Barbarian Path Homebrews (5e) [Notes]
Path Of The Wyrd Berserker
(Reworking previous Path Of The Bloodrager)
3rd level features:
Wyrd Origin. Mostly a ribbon. Pick an Origin from a list. Advantage on all Charisma and Wisdom skill checks involving associated creatures due to innate connection. While raging, gain an extra benefit, often defensive, usually a damage resistance.
Aberrant: Aberrations. Resistance to psychic damage while raging.
Draconic: Dragons, Wyverns, Kobolds. Choose a dragon, gain appropriate elemental resistance while raging.
Celestial: Celestial. Resistance to radiant damage while raging.
Fiendish: Demons, Devils. Resistance to fire (diabolical) or to lightning (demonic) while raging.
Shadow: Undead, creatures of the Underfell. Resistance to necrotic while raging.
Storm: Storm Giants, Cloud Giants, Air Elementals, Lightning Elementals, anything Avian. Resistance to lightning or cold damage while raging.
Wild: None. Suffer from Wild Magic even when not raging.
Fire: Fire Elementals, Fire Giants, Red & Gold Dragons. Fire resistance while raging.
Giant: Giants. Gain fire, lightning or cold damage resistance while raging.
Moon: Animals, Lycanthropes. Gain poison resistance while raging.
Rage Casting. The main feature. Basically, spellcasting ala Eldritch Knight, except it uses Charisma, Sorcerer spell list, Transmutation, Conjuration and Evocation. Also, specific mention of being able to cast while raging, casting non-cantrips continuing your rage and applying Reckless Attack to spell attacks.
(Unlike with Bloodrager, this loses the benefits of being able to cast with both of your hands full and you need material components now.)
6th level features:
Eldritch Protection. Same as Blood Sanctuary in previous Bloodrager, you have damage resistance to your own spells. At 10th level, this is upgraded to damage resistance from your ally’s spells as well.
Wyrd Rage. Once per long rest, get a specific magical effect depending on your Wyrd Origin that lasts through your Rage. Like dragon breath for draconic origin or creating a fiendish creature from your essence for fiendish origins. At 10th level, you may apply Reckless Casting to some of these effects.
Aberrant: At the end of your turn, every enemy creature within 30ft of you must make a Wis save. They take 1d6 psychic damage or half that on a successful save. Further, on a fail, they lose their reaction for that turn. At 14th level, the damage increases to 3d4 or the range increases to 60ft.
Draconic: Get Dragon’s Breath of the appropriate type but as a bonus action. (If your dragon type breathes in a line, so do you out to 30ft.) At 14th level, it does 5d6 damage.
Celestial: Summon a pegasus. At 14th level, summon a winged unicorn (flying speed 90ft).
Fiendish: (diabolical) Summon four imps. At 14th level, summon four bearded devils or 3 winged bearded devils (flying speed 60ft). (demonic) Summon a winged draegloth (flying speed 60ft). At 14th level, summon a nabassu or a Hasted yochlol. In both cases, the creatures attack everything within 120ft of you except you, fiends of the appropriate type and a number of chosen creatures equal to your Cha mod. They will prioritize fiends of the other type, celestials and then anything else, in that order.
Shadow: At the end of your turn, every enemy creature within 15ft of you must make a Con save. They take 1d6 necrotic damage or half that on a successful save. If more than half fail, you heal 1d6. At 14th level, the damage and healing increases to 3d4 or the range increases to 30ft.
Storm: Summon a dust devil. At 14th level, summon a tornado.
Wild: At the end of every turn, roll on the Wild Magic table. You may reroll once. At 14th level, you may roll three times and take as many results as you want, min 1.
Fire: Your attacks deal extra Fire damage equal to your Cha mod. At the end of your turn, all adjacent creatures, ally or enemy, must make a Dex save. They take 1d6 Fire damage or half that on a successful save. Further, on a failed save, they catch fire for 1d4 damage per turn until they take an action to put it out. At 14th level, all adjacent enemy creatures take 3d4 instead or 1d6 within 10ft.
Giant: Cast Enlarge on yourself and Cha mod number of creatures. At 14th level, use your Prof mod instead or double Enlarge.
Moon: Gain Fast Healing equal to your Charisma bonus. Fast Healing is lost for a turn when you’re hit with Radiant damage. At 14th level, whenever you would go down, roll a Con save against DC 10 + Damage and stay up at 1 instead. Can't do that if you were hit with Radiant damage since the end your last turn.
10th level feature:
Reckless Casting. Same as with Bloodrager, you may cast a spell "recklessly". Creatures now have disadvantage on saves against that spell. In exchange, you have Disadvantage on all saves starting at the end of your turn and until the end of your next turn.
14th level feature:
Eldritch Form. Have a freaky transformation whenever you Rage, granting one or more benefits from a list, like a Fly speed. Roll Concentration to maintain this transformation after your Rage ends.
Path Of The Solar Warrior
3rd level feature:
Solar Rage. While in a Rage, you may sacrifice your Movement Action for a turn to go into a Solar Rage. You cannot end the Solar Rage without ending the Rage. The Solar Rage ends when the Rage ends. At the end of every turn, make a Concentration check to maintain your Rage. The DC is equal to 25 minus the highest of your Charisma or Wisdom score (Alternatively: 30 minus your Strength score) or the highest combined damage taken from a single source since the end of your last turn, whichever is higher.
While in a Solar Rage, you gain the following benefits:
You may fire "Solar Blasts" as a bonus action. These work like Eldritch Blast, but they progress at 6th, 10th and 14th level, and do fire damage instead. Attack ability is your Str. Not treated as a spell.
Lightning resistance.
You glow like a Light spell
Doubled speed, tripled jump
Blindsight 60ft, full 3d vision with shapes but no colors or details
Unarmed strike damage as a monk two levels lower?
An extra attack?
6th level feature:
Super Solar. As an action, you may increase your Solar Rage into a higher level, Super Solar Rage. While in a Super Solar Rage, you have Disadvantage on your Concentration checks to maintain it. You gain the following benefits:
Once per short rest, you may toss a Fireball as an action. You may spend an action charging the Ball, so it does double damage when thrown. If you're caught inside your own blast, all creatures have Disadvantage on the Save. The Save is calculated via your Con. Damage increases by 2d6 at 10th and 14th level. Not treated as a spell.
By sacrificing your movement as a bonus action, you may perform a Solar Step. As long as you are not over encumbered, Teleport 100 feet times your Con mod to any unobstructed destination within range that you can see or know well. You may carry one willing and similarly encumbered creature of Medium size or smaller. Whenever you use this ability, roll a d12. On a roll of 1, you lose this ability. Every turn after, you may roll a d12 and on a roll of 12, you regain this ability.
Fire resistance.
Flight equal to your normal movement.
Blindsight is tripled.
Electric aura that does damage equal to unarmed strike to adjacent creatures, Con save halves. (?)
10th level features:
Solar Mastery. You gain the following benefits while using Solar Rage.
You may substitute Fire damage for Radiant damage.
Your Blindsight is modified with the benefits of True Sight, though only for things you can see with your eyes.
You may grant yourself the benefits of Haste, alongside the accompanying crash when your Rage ends.
You may perform a Solar Step with only a normal Solar Rage.
Solar Sight. By spending one of the uses of your Rage, you may pinpoint the location of any living creature that you know within a hundred miles. At 14th level, this extends out to the whole plane of existence.
14th level features:
Super Solar Step. By spending 3 usages of your Rage (up to three times per long rest), you may Teleport, as the spell (but not treated as a spell). You may not benefit from a Teleportation Circle but having pinpointed the exact location of a creature there via Solar Sight elevates your effective familiarity with the destination by one step. As an additional bonus, you may perform a regular Solar Step even outside a Rage.
Solar Flare. Once per long rest, while in a Super Solar Rage, as a full round action you may charge a Solar Flare by spending one use of your Rage. Anytime after, before the rage ends, you may spend an action firing the Solar Flare. A blinding flash erupts from both your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 80 fire damage on a failed save, or half as much damage on a successful one. A creature killed by this ability is turned to ashes.
Path Of The Monster
3rd level features:
Sympathy For The Beast. You gain Advantage on all Charisma and Wisdom based skill checks made in regards to Beasts and Monstrosities.
Monstrous Rage. By spending a usage of your Rage while in a Rage, you may make your Rage a Monstrous one. You may do this as part of going into a Rage or as a later bonus action. While in a Monstrous Rage, you may take any three mutations from a list. At 6th, 10th and 14th level, this list expands into further more useful and potent mutations. Your Monstrous Rage ends whenever your Rage does.
6th level feature:
Monstrous Vigor. While in a Monstrous Rage, you gain Fast Healing equal to your Con bonus until the end of your Rage. When you first gain this ability, choose a type of elemental damage, such as fire, lightning, cold, acid, poison, thunder, radiant or necrotic. Whenever you take damage of that type, you lose your Fast Healing until after the end of your next turn. Whenever you would be knocked unconscious, roll a Constitution saving throw against a DC of 10 + damage. On a success, you do not drop unconscious and instead stay up at 1 hp. This ability fails if your Fast Healing has been shut down. After the saving throw succeeds, you can't use this feature again until you finish a long rest.
10th level feature:
Antediluvian Terror. By spending a further use of your Rage, you may transform into something the gods once tried to bury and was best left forgotten. You may do this as part of going into Rage or as a bonus action on a later turn while in a Monstrous Rage. You gain the following benefits:
You gain all the benefits of an Enlarge spell.
You may add your Strength modifier to your Unarmored Defense.
You may take an additional three mutations.
Whenever you use this ability, all creatures that can see you within 300 feet must make a Wisdom saving throw or become Frightened, making a new save at the end of each of their rounds. While you may exempt your allies from this, non-combatants cannot be and should they fail will become terrified and flee from you as fast as possible.
You gain immunity from your chosen damage type vulnerability. Your Fast Healing is still lost if struck by it, but you no longer take damage.
List of Monstrous Mutations:
Pending











