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Paths Less Traveled

3 New Barbarian Paths for D&D 5e


This Supplement introduces 3 new paths for the Barbarian class from D&D
5th edition. The Path of the Athletic Rage, a path where your rage boosts
your athletic prowess, the Path of the Blood Shaman, a raging magic user,
and the Path of the Whirling Death, a rage for those who favor finesse.

by Nicholas Wihtol

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He's running like the devil is after him!


Not for resale. Permission granted to print or photocopy this document for personal use only.

Paths Less Traveled

The Path of Athletic Rage


Nah, the devil is inside him!
Overheard on the streets of Halagard

Rage of the Athlete


Although man has become civilized part of
him always has the raw, barbaric tendencies. Some manage to tap into these tendencies and use them in cities to run faster,
jump higher, and hit harder than anyone
else. These 'barbarians' are renowned for
their physical prowess and can even rage
without having a target in sight to boost
their abilities.

Athleticism
At 3rd level you gain proficiency in acrobatics and athletics.

Last Longer
At 3rd level you gains advantage on Dexterity check and Saving throws, as well as Constitution checks and saving throws while
raging.

Urban Rage
At 6th level your rage doesn't end if you
couldn't attack a hostile creature last
turn.

Run Faster
Your speed increases by 10 feet when not
wearing heavy armor. (for a total bonus of
20 feet.)

Raging Athlete
Medium Humanoid(any race), Any alignment
AC 16 (leather; shield)
Hit Points 39(6d8+12)
Speed 30 ft,
Str
Dex
Con
Int
Wis
Cha
16(+3)
16(+3)
14(+2)
9(-1)
11(+0)
12(+0)
Saving Thorws Strength +6, Constitution +5
Skills Athletics +6; Intimidation +3; Acrobatics +6
Senses Passive Perception 10
Languages Any one language(usually common)
Raging Run Enter a rage as a bonus action,
while raging you get +10 speed, Advantage
on Strength, Dexterity, and Constitution
saving throws, and Strength, Dexterity, and
Constitution skill checks. Your rage lasts
for 1 minute and you can do it twice before
a long rest.

Actions
Multiattack The Raging Athlete makes 2 spear
attacks.
Spear +6 attack 6 (1d6+3) bludgeoning damage. Throw 20/60
Raging Athletes are often found in cities,
participating in athletic competitions of
all types. Some are sore losers and will
use their athletic equipment to attack the
winner later on.

Run out of Danger


At 14th level you can run out of danger
sometimes, when rolling a 19 or 20 on an
attack roll; Strength, Dexterity, or Constitution check; or a Strength, Dexterity,
or Constitution save you may move your
speed as a reaction. If this causes you to
move out of range of an attack, trap, or
spell it misses you.

Not for resale. Permission granted to print or photocopy this document for personal use only.

Paths Less Traveled

The Path of Whirling Death


Feel your heart beat, and dance to the tempo.
Slice your opponents and dance as they bleed.
Unknown

The Finesse of Rage


Some who rage, have learned to channel it's
physical benefits to something other than
raw strength. They are able to boost their
reaction speed and finesse instead becoming
a creature who kills their opponents with a
thousand cuts.

Whirling Rage
At 3rd level you gain Whirling Rage which
grants the following benefits:
You have advantage on Dex checks and
saving throws
When you make a melee attack using
Dex you gain a bonus to attack rolls
as shown on the rage damage column of
the Barbarian table.
Non-magical Attacks against you have
disadvantage
If you are able to cast spells you can't
while Whirling Raging. Whirling Rage lasts
for 1 minute. It ends early if you are
knocked unconscious or if you haven't attacked a hostile creature or taken damage
since the end of your last turn. You can
end your Whirling Rage early as a bonus action.
You can either Rage or Whirling Rage a total number of times as shown in the Rages
column of the Barbarian class table.

Many Strikes
At 6th level while raging you may make 2 attacks when you use the bonus action granted
by two weapon fighting, the both must be
with the same weapon.

Primal Champion
At 20th level a path of the Whirling Death
Barbarian may choose to add 4 to his Dexterity instead of either Strength or Constitution.

Whirling Dervish
Medium Humanoid(any race), Usually Chaotic
AC 15 (studded leather)
Hit Points 67(9d8+27)
Speed 30 ft,
Str
Dex
Con
Int
Wis
Cha
12(+1)
16(+3)
17(+3)
9(-1)
11(+0)
9(-1)
Saving Thorws Strength +3, Constitution +5
Skills Athletics +3
Senses Passive Perception 10
Languages Any one language(usually common)

Actions
Whirl The Whirling Dervish makes 2 attacks
with each weapon, but suffers disadvantage
on all saving throws for the rest of the
round.
scimitar +5 attack 6 (1d6+3) slashing damage
shortsword +5 attack 3 (1d6) piercing damage
Whirling Dervish are usually either guards
for their clans, or hired out as mercenaries. They use their incredible speed to
take many attacks against their opponents,
at the expense of their defenses. They

Improved Whirling Rage


At 10th level your Whirling Rage is considered Rage for all feats and class features.
Additionally, you now gain a bonus to damage while raging as shown on the rage damage column of the Barbarian table.

Whirling Cleave
At 14th level once during each of your
turns, when you hit with a melee attack you
may make another attack with the same
weapon against a new target within 5 ft as
a reaction.

Deadly Grace
At 18th level you may take this instead of
Indomitable Might, if your total roll for a
Dexterity check is less than your Dexterity
score you can use that score in place of
the total.
Not for resale. Permission granted to print or photocopy this document for personal use only.

Paths Less Traveled

The Path of the Blood Shamans


They use ancient magic, formed of blood and
rage. We must be cautious.
Elminster

That old Blood Magic


Although rare the barbarian clans will sometimes give birth to a tribesman able to tap
both into the magic of the shaman and the
inner-rage of the tribe. These shaman can
cast while raging and hurt themselves to be
able to cast more spells.

Shaman Magic
At 3rd level you gain the ability to cast
spells. You gain 2 cantrips and additional
spells as indicated on the Blood Shaman spellcasting table. Your caster level is 1/3 rd of
your Barbarian level. Your spellcasting ability
is Constitution and your spell save DC=8+ Con
Mod + Proficiency bonus. Your spell attack is
Con Mod + Proficiency bonus.
Blood Shaman spellcasting
Barbarian
Level
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Cantrip
Known
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
3
3

Rage
Damage
2
2
2
2
2
2
3
3
3
3
3
3
3
4
4
4
4
4

Spells
Known
3
3
4
4
5
6
6
7
8
8
9
10
10
10
11
12
12
13

Spell Slots Per Level


1
2
3
4
2
3
3
3
3
1
4
1
4
2
4
2
4
2
4
3
4
3
1
4
3
1
4
3
2
4
3
2
4
3
2
4
3
3
4
3
3
1
4
3
3
1

Blood Shaman Cantrips: Guidance, Resistance,


Produce Flame, Thaumaturgy, and Light
Blood Shaman may cast Druid spells of the
Conjuration, Divination, or Evocation
schools.

Rage Casting
At 6th level you gain the ability to cast Blood
Shaman spells while raging. Your blood rage
spells deal extra damage as shown on the Rage
Damage column of the Barbarian class table.

The Power of Blood


At 14th level as an action you may voluntarily
take 10 times spell level hp damage, to cast a
spell with casting time of 1 action and deal
max damage with it. (for example Flaming Sphere
will deal 12 damage instead of 2d6.)

Blood Shaman
Humanoid(any species), Any Chaotic Alignment
Hit Points 85 (10d8+40)
Armor Class 13 (Hide armor)
Speed 30 ft
Str
Dex
Con
Int
Wis
Cha
16(+3)
12(+1)
18(+4)
9(-1)
11(+0)
9(-1)
Saving Thorws Strength +6, Constitution +7
Skills Athletics +6
Senses Passive Perception 10
Languages Any one language(usually Common)
Spellcasting The Blood Shaman is a 3rd level
spellcaster it's spellcasting ability is
Constitution(spell save DC 15, +7 to hit
with spell attacks) The Blood Shaman has
the following Druid spells prepared:
Cantrips(at will): Produce Flame, Thaumaturgy
1st level(4 slots) Thunderwave, Fog Cloud,
Entangle
2nd level(2 slots) Flaming Sphere, Enhance
Ability
Reckless At the start of its turn, the Blood
Shaman can give itself advantage on melee
attacks and +3 damage on spells during that
turn, but attack rolls against it have advantage until the start of its next turn.

Actions
Multiattack The Blood Shaman makes 2 melee
attacks.
Maul +5 attack 10 (2d6+3) bludgeoning damage.
Hailing from uncivilized lands, the Blood
Shamans are both revered and reviled for
their magical gifts, and ability to coax
magic from their own blood. Often seen
leading raiding parties of berserkers into
combat.

Blood Magic Recovery


At 10th level you can sacrifice Hit Dice to recover spell slots during a short rest. Roll the
sacrificed HD and gain 1 spell level per 6 HP
rolled on the dice. Instead of rolling you may
take 1 level per di.

Not for resale. Permission granted to print or photocopy this document for personal use only.

Paths Less Traveled

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