DnD Barbarian Subclasses 2024

All D&D 2024 Barbarian Subclasses
Path of the Berserker

Level Progression
Path of the Wild Heart

Level Progression
Level 3: Animal Speaker
You can cast Beast Sense and Speak with Animals, but only as Rituals. Wisdom is your spellcasting ability for these spells.
Level 3: Rage of the Wilds
Your Rage draws on the primal strength of animals. Whenever you activate your Rage, choose one of the following options:
Bear. While raging, you gain Resistance to every damage type other than Force, Necrotic, Psychic, and Radiant. You have Resistance to those types until your Rage ends.
Eagle. When you activate your Rage—and as a Bonus Action while it remains active—you can take both the Disengage and Dash actions.
Wolf. While your Rage is active, your allies have Advantage on attack rolls against any of your enemies within 5 feet of you.
Level 6: Aspect of the Wilds
You gain one of the following abilities of your choice. You can change your selection whenever you finish a Long Rest:
Owl. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Panther. You gain a Climb Speed equal to your Speed.
Salmon. You gain a Swim Speed equal to your Speed.
Level 10: Nature Speaker
You can cast Commune with Nature, but only as a Ritual. Wisdom is your spellcasting ability for this spell.
Level 14: Power of the Wilds
Whenever you activate your Rage, choose one of the following options:
Falcon. While your Rage is active, you have a Fly Speed equal to your Speed, provided you are not wearing armor.
Lion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian with this option active.
Ram. While your Rage is active, when you hit a Large or smaller creature with a melee attack, you can knock it Prone.
Path of the World Tree

Level Progression
Level 3: Vitality of the Tree
Your Rage draws on the life force of the World Tree, granting you the following benefits:
Vitality Surge. When you activate your Rage, you gain Temporary Hit Points equal to your Barbarian level.
Life-Giving Force. At the start of each of your turns while raging, you can choose another creature within 10 feet of you to gain Temporary Hit Points. Roll a number of d6s equal to your Rage Damage bonus and give the total as Temporary Hit Points. Any of these Temporary Hit Points that remain when your Rage ends immediately disappear.
Level 6: Branches of the Tree
While your Rage is active, when a creature you can see begins its turn within 30 feet of you, you can use your Reaction to summon spectral branches of the World Tree around it. The target must make a Strength saving throw (DC = 8 + your Proficiency Bonus + your Strength modifier). On a failed save, it teleports to an unoccupied space you can see within 5 feet of you, or the nearest unoccupied space you can see. After the teleport, you can reduce the target’s Speed to 0 until the end of the current turn.
After the teleport, you can reduce the target’s Speed to 0 until the end of the current turn.
Level 10: Battering Roots
Tendrils of the World Tree extend from your melee weapons. On your turn, while wielding a melee weapon with the Heavy or Versatile property, your reach with that weapon increases by 10 feet. When you hit with it, you can activate the Push or Topple Mastery property in addition to any other property the weapon is using.
Level 14: Travel Along the Tree
When you activate your Rage—and as a Bonus Action while your Rage is active—you can teleport up to 60 feet to an unoccupied space you can see.
Once per Rage, you can increase the range of this teleport to 150 feet. When you do, you can also bring up to six willing creatures within 10 feet of you. Each creature appears in an unoccupied space of your choice within 10 feet of your destination.
Path of the Zealot

Level Progression
Level 3: Divine Fury
While your Rage is active, you can infuse your attacks with divine energy. On each of your turns, the first creature you hit with a weapon or Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian level (rounded down). Each time you deal this damage, you choose whether it is Necrotic or Radiant.
Level 3: Warrior of the Gods
A divine force protects your ability to keep fighting. You gain a pool of four d12s that you can use to heal yourself. As a Bonus Action, you can expend any number of dice from this pool, roll them, and regain Hit Points equal to the total rolled. You regain all expended dice when you finish a Long Rest. The maximum number of dice in your pool increases to five at level 6, six at level 12, and seven at level 17.
Level 6: Fanatical Focus
Once per Rage, when you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus. You must use the new roll.
Level 10: Zealous Presence
As a Bonus Action, you release a divine battle cry. Up to ten creatures of your choice within 60 feet gain Advantage on attack rolls and saving throws until the start of your next turn. After using this feature, you cannot use it again until you finish a Long Rest, unless you expend a use of your Rage (no action required) to immediately restore it.
Level 14: Rage of the Gods
When you activate your Rage, you can take on the form of a divine warrior for 1 minute or until you drop to 0 Hit Points. Once you use this ability, you cannot use it again until you complete a Long Rest. While transformed, you gain the following benefits:
• Flight: You have a Fly Speed equal to your walking Speed and can hover.
• Resistance: You gain Resistance to Necrotic, Psychic, and Radiant damage.
• Revivification: When a creature within 30 feet would drop to 0 Hit Points, you can use your Reaction and expend a use of your Rage to instead set that creature’s Hit Points to a number equal to your Barbarian level.