Rocky — Traits & Class Features

Barbarian 12  ·  Path of the Totem Warrior  ·  Mountain Dwarf  ·  The Lightbringers  ·  CY 596

Level Progression

Current level highlighted. Links jump to the matching trait below. Red = Tom’s Rules  ·  Blue = Totem Warrior  ·  Gold = Feat

Level Class Features (PHB) Class Features (Tom’s Rules) Rages Rage Dmg Notes
1st Rage
Unarmored Defense
2+2 Rage: resist B/P/S, adv. Str checks & saves, bonus dmg, 1 min. Unarmored: AC = 10 + Dex + Con.
2nd Reckless Attack
Danger Sense
2+2 Reckless: adv. on first attack, but enemies adv. vs you until next turn. Danger Sense: adv. Dex saves vs seen traps/effects.
3rd Spirit Seeker
Totem Spirit
3+2 Primal Path chosen. Spirit Seeker: ritual Beast Sense & Speak with Animals. Totem Spirit: choose Bear, Eagle, or Wolf.
4th Ability Score Improvement 3+2
5th Extra Attack
Fast Movement
3+2 Attack twice per Attack action. +10 ft speed (not in heavy armour).
6th Aspect of the Beast 4+2 Choose Bear, Eagle, or Wolf aspect for a non-combat benefit.
7th Feral Instinct 4+2 Adv. on Initiative. If surprised at start, can rage to act normally on turn 1.
8th Ability Score Improvement 4+2
9th Brutal Critical (1 die) 4+3 Crit with melee weapon: roll one extra weapon damage die.
10th Spirit Walker 4+3 Ritual: Commune with Nature. A totem animal guides you.
11th Relentless Rage 4+3 Drop to 0 hp while raging: Con save (DC 10, +5 each use per rage) to drop to 1 hp instead.
12th Ability Score Improvement 5+3
13th Brutal Critical (2 dice) 5+3 Crit with melee weapon: roll two extra weapon damage dice.
14th Totemic Attunement 5+3 Choose Bear, Eagle, or Wolf totem for a powerful rage benefit.
15th Persistent Rage 5+3 Rage ends only if you choose to end it or fall unconscious.
16th Ability Score Improvement 5+4
17th Brutal Critical (3 dice) 6+4 Crit with melee weapon: roll three extra weapon damage dice.
18th Indomitable Might 6+4 Str check: use Str score if roll + Str modifier is lower.
19th Ability Score Improvement 6+4
20th Primal Champion Unlimited+4 +4 Strength, +4 Constitution.

Barbarian Class Features — PHB & Tom’s Rules Combined

Every feature from Barbarian Class Features — PHB, Path of the Totem Warrior — PHB, Barbarian Class Features — Tom’s Rules and Path of the Totem Warrior — Tom’s Rules, collated together in level order. A feature that improves at later levels is listed under the level it is first gained, with its upgrades noted. Blue = Path of the Totem Warrior  ·  Red = Tom’s Rules. The original chapters below are left intact.

HIT POINTS 1st level  ·  Barbarian
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

PROFICIENCIES 1st level  ·  Barbarian
Armour: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

EQUIPMENT 1st level  ·  Barbarian

You start with the following equipment, in addition to that granted by your background:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins

RAGE 1st level  ·  Barbarian

On your turn, you can enter a rage as a bonus action. While raging and not wearing heavy armour, you have advantage on Strength checks and saves, gain a bonus to Strength-based melee damage (see table), and have resistance to bludgeoning, piercing, and slashing damage. You can’t cast or concentrate on spells while raging. Rage lasts 1 minute; it ends early if you fall unconscious or end a turn without having attacked a hostile creature or taken damage since your last turn (you can also end it as a bonus action). After spending all your rages for the day, you must finish a long rest.

Tom’s Rules: rage now ends only if you fall unconscious, or if your turn ends and you haven’t taken damage or used your action to attack, dash toward, or search for a hostile creature since your last turn. At 6th level, once per long rest you may recover a single use of rage over a short rest (twice per long rest at 12th level).
LevelRagesRage Damage LevelRagesRage Damage
1st2+211th4+3
2nd2+212th5+3
3rd3+213th5+3
4th3+214th5+3
5th3+215th5+3
6th4+216th5+4
7th4+217th6+4
8th4+218th6+4
9th4+319th6+4
10th4+320thUnlimited+4

UNARMORED DEFENSE 1st level  ·  Barbarian

While not wearing armour, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.


RECKLESS ATTACK 2nd level  ·  Barbarian

When you make your first attack on your turn, you can attack recklessly: gain advantage on Strength-based melee attack rolls this turn, but attack rolls against you have advantage until your next turn.


DANGER SENSE 2nd level  ·  Barbarian

You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. You can’t be blinded, deafened, or incapacitated to gain this benefit.


SPIRIT SEEKER 3rd level — Path of the Totem Warrior

You gain the ability to cast Beast Sense and Speak with Animals, but only as rituals.

Tom’s Rules: in addition, you may cast Beast Sense and Speak with Animals normally once each; the ability to cast them normally returns after a long rest.

TOTEM SPIRIT 3rd level — Path of the Totem Warrior

Choose a totem spirit and gain its feature (and acquire a physical totem object). You may take on minor physical attributes of your totem.

  • Bear. While raging, you have resistance to all damage except psychic.
  • Eagle. While raging, others have disadvantage on opportunity attacks against you, and you can Dash as a bonus action.
  • Wolf. While raging, your friends have advantage on melee attacks against creatures within 5 feet of you that are hostile to you.
Tom’s Rules — Bear: while raging you have resistance to all damage except Radiant, Necrotic, and Psychic.

FRENZY (Tom’s Rules) — Path of the Berserker 3rd level  ·  2/SR no exhaustion at 11th  ·  no exhaustion at 17th

Starting when you choose the Berserker path at 3rd level, you can go into a frenzy when you rage. For the duration of the rage you can make a single melee weapon attack as a bonus action on each of your turns. If you use this feature more than once before a short rest you suffer a level of exhaustion. At 11th level you may frenzy twice before a short rest without exhaustion; at 17th level you no longer suffer exhaustion at all.


ABILITY SCORE IMPROVEMENT 4th / 8th / 12th / 16th / 19th level

Increase one ability score by 2, or two ability scores by 1 each (or take a feat). You can’t raise a score above 20 with this feature.


EXTRA ATTACK 5th level  ·  Barbarian

You can attack twice, instead of once, whenever you take the Attack action.

Tom’s Rules: disregard the phrase “on your turn” in this feature (applies to Barbarian, Fighter, Monk, Paladin, Ranger, and the College of Valor).

FAST MOVEMENT 5th level  ·  Barbarian

Your speed increases by 10 feet while you aren’t wearing heavy armour.


ASPECT OF THE BEAST 6th level — Path of the Totem Warrior

Gain a magical benefit based on a totem animal of your choice (same as before or different):

  • Bear. Carrying capacity doubled; advantage on Strength checks to push, pull, lift, or break objects.
  • Eagle. See up to 1 mile with fine detail; dim light doesn’t impose disadvantage on Perception.
  • Wolf. Track creatures at a fast pace; move stealthily at a normal pace.

HARDENED (Tom’s Rules) 6th level  ·  2 saves at 14th

You ignore your first failed death save. If you suffer a critical hit while unconscious or roll a 1 on a death save and use this ability, it counts as only one failed death save. At 14th level you ignore two failed death saves. Once used, you must take a long rest before using it again.


HEIGHTENED SENSES (Tom’s Rules) — Path of the Totem Warrior 6th level

Spend an action to call upon your totem spirit for investigation. Treat this as the Guidance cantrip, but it targets only yourself and may only be used on a subsequent Nature, Insight, Perception, or Survival roll, or a nature-related Wisdom roll.


FERAL INSTINCT 7th level  ·  Barbarian

You have advantage on initiative rolls. If you are surprised at the start of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else that turn.


JUGGERNAUT (Tom’s Rules) 8th level  ·  no movement needed at 13th

Once on your turn, if you move more than half your speed toward an enemy no more than one size larger than you, when you hit you can elect to also shove it. On a success it moves up to 10′ away and you may follow if you have movement. At 13th level you no longer need to move toward an enemy to cause this effect.


BRUTAL CRITICAL 9th / 13th / 17th level  ·  Barbarian

You can roll one additional weapon damage die when determining the extra damage for a melee critical hit. This increases to two dice at 13th level and three dice at 17th level.


SPIRIT SHIELD (Tom’s Rules) — Path of the Totem Warrior 9th level  ·  3d6 at 13th  ·  4d6 at 17th

As a bonus action, call on your totem spirit to manifest as an incorporeal image. While manifested you may use your reaction to shield an ally within 30 feet who takes damage, reducing the damage by 2d6 (3d6 at 13th level, 4d6 at 17th level). The spirit can remain for up to 10 rounds. Once used, you must thank the spirit and finish a short rest before using it again.


SPIRIT WALKER 10th level — Path of the Totem Warrior

You can cast Commune with Nature as a ritual. A spiritual version of one of your chosen totem animals appears to convey the information you seek.


SUMMON TOTEM (Tom’s Rules) — Path of the Totem Warrior 10th level  ·  1/LR

As a bonus action, summon your totem spirit to assist you and a number of creatures within 60 feet equal to your proficiency bonus. The benefits last 1 minute. Affected creatures gain temporary hit points equal to 2× your barbarian level, and you choose whether the spirit also grants advantage on Strength, Intelligence, or Charisma ability checks and saving throws. Once used, recharge on a long rest.


INVIGORATING BATTLE (Tom’s Rules) — Path of the Berserker 10th level

While raging you are invigorated by defeating foes. When you reduce a foe to 0 hp you gain temporary hit points equal to your barbarian level, lasting 1 minute.


RELENTLESS RAGE 11th level  ·  Barbarian

If you drop to 0 hit points while raging and don’t die outright, you can make a DC 10 Constitution saving throw to drop to 1 hit point instead. Each use after the first raises the DC by 5; it resets to 10 on a short or long rest.

Tom’s Rules: the initial DC is 5, and the DC reduces by 5 (minimum 5) whenever you commence a rage. In addition, whether raging or not, you add an extra 1d6 damage to your melee weapon attacks.

EMBOLDEN THE HORDE (Tom’s Rules) 13th level  ·  1/SR

As a bonus action you can shout a war cry. You and any chosen creatures within 30 feet who can hear you become immune to fear (ending any current fear effect) and may immediately use their reaction to move toward a hostile creature. You and your allies also gain a bonus to Strength-based melee weapon damage equal to half your rage bonus (round up), stacking with rage damage. The bonus and fear immunity last a number of rounds equal to your Constitution bonus (minimum 1). Once used, recharge on a short rest.


TOTEMIC ATTUNEMENT 14th level — Path of the Totem Warrior

Gain a magical benefit based on a totem animal of your choice:

  • Bear. While raging, hostile creatures within 5 feet have disadvantage on attacks against targets other than you (or another character with this feature). Immune if it can’t see/hear you or can’t be frightened.
  • Eagle. While raging, you have a flying speed equal to your walking speed (short bursts; you fall if you end your turn aloft).
  • Wolf. While raging, you can use a bonus action to knock a Large or smaller creature prone when you hit it with a melee weapon attack.

PERSISTENT RAGE 15th level  ·  Barbarian

Your rage ends early only if you fall unconscious or choose to end it.

Tom’s Rules: when your rage would naturally end, if you are still in combat you may extend it for up to one extra minute (or until combat ends) by making a DC 15 Constitution saving throw.

WHAT IS BEST IN LIFE (Tom’s Rules) 15th level  ·  1/LR

At the end of a battle where you did not run away, and you were conscious and in combat when it ended, you may spend 3 rounds (not raging) surveying the carnage — moving among the fallen, assisting allies, and speaking of the victory. Doing so recovers enough hit points to bring you to three quarters of your maximum. Once used, recharge on a long rest.


INDOMITABLE MIGHT 18th level  ·  Barbarian

If your total for a Strength check is less than your Strength score, you can use that score in place of the total.


PRIMAL CHAMPION 20th level  ·  Barbarian

Your Strength and Constitution scores increase by 4, and your maximum for those scores becomes 24.


Feats

Mountain Dwarf Racial Traits

DWARF TRAITS Racial

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

  • Ability Score Increase. Your Constitution score increases by 2.
  • Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
  • Alignment. Most dwarves are lawful, believing firmly in the value of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
  • Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
  • Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armour.
  • Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
  • Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
  • Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
  • Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Languages. You can speak, read, and write Common and Dwarvish.
  • Subrace. Two main subraces of dwarves populate the worlds of D&D: hill dwarves and mountain dwarves. Choose one of these subraces.

MOUNTAIN DWARF Subrace

As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration.

  • Ability Score Increase. Your Strength score increases by 2.
  • Dwarven Armour Training. You have proficiency with light and medium armour.

Barbarian Class Features — PHB

HIT POINTS 1st level
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

PROFICIENCIES 1st level
Armour: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

EQUIPMENT 1st level

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins

RAGE 1st level

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armour:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

LevelRagesRage Damage LevelRagesRage Damage
1st2+211th4+3
2nd2+212th5+3
3rd3+213th5+3
4th3+214th5+3
5th3+215th5+3
6th4+216th5+4
7th4+217th6+4
8th4+218th6+4
9th4+319th6+4
10th4+320thUnlimited+4

UNARMORED DEFENSE 1st level

While you are not wearing any armour, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.


RECKLESS ATTACK 2nd level

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.


DANGER SENSE 2nd level

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.


EXTRA ATTACK 5th level

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


FAST MOVEMENT 5th level

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armour.


FERAL INSTINCT 7th level

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.


BRUTAL CRITICAL 9th / 13th / 17th level

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.


RELENTLESS RAGE 11th level

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.


PERSISTENT RAGE 15th level

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.


INDOMITABLE MIGHT 18th level

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.


PRIMAL CHAMPION 20th level

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.


Path of the Totem Warrior — PHB

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

SPIRIT SEEKER 3rd level — Path of the Totem Warrior

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals, as described in the rules on spellcasting.


TOTEM SPIRIT 3rd level — Path of the Totem Warrior

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

  • Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
  • Eagle. While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
  • Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

ASPECT OF THE BEAST 6th level — Path of the Totem Warrior

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

  • Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
  • Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
  • Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

SPIRIT WALKER 10th level — Path of the Totem Warrior

At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.


TOTEMIC ATTUNEMENT 14th level — Path of the Totem Warrior

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

  • Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
  • Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
  • Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.

Barbarian Class Features — Tom’s Rules

House rules that modify or supplement the PHB entries above.

EXTRA ATTACK 5th / 11th / 20th level  ·  Tom’s Rules

Disregard the phrase “on your turn” at the end of the first sentence in each instance of this class feature. This change applies to Barbarian, Fighter, Monk, Paladin, Ranger, and the College of Valor.


RAGE (Tom’s Rules) 1st level  ·  Tom’s Rules

The fourth paragraph now reads: “Your rage lasts for 1 minute. It ends early if you are knocked unconscious. If your turn ends and you haven’t taken damage or used your action to attack, dash toward, or search for a hostile creature since your last turn, then your rage ends. You can also end your rage on your turn as a bonus action.”

At 6th level, once per long rest you may recover a single use of rage over a short rest. This increases to twice per long rest at 12th level.


HARDENED 6th level  ·  Tom’s Rules

You ignore your first failed death save. If you suffer a critical hit while unconscious or roll a 1 on a death save and you use this ability, it will count as only one failed death save. Once you reach 14th level you ignore two failed death saves. Once you have used this ability you must take a long rest before you can use it again.


JUGGERNAUT 8th level  ·  Tom’s Rules

You can push past your enemies. Once on your turn, if you move more than half your speed toward an enemy who is no more than one size larger than you, when you hit you can elect to also shove it. If you succeed they move up to 10′ away and you may follow them if you have sufficient movement. At 13th level you do not have to move toward an enemy to cause this effect.


RELENTLESS RAGE (Tom’s Rules) 11th level  ·  Tom’s Rules

Change the initial DC to 5, and the DC reduces by 5 to a minimum of 5 whenever you commence a rage.

Add a paragraph: Whether raging or not, the barbarian fights with fury and hits with extra ferocity, adding an extra 1d6 damage to any melee weapon attacks.


EMBOLDEN THE HORDE 13th level  ·  Tom’s Rules

Your battle cry encourages your allies. As a bonus action you can shout a war cry. You and any creature within 30 feet that you choose and can hear you becomes immune to fear (any current fear effect is ended), and may immediately choose to use their reaction to move towards a hostile creature. You and your allies also gain a bonus to all melee weapon damage rolls if the attack uses Strength. The bonus is equal to half your rage bonus (round up) and stacks with any rage damage bonus. The damage bonus and immunity to fear last for a number of rounds equal to your Constitution bonus (minimum 1). You may not use this ability again until you have taken a short rest.


WHAT IS BEST IN LIFE 15th level  ·  Tom’s Rules

At the end of a battle where you did not run away, and you were conscious and in combat when the battle ended, you may spend 3 rounds while not raging surveying the scene of carnage. You may do no more than move amongst the fallen enemies, assist fallen allies, and speak of the battle just won. By doing so you recover enough hit points to bring you to three quarters of your maximum. You may not use this ability again until you have taken a long rest.


PERSISTENT RAGE (Tom’s Rules) 15th level  ·  Tom’s Rules

Add a sentence: when your rage would naturally end, if the barbarian is still in combat they may extend their rage for up to one extra minute or until the combat ends by making a DC 15 Constitution saving throw.


Path of the Totem Warrior — Tom’s Rules

House rules that modify or supplement the PHB entries above.

TOTEM SPIRIT (Tom’s Rules) 3rd level  ·  Tom’s Rules

Bear. While raging, you have resistance to all damage except Radiant, Necrotic, and Psychic damage.


SPIRIT SEEKER (Tom’s Rules) 3rd level  ·  Tom’s Rules

In addition to the PHB version: you may also cast Beast Sense and Speak with Animals in the normal fashion once each. The ability to cast them normally returns after a long rest.


HEIGHTENED SENSES 6th level  ·  Tom’s Rules

You can spend an action to call upon your totem spirit for help with tasks of investigation. Treat this in all ways as if casting the Guidance cantrip, but it can only target yourself and may only be used on a subsequent Nature, Insight, Perception, or Survival roll, or a Wisdom roll that relates to nature.


SPIRIT SHIELD 9th level  ·  Tom’s Rules

You can use a bonus action to call on your totem spirit to provide protection to those you defend. Your spirit manifests as an incorporeal image of your totem animal. While it is manifested you may use your reaction to have it shield an ally within 30 feet who takes damage. The spirit reduces damage taken by 2d6 (at 13th level: 3d6; at 17th level: 4d6). Your totem spirit can remain for up to 10 rounds. Once you have called upon your spirit shield you may not do so again until you have thanked the spirit and finished a short rest.


SUMMON TOTEM 10th level  ·  Tom’s Rules

As a bonus action you can summon your totem spirit to assist you and a number of creatures within 60 feet equal to your proficiency bonus. The spirit appears as a visible aura with the spectral appearance of the creature it represents. The benefits of the totem last for one minute. The affected creatures gain temporary hit points equal to 2× your barbarian level. Further, each time you invoke the spirit you choose whether they also grant advantage on Strength, Intelligence, or Charisma ability checks and saving throws. Once you have used your Summon Totem ability you may not do so again until you have finished a long rest.


FRENZY (Path of the Berserker) 3rd level  ·  Tom’s Rules

Starting when you choose the Berserker path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns. If you use this feature more than once before you finish a short rest you suffer a level of exhaustion. At 11th level you may use your frenzy ability twice before you finish a short rest without suffering a level of exhaustion. At 17th level you no longer suffer exhaustion when you enter a frenzy.


INVIGORATING BATTLE (Path of the Berserker) 10th level  ·  Tom’s Rules

While raging you are invigorated by defeating foes. When you reduce a foe to 0 hp you gain temporary hit points equal to your barbarian level. These temporary hit points last for 1 minute.