As almost everything has been changed, I will not mention features that have been removed or omitted. Instead, if the feature is still there, I'll list it manually below. Level 1 Proficiencies remain the same.

Level 1

  • Rage Meter: You have a new resource, known as Rage. You will gain and spend Rage through the course of combat, but you can never have more Rage than your Rage maximum, which starts at 1 and increases by one with each level you gain in this class.
  • Carnage: Whenever you hit a Creature with a weapon attack, you also deal half your Barbarian level in damage to foes within 2m (uses your weapon's damage type.)
  • Rage Benefits: At the start of each of your turns, you gain an amount of Temporary Hit Points equal to three times your current Rage. Additionally, the number you need to roll a Critical Hit is reduced by 1 for each Rage you have.
  • Rage Gain: Whenever you take damage or reduce an enemy to 0HP with an attack, you gain 1 Rage (provided you aren't already at your maximum).
  • Gain 1 Instinct (not granted if multiclassing into Barbarian): Choose one Tier One Instinct, which are listed below.
Level 2
  • Learn 1 Manifestation: Learn one Tier One Manifestation, spell-like abilities that cost Rage to use. (Listed Below)

Level 3
  • Subclass Choice: Choose a Subclass (Listed Below).

Level 4
  • Ability Score Increase
  • Gain 1 InstinctChoose one Tier One Instinct, which are listed below.

Level 5
  • Extra Attack (Most Manifestations count as Attacks).
  • Learn 1 Manifestation: Learn one Tier Two Manifestation, spell-like abilities that cost Rage to use. (Listed Below)

Level 6
  • Subclass Feature
  • Gain 1 InstinctChoose one Tier Two Instinct, which are listed below.

Level 7
  • Learn 1 Manifestation: Learn one Tier Two Manifestation, spell-like abilities that cost Rage to use. (Listed Below)

Level 8
  • Ability Score Increase
  • Gain 1 InstinctChoose one Tier Two Instinct, which are listed below.

Level 9
  • Learn 1 Manifestation: Learn one Tier Two Manifestation, spell-like abilities that cost Rage to use. (Listed Below)

Level 10
  • Gain 1 InstinctChoose one Tier Two Instinct, which are listed below.

Level 11
  • Brutal Critical: Unchanged from base game (although it actually feels good now since your crit chance is so much higher).
  • Subclass Feature

Level 12
  • Gain 1 InstinctChoose one Tier Two Instinct, which are listed below.


Subclass Options

- Berserker: Prone to bouts of feral madness, you are an unshakable, unbreakable force of chaos.

Level 3
- Frenzy: Once per combat, you may spend a Bonus Action to enter a Frenzied state. Once on each of your turns, you may spend 1 Rage to make a melee weapon attack without spending any actions. However, at the start of each of your turns, you will take an amount of Psychic damage equal to your Proficiency Bonus.

- Battle Trance: While in a Frenzied state, you may spend a bonus action to fully heal yourself. If you do, you will go Mad for 2 turns, turning hostile to ALL characters and losing control of your actions. You may only do so once per combat.

Level 6
- Menace: The range of your Carnage triples to 6m.

Level 11
- Numb: While in a Frenzied state, you are immune to the Frightened, Charmed, Asleep, Restrained, Prone, and Paralyzed conditions.

- Wildheart: Raised by animals, you have feral instincts that make you an excellent hunter.

Level 3
- Beastial Attunement: Choose a type of animal. You are Kin to that animal type, gaining features associated with them.

Canine: Your Allies have advantage on melee attacks made against enemies adjacent to you. Additionally, you may summon your pack once per long rest, summoning three wolves to fight by your side.

Bear: You take 2 less damage from all sources. Additionally, you may Hibernate once per long rest, falling into a slumber that grants you the benefits of a short rest upon completion.

Avian: You are always hovering just above the ground, giving you immunity to surfaces and fall damage. Additionally, you may spend a bonus action once per turn to fly up to 6m.

Deer: You cannot be surprised, add your Wisdom modifier to your Initiative rolls, and your movement doesn't trigger opportunity attacks (ever!)

Feline: You gain proficiency in Stealth, and you may use Dexterity to determine your Rage Save DC (typically based on strength. Use the highest). Additionally, you gain the ability to Hide as a Bonus Action and can use the Feline Pounce ability, allowing you to use an attack to jump at a foe and make it bleed.

Level 6
- Land's Stride: You have immunity to Difficult Terrain and cannot be restrained by natural materials (such as vines).

Level 11
- Feral Build: Once per combat, you may cast the Guardian of Nature spell without spending a spell slot.

- Wild Magic:
 Fueled by chaos, your rage shatters reality.

Level 3
- Wild Strikes: Whenever you score a critical hit, trigger a random Wild Magic effect that replaces the old one.

Further Levels
- Beyond this, the subclass remains unchanged. (The level 10 ability is moved to level 11 but it unchanged).

- Storm Herald: Channeler of storms, your anger summons the wrath of nature.

Level 3
- Gathering Storm: Once per long rest, choose an element. Once per battle, you may use a bonus action activate that element's storm for 10 turns.

- Firestorm: While active, you gain 1 Heat when hit with a melee attack. You may spend a Bonus Action (or do so for free if you activated your storm this turn) to deal 1d4 fire damage to nearby enemies. This damage improves to 2d4 at 6th level, 3d4 at 9th level, and 4d4 at 12th level.

- Thunderstorm: While active, you gain 1 Lightning Charge when hit with a melee attack. You may spend a Bonus Action (or do so for free if you activated your storm this turn) to force a nearby enemy to make a Dexterity Saving Throw or take 1d8 lightning damage, or half as much on a successful save. This damage improves to 2d8 at 6th level, 3d8 at 9th level, and 4d8 at 12th level.

- Snowstorm: While active, enemies gain 1 turn of Encrusted with Frost when they hit you with a melee attack. You may spend a Bonus Action (or do so for free if you activated your storm this turn) to grant yourself and nearby allies 1d4 temporary hit points. These temporary hit points improve to 2d4 at 6th level, 3d4 at 9th level, and 4d4 at 12th level.

Level 6
- Storm Soul: You gain benefits based on your chosen element, even while your storm is not active.

-  Firestorm: You are resistant to Fire damage, your weapon is always burning, and you may ignite an object in flame once per turn without spending any actions.

-  Thunderstorm: You are resistant to Lightning damage, your thrown weapon attacks deal an additional 1d10 lightning damage, and you may spend an action to cast Create Water without expending a spell slot.

- Snowstorm: You are resistant to Cold damage, you take 1 less damage from all sources, and you can replace one of your attacks with a Blast of Frost that possibly encrusts a foe with frost.

Level 11
- Shared Storm: While your storm is active, nearby Allies have resistance to your chosen element's damage type. You also gain another benefit while your storm is active based on your storm's type.

-Firestorm: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes 4d8 fire damage or half as much on a successful save.

-  Thunderstorm: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature takes 4d4 lightning damage and is knocked prone or half as much on a successful one and not knocked down.

- Snowstorm: Whenever the effect of your Raging Storm is activated, you can choose one creature you can see in the aura. That creature must succeed on a Constitution saving throw. If failed, takes 4d6 cold damage and its movement speed is reduced to 0 for the turn or half as much on a successful one and speed is not reduced.

- Zealot: A conduit of divine fury, you strike fear into the soul of death itself.

Level 3
- Divine Fury: The first creature you hit with an attack each turn takes 1d4 + half your Barbarian level in Radiant or Necrotic damage (choose upon gaining this subclass).

- Warrior of the Gods: Your sheer rage prevents death from claiming your soul, allowing your allies to resurrect you without consuming a revivify scroll.

Level 6
- Fanatical Focus: Even powerful magics fail to distract your from your cause. Once per battle, you may reroll a failed saving throw without spending a reaction.

Level 11
- Numb: As a bonus action, you can unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain advantage on attack rolls and saving throws until the start of your next turn.


Lastly, this mod also reworks all items that interact with the Rage mechanic so that they function flawlessly alongside the mod.






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SixfingeredMage

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  1. SixfingeredMage
    SixfingeredMage
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    Tier One Manifestations: 

    • War Cry: Provide your allies with Temporary Hit Points and increased movement speed while Goading your foes. Costs 2 Rage. Replaces 1 Attack.
    • Power Slam: Slam your weapon into the ground, knocking away nearby foes, staggering them and dealing additional thunder damage. Costs 1 Rage. Replaces 2 Attack.
    • Reckless Attack: Spend 1 Rage to reroll a weapon attack after missing. If you do, all attacks against you have advantage until the start of your next turn.
    • Authority: Spend 2 Rage once per turn to cast the command spell. Replaces 1 Attack.
    • Onslaught Smash: Smash your weapon down in a line, dealing half your weapon's damage + half your proficiency bonus in damage. On a miss, you still deal your proficiency bonus in damage. Costs 2 Rage. Replaces 1 Attack.

    Tier Two Manifestations: 


    • Any Tier One Manifestation can be chosen when choosing a Tier Two Manifestation.
    • Stampede of Steel: Charge through foes, dealing half your weapon's damage to each and possibly knocking them prone. Costs 3 Rage. Replaces 1 Attack.
    • Whirlwind: Attack all foes within 3m, rupturing them and dealing half your weapon's damage on a hit. Costs 3 Rage. Replaces 1 Attack.
    • Avalanche Leap: Jump, causing an explosion of damage wherever you land that knocks back foes and makes them off-balance. Costs 2 Rage. Replaces 1 Attack.
    • Shockwave Slam: Cast the Erupting Earth spell, centered on yourself (you are not affected by the spell). Costs 3 Rage. Replaces 1 Attack.
    • Blood-curdling Yell: Cast the Fear spell. Costs 5 Rage. Replaces 1 Attack.
    • Catharsis: Deal 5d8 psychic damage to nearby enemies, or half as much on a successful save. Costs 5 Rage. Replaces 1 Attack.

    Tier One Instincts: 


    • Unarmored Defense: Has three options. Warrior, Primal, and Mystic. Warrior gives resistance to Physical damage types when unarmored, Primal gives resistance to Elemental damage types when unarmored, and Mystic gives resistance to all other damage types when unarmored. 
    • Force to be Reckoned With: Whenever an enemy makes an attack against an adjacent ally, you may give that attack disadvantage. Costs 1 Rage.
    • Push Through: You have advantage on Saving Throws you make during your turn.
    • Hell to Pay: Whenever an enemy hits you with a critical hit, possibly frighten that enemy and gain1 Rage.
    • Nature's Vengeance: You may cast the shillelagh spell without spending a bonus action. Additionally, you may use your Wisdom to determine your Rage Save DC (if it is higher).
    • Predation: You may cast the Hunter's Mark spell once per short rest without spending a spell slot.
    • Beast Caller: You may cast the Summon Beast spell once per long rest, and it does not require concentration for you.

    Tier Two Instincts: 

    • Any Tier One Instinct can be chosen when choosing a Tier Two Instinct.
    • Quick Leap: You may spend a Rage, rather than a Bonus Action, to jump.
    • Raid: Your movement speed increases by 2m. Enemies have disadvantage on opportunity attacks made against you.
    • Juggernaut: You are immune to conditions that would hinder your movement. You also cannot be pushed or knocked prone.
    • Apex Physique: Any healing you receive is increased by your Constitution Modifier + Half your Barbarian Level. *NOTE*: Currently, this works with any sources of healing, including recurring healing from items. I am looking into a way to make this only function when healed by a spell or potion, but for now, enjoy it.
    • Full Sprint: You may Dash as a Bonus Action.
    • Looming Force: Nearby enemies have a -1 penalty to their Attack Rolls and Saving Throws.