Primal Paths
At 3rd level, a barbarian gains the Primal Path feature.
The following options are available to a barbarian, in
addition to those offered in the Player's Handbook: Path
of the Brute, Path of the Depths, Path of the Juggernaut,
Path of the Lycan, and Path of the Mutant.
While most barbarians hail from the wild places of the world,
you found your rage in the underbelly of civilization. Your
abilities and resilience come from a combination of grit,
street smarts, and determination. Whether you were a prize
fighter, an enforcer for a thieves' guild, or just someone who
is always looking for a scrap, you have an uncanny ability
to stay on your feet when other would falter.
Brawlers like you have existed as long as cities and been
around, and despite differences in social class, culture, and
creed, you all have one thing in common, you prefer to settle
your problems with your fists.
Path of the Brute Features
Barbarian Level Feature
Unarmed and Dangerous,
3rd
The Wrong Crowd
Concussive Blows,
6th
Rage-Empowered Strikes
10th Iron Grip
14th Brutish Determination
The time you have spent in the underbelly of civilization has
honed your fists into deadly weapons. When you adopt this Beginning at 6th level, while you are raging, your unarmed
Primal Path at 3rd level, your unarmed strikes deal 1d4 strikes count as magical for the purpose of overcoming
bludgeoning damage on hit. If you have two free hands, the resistance and immunity to nonmagical attacks and damage.
d4 becomes a d6. While you are raging, your unarmed strikes
gain the following additional properties:
Once per turn, when you attack with an unarmed strike Once you have a hold of something it is nearly impossible for
using the Attack action, you can make one additional it to escape. Starting at 10th level, you can grapple creatures
unarmed strike as part of the same action. of any size. If the creature is more than one size larger than
When you hit with an unarmed strike, you can attempt to you currently are it can move as normal, but you move with it
grapple the target if you have a free hand. as long as there is an unoccupied space adjacent to the
creature for you to move to. When you are grappling a
creature one size larger then you currently are, or smaller,
You are most at home when drinking, gambling, or engaging you can drag them up to your full movement speed.
in other types of tasteless hedonism. Starting at 3rd level, if In addition, the damage from Unarmed and Dangerous
you spend at least one night carousing in a city or town, you becomes 1d6, or 1d8 if you have two free hands.
have advantage on any ability check you make that is related
to gathering contacts and information, or navigating that city.
Upon reaching 14th level, your toughness allows you to shrug
Starting at 6th level, your punches send your foes reeling. off assaults that would devastate others. Whenever you are
When you hit with an unarmed strike, you can force that forced to make a saving throw, you can roll 1d6 and add the
creature to make a Constitution saving throw. The save DC is result to your saving throw total. This bonus also applies to
equal to 8 + your proficiency bonus + your Strength modifier. death saving throws. If you roll above a 20 on a death saving
On a failed save, it is stunned until the start of your next turn. throw with this bonus it has the same effect as rolling a
You can use this ability a number of times equal to your natural 20, and you regain consciousness with 1 hit point.
Constitution modifier (minimum of once), and you regain all Additionally, while you are raging, you gain temporary hit
expended uses when you finish a long rest. points equal to 5 + your Constitution modifier (minimum of 5
hit points) at the beginning of each of your turns.
Encounters with the terrors and unspeakable things that Beginning at 6th level, your mind-altering experiences allow
dwell in the deep oceans of the world can break the minds of you to slip through the cracks in reality. As an action, you
the weak willed. However, some who experience this trauma magically teleport, along with any equipment you are wearing
use it to fuel a rage that is rarely seen above the waves. or carrying, up to 30 feet to an unoccupied space you can see.
Those who walk this path have survived such an encounter Before or after teleporting, you can make one attack, as part
with the unexplained depths and gained extraordinary, and of ht same action. When you use this feature to teleport you
unsettling, abilities from the experience. Armed with the do not provoke opportunity attacks.
strange power of the deep they wreak havoc on their foes. You can use this ability a number of times equal to your
proficiency bonus, and you regain all expended uses when
Path of the Depths Features you complete a long rest.
Barbarian Level Feature
3rd Dredge Line, Gift of the Drowned Ones
Starting at 10th level, your body is further changed by your
6th Eldritch Dive experience in the unexplored depths. At the end of each long
10th Manifestations of the Deep rest, you gain one of the following adaptations of your choice,
the benefits of which last until the end of your next long rest.
14th Depth Charge Echolocation. You gain the ability to cast true seeing,
targeting only yourself, without expending a spell slot or
material components. Once you cast this spell you must
When you adopt this Primal Path at 3rd level, you manifest an complete a short or long rest before you can cast it again.
extra appendage when you enter your rage. You choose the Grasping Appendages. When you enter your rage you
appearance of this appendage depending on the source of now manifest an additional magical appendage. When you
your power. It could appear as an eldritch tentacle, a watery use your Dredge Line feature, you can target two different
pseudopod, preternatural jaws, or spectral chains. creatures with your appendages.
As a bonus action, you can use this appendage to strike at Inscrutable Mind. Your experiences in the depths have left
one creature of your choice that you can see within 15 feet you resistant to all but the strongest mind-bending effects.
and force them to make a Strength saving throw. The DC is You are immune to the charmed and frightened conditions.
equal to 8 + your proficiency bonus + your Strength modifier.
On a failed save they are pulled up to 10 feet in a straight line
towards you. Creatures more then one size category larger Upon reaching 14th level, when you use your Eldritch Dive
then you have advantage on this saving throw. ability, you can choose to reappear with a wave of tidal force.
When you reappear all creatures within 10 feet of you must
make a Strength saving throw. The DC is equal to 8 + your
Your body is changed by your experiences in the deep. proficiency bonus + your Strength modifier. Creatures take
Starting at 3rd level you gain a swim speed equal to your 3d6 force damage and are knocked prone on a failed save,
movement speed and you can breathe both air and water. and they take half damage and do not fall prone on a success.
Upon adopting this Primal Path at 3rd level, your rage allows
you to tap into the giant blood that lies dormant in your veins.
When you rage, you can choose to grow one size category -
from Medium to Large, for example. Your size doubles in all
dimensions, and your weight is multiplied by eight.
While enlarged your weapon attacks deal bonus
bludgeoning damage depending on your current size; 1d6 for
Large, 1d12 for Huge, and 2d12 for Gargantuan.
Your rage draws on an increasing amount of power from your
giant heritage. Starting at 6th level, when you enter your rage
you gain temporary hit points equal to your barbarian level.
You manifest the traits of your ancestor. At 10th level, you
choose the type of giant that best reflects your heritage. You
gain the abilities detailed for that type of giant. Once you
make this choice it cannot be changed.
Lesser Giant. The blood on an ogre, troll, or another
lesser giant flows in you. Your grotesque appearance gives
you advantage on Charisma (Intimidation) checks, and while
you are raging you gain a +1 bonus to your Armor Class.
Hill Giant. The blood of a stalwart hill giant flows in you.
You have advantage on saving throws to resist being grappled
or moved against your will. When you take damage while
raging, you can use your reaction to reduce the damage by an
amount equal to your Constitution modifier (minimum of 1).
Stone Giant. The blood of a thoughtful stone giant flows in
you. You gain proficiency in the Insight skill and one type of
artisan's tools of your choice. While you are raging, you can
add your proficiency bonus to Wisdom saving throws.
Frost Giant. The blood of a savage frost giant flows in you.
You are resistant to cold damage. Once per turn while you are
raging, when you hit a creature with a weapon attack, their
speed is reduced by 10 feet until the start of your next turn.
Fire Giant. The blood of a cruel fire giant flows in you. You
are resistant to fire damage. While raging, when a creature
you can see hits you with a melee weapon attack, you can use
your reaction to deal 1d6 fire damage to the attacker.
For some barbarians their rage goes deeper than their Cloud Giant. The blood of an aloof cloud giant flows in
emotions and draws from their very soul. Some who tap into you. You reduce any falling damage you take by an amount
their rage from these depths find something dormant within equal to your barbarian level, and while raging you can take
them, the blood of giants. Those whose ancestry is mingled the Dash or Disengage action as a bonus action on your turn.
with giants may be unaware of the power that flows in their Storm Giant. The blood of a mighty storm giant flows in
veins. Unusually tall or strong for their race, those of giant you. You gain a swimming speed equal to your movement
blood are fairly obvious once you know what to look for. speed, and you can breathe both air and water. While raging
You are one such descendant of a giant. As someone who you are resistant to lightning and thunder damage.
follows the Path of the Juggernaut, you seek to embrace the
power of your ancestors that lies deep within your soul. Only
pure rage can unlock these long dormant powers. Upon reaching 14th level, you strike with the ferocity of a full-
blooded giant. When you take the Attack action while raging
Path of the Juggernaut Features you can focus all your power into one devastating strike. You
Barbarian Level Feature only make one attack for this action, even if you have a class
3rd Gigantic Heritage feature that lets you make more then one attack. If the attack
hits, it becomes a critical hit, regardless of your attack roll.
6th Titanic Vitality You can use this ability a number of times equal to your
10th Giant Blood Constitution modifier (minimum of once) and regain all
expended uses when you finish a long rest.
14th Wrath of the Juggernaut
Lycnathropy is an ancient and horrible curse that changes
the afflicted into mindless beasts with insatiable hunger for
flesh. However, there are some warriors who purposefully
contract this dreaded affliction. Willing to give themselves
over to the curse so they may use its power to rid the world of
other lycanthropes. These bestial warriors often gain their
powers from an againg mentor, who seeks an apprentice to
take up their mantle in the war against lycanthropy.
Barbarians who walk the Path of Lycan use the fury of
their rage to control the dreaded curse, and avoiding the
normal cycle of uncontrolled and wild transformation.
Path of the Lycan Features
Barbarian Level Feature
3rd Keen Senses, Hybrid Form
6th Animal Form
10th Lycan Form
14th Howl of Primal Fury
When you adopt this primal path at 3rd level, the curse of You have fully dominated the curse that runs within your
lycanthropy makes you more bestial in nature. You have blood, allowing you to unleash the full potential of your power.
advantage on any Wisdom (Perception) checks you make Starting at 10th level, when you rage, you can expend an
that rely on your sense of hearing or smell. additional use of your rage to take on your Lycan form. While
in this empowered form you gain all the benefits of your
Hybrid Form, plus the additional benefits below:
The ferocity of your rage allows you to control the curse You can become Large in size if you were not already.
within your blood. Starting at 3rd level, when you rage, you The reach of your melee attacks increases by 5 feet.
partially transform into your lycanthropic form, granting you The damage of your bite and claw attacks becomes 1d8.
the following benefits for the duration of your rage: If you hit the same creature with two bite or claw attacks
Your hide grows course and thick. You gain a bonus to in the same turn, you can use your bonus action to make a
your Armor Class equal to half your proficiency bonus. third bite or claw attack against that creature.
Your fingers and teeth elongate into savage claws and At the start of each of your turns, you regain hit points
fangs that count as simple weapons for you, and use your equal to your Constitution modifier (minimum of 1) if you
Strength modifier for attack and damage rolls. Attacking have no more than half of your hit points left.
with either deals 1d6 slashing damage on hit.
As a bonus action, you can move up to your full movement
speed towards a hostile creature that you can see. Your mastery over your curse has reached its apex. Beginning
at 14th level, while you are raging you can use your action
and expend an additional use of your rage to let forth a
You have gained a greater measure of control over your curse. bloodcurdling howl. Creatures of your choice within 30 feet,
Upon reaching 6th level, as an action on your turn, you can that can hear you, must make a Wisdom saving throw. The
expend a use of your rage to transform into your animal form, save DC is equal to 8 + your proficiency bonus + your
much like a druid does with their Wild Shape ability. Constitution modifier. On a failed save, creatures are
Choose a beast of CR 1 or lower that best represents the frightened for one minute. A creature can repeat the Wisdom
animal your lycanthropy is based on (Common animal forms saving throw at the end of each of its turns, ending the effect
include boars, brown bears, dire wolves, tigers and rats). on a success. A creature that succeeds on this saving throw is
Once you choose your animal form, you cannot change the immune to this feature for 24 hours.
type of beast you transform into with this feature.
When you transform into your animal form, you follow the
rules of the Wild Shape feature from the druid class, which Blood Hunter, Dissected
can be found in Chapter 3 of the Player's Handbook. The Blood Hunter class contains many risk/reward
Your Animal form lasts for 1 hour. You then revert to your and hit point sacrificing mechanics that are hard to
normal form unless you expend another use of your rage. You manage. The Path of the Lycan is my attempt to
revert to your normal form at any time if you use an action to preserve the themes of the Blood Hunter's Order
transform back, fall unconscious, drop to 0 hit points, or die. of the Lycan while staying in line with the design
In addition, your Hybrid Form attacks count as magical for philosophy of Dungeons & Dragons 5e.
the sake of overcoming resistance and immunity.
Through the study of alchemy and dark transmutation magic
some reclusive warriors have discovered a way to chemically
alter their form. When combined, powerful alchemical
reagents and the pure unbridled energy of rage trigger
massive physiological changes in these warriors. Barbarians
who follow the Path of the Mutant are on a constant quest to
evolve their physical form into the ultimate killing machine.
Path of the Mutant Features
Barbarian Level Feature
3rd Aberrant Alchemy, Manifest Forms
6th Enduring Mutation, Toxic Vigor
10th Noxious Strike
14th Rapid Mutation
Your time studying the dark side of alchemy has paid off.
When you adopt this Primal Path at 3rd level, you gain
proficiency with alchemist's supplies and in the Nature skill.
In addition, you learn three mutations of your choice from
the list at the end of this subclass description. At the end of a
long rest, as long as you have access to your alchemist's
supplies, you can switch one mutation you know for another
mutation of your choice for which you meet the prerequisites.
Beginning at 10th level, you can weaponize the chemicals in
your body to poison others. While you are raging, when you
The wild energy of your rage triggers an alchemical reaction hit a creature with a melee attack, you can force it to make a
within your blood. Starting at 3rd level, when you enter your Constitution saving throw. The save DC is equal to 8 + your
rage, you manifest a number of mutations of your choice proficiency bonus + your Constitution modifier. On a failed
equal to your proficiency bonus. These mutations last until save, roll a d6, and the target immediately suffers the
the end of your current rage. corresponding condition from the table below:
d6 Effect d6 Effect
Upon reaching 6th level, your advances in the dark alchemy 1 blinded 4 frightened
of mutation have evolved. At the end of a long rest, you choose
one mutation you know. Until the end of your next long rest, 2 charmed 5 paralyzed
you always have that mutation manifested, even when not 3 deafened 6 poisoned
raging. When you rage, this mutation counts against the
number of mutations you can manifest. The effect lasts for 1 minute. The creature can attempt this
In addition, you learn two more mutations of your choice saving throw again at the end of each turn, ending the effect
from the list at the end of this subclass description. on a success. If its saving throw is successful it is immune to
the effects of your Noxious Strike for the next 24 hours.
The toxic elixirs and poisonous concoctions you have You can use this feature a number of times equal to your
consumed to further your research has granted your body Constitution modifier (minimum of once), and you regain all
additional resistances. Starting at 6th level, you are resistant expended uses when you finish a long rest.
to acid and poison damage, and you have advantage on saving In addition, you learn one more mutation from the list at
throws to resist the poisoned condition. the end of this subclass description.
Upon reaching 14th level you have gained mastery over your
Blood Hunter, Dissected body and its mutability and you can change your form at will.
The Blood Hunter class contains many risk/reward While raging, you can use a bonus action to end one of your
and base stat reducing mechanics that are hard to mutations, replacing it with another mutation that you know.
manage. The Path of the Mutant is my attempt to You can use this ability a number of times equal to your
preserve the themes of the Blood Hunter's Order
of the Mutant while staying in line with the design
Constitution modifier (minimum of once), and you regain all
philosophy of Dungeons & Dragons 5e. expended uses when you finish a long rest.
In addition, you learn one more mutations from the list at
the end of this subclass description.
Listed here are the mutations available to the Path of the
Mutant. If an mutations has prerequisites, like your barbarian Prerequisite: 6th level barbarian
level, you can learn it at the same time that you meet them. Your body secretes a corrosive acid that burns your foes. As a
reaction, when you are hit with an attack and the attacker is
within 30 feet, you can deal acid damage to the attacker equal
You sprout unnatural eye stalks or manifest additional eyes. to 1d6 + your Constitution modifier (minimum of 1).
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. If you
already have darkvision its range increases by 60 feet. Prerequisite: 6th level barbarian
In addition, you have advantage on Wisdom (Perception) Your body mends its wounds as you fight. At the beginning of
checks that rely on your sense of sight. each of your turns while raging, you gain temporary hit points
equal to your Constitution modifier (minimum of 1).
Your experiments grant you resistance to the elements. When
you manifest this mutation choose acid, cold, fire, poison, or Prerequisite: 6th level barbarian
lightning, and you gain resistance to that type of damage. Your hands and feet secrete a sticky substance. You gain a
climbing speed equal to your movement speed, and you can
climb difficult surfaces, including upside down on ceilings,
You sprout unnatural gills or you skin becomes permeable without needing to make an ability check.
and amphibious. You gain a swimming speed equal to your
movement speed, and you can breathe both air and water.
Prerequisite: 10th level barbarian
Your innards produce a corrosive substance which you can
Your leg muscles become engorged and you move with spew forth from your mouth. You learn the acid splash
unnatural speed. Your movement speed increases by 10 feet. cantrip, and Constitution is your spellcasting modifier for it.
You can cast this cantrip even while you are raging. While
raging, this cantrip deals additional damage equal to your
You grow ray-like fins that you use to glide. When you fall and Constitution modifier (minimum of 1).
are not incapacitated, you can subtract up to 100 feet from
your fall when calculating fall damage, and you can move
horizontally 2 feet for every 1 foot you fall. Prerequisite: 10th level barbarian
You grow two appendages alongside your arms that resemble
tentacles or large pincers. They count as natural weapons,
Your body becomes slimy and pliable. As a bonus action, you which deal 1d6 bludgeoning damage on hit. Immediately
can automatically escape a grapple or nonmagical restraints. after hitting a creature, you can attempt to grapple them as a
In addition, your body, along with any equipment you have bonus action. These appendages are not dexterous enough to
equipped, can squeeze through spaces as narrow as 1 inch. use weapons, tools, or other specialized equipment.
Your skin hardens resembling that of an hulking insectoid Prerequisite: 14th level barbarian
or terrible reptilian creature. Your Armor Class is equal to You sprout a pair of unnatural leathery or insectoid wings.
10 + your Constitution modifier + your proficiency bonus You gain a flying speed equal to your movement speed.
Primal Paths
Embrace the unchecked fury of your rage with
five new primal paths for the barbarian class.
Path of the Brute
Path of the Depths
Path of the Juggernaut
Path of the Lycan
Path of the Mutant
Version 1.0.1
Created by /u/laserllama
Artist Credits:
Covers - D. Alexander Gregory - Primal Hunter
Page 1 - Wesley Burt - Savage Punch
Page 2 - Bram Sels - Direfleet Ravager
Page 3 - velinov - Giant-Warrior
Page 4 - Victor Minguez - Neck Breaker
Page 5 - Josu Hernaiz - Strange Augmentation
Page 6 - Izzy - Simic Ascendancy
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