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D&D 5e: Demon-scarred Barbarian Path

This is an idea I've been meaning to write up for awhile. The two Paths of the
Barbarian class are cool, and the Totem Barbarian can be a lot of different things...
like a really good melee ranger, thanks to some really stylish options. I'm sorry,
rangers. Your lives are pain. Anyway, this class is a pretty dark take on barbarians,
but "tribes get up to some pretty dark stuff" is a minor trope of D&D, when it isn't
doubling down on Noble Savage tropes.

Demonscarred Path (Barbarian)

Among the darkest and most savage tribes of the wilds, demons supplant the gods
and spirits of the old faiths. The demons turn these tribes from harmony to
conquest, and goad them into violence against their neighbors. In other cases,
pushed to desperation by a few seasons of scarce game or the pressures of stronger
neighbors, a tribe may seek out the patronage of a demon. In exchange for their
service, these demonic patrons grant extraordinary power. Just as the totemic
barbarians gain traits of beasts, the demonscarred gain traits from the Abyssal
legions. There are also those who simply lived too long in places tainted by the
power of the Abyss, and found that the totemic spirits of the earth could no longer
bear their presence; such individuals make the best of a difficult situation and often
wield their powers against the Abyss.

The DC for abilities granted by this Path that require a saving throw is 8 + your
Constitution bonus + your proficiency bonus.

Blood and Souls

Starting at third level when you choose this path, you learn to speak Abyssal,
typically in a series of nightmares. Further, when you reduce an enemy to 0 hit
points and inflict lethal damage, you gain temporary hit points equal to 1d6 + your
target's Constitution modifier. (This ability still functions if your target receives one
or more death saving throws before dying.)

Lesser Demonic Aspect

Starting at sixth level, you take on a trait of one of the lower orders of demons,
choosing one of the following abilities. At your option, you might gain a minor
physical or spiritual trait associated with that type of demon; that trait often
appears only while you are raging.

Barlgura. You gain advantage on all Strength (Athletics) checks to initiate or escape
a grapple. When an opponent attempts to escape a grapple with you and fails, the
opponent takes bludgeoning damage equal to 1d4 + your Strength modifier.

Shadow Demon. While raging, you gain damage resistance to all damage types
except radiant, and vulnerability to radiant damage.

Vrock. You gain a stunning screech similar to that used by a vrock. As an action, you
force each non-demon creature within 10 feet of you to make a Constitution saving
throw; on a failure the creature is stunned until the end of your next turn. Once you
use this ability, you may not do so again until you complete a long rest.

Hezrou. You can emit a debilitating stench similar to that of a hezrou. As a reaction
when you fall below half of your maximum hit point value, you may force all
creatures within 10 feet of you to roll a Constitution saving throw; a creature that
fails this saving throw is poisoned until the end of its next turn. Once you use this
ability, you may not do so again until you complete a long rest.

Glabrezu. While raging, you manifest a spectral pincer similar to that of a glabrezu.
The spectral pincer is attached to your body at your shoulder. Pincer. Melee Weapon
Attack (finesse): reach 10 ft.; one target. Hit: 1d6 + ability modifier bludgeoning
damage.

Dread Compact

Starting at tenth level, you can cast planar binding. When you do so, you cast this
spell as if you had spent a 5th-level spell slot. Once you have cast this spell, you
may not do so again for one week. Constitution is your spellcasting ability for this
spell.

Greater Demonic Aspect

Starting at fourteenth level, you take on a trait of one of the higher orders of
demons, choosing one of the following abilities. At your option, you might gain a
minor physical or spiritual trait associated with that type of demon, perhaps only
when you are raging.

Nalfeshnee. When you initiate a rage, you inspire despair in your enemies. As part
of the bonus action you spend to enter a rage, each enemy within 20 feet of you
must make a Charisma saving throw. Creatures that are immune to the frightened
condition gain advantage on this saving throw. On a failed saving throw, targets
suffer a bane effect. This effect ends in one minute and does not require
Concentration. Affected creatures may attempt a new saving throw once per round
when they deal damage to you. Once a creature makes a successful saving throw
against this ability, you cannot affect it with this ability again for 24 hours.

Marilith. While raging, you may choose to grow two additional arms, suffering 10
damage that you may not reduce through any means. You may wield a weapon or
shield in these arms, but no character can use more than one shield. As a bonus
action, you may make one attack with a weapon wielded in your additional arms.

Goristo. While raging, you may make a charge attack. If you move at least 15 feet
straight toward a target and hit the target with a melee weapon or unarmed attack
on the same turn, the target takes an additional 2d10 damage. You may additionally
force it to make a Strength saving throw; on a failure, the target is pushed twenty
feet away along the line of your charge.

Balor. While raging and at or below half your maximum hit point value, you gain the
effect of a fire shield spell. You can dismiss this effect as a free action, but if you do
so, you do not automatically regain the effect when you are at or below half of your
maximum hit point value until you complete a short or long rest.
DnD Dark: Raiding Barbarian

rentdownstairs / September 12, 2014

When the Players Handbook released, I joked with a friend that given the recent
trend in gaming and comics, it was only a matter of time before the DnD Dark
supplement was released. Every class seemed to jump out at me with a darker or
more morally compromised option. When that same friend pointed out that previous
editions didnt do that, I got a little sad. Then, looking at the classes, I realized that
some classes just needed more options to even meet the variety of other classes.
Some of the classes dont need additional options, Cleric and Wizard spring to mind,
maybe even Fighter. Since I have an idea for just about every class, I decided to just
post them all here, alphabetically. So, without further ado, the Path of the Raider.

Path of the Raider

For some tribes, the only way to survive is to take what others possess. Striking
quickly and without remorse is the only option for these barbarians, who struggle to
have enough food and supplies to ensure the survival of their tribe. While many look
upon these barbarians as savages, thieves, and murderers, those who follow the
Path of the Raider know that there is simply no other alternative. They may be
reviled outside their homes, but these barbarians willingly accept this as their fate.
Being branded a criminal or outlaw by others is nothing compared to the needs of
the tribe.

Raid

When you choose this path at 3rd level, you gain proficiency in Stealth, and have
Advantage on all Animal Handling and Survival checks.

Invade

Beginning when you choose this path at 3rd level, you may choose to push an
enemy backwards after a successful melee attack while raging. This is a contested
Strength check. If you successfully push your foe, you may move into the area they
occupied as a bonus action.
Pillage

At 6th level, you have Advantage on all Stealth checks made in lightly obscured and
heavily obscured conditions. While raging, you may Dash as a bonus action. When
an ally within 5 feet of you successfully strikes an opponent, you may strike that
same opponent as a reaction.

Capture

Upon reaching 10th level, you can use your action to plunder your foe. When you do
so, choose one creature within 5 feet of you. It must succeed on a Dexterity saving
throw (DC 8 + your Survival proficiency bonus + your Dexterity bonus) or become
blinded and grappled until the end of your next turn. On subsequent turns, you can
use your action to extend the duration of this effect on the blinded and grappled
creature until the end of your next turn. Other creatures can spend an action to free
the blinded and grappled creature from being captured.

This ability cannot be used without at least 6 feet of rope, or similar material as
approved by the DM, or an adventurers kit.

Plunder

Beginning at 14th level, any time a creature within 5 feet of you gains Disadvantage
on an attack roll while you are raging, you may make a melee attack against that
creature as a reaction.Additionally, any time a creature within 5 feet of you gains
Advantage on an attack roll while you are raging, your next attack against that
creature before the end of your next turn also has Advantage.
Shaman
Archetype Type

Primal Path (Barbarian)


Shamans are inspiring and dangerous battle leaders. They command powerful spirit
guides which teach them nature spells to bolster attacks, offer protection, and healing
when needed. They also learn to summon an animal spirit companion which
accompanies them, providing protection and companionship.
In a rite of passage or initiation, you pledged yourself to the spirits, to be their voice and
hands in the world. Through ancient song and sacred ceremony, you have called a
powerful spirit companion to your side. The primal spirits of nature affirm your will,
guide the actions of your allies, and deal mighty attacks upon against your foes. You
might be a venerable advisor to a tribal leader, a young traveler seeking to bring tales
of a wider world back to your people, or a scholar devoted to the pursuit of nearly
forgotten lore.
The spirits and voices of nature guide your every step. Their power flows through you,
calling you to lead, to fight, to triumph.
Archetype Feature

Shaman Spellcasting
Barbarian Level Cantrips Known Spells Known Spell Slots per Spell Level
1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting
When you reach 3rd level, you gain the ability to cast spells.
Cantrips. You learn two cantrips from the Druid spell list. You learn an additional
cantrip of your choice at 10th level.
Spell Slots. The Shaman Spellcasting table shows how many spells 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 spells level or higher. You regain all expended spell slots
when you finish a long rest.
Spells Known of 1st Level and higher. You know three 1st level Druid spells of
your choice.
The Spells Known column of the Shaman Spellcasting table shows when you
learn more Druid spells of 1st level or higher. Each of these spells must be of a
level for which you have spell slots.
When you gain a new level in this class, you can replace one of the Druid spells
you know with another spell of your choice from the Druid spell list. The new spell
must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells, since
you draw your spells through devotion and attunement to nature. You use your
Wisdom whenever a spell refers to your spellcasting ability. In addition, you use
your Intelligence modifier when setting the saving throw DC for a Druid spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Archetype Feature

Spirit Companion
At 3rd level, you gain a spirit animal companion that accompanies you on your
adventures and fights alongside you. The spirit companion adopts the physical
manifestation of an actual material world animal, appearing and acting like the
beast whose form it has assumed. Choose a beast that is no larger than Medium
and that has a challenge rating of or lower. Add your proficiency bonus to the
beasts AC, attack rolls, and damage rolls, as well as any saving throws and skills
that it is proficient in. Its hit point maximum equals its normal maximum or four
times your barbarian level, whichever is higher.
The spirit companion obeys your commands and can communicate with you
telepathically as long as you both maintain line of sight. It takes its turn on your
initiative, though it doesnt take an action unless you command it to. On your
turn, you can command your spirit companion where to move (no action required
by you). You can use your action to command it to take the Attack, Dash,
Disengage, Dodge, or Help action. Once you have the Extra Attack feature, you
can make one weapon attack yourself when you command the spirit companion
to take the Attack action.
You can use a bonus action to dismiss the spirit companion, sending it to a pocket
dimension until you use another bonus action to summon it. If the spirit
companion dies, you can summon another one by spending a long rest, magically
bonding with another spirit animal. The new spirit animal can be of the same
type, or a new beast entirely.

Archetype Feature

Spirit Strike
At 6th level, when you use your action to cast a cantrip, you can use a bonus
action to have your spirit companion make one melee attack.

Archetype Feature
Bestial Rage
At 10th level, you can use a bonus action and expend one of your rages to give
your spirit companion the rage ability. If you and your spirit companion are both
raging, as long as one of you attacks or takes damage each turn, you both
remain raging.

Archetype Feature

Spirit Guardian
At 14th level, you gain the ability to summon a more powerful spirit companion.
Choose a beast that is no larger than Large and that has a challenge rating of 1
or lower. Otherwise, the spirit guardian functions just like a Spirit Companion.
When you use an action to cast a spell, you may spend a bonus action to cast
that spell through your spirit guardian, as long as you have line of sight to your
guardian. The spell is cast using your normal spellcasting ability, the beast
merely acts as the point of origin for your casting.
Path of the Totem Warrior (more animals)

Archetype Type

Primal Path (Barbarian)

This is an attempt at giving some more options to the totem barbarian.

Archetype Feature

Spirit seeker. As in the Player's Handbook.

Archetype Feature

Totem spirit. As in the Player's Handbook, but with the following additional
options:

Boar. While raging, if you move at least at least 20 feet straight toward a
creature and then hit it with a strength-based melee weapon attack, the target
must make a Strength saving throw or be knocked prone. The DC is equal to 8 +
your proficiency bonus + your strength modifier. The spirit of the boar makes you
ferocious and fearless.
Cat. While raging, you have advantage on attack rolls against any creature that
hasnt taken a turn in the combat yet. In addition, any hit you score against a
creature that is surprised is a critical hit. The spirit of the cat makes you into a
stealthy predator that kills its prey in one sudden blow.
Monkey. While raging, you treat all one-handed melee weapons as if they have
the light property, and two-handed melee weapons as if they were one-handed.
The spirit of the monkey makes you into a versatile adversary that can take
advantage of any situation.
Serpent. While raging, if you hit a creature with a melee attack you can attempt
to grapple the target as a bonus action. In addition, you have advantage on
attacks against a creature youre grappling. The spirit of the serpent makes you
into a deadly hunter that never lets go of its prey.

Archetype Feature

Aspect of the beast. As in the Player's Handbook, but with the following
additional options:

Boar. You gain the fury of the boar. You gain advantage on any Charisma
(Intimidation) check made with a threat of direct physical violence. Additionally,
you have advantage on Strength checks to avoid being moved against your will
or being knocked prone.
Cat. You gain the grace of the cat. You gain advantage on any Dexterity (Stealth)
check if you move no more than half your speed on the same turn. Additionally,
you dont take damage from falling 20 feet or less if youre not incapacitated.
Monkey. You gain the dexterity of the monkey. You gain advantage on Dexterity
(Acrobatics) checks as long as you have a free hand. Additionally, your speed
isnt halved while climbing.
Serpent. You gain the senses of the serpent. As long as you can smell, you have
Blindsense out to 10 feet. Additionally, you know the location of any living
creature youve damaged with a melee attack within the last minute.

Archetype Feature

Spirit walker. As in the Player's Handbook.

Archetype Feature

Totemic attunement. As in the Player's Handbook, but with the following


additional options:

Boar. While raging, you gain temporary hit points equal to your Constitution
modifier on each of your turns.
Cat. While raging, when you score a critical hit or reduce a creature to 0 hit
points, you can let out a mighty roar as a bonus action. A number of allies equal
to 1 + your Charisma modifier (minimum of 2 allies) that can hear you gain
advantage on the first attack roll or saving throw they make before the start of
your next turn.
Monkey. While raging, whenever a creature within 5 feet of you is hit by an
attack made by a creature other than you, you can use your reaction to make a
melee attack against that creature.
Serpent. While raging, the first time you hit a creature with a melee weapon
attack on your turn, the target must make a DC 11 Constitution saving throw,
taking 3d6 poison damage on a failed save, or half as much damage on a
successful one.
Path of the Giant
Archetype Type

Primal Path (Barbarian)


Path of the Giant
Some barbarians don't control their rage, instead it consumes them. The Path of the
Giant is a path of great power, but also of of great destruction. As you enter your rage,
you become a mindless beast driven by anger and chaos.

I created this archetype for my series on turning the Avengers into D&D characters. This
archetype is obviously for The Hulk, and you can find my article on it here.
Archetype Feature

Colossal Anger
Starting when you choose this path at 3rd level, you change size when you rage.
Your size doubles in all dimensions, and your weight is multiplied by eight. This
growth increases your size by one category - from Medium to Large, for example
- and increases your stride, doubling your walking speed. Your weapon and armor
grow to match your size. While your weapons are enlarged, including unarmed
strikes, your attacks with them deal 1d4 extra damage. When your rage ends,
you suffer one level of exhaustion.

(DM Option: You can allow the rage to last until all threats are defeated if you
also require a Wisdom saving throw with a difficulty of 15 to control the character
each turn.)

Archetype Feature

Powerful Transformation
At 6th level, your transformation into a huge monster also toughens your skin.
While raging, you have resistance to all damage except psychic. In addition, you
deal double damage to objects.

Archetype Feature

Improved Metabolism
At 10th level you become immune to disease, poison damage, and the poisoned
condition. In addition when you enter a rage, you heal a number of hit-points
equal to your barbarian level.

Archetype Feature

Thunderclap
At 14th level you can clap your hands together with amazing force. As an action,
while raging, you can clap your hands together to create wave of thunderous
force that sweeps out from you. Each creature in a 30-foot cube originating from
you must make a Constitution saving throw. On a failed save, a creature takes
8d8 thunder damage and is pushed 40 feet away from you. One a successful
save, the creature takes half damage and is pushed only 20 feet.
In addition, unsecured objects that are completely within the area of effect are
automatically pushed 40 feet away from you by the effect of the thunderclap,
and the clap emits a thunderous boom audible out to 300 feet. You regain the
ability to use this thunderclap after a short or long rest.
Path of the Monster Tamer
Archetype Type

Primal Path (Barbarian)


The monster tamer is a master of taming and controlling the creatures of the wild. Monster Tamers
use there frightful presence to cause creatures to bend to there will.

I am currently working on a game where every player must be mounted but I don't want to limit
the class selection. I was inspired by Khaalis' Cavalier and used several components from it in my
own designs

Archetype Feature

FAITHFUL MONSTER

At 3rd level, you gain a faithful monster companion that accompanies you on
your adventures and is trained to fight alongside you. Choose an appropriate
creature that cannot fly (horse, camel, elk, mastiff, bear, etc.) that is of your size
or one size category larger than yourself and that has a Challenge Rating of 1/2
or lower and is of the beast or monstrosity types. Add your proficiency bonus to
the monster's AC, attack rolls, and damage rolls, as well as to any saving throws
and skills it is proficient in. Its hit point maximum equals its normal maximum or
four times your barbarian level, whichever is greater. The monster obeys your
commands as best it can. It takes its turn on your initiative, though it doesnt
take an action unless you command it to. On your turn, you can signal the
monster where to move (no action required by you). You can use your action to
verbally command it to take the Attack, Dash, Disengage, Dodge or Help action.
Once you have the Extra Attack feature, you can make one weapon attack
yourself when you command the mount to take the Attack action. If the monster
dies, you can obtain a new one by spending 8 hours bonding with a new creature
you acquire that isn't hostile to you.

Archetype Feature

Wrestle to the Ground

At 6th level you can try to force a defeated, but not killed, beast or monstrosity
to become your Faithful Monster. Choose one beast or monstrosity of CR or
lower with 0 or fewer hitpoints from nonlethal damage that you inflicted. That
creature makes a Wis save versus a DC equal to your Cha mod + Proficiency + 8,
creatures with an Int of 6 or higher have advantage on this save. On a failed save
the creature becomes your companion as per the Faithful Monster Feature and
you lose your current companion if you have one. On a success the creature does
not become your companion and is immune to this feature for 24 hours. At 10th
level you can use this feature on beast or monstrosity of CR 1 or less and at level
14 you can affect a beast or monstrosity of CR 2 or less.

Archetype Feature
TWO AS ONE

At 10th level, you have achieved a symbiotic relationship with your companion in
combat creating an instinctive bond with it that allows you to fight as a
seamlessly unit. This advanced training allows you several benefits:

* When dismounting your companion, it costs you no movement and you can
perform a dismount as a bonus action.

* Your advanced bond with your companion also allows you to verbally command
your mount to take the Attack, Dash, Disengage, Dodge or Help action as a
bonus action.

* When you or your companion attacks a creature that is within 5 feet of both of
you, you have advantage on that attack.

Archetype Feature

Shared Rage

Starting at 14th level, whenever you activate your rage feature your companion
also receives all of the benefits of your rage for the duration of the rage.
Path of the Brawler
Archetype Type

Primal Path (Barbarian)


Some barbarians find their power, not in violence or spirits, but instead in the strength
of their arms. The Path of the Brawler is a path of pure power and an expression of peak
physical condition. You do not rely on weapons to destroy your enemies, and your rage
only strengthens your resolve to destroy your enemies.

---
A path designed for my Superboy conversion. There is also a terrible Kryptonian race on
there, but ignore that.
I don't think this is perfect, and will likely come back to it. But now if you want to build
an angry punching machine, you have an option besides monk.

Archetype Feature

Powerful Blows
When you choose this path at 3rd level, you learn to strike forcefully. Your
unarmed strikes deal 1d6 damage instead of the usual amount. While raging they
instead deal 1d8 damage.

Archetype Feature

Massive Leap
At 3rd level, when you adopt this path, you gain the ability to make amazing
jumps. While raging, your jump distance is doubled and you gain advantage on
all checks related to jumping.

Archetype Feature

Iron Body
At 6th level, your proficiency with brawling has increased the hardness of your
body. Your unarmed attacks count as magical for the purpose of overcoming
damage reduction. In addition, when you begin a rage you gain a number of
temporary hit points equal to your barbarian level.

Archetype Feature

Shockwave
At 10th level, you gain the ability to create a shockwave when you land. As a
bonus action when landing from a jump, you can force all adjacent enemies to
make a Dexterity saving throw against a difficulty equal to 8 + your proficiency
bonus + your Strength modifier; on a failed save the creatures are knocked prone
and take and take 5d10 force damage, on a successful save the creature still
takes damage but remains standing. This ability recharges at the end of a short
or long rest.

Archetype Feature

Knockout
At 14th level, you can use a bonus action to knock a Large or smaller creature
prone when you hit it with an unarmed strike.
Path of the Feral Savage
Archetype Type

Primal Path (Barbarian)


The Path of the Feral Savage is special. It requires the barbarian to tap into his or her
primal instinct for power. During a rage, you revert to a primitive and beast-like version
of yourself, running on all fours while growling and snorting at their enemies.
Some barbarians need not look far for experience entering into a bestial state. These
barbarians may have spent time as a feral child raised by animals such as wolves, apes,
or drakes. Other barbarians might be sent out into the wilds unarmed as part of a test to
earn maturity and full membership into the clan or tribe.
Archetype Feature

FERAL TRANCE
Starting when you choose this path at the 3rd level, you can enter a feral trance
anytime during a rage. If you do so, for the duration of your rage you can make a
single unarmed attack, an attack with a primitive improvised weapon such as a
rock or tree branch, or use the Dash action as a bonus action. While you are in a
feral trance, you cannot speak except in grunts, growls, hisses, roars, and other
animal sounds and you have disadvantage on Intelligence checks and
Intelligence saving throws.

Archetype Feature

SPEAK WITH PREDATORS


At the 3rd level, you can communicate with small and simple ideas with beasts
and monstrosities who have an Intelligence of 3 or less through grunts, hoots,
pounding of the chest and the ground and other forms body language and animal
sounds.

Archetype Feature

FERAL GAIT
When you reach the 6th level, you can fully move like an animal. While you ave
at both hands free and aren't wearing heavy armor, your climbing speed and
your crawling speed are the same as your walking speed.
In addition you gain brachiation. You can move through wooded areas at your
walking speed, ignoring any effects on movement due to terrain. You must be at
least 10 feet from the ground to do this and it works only in medium and dense
forests with trees strong enough to support your weight.

Archetype Feature

CORNERED BEAST
Starting at the 10th level, when you're raging and have less than half your hit
points left, your rage damage bonus and proficiency bonus on Strength ability
checks and saving throws are both doubled.
Archetype Feature

CALL OF THE WILD


At the 10th level, you can spend on of your rages to make an loud echoing shout.
All beasts who can hear this are drawn to this call, dashing to your area if able
and not interrupted. The beasts arrive within a minute if able, fastest and closest
animals first. These beasts are neither friendly or hostile to you, your allies, each
other, or your enemies and wait to a number of minutes equal to your barbarian
level to be interacted with before dispersing peacefully back into the wilderness if
left alone.

Archetype Feature

SAVAGE CRITICAL
Beginning at the 14th level, you can reroll any 1 or 2 whenever you roll a weapon
damage dice when determining damage for a critical hit. You must keep the new
roll even if it is a 1 or 2.
In addition, you may treat any weapon dice from a unarmed critical hit as a 1d8.
Path of the Dragon Totem
Archetype Type

Primal Path (Barbarian)


Dragon totem barbarians have dedicated themselves to the pursuit of becoming more
like their patron totem. In some worlds this may take the form of dragon worship, in
others it may take the form of dragonslayers, and yet other worlds may take the form of
mutually beneficial arrangements between clans and dragons. No matter the
relationship, it is obvious that there is some form of bond between the totem warrior
and the source of their near magical power to emulate the spirit of the dragon.

Dragon totem warriors are well known for their signature helms - distinctive, highly
detailed dragon mask helms they wear. These mask helms are most often crafted from
a combination of hard boiled leather and metal, but very powerful dragon totemists
have been known to use actual preserved dragon skulls modifying them into the most
terrifying of helms.
Archetype Feature

Dragon Spirit
At 3rd level, when you adopt this path, you must make or acquire your dragon
mask helm, which incorporates scales, spines, claws, teeth or bones from your
totem dragon. At your option, you also gain minor physical attributes that are
reminiscent of your totem dragon. For example, a skin tone that shows a minor
shading of the color of your dragon totem, sharpened pointy teeth, an almost
scaly quality to your skin, or your eyes may turn bright yellow.

Additionally, while youre raging, you are gifted with a draconic breath weapon.
Choose a breath weapon type and 1 associated dragon color from those listed
below (this choice cannot be changed). If you are dragonborn, you must choose
the same breath weapon as your species breath weapon.

BREATH WEAPONS
Damage Type // Breath Weapon // Dragon Color
Acid // 5 by 30 ft. line (Dex. save) // Black, Copper
Cold // 15 ft. cone (Con. save) // Silver, White
Fire // 15 ft. cone (Dex. save) // Brass, Gold, Red
Lightning // 5 by 30 ft. line (Dex. save) // Blue, Bronze
Poison // 15 ft. cone (Con. save) // Green

On your turn you may use your action to exhale destructive energy. When you
use your breath weapon, each creature in the area of the exhalation must make a
saving throw, the type of which is determined by your choice of breath weapon.
The DC for this saving throw equals 8 + your Constitution modifier + your
proficiency bonus. A creature takes 2d6 damage on a failed save, and half as
much damage on a successful one. The damage increases to 3d6 at 6th level,
4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can't use it again until you complete a
short or long rest. If you are dragonborn, you may use your breath weapon twice
before completing a short or long rest.
Archetype Feature

Dragon Tongue
Yours is a path that seeks attunement and kinship with dragons in general or
more commonly a specific dragon patron, must like a knight with a liege lord. At
3rd level when you adopt this path, you gain the ability to read, write and speak
Draconic. You also have advantage on any Charisma check you make against
dragons.

Archetype Feature

Aspect of the Dragon


At 6th level, you gain draconic sight as well as a magical draconic gift, depending
on your dragon totem.

Your draconic sight grants darkvision out to 60 feet, or to an additional 60 feet if


you already have darkvision. Additionally, as a bonus action, you can gain
blindsight out to 30 feet which lasts for up to 5 minutes. Once you have used
blindsight, you cant use it again until you have finished a long rest.

Your magical draconic gift is based on the draconic color you chose with your
Dragon Spirit feature.
* Black Dragon Totem. You can breathe underwater. You also gain resistance to
acid damage.
* Blue Dragon Totem. If you deal lightning damage to a creature, it cant take
reactions until its next turn. You also gain resistance to lightning damage.
* Brass Dragon Totem. You gain a second, nonlethal, breath weapon that you
can utilize in place of your fire breath. You also gain resistance to fire damage.
Sleep Gas (15 ft. cone; Constitution saving throw). The saving throw DC
against this breath weapon remains the same. However, the normal breath
weapon damage dice are instead rolled to determine the duration of the
sleep effect on those who fail their saving throw.
* Bronze Dragon Totem. You can breathe underwater. You also gain resistance
to lightning damage.
* Copper Dragon Totem. If you deal acid damage to a creature, it cant take
reactions until its next turn. You also gain resistance to acid damage.
* Gold Dragon Totem. You can breathe underwater. You also gain resistance to
fire damage.
* Green Dragon Totem. You can breathe underwater. You also gain resistance
to poison damage.
* Red Dragon Totem. If you deal fire damage to a creature or flammable object,
it starts burning. At the start of each of its turns, a creature burning in this way
takes 1d6 fire damage. A creature that can reach the burning target can use an
action to extinguish the fire. You also gain resistance to fire damage.
* Silver Dragon Totem. While your current hit points are equal to or less than
half your hit point maximum, you deal an extra 1d8 cold damage with your
melee attacks. You also gain resistance to cold damage.
* White Dragon Totem. While your current hit points are equal to or less than
half your hit point maximum, you deal an extra 1d8 cold damage with your
melee attacks. You also gain resistance to cold damage.

Archetype Feature

Spirit Speaker
At 10th level, you can cast the commune with nature spell, but only as a ritual.
When you do so, a spiritual dragon appears to you to convey the information you
seek.

Archetype Feature

Totemic Attunement
At 14th level, you gain further magical benefits from your totem. While youre
raging, if you fail a saving throw, you can choose to succeed instead. Once you
have used this feature, you cant use it again until you finish a long rest.
Bear Brawler
Archetype Type

Primal Path (Barbarian)


Perhaps you find the bear's spirit resonates with you, or perhaps you just want to toss
some goblins around.
Archetype Feature

BEAR'S STRENGTH

Starting at level 3, you have honed your body to deliver brutal blows without the
aid of a piece of steel.
You gain the following benefits while you are unarmed and you aren't wielding a
shield.

- You can roll d4 in place of the normal damage of your unarmed strike. This die
increases to d6 at 8th level and d8 at 16th level.

- When you use the Attack action with an unarmed or fist weapon attack on your
turn, you can make one unarmed strike as a bonus action.

In addition, when you hit with an unarmed attack, you add +2 to the damage,
and you may move your full speed when moving while grappling a creature.

Archetype Feature

MIGHTY HURL

Starting at level 6, you gain the ability to throw foes and objects around. When
you take the attack action against a creature you are grappling, you can forgo
one attack to instead attempt to throw the target.

You make an Athletics check opposed by the opponent's Athletics or Acrobatics


(their choice), and end the grapple.

If they win, nothing happens.

If you win, they are pushed 5ft for each 5 point difference between the checks
and must make a Dexterity save vs DC (8+proficiency+Strength modifier).
Failure indicates they take 2d8+Strength modifier+Brawler damage damage and
are knocked prone. Success indicates they take half damage are not knocked
prone.

A successful save stops the thrown target's movement before being forcibly
pushed into dangerous terrain.

If the target is thrown into another creature, that creature takes half damage,
and must make the same Dexterity save, or be knocked prone.
If it is an object that's being thrown, it is treated as an improvised ranged weapon
that deals 2d8+strength modifier+Unarmed bonus damage. The target of your
attack must then make a Strength or Dexterity save or be knocked prone.

For each size the target is larger than you, you push the target 5 ft less.

In addition, your unarmed strikes are treated as magical for the purposes of
overcoming resistances.

Archetype Feature

WRESTLING EXPERTISE

Starting at level 10, you gain proficiency in Athletics. If you were already
proficient, you instead double your proficiency bonus when making Athletics
checks.

In addition, whenever you would be restrained, you instead suffer the effects of
the grappled condition. You are still considered restrained for purposes of ending
the condition.

Archetype Feature

GRAPPLER SUPREME

Starting at 14th level, when a creature attempts to escape your grapple, you can
use your reaction to make an unarmed attack against it. This attack is made
before the escape is attempted. Alternatively, when a creature escapes your
grapple, you can use your reaction to re-grapple the creature. You make your
Althetics check to initiate the grapple at disadvantage.

In addition you can grapple creatures of any size, none of which automatically
succeed at escaping your grapple. However, grappling a creature that is two or
more sizes larger than you does not reduce their speed, and you cannot move
them. Instead, you stay attached to them when they move.
Dragon Shaman
Archetype Type

Primal Path (Barbarian)


An attempt to convert the 3.5e Dragon Shaman class from Player's Handbook II into a
Barbarian Primal Path.
Archetype Feature

Dragon Totem
Starting at 3rd level when you select this Primal Path, select a totem dragon from
the Dragon Ancestry table for the Dragonborn. You gain that Dragon's Breath
weapon, as a Dragonborn of your level, that you may use while raging; this
breath weapon may be used once per Rage. You also gain resistance to energy
damage of that dragon's type.

Archetype Feature

Spellcasting
Starting at 3rd level when you select this Primal Path, you gain the ability to cast
a limited number of spells. You gain spells known and spell slots as an Eldritch
Knight of your level; your spellcasting ability is Charisma and you may select
spells from the Druid spell list. The spells you learn at 8th, 14th, and 20th level
may be selected from the Druid or Sorcerer lists.

Archetype Feature

Lay on Hands
Starting at 6th level, you gain the Lay on Hands ability, as a Paladin. You have a
pool of healing power that replenishes when you take a long rest. With that pool,
you can restore a number of hit points equal to your barbarian level x 5.

Archetype Feature

Draconic Immunity
Starting at 10th level, you gain immunity to the energy type of your draconic
totem.

Archetype Feature

Draconic Wings
Starting at 14th level, you gain the Dragon Wings ability of the Draconic Sorcerer.
Dervish
Archetype Type

Primal Path (Barbarian)


Wild, exotic and as dangerous as her whirling blades, the dervish epitomizes speed,
quickness, and abandon. Her motions appear as random as they are graceful, but the
steps of her lethal dance play out according to their own rhythm. Nearly all dervishes
belong to nomadic cultures. These nomads are not simple wanderers with no roots to
call their own - they have their ancient traditions, and their societies simply do not
consider permanent settlements an important part of their nature. They are gypsies,
keeping their own traditions and forging their own familial and societal bonds while they
move throughout the world. Often, these tribes adopt the attitudes and even some of
the laws of the lands they live in - for the sake of expedience, if nothing else. The
dervish treats fighting styles the same way. A dervish learns the dance of war as she
grows up among her family and her tribe. She watches others as she travels, however,
and brings new steps to the dance as she goes.
Archetype Feature

DERVISH
Starting when you take this path at 3rd level, all of your class abilities that rely
on STR (Rage, Reckless Attack, etc.) now rely on Dexterity instead of Strength.
Additionally, you gain one fighting style as per the Fighter (p72 PHB) from:
Defense, Dueling or Two-Weapon Fighting.

(RP NOTE: For a more thematic name for Rage, I would suggest "Rage" becomes
'Dervish Dance', "Raging" becomes ['Dervish Dancing' or 'Dervishing'].)

Archetype Feature

WHIRLING DERVISH
Beginning at 6th level, while Raging (aka Dervish Dancing) you gain the Evasion
ability (as the Rogue ability). Additionally, while Raging (aka Dervish Dancing)
you may take a bonus action each on each of your turns in combat to take the
Dash or Disengage actions.

Archetype Feature
MASTER DERVISH
Beginning at 10th level, you now gain the Evasion ability (as the Rogue ability)
even while not Raging (aka Dervish Dancing).

Archetype Feature

DANCE OF A THOUSAND CUTS


Beginning at 14th level, while Raging (aka Dervish Dancing) and on your turn,
you can take one additional action on top of your regular actions. This ability is
taxing however. For each use beyond the first per Long Rest in which you use this
extra action, you suffer 1 level of Exhaustion (see p291 PHB).

Archetype Feature

ALTERNATE OPTIONS: DANCE OF A THOUSAND CUTS

Alternate 1: This variant gives the same type of unlimited additional action, but
limited to once per Short Rest, offsetting the need for exhaustion.
Beginning at 14th level, while Raging (aka Dervish Dancing) you can push
yourself beyond your normal limits for a moment. On your turn, you can take one
additional action on top of your regular action and a possible bonus action.

Alternate 2: This variant gives only additional melee weapon attacks.


Beginning at 14th level while Raging (aka Dervish Dancing), 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 (see p291 PHB).