Barbarian Paths

Path of the War Dancer

The war dancers are used to rally themselves and others to fight at their very best. With chanting, a flurry of rhythmic movements and astonishing talent the last thing their enemies feel is pain, and astonishment.

War Dance

At level 3 when you enter a rage you perform a system of screams, vigorous moments and chants in a dance that displays your strength and anger. Any allies within 30 feet who can see you gain your bonus rage damage as they are inspired by your display.

In addition, you may add your charisma modifier in place of your dexterity when calculating your unarmoured defence.

Jive

Your prowess in combat is clear, but you have learnt that even for you; brute strength can't solve all your problems, and you have found a way of getting into the right mindset when dealing with people you just shouldn't hit...yet.

At level 6 you gain the Jive ability. These share the shame number pool as your rage ability. When you enter a Jive your mindset is readjusted to be a people person for any situation. The extra rage damage normally granted by rage is now applied to all charisma skill checks in addition to any other modifiers.

A Jive lasts until you make an attack action, enter a rage or complete a short or long rest.

Attack troupe

Starting at level 10 your war dance range is increased to 60 feet. When you reduce a creature to 0 hit points an ally under the war dance effects can use their reaction to either move half their movement towards you, without triggering an attack of opportunity or make one weapon attack.

Encore

Starting at level 14 your war dance range is increased to 90 feet. If an ally falls to 0hp while under the effects of your war dance you can use your reaction to bring them back to your level plus charisma modifier in hit points. You can do this at any time while they are unconscious.

You can only use this feature once per long rest.

Path of Momentum

Rage for many is a means to an end. A primal urge for combat, the fight instinct. Those who take the path of Momentum embrace both the fight and the flight aspect of survival. Allowing them to reach their target much more effectively.

Boundless

At level 3 while raging you are not affected by difficult terrain, and attacks of opportunity against you are made at disadvantage.

In addition your speed increases by 5 feet while you aren't wearing heavy armour

Adrenaline rush

Starting at level 6 while raging you gain advantage against the frightened, paralysed, petrified and stunned conditions. You also can not unwillingly go prone unless you become unconscious.

Evasion

When you reach level 10 when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

CHARGE!

Starting at level 14 if you move half of your movement towards an enemy and succeed on the first weapon attack, you add your strength modifier to damage twice. If you use all of your moment you may add your strength modifier on the first attack 3 times.

Path of the Student

Knowledge is power. Know your enemy. This is the mantra of those who follow the path of the student. In addition to physical strength, they also train their minds to ensure they can conquer any challenge that they face be it through combat or conundrum.

Research and planning

Starting at level 3, you gain proficiency in one intelligence skill. The skill you pick shows the extra research you have gained in order to understand your enemies and you gain +2 to damage against that creature type. If you already have a skill proficiency that you want for the creature types you can select another skill to gain proficiency in but select the creature type related to your other skill.

Arcana: Monstrosities History: Fey Investigation: Humanoids Nature: Beasts Religion: Undead

You also learn one additional language.