight during a heavy rain or 
  snowfall.  
  
   
  PRIMITIVE FURY 
  At 10th level, you can unleash much more power from 
  your primal element when is in your ferocious moment. 
  While you raged, you gain the benefits describe bellow 
  on your affinity element. 
  Air. When a creature take lighting damage from your 
  melee attack, the creature can’t make reactions until 
  the end of your next turn. 
  Earth. When a creature take acid damage from your 
  melee attack, the creature must succeed on a 
  Constitution saving throw (DC 8 + your proficiency 
  bonus + your Constitution modifier) or will take 
  disadvantage on its attack rolls until the start of your 
  next turn. 
  Fire. When a creature take fire damage from your 
  melee attack, the creature must succeed on a Dexterity 
  saving throw (DC 8 + your proficiency bonus + your 
  Constitution modifier) or will ignite. An ignited creature 
  take 1d4 fire damage at the start of each of its turns. 
  The creature can make a new saving throw at the end of 
  each of its turns, put out the fire with a success, or can 
  use its action to put out the fire automatically. 
  Water. When a creature take cold damage from your 
  melee attack, the creature must succeed on a 
  Constitution saving throw (DC 8 + your proficiency 
  bonus + your Constitution modifier) or will be 
  restrained until the start of your next turn. 
   
  ELEMENTAL APOTHEOSIS 
  Starting at 14th level, you reach the height of your 
  chosen element bond. You gain immunity to the damage 
  linked to your affinity element. Additionally, while 
  raged, you unleash elemental energy constantly. When 
  a creature within 5 feet of you hit you with a melee 
  attack, you can use your reaction to cause 2d6 + your 
  Constitution modifier damage of the same type of your 
  affinity element to the creature. The target can make a 
  Dexterity saving throw (DC 8 + your proficiency bonus 
  + your Constitution modifier) to half this damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PATH OF THE EYE OF GRUUMSH 
  Known as one of the most brutal and intolerant races, 
  the orcs follow a deity that loves spread carnage and 
  terror. A barbarian that possess orc blood flowing 
  through the veins can follow the Path fo the Eye of 
  Gruumsh. However, become an eye of Gruumsh is not 
  an easy task or a task the most of barbarians are 
  willing to undertake. 
  You need to put out your own right eye through a 
  ritual as proof of your worship and submission to 
  Gruumsh. In the end of the ritual, a morbid bright 
  appears in your empty eye, and you become more 
  similar to your god receiving his grace and blessing for 
  your self-sacrifice in his name. 
   
  RESTRICTION: ORCS ONLY 
  Only orcs, half-orcs, and orogs can choose the primal 
  path of the eye of Gruumsh. This trail reflects the blind 
  devotion to the orc god through the brutal ritual of pull 
  out the own eye to become more like your deity and gain 
  his grace. 
  Your DM can suit the race restriction to other kind of 
  race tied to a different god of his setting. This god must 
  be patron of somo wild race, like troglodyte or goblinoid, 
  and should lose his eye. The name of the path and the 
  features granted by it should be changed to suit the 
  chosen god and setting. 
   
  BLIND FAITH 
  At 3rd level, when you choose this primal path, you 
  must pull out your right eye in a special ritual. You gain 
  proficiency in Religion and Perception, if you don’t 
  already have it. 
  Doing to the loss of your eye, you suffer disadvantage 
  on Wisdom (Perception) checks that rely on sight, and 
  on ranged attack rolls. You can’t use any of your 
  features of eye of Gruumsh if you regains sight in both 
  eyes. 
   
  GRUUMSH FURY 
  Also at 3rd level, when you rage, you gain a growing 
  bloodlust as your god incarnates on you. While raged, 
  you don’t gain the bonus on damage rolls showed on the 
  column Rage Damage on the Barbarian table (see in 
  Player’s Handbook). Instead, you cause 1d6 extra 
  damage of the same type of the weapon when you hit a 
  melee attack with a weapon using Strength while 
  raged. 
  Starting at 9th level, the extra damage you cause 
  with your attacks increase to 1d8. At 16th level, the 
  extra damage increase to 1d10. 
   
  VIEW OF THE FUTURE 
  Starting at 6th level, you can use the eye you pull out to 
  foresee the near future through a ritual. You can cast 
  augury spell (ritual version only), without needing 
  material components.  
  You can use this feature twice. After that, you need to 
  finish a long rest to use it again. 
  
   
  BLINDSENSE 
  At 10th level, you can fill the loss of your eye with the 
  ability to fell your surrounds using other senses. You 
  gain blindsight out to a range of 30 feet. 
  You don’t suffer disadvantage on Wisdom (Perception) 
  checks that rely on sight, and on ranged attack rolls 
  anymore. 
   
  GRUUMSH’S VISION 
  At 14th level, you gain the ability to see the moment of 
  your death through your missing eye, become capable to 
  avoid this moment. If you suffer a critical hit or enough 
  damage to drop you to 0 hit points, you can use your 
  reaction to ignore this effect and suffer no damage from 
  this source. 
  Once you use this feature, you cannot use it again until 
  you finish a short or long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PATH OF THE FORSAKER 
  Savages that lives in some secluded tribes often nourish 
  aversion to the mystical effects that pervade the world. 
  Those barbarians known as forsakers, commonly took 
  this course because they suffer great trauma in their 
  life from a magical effect. Your tribe could been wiped 
  out by spellcasters or you could nearly died through a 
  spell. Independently of the cause, you have a hate and 
  aversion so deep to spells that your mind and body 
  become resistant to all magical effects you suffer, 
  making you a priceless opponent against powerful 
  spellcasters. 
   
  MAGIC AVERSION 
  At 3rd level, your rejection towards mysticism creates a 
  growing disbelief on you towards everything you can’t 
  understand or consider supernatural. You are never a 
  willing or friendly creature to a spell, even to harmless 
  spells. You can’t willing use an item that you realize is 
  magic, and you will throw away any magic item you 
  wore before become a forsaker. A creature that tries to 
  affects you with a touch spell must be successful in a 
  melee spell attack to affects you with the spell. 
  You gain advantage on saving throws against spells 
  and magical effects. Additionally, you gain damage 
  resistance to damage from spells and magical effects. 
  However, when you are target by a spell or magical 
  effect that recover hit points, you recover half the 
  appointed hit points. 
   
  REFRESHING REST 
  Starting at 6th level, when you rest in a natural place 
  without any mystical energy source at your sight, you 
  recover in awesome way. When you finish a short rest, 
  you recover a number of hit points equal to your 
  Constitution modifier + your barbarian level even if you 
  don’t expend a Hit Die to recover hit points. If you 
  expend a Hit Die, you recover the appointed number as 
  extra hit points when you finish a short rest. 
  You can’t recover hit points or expend Hit Dice to heal 
  yourself when exists an effect notably magical within 20 
  feet of you. 
   
  INSURGENT SUPERSTITIOUS 
  At 10th level, your anger towards magic leads you to 
  believe that it is responsible for the destruction of the 
  world. You become annoyed when you see a creature 
  casting a spell or using an item noticeably magic. You 
  must avoid been near to friendly creatures with 
  mystical powers and will try convince then to do not use 
  this effects near you. 
  If a hostile creature tries to cast a spell within 30 feet 
  of you, you can use your reaction to thwart the creature. 
  The target must be successful in a Wisdom saving 
  throw (DC 8 + your proficiency bonus + your Charisma 
  modifier) or will fail to finish the casting, expending the 
  spell slot without effect. Additionally, when you hit a 
  creature wearing or carrying an item noticeably 
  magical, you can decide to hit the item instead of the 
  owner. Instead of cause damage to the owner, you make 
  
   
  the item lose all magical properties it has until the end 
  of your next turn. This feature does not affect artefacts. 
   
  ABSORBING RAGE 
  At 14th level, when you rage, your aversion towards 
  magic creates a protective coat around your body 
  absorbing magical effects, and empower your anger. 
  Anytime you are successful in a saving throw against a 
  spell or magical effect when you rage, you can use your 
  reaction to gain a bonus on your attack and damage 
  rolls with melee weapons equal to the level of the spell 
  you absorb (a minimum of +1) until the start of your 
  next turn. 
  Any creature that make a spell attack against you 
  suffer disadvantage on this attack roll while you still 
  raged. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PATH OF THE FURIOUS WHIRLWIND 
  Some small creatures that lives in the wild can find the 
  barbarian life style interesting. However, the natural 
  path of the barbarian favors those have powerful build 
  instead of agility and speed. Nevertheless, even small 
  ones can supersede the lack of physical strength and 
  height with impressive ferocious and impetus. When 
  you become a furious whirlwind your enemies flee from 
  your blades attempting to survive, but rare are those 
  who survive your rage and live to tell. 
    
  RESTRICTION: SMALL CREATURES ONLY 
  Only Small size or smaller characters can follow the 
  path of the Furious Whirlwind. This class reflects the 
  way as smaller creatures swap their lack of strength 
  and height to agility and animal instinct. 
  Your DM can include other races perceptibly nimble, 
  as elves, in the restriction of this primal path in his 
  setting. This restriction is a way to balance the 
  disadvantage a small creature have when become a 
  barbarian. 
   
  NIMBLE SAVAGE 
  You can use your barbarian abilities even with light 
  and finesse weapons. Starting at 3rd level, you can use 
  any barbarian feature that works only with melee 
  weapon attack using Strength in melee weapon attacks 
  with light weapons using Strength or Dexterity. 
   
  WHIRLWILD FRENZY 
  At 3rd level, you can supersede your size with agility, 
  becoming a killing machine when you raged. While you 
  raged and wielding a light weapon in each hand, you 
  can use a bonus action to make an extra attack with 
  both of your weapons.  
  Additionally, you gain no advantage on Strength 
  checks and Strength saving throws while raged. 
  Instead, you gain advantage on Dexterity checks and 
  Dexterity saving throws while raged. When your rage 
  ends, you suffer one level of exhaustion (see the 
  appendix A on Player’s Handbook). 
   
  INSTINCTIVE MOVIMENT 
  Starting at 6th level, you can use your weapons as 
  claws, behave like a beast as you move. While you wield 
  a light weapon in each hand, you gain climb speed of 20 
  feet. Additionally, you can use a bonus action to make a 
  Dexterity (Acrobatics) check DC 15 to move through the 
  space of an enemy larger than you. You doesn’t provoke 
  opportunity attacks from this enemy until the end of 
  your turn 
   
  CHARGE OF STEEL 
  At 10th level, you can wander the battlefield while 
  strikes each enemy in your way. With a bonus action, 
  you can make the Dash action in your turn. During this 
  turn, you can use your action to make a melee weapon 
  attack against each creature you have pass within 5 
  feet this turn. You provokes opportunity attacks by 
  
   
  moving this way, but the creatures has disadvantage 
  when make opportunity attacks against you if you hit 
  then this turn. 
   
  BLADE WINDSTORM 
  At 14th level, you can become a devastating walking 
  whirlwind. While you rage and is wielding a light 
  weapon in each hand, you can spin like a whirlwind for 
  1 minute. Each creature that starts its turns within 5 
  feet from you must make a Dexterity saving throw (DC 
  8 + your proficiency bonus + your Strength or Dexterity 
  modifier, at your choice) or take slashing damage equal 
  to 3d6 + your Strength or Dexterity modifier, at your 
  choice. A creature successful in the save halves this 
  damage. When your rage ends, you suffer one level of 
  exhaustion. 
  Once you use this feature, you cannot use it again until 
  you finish a short or long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PATH OF THE IMMORTAL RAGER 
  Some barbarians seen simply do not die even when 
  carries wounds apparently lethal. The Path of the 
  Immortal Rager is a trail followed by true survivors. 
  Brave warriors that lives on harsh environments like 
  frozen peaks in the highest mountains or blazing 
  deserts of sand. Those barbarians do not fear death they 
  challenge death constantly and survive face of the most 
  unpredictable challenges imaginable. 
   
  IMMORTAL RAGE 
  At 3rd level, you can remain on standing even before 
  the most tremendous punishments when in the edge of 
  your rage. When you rage and with less than half your 
  hit point maximum, you can focus your energy on 
  survival at all costs. At the end of your turn, as a bonus 
  action, you can recover a number of hit points equal to 
  the bonus showed at the column Rage Damage on the 
  Barbarian table (see in Player’s Handbook). You still 
  gain this bonus on a damage roll when you make a 
  melee weapon attack using Strength. You can’t recover 
  this hit points when you above half your hit point 
  maximum. 
   
  WARRIOR OF FIRE AND ICE 
  Starting at 6th level, your stamina seens to never end, 
  and you seens tireless even under harsh conditions. You 
  gain advantage on saving throws against weather 
  effects like extreme cold or extreme heat. Additionally, 
  you ignore penalties when you have one level of 
  exhaustion. You suffer the penalties for the first level of 
  exhaustion when you are with two levels of exhaustion, 
  the effects of the second level when you are with three 
  levels, and so on. You die when you reach level 7 
  exhaustion. You recover two levels of exhaustion when 
  you would normally recover just one. 
   
  BLOODY FURY 
  At 10th level, you become even stronger as you suffer 
  more and more pain. When you rage, you gain double 
  the bonus on damage rolls showed on the column Rage 
  Damage of the Barbarian table. If you rage and with 
  less than half your hit point maximum, you can use a 
  bonus action to recover double the bonus showed on the 
  column Rage Damage of the Barbarian table.  
   
  INSTINCTIVE FORTITUDE 
  Beginning on the 14th level, you can stay alive in a 
  supernatural means. You die only on your fifth fail on a 
  death saving throw, and become stable with three 
  success, as normal. If you take damage that drop you to 
  0 hit points but has a rage use available, you can use 
  your reaction to enter rage immediately to stay on foot 
  activating your Relentless Rage automatically and drop 
  to 1 hit point. Additionally, when raged you gain 
  advantage on Constitution saving throws.  
   
   
   
  
   
  PATH OF THE IMPETUOUS COLOSSUS 
  Giants are mostly associated to barbarism thanks to 
  their impressive ability of destruction. Some humanoid 
  barbarian fight against giants and often drink their 
  blood in an attempt to gain their power. Over the ages, 
  those remote tribes with their brutal habits eventually 
  gain a portion of the giant’s strength and vitality, as 
  drink their blood. Those barbarians are taller and 
  stronger than most of the member of their race, and are 
  capable to perform feats of strength possible only by 
  larger creatures with powerful build. Treading the Path 
  of The Impetuous Colossus, you join a world of brutality 
  where larger you are, more feared and beloved you are. 
   
  RAMPANT GROWTH 
  At 3rd level, your muscles bulk and you grow in size 
  when your nerves are under skin. When you rage, you 
  can use a bonus action to increase your size to Large 
  (see the chapter 9 on Player’s Handbook), if you are not 
  Large or larger. You can’t change size if there isn’t 
  enough room for you increase your size. Additionally, 
  you cause 1d6 extra damage with your weapon attacks 
  while you remain Large or larger. 
   
  MENACING HEIGHT 
  Starting at 6th level, your bulk size let apprehensive 
  the creatures you interact. You can add your Strength 
  modifier (if is higher) instead of your Charisma modifier 
  when you make a check using the Intimidation skill if 
  you make a feat of strength like breaking a table with a 
  punch, or bend an iron bar. Additionally, you have 
  advantage on Intimidation checks against creatures 
  lowest than you. 
   
  GIANT’S THROW 
  At 10th level, you learn to throw big rocks like the true 
  giants does while you remain large. While you are 
  Large or larger, when you use the Attack action, you 
  can throw a rock or similar object as an improvised 
  ranged weapon with the properties heavy and thrown 
  (range 30/120). You are proficient with this improvised 
  weapon and it cause 2d6 bludgeoning damage. 
   
  POWERFUL STRIKE 
  At 14th level, whenever you hit a creature with a 
  weapon attack using Strength, you can use a bonus 
  action to knock the target prone or push it. The target 
  must make a Strength saving throw (DC 8 + your 
  proficiency bonus + your Strength modifier). If fail on 
  this save, the creature will be knocked prone or pushed 
  10 feet away from you. A creature smaller than you 
  suffer disadvantage on this saving throw. 
   
   
   
   
   
   
   
  PATH OF THE RUNESCARRED 
  BERSERKER 
  Some barbarians discover that possess innate arcane 
  abilities whens carve mystic runes in their flesh. Those 
  barbarians follow the Path of the Runescarred 
  Berserker and use their willpower and force of 
  personality to cast spells while wield their powerful 
  axes in battle, and scream in incontrollable frenzy state. 
  A shaman or elder of his tribe that perceive the 
  inherent power hidden on him, commonly advises a 
  barbarian that follow this path. This shaman teaches 
  him the ancient language of the dragons, and the 
  ancient mystical runes that hold the arcane power that 
  can be released only by holders of this inherent power.  
   
  SPELLCASTING 
  When you reach 3rd level, you augment your versatility 
  with the ability to cast spells. See chapter 10 for general 
  rules of spellcasting and chapter 11 for the sorcerer 
  spell list. 
  Cantrips. You learn two cantrips of your choice from 
  the sorcerer spell list. You learn an additional sorcerer 
  cantrip of your choice at 8th level, and another one at 
  14th level. 
  Spell Slots. The Runescarred Berserker Spellcasting 
  table show how many spell slots you have to cast your 
  spells of 1st level and higher. To cast one of these spells, 
  you must expend a slot of the spell’s level or higher. You 
  regain all expended spell slots when you finish a long 
  rest. 
  For example, if you know the 1st-level spell shield 
  and have a 1st-level and a 2nd-level spell slot available, 
  you can cast shield using either slot. 
   
  RUNESCARRED BERSERKER SPELLCASTING 
  Barbarian 
  Level 
  Cantrips 
  Known 
  Spells 
  Known 
  –Spell Slots per Spell Level– 
  1st 
  2nd 
  3rd 
  4th 
  3rd 
  2 
  1 
  2 
  – 
  – 
  – 
  4th 
  2 
  2 
  3 
  – 
  – 
  – 
  5th 
  2 
  2 
  3 
  – 
  – 
  – 
  6th 
  2 
  2 
  3 
  – 
  – 
  – 
  7th 
  2 
  3 
  4 
  2 
  – 
  – 
  8th 
  3 
  3 
  4 
  2 
  – 
  – 
  9th 
  3 
  3 
  4 
  2 
  – 
  – 
  10th 
  3 
  4 
  4 
  3 
  – 
  – 
  11th 
  3 
  4 
  4 
  3 
  – 
  – 
  12th 
  3 
  4 
  4 
  3 
  – 
  – 
  13th 
  3 
  5 
  4 
  3 
  2 
  – 
  14th 
  4 
  5 
  4 
  3 
  2 
  – 
  15th 
  4 
  5 
  4 
  3 
  2 
  – 
  16th 
  4 
  6 
  4 
  3 
  3 
  – 
  17th 
  4 
  6 
  4 
  3 
  3 
  – 
  18th 
  4 
  6 
  4 
  3 
  3 
  – 
  19th 
  4 
  7 
  4 
  3 
  3 
  1 
  20th 
  4 
  7 
  4 
  3 
  3 
  1 
   
  
   
  Spells Known of 1st-Level and Higher. You know 
  one 1st-level sorcerer spell of your choice. 
  The Spells Known column of the Runescarred 
  Berserker Spellcasting table shows when you learn 
  more sorcerer spells of 1st level of higher. For instance, 
  when you reach 7th level in this class, you learn one 
  new spell of 1st or 2nd level. 
  Spellcasting Ability. Charisma is your spellcasting 
  ability for your sorcerer spells, since you learn spells 
  through inherent power. You use Charisma whenever a 
  spell refers to your spellcasting ability. In addition, you 
  use your Charisma modifier when setting the saving DC 
  for a sorcerer spell you cast and when making an attack 
  roll with one. 
   
  Spell save DC = 8 + your proficiency bonus +  
  your Charisma modifier 
   
  Spell attack modifier = your proficiency bonus +  
  your Charisma modifier 
   
  INSCRIBE RUNESCARS 
  At 3rd level, you can speak, read, and write Draconic. 
  You use this language to inscribe the magical runes 
  carved in your body, and to learn the ritual through 
  which you mark your own skin with deep tattoos in the 
  shape of mystical runes too. Those scars represent the 
  spells you know, so you creates yours first tattoos no 
  3rd level. Initially four, two cantrips and one 1st level 
  spell. You gain new runescars when you earn new spells 
  or cantrips known.  
  Create a runescar is a painful and slow procedure. 
  You need spend 1 hour to create a single runescar of a 
  cantrip or a 1st level spell, using ink, razor and 
  incandescent iron. The procedure takes more time for 
  2nd-level spells or higher. You need one additional hour 
  for each level of the spell higher than 1st. 
  Unlike other spellcasters, a runescarred berserker 
  cannot replace your spells known when reach new 
  levels, since your spells are linked to the runes 
  inscribed on his skin permanently. Thus, this barbarian 
  must choose his spells know with caution, since him will 
  probably carry those tattoos for his life. 
   
  FURIOUS SPELLCASTING 
  In 3rd level too, you discover how unleash your mystical 
  power even when under effect of your rage. You can cast 
  your sorcerer spells known normally under rage. You 
  cannot maintain concentration on a spell during rage. 
   
  REMOVING RUNESCARS 
  You cannot remove runescars in conventional ways or with 
  simple spells. Only a regeneration spell or magic of equivalent 
  power can remove all your runescars. If this happens, you must 
  spend the needed time describe in Inscribe Runescars to create 
  your runescars again, and access the pertinent spells known. A 
  wish spell can remove a specific runescar, instead of removing 
  all your runescars, and thereafter, all your spells known. 
  Those are the most common ways to replace the spells known 
  for a runescarred berserker, but the DM can create other 
  methods freely, like mystical rituals, new spells or even specific 
  magic items.  
  RITUAL OF MYSTICISM 
  Beginning at 6th level, you can make a ritual that 
  amplifies your world view and improves your natural 
  instincts that takes 10 minutes to be completed. After 
  that, you need expend a 1st-level spell slot. You gain 
  darkvision out to a range of 60 feet and advantage on 
  Wisdom (Perception) checks for 1 hour. You can expend 
  higher spell slots, increasing the duration of the effect in 
  1 hour for each level of the spell above 1st. when you 
  under this effect, you can use a bonus action to gain 
  blindsight out to a range of 30 feet until the beginning of 
  your next turn. 
   
  INSTINCTIVE SPELL 
  At 10th level, you learn how to unleash your magic in 
  instinctive way as you deliver ferocious strikes. While 
  you are under rage and use the Attack action, you can 
  cast a cantrip, as a bonus action, that need a melee 
  attack against the target of your attacks. If you are using 
  the Reckless Attack feature, you gain advantage on this 
  melee spell attack. 
   
  RITUALISTIC SCAR  
  Starting at 14th level, you can make a mystical ritual 
  that spend 1 hour to be completed using special inks to 
  make two of your runescars gives you one of the 
  following benefits:  
   Whenever you cast a spell linked to that runescar, you 
  gain temporary hit points equal to 1d8 + twice the 
  spell slot level used to cast the spell. 
   You can cast a spell linked to that runescar as if you 
  had used a spell slot one level higher than you really 
  did. 
   After cast a spell linked to that runescar, you gain a 
  bonus on melee weapon attacks and melee weapon 
  damage equal to the spell slot level used to cast the 
  spell until the end of your next turn. 
   After cast a spell linked to that runescar, you gain a 
  bonus on your CA equal to the spell slot level used to 
  cast the spell until the beginning of your next turn. 
   You gain elemental damage resistance (acid, cold, fire, 
  lightning, and thunder) for a number of round equal 
  the spell slot level used to cast the spell. 
  Each runescar you choose can provide the same benefit 
  or a different one, and the Ritualistic Scar lasts until you 
  use this feature again. 
  Once you make this ritual, you cannot make it again 
  until you finish a short or long rest. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  PATH OF THE TRIBAL PROTECTOR 
  In the most barren and wild lands of the world, are 
  tribes that suffer constant assaults from beasts and 
  rival tribes. Some barbarians from those tribes become 
  watchful guardians capable of depart enemies and keep 
  the elders, women, and children of the tribe safe. A 
  barbarian that trail the Path of the Tribal Protector 
  focus on safeguard his homeland and his companions. 
  Anyone under the guardianship of a tribal protector, 
  hardly are injured or perish.  
   
  RESTRICTION: WILD RACES ONLY 
  Only members of wild races life wood elves, 
  dragonborns, forest gnomes and half-orcs can choose the 
  primal path of the tribal protector. This class reflects 
  the commitment and dedication of secluded tribe 
  members to their folk. 
  Your DM can include other wild races he allowed as 
  player’s character races in his setting. This restriction 
  include only races presented in the Player’s Handbook, 
  but it can include any race the DM wants in his 
  campaign setting. 
   
  PROTECTIVE RAGE 
  At 3rd level, when you or an allied is in danger, your 
  protective instinct manifests in a fury. While you are 
  raged and wielding a shield, you can use a bonus action 
  to gain +2 bonus to AC against melee attacks until the 
  start of your next turn. Additionally, when a willing 
  creature of your size or smaller within 5 feet of you are 
  target of a melee attack, you can use your reaction to 
  swap place with this creature. You pass to occupy the 
  space of this creature and the creature occupy the space 
  you was. You become the new target of the attack 
  instead of the creature you swap places. You must 
  decide make this change after know the target of the 
  attack, but before know the result. 
   
  HOMELAND BOND 
  Starting at 6th level, while you are in a land similar to 
  your homeland, you gain advantages to move and fight. 
  Choose a type of terrain: arctic, coast, desert, forest, 
  grassland, mountain, swamp or subterranean. While 
  you are in this terrain, you gain the following benefits: 
   Move through difficult terrain doesn’t costs extra 
  movement from you. 
   You can use the Disengage action as a bonus action. 
   You gain advantage on Strength and Dexterity saving 
  throws. 
   You gain advantage on Wisdom (Survival) checks. 
    You gain advantage on Strength (Athletics) checks. 
  The terrain choose must reflect the land your tribe 
  you born or rise is located. 
   
  TRIBAL DEFENDER 
  At 10th level, your dedication to your tribe let you 
  become a peerless guardian. When a creature friendly 
  to you that you can see drop to 0 hit points, become 
  unconscious or paralyzed, you can use your reaction to 
  move your walking speed to the space occupied by this 
  creature or to the nearest unoccupied space of the 
  creature. While you still in the space occupied by your 
  ally, he can’t be target by attacks. Additionally, when a 
  spell or harmful effect that affects the area occupied by 
  you and your ally require a Dexterity saving throw to 
  halve the damage, you can use your reaction to cover 
  your ally preventing him to take any damage. When you 
  do so, you suffer disadvantage on your saving throw 
  against the effect. 
   
  TIRELESS BULWARK  
  At 14th level, you become the vanguard bulwark of your 
  tribe. While you raged, you can challenge your enemies, 
  compelling then to see you as the greatest threat. With 
  your action, you compel all hostile creatures that can 
  see you within 60 feet of you to make a Wisdom saving 
  throw (DC 8 + your proficiency bonus + your Charisma 
  modifier). A creature that fails the save suffer 
  disadvantage on attack rolls against any creature 
  different of you until the start of your next turn. On 
  subsequent turns, you can use a bonus action to extend 
  the duration of this effect on the challenged creatures 
  until the start of your next turn. This effect ends in a 
  creature that ends its turn out of line of sight or more 
  than 60 feet away from you. 
  If a creature succeeds on its saving throw, you can’t use 
  this feature on that creature again for 24 hours. 
  Once you use this feature, you cannot use it again until 
  you finish a short or long rest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/Alan Venic's Redbook - Tome of the Barbarian.pdf