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  Book of the Path         1 
    
   
   
  
    
   
   
   
  Book of the Path         2 
  Contents 
   
   
  Page 
  I. Playing a Barbarian 
  3 
  II. Path of the Ancestral Guardian 
  5 
  III. Path of the Battlerager 
  7 
  IV. Path of the Battle Skald 
  9 
  V. Path of the Berserker 
  12 
  VI. Path of the Possessed 
  14 
  VII. Path of the Ragebringer 
  16 
  VIII. Path of the Storm Herald 
  18 
  IX. Path of the Timeshaper 
  20 
  X. Path of the Totem Warrior 
  22 
  XI. Path of the Unbound 
  25 
  XII. Path of the Vengeful 
  27 
  XIII. Path of the Zealot 
  29 
  Credits 
  30 
   
  
    
   
   
   
  Book of the Path         3 
  Despite All Your Rage 
  Classes have a ‘type.’ The noble paladin. The 
  incorrigible rogue. The suave bard. The 
  mercenary fighter. 
   
  The dumb, honest, angry barbarian. 
   
  Archetypical characters speak to us. They’re 
  accessible and safe for us, easy to understand. 
  But over-reliance on tropes tends to flatten our 
  ability to roleplay exciting and dynamic 
  characters. 
   
  Within these pages you’ll find barbarian paths 
  old and new, with suggestions on each path’s 
  narrative flavor and deeper character goals. 
  However, before discussing a specific path, 
  consider the following points and reflect on 
  how you can apply them to any barbarian 
  character you bring to the table. 
   
  Barbarians can be intelligent. 
  There is nothing wrong with a dim half-orc 
  swinging a greataxe around, but there is 
  nothing wrong with a barbarian having a 
  positive Intelligence modifier, either. Barbarians 
  growing up in traditional ‘outland’ settings can 
  explain a knowledge of nature and other 
  subjects by oral tradition and even traditional 
  learning. Older editions of D&D imposed direct 
  penalties onto a barbarian’s capacity for 
  intelligence, even rendering them illiterate. 
  Fifth Edition has relaxed these restrictions and 
  opened the door for a greater variety of 
  intelligent and intuitive barbarians. 
   
  They don’t have to love battle. 
  No, seriously. Barbarians are obviously 
  mechanically tilted towards combat, but you 
  can roleplay the character and their rage 
  however you would like. Like many comic book 
  stories featuring a certain green super-hero, the 
  barbarian might be a reluctant combatant who 
  is disgusted or even afraid of their own 
  bloodlust when their rage takes over. 
   
  Not everyone comes from a clan. 
  Similar to the above point, the fact that 
  barbarians reject many of the expectations of 
  ‘civilized society’ doesn’t mean they are 
  relegated to a clan living on the outskirts of the 
  wilderness. Someone living in a bustling 
  metropolis can be just as socially isolated as 
  I. Playing a Barbarian 
  
    
   
   
   
  Book of the Path         4 
  someone living in a hut in the forest. Many 
  barbarians simply find themselves alone in a sea 
  of other people, or living on the fringes of a 
  society they otherwise actively inhabit. 
   
  They can be passionate and artistic. 
  Just because a barbarian is a loner doesn’t 
  mean they sit scowling at home all day long; 
  people tend to crave self-expression and an 
  outsider who eschews social contact will find 
  another means of expressing themselves. 
  Barbarians are classical heroes. 
  And all that implies. Barbarians, by personality, 
  are very much like some of the oldest 
  mythological heroes, such as Heracles or 
  Gilgamesh. While they performed great feats of 
  strength and defeated dreadful foes, they had 
  darker sides as well. Many of the oldest heroes 
  are vain, arrogant, and quick to violence. In an 
  ancient society that craved the imposition of 
  control over a dangerous world, such 
  overpowering strength was coveted. Through a 
  modern lens, the often-violent independence of 
  such heroes seems incongruous with our 
  understanding of society; such a comparison 
  can help us understand what a barbarian can be 
  to the society-at-large in a Dungeons & Dragons 
  setting: respected, feared, envied, ostracized. 
   
  They embrace the supernatural. 
  Animal totems. Ancestral spirits. Elemental 
  wrath. Anger alone propelling someone to 
  perform superhuman feats of strength and 
  endurance. Barbarian paths, like many 
  subclasses, involve various sources of power in 
  a number of themes. However, unlike most 
  classes, the barbarian has very primal and 
  rudimentary approaches to these themes. 
  There is something simple and archetypical (in 
  the traditional sense of the word) about the 
  barbarian’s connection to these forces. 
   
  Again, don’t just think of the barbarian as a 
  hero. Think of them as a mythological hero. 
  Emphasize their personal struggle, triumph, and 
  connection to a large and fantastic world. They 
  are emotion writ large. They are used by 
  ‘civilized society’ to defend against a dangerous 
  world, because they themselves are dangerous. 
  And while society will utilize that savagery when 
  necessary, they will never embrace it. 
   
   
   
  
   
    
   
   
   
  Book of the Path         5 
  "Taris just stood there in the road, leanin’ on his 
  spear, givin’ the whole battalion a smirk. The 
  commander tells Taris, ‘What of it, boy? You plan to 
  hold this bridge all alone?’ 
   
  And Taris, he just picks up his spear from the ground, 
  and a whole mass of ghostly figures appear around 
  him, weapons bared. ‘I’m not alone,’ Taris tells ‘em. 
  ‘I have my family with me.’” 
   
  -Tale of Taris Goldbrow, barbarian on the Path 
  of the Ancestral Guardian 
   
  The Origin of Rage 
  When you sit down and think about it, the Path 
  of the Ancestral Guardian is incredibly 
  wholesome. At the very least, it is potentially 
  one of the most positive: it directly emphasizes 
  the social background of a barbarian’s character 
  in a way that no other subclass does. The 
  barbarian isn’t empowered by a general totemic 
  animal spirit; they are actively protected and 
  supported by their forbearers. The reason for 
  this can be anything from ritualized faith to the 
  barbarian being a special ‘chosen one’ capable 
  of contacting the shades of those who have 
  passed on. 
   
  d4 
  Path Origin 
  1 
  My family, house, or clan has always 
  practiced ancestor worship. I am one of the 
  first to have the ancestors answer my 
  prayers, however. 
  2 
  I was sealed in my family crypts by an enemy 
  and left to die. In that darkness, my 
  ancestors spoke to me and helped me. 
  3 
  I never knew my ancestors. Each warrior and 
  hero I summon with my power is a clue to 
  my past. 
  4 
  I am one of the few survivors of my family, 
  perhaps the only one. Summoning ancestors 
  is the only way I can see their faces. 
   
  A More Potent Anger 
  The ancestral spirits that are summoned when 
  you rage don’t have to be faceless spectral 
  forms. These are once-living people, some or all 
  of which are directly related to you by blood. 
  Here are some suggestions to make the path’s 
  features feel more dynamic: 
   
  Ancestral Protectors. The spirits summoned can 
  and should have names and personalities. Work 
  with your DM to create 2-4 named ancestral 
  spirits that appear when you rage. The 
  descriptions of these ancestral spirits can be as 
  brief as: 
   
   “Mulbrok, the Shieldarm. She held a pass 
  alone against orcs for two days!” 
   “Remmel the Ravager! His mighty blows 
  shattered every weapon on the first 
  swing!” 
   “Chuck! My uncle!” 
   
  When you hit a creature with an attack and the 
  effects of Ancestral Protectors is applied to it, 
  one or more of your spirit guardians swarms the 
  creature’s space, doing anything from 
  screaming battle cries in its face to making 
  distracting expressions. 
   
  Spirit Shield. When you use your Spirit Shield, 
  one of your spirits rushes over and interposes 
  itself between the hostile creature and your 
  ally. Just picture a dwarf ancestor with a tower 
  shield swooping in with a cry of “Oh no you 
  don’t, laddie!” 
   
  Consult the Spirits. Your use of augury or the 
  spirit-altered clairvoyance can prompt 
  commentary from the ancestral spirit that 
  II. Path of the Ancestral Guardian 
  
   
    
   
   
   
  Book of the Path         6 
  answers the summons, creating a small back-
  and-forth conversation. 
   
  Vengeful Ancestors. The interposing spirit 
  makes a retaliatory strike after blocking the 
  damage. Angry one-liner recommended. 
   
  Beyond the Battlefield 
   
  The Ancestral Guardian in Society 
  The Path of the Ancestral Guardian is loosely 
  based on the real-world concept of ancestral 
  veneration, which has been practiced to some 
  degree in almost every civilization in human 
  history. It is common for ‘ancestor spirits’ to be 
  lumped with animal totems as a ‘primitive’ or 
  ‘tribal’ belief, but many modern real-world 
  societies have long-standing and highly 
  developed belief systems surrounding ancestor 
  veneration. For a fantasy example, see the 
  Undying Court in the world of Eberron, where 
  elves honor both ancestor spirits and ancient, 
  honorable undead. 
   
  Dreams and Visions 
  The ancestral guardian barbarian finds 
  themselves visited in dreams and visions 
  by the spirits of their ancestors. As noted 
  above, these can be individuals of whom 
  the barbarian is a direct descendant, 
  generally renowned heroes of the 
  barbarian’s clan, or both. These ancestral 
  spirits can have a number of personality 
  traits but their overall goal is to help their 
  descendant with the wisdom of their own 
  experiences. In some cases, certain 
  ancestral spirits can possess direct 
  knowledge of a particular location, person, 
  creature, or group—though such 
  information might be outdated. 
   
  
   
    
   
   
   
  Book of the Path         7 
  "I can’t say I thought it through beforehand. I just 
  ran forward as the dragon lunged and dove straight 
  into its mouth. As soon as it felt the spikes of my 
  armor it froze. I grabbed onto its tongue with all my 
  might and yelled ‘Bite down now, you scaly bastard.” 
   
  -Tordal Blocksplitter, barbarian on the Path of 
  the Battlerager 
  The Origin of Rage 
  Battleragers are traditional combatants who 
  embody a playstyle of getting up-close-and-
  personal with opponents. They share distinct 
  similarities with the berserker, often attracting 
  those who prefer straightforward martial 
  features over preternatural abilities. 
   
  d4 
  Path Origin 
  1 
  I was always an outcast in the clan, quick to 
  anger and fights. The battleragers took me 
  under their wing. 
  2 
  I felt the guidance of a war-deity all my life, 
  helping me feel invincible in the midst of 
  battle. 
  3 
  I found my first set of spiked armor, and 
  have worked years to train in its use. 
  4 
  An old berserker took me under their wing 
  and trained me in the techniques of the 
  battlerager. 
   
  Alternative Path Features 
   
  Adjusting Battlerager Armor 
  A battlerager’s armor is a specialty item 
  attached to the class, but you may elect to 
  expand the barbarian’s ability to procure their 
  spiked armor through other means. Consider 
  the following added text to the Battlerager 
  Armor feature: 
   
   You gain proficiency with your choice of 
  smith’s tools or leatherworker’s tools. Over 
  the course of a short rest, you can use your 
  chosen tool to add spikes to a set of armor 
  with which you are proficient, provided you 
  have access to either the metal or bone 
  necessary to do so. The armor is considered 
  spiked armor for the purposes of your 
  battlerager features. 
   
  With the above language, the barbarian can 
  convert any armor into spiked armor—including 
  heavy armor, if they later acquire that 
  proficiency. Your game might adjust this feature 
  to apply only to specific light and medium 
  armor types. 
   
  III. Path of the Battlerager 
  
   
    
   
   
   
  Book of the Path         8 
  A More Potent Anger 
  Like the Path of the Berserker, the battlerager 
  has very straightforward features, due to its 
  nature as a traditional crazed brawler. Most of 
  its flavor comes from evocative narration of its 
  blow-by-blow performance in battle, including 
  visceral strikes using its spiked armor. As a 
  player, think of ways to describe your unarmed 
  strikes with your spiked armor or grappling with 
  opponents. As a Dungeon Master, consider the 
  reactions of creatures affected by such abilities. 
   
  Beyond the Battlefield 
   
  The Battlerager in Society 
  Though lacking much of the spiritual or totemic 
  flavor of other barbarian paths, the battlerager 
  holds a certain place in society that can be 
  played to in social interactions. 
   
  In the Forgotten Realms setting, the battlerager 
  is a dwarf-only concept because they fit a 
  certain role in dwarven society. These fearless 
  warriors believe the gods will honor or even 
  resurrect them for their bravery and therefore 
  have no fear of death. At the same time, they 
  are outcasts even in their own clan because of 
  their madness in battle and short tempers. 
   
  Most dwarves who encounter the battlerager 
  are fearful of them; dwarf children are told to 
  stay away from battleragers, that these warriors 
  are something to be feared. Others, especially 
  soldiers and priests, respect the battleragers for 
  their battle prowess or their faith in the 
  dwarvish deities. 
   
  Dreams and Visions 
  Without a totemic or direct supernatural source 
  of power, omens are tricky for battleragers. 
  However, consider playing up the social 
  connection the battlerager has with broader 
  dwarven (or other) culture. However 
  intimidating dwarven clans might find a 
  battlerager, they respect the important role the 
  barbarian plays in the defense of their homes 
  and the defeat of their enemies. The protection 
  of a clan, kingdom, or homeland can be a 
  powerful motivator, even for a barbarian who is 
  not often fully accepted by the residents there. 
   
  
   
    
   
   
   
  Book of the Path         9 
  "And with verse she brought them, 
  Blades like forests and blood ‘pon it 
  Triumphantly played from tongue-tip 
  The dragon turtle smote at her feet.” 
   
  -Song of Hila Brittletooth, barbarian on the Path 
  of the Battle Skald 
   
  The Origin of Rage 
  Bards might pluck at strings or tell a 
  good yarn, but barbarians don’t 
  often think of them as more 
  than entertainers or drinking 
  companions. Why lob an insult 
  when you can lob a javelin? 
  Anyone who tells you they 
  both ‘hurt’ has clearly 
  never been hit by a javelin. 
   
  Skalds are not bards. Though 
  they might both tell stories, 
  battle skalds channel their 
  energy to manifest the scenes and 
  heroes of old for a short time, the 
  lines of their songs and poems 
  coming to life on the battlefield. 
  Their anger is focused, their power 
  as much a result of the stories of 
  their culture as from burning rage. 
   
  d4 
  Path Origin 
  1 
  When fighting for my life, I sang the songs of 
  great heroes to control my fear, and was 
  amazed when they came to defend me. 
  2 
  I studied heroes of old. Singing their true 
  tales allows me to summon the echo of their 
  deeds. 
  3 
  People think I call up the spirits of forgotten 
  heroes and battles, but the truth is that 
  none of the songs I sing are true. 
  4 
  A bard came to my village and tried to teach 
  me magic as they know it. It didn’t work 
  quite the same way for me. 
   
  Path Features 
   
  Voice of the Skald 
  At 3rd level you gain proficiency with Charisma 
  (Performance) checks. You add double your 
  proficiency bonus to checks involving the 
  recitation of poetry, myths, and other 
  tales. 
   
  Opening Line 
  Starting at 3rd level, while you are 
  raging, you can utter an opening 
  verse to create an effect on the 
  battlefield. Each time you rage, 
  you can choose one of the 
  following effects: 
   
  ‘With a shout they charged.’ You 
  and allied creatures within 30 feet that 
  can hear you gain 10 feet to their walking 
  speed on their first turn after this effect is 
  used. 
   
  ‘They stood side by side.’ You and 
  allied creatures within 30 feet gain a +1 
  bonus to Armor Class when next to another 
  friendly creature. This effect lasts for a number 
  of rounds equal to your Charisma modifier 
  (minimum 1). 
   
  ‘They let loose a volley.’ You and allied 
  creatures within 30 feet deal additional damage 
  equal to your Rage Damage with all ranged or 
  thrown weapon attacks made during their next 
  turn. 
   
  IV. Path of the Battle Skald 
  
   
    
   
   
   
  Book of the Path         10 
  The chosen effect ends early if your rage ends, 
  or if you expend an additional use of rage to 
  create a new effect. 
   
  A Hero of Tales 
  At 6th level, you learn to invoke the legends of 
  heroes who stood alone. While you are raging, 
  you can create one of the following effects on 
  your turns. When you invoke one of these 
  features, the effects of the previous one end 
  immediately. 
   
  ‘A forest of spears arose.’ As a bonus action 
  you cause the terrain within 5 feet of you to 
  burst forth with ghostly spears, becoming 
  difficult terrain. Creatures who enter the area 
  on their turn or who start their turn there take 
  force damage equal to your Charisma modifier 
  (minimum 1). The spears vanish at the 
  beginning of your next turn. 
   
  ‘They smote the enemy’s shield asunder.’ As a 
  bonus action you target a hostile creature you 
  can see within 30 feet of you. The target must 
  make a Wisdom saving throw with a DC equal 
  to 8 + your proficiency bonus + your Charisma 
  modifier. On a failed save, a ghostly weapon 
  strike reduces the target’s Armor Class by an 
  amount equal to your Rage Damage as shown in 
  the Rage Damage column of the Barbarian 
  table. This reduction lasts until the beginning of 
  your next turn. 
   
  ‘None could challenge them.’ As a bonus 
  action you utter a taunt to a creature within 30 
  feet of you that can hear you, forcing it to make 
  a Charisma saving throw against a DC of 8 + 
  your proficiency bonus + your Charisma 
  modifier. On a failed save, the creature must 
  choose: either your attacks against it this turn 
  have advantage, or its attacks against creatures 
  other than you this turn are made with 
  disadvantage. 
   
   
  Line Edits 
  At 10th level, you gain two of the following 
  features of your choice. 
   
   Your ‘with a shout they charged’ Opening 
  Line speed bonus is increased to 20 feet. 
   Your ‘they stood side by side’ Opening Line 
  bonus to Armor Class is increased to +2. 
   Your ‘they let loose a volley’ Opening Line 
  bonus damage to ranged weapon attacks 
  lasts an additional round. 
   
  Final Verse 
  At 14th level when you hit a creature with an 
  attack, you can utter a final line designed to 
  bring the creature’s story to an end, rendering it 
  vulnerable to that attack’s damage. If the attack 
  deals more than one kind of damage, you 
  choose one damage type . Once you use this 
  feature, you must finish a long rest before you 
  can use it again. 
   
  A More Potent Anger 
  The battle skald's abilities have visual elements 
  to them, such as spears rising up from the 
  ground. These features can be further 
  accentuated in the following ways: 
   
  Opening Line. This can be accompanied by the 
  ringing echo of battle-shouts or the clatter of 
  locking shields; your ‘they let loose a volley’ line 
  can be accompanied by the twang and hiss of 
  many bowstrings, the weapons fired and 
  thrown accompanied by ghostly arrows. 
   
  A Hero of Tales. The image of a mythical hero 
  can appear when you use your Hero of Tales 
  features, stepping into existence momentarily 
  to rend enemies’ armor asunder or deliver a 
  grim challenge alongside you. 
   
  Final Verse. As a player, consider excellent one-
  liners to apply to various situations as a line to 
  decree a foe’s end (or at least grievous injury). 
  Feel inspired to deliver and adapt these lines 
  based on specific enemies and in-the-moment 
  scenarios. 
  
   
    
   
   
   
  Book of the Path         11 
   
  Beyond the Battlefield 
   
  The Battle Skald in Society 
  In a historical context, the skald is a poet who 
  often crafted poetry in praise of particular 
  heroes or places, which often happened to be 
  the one who acted as their patron. Their ‘songs’ 
  were usually spoken rather than sung, or rarely 
  accompanied by light instrumentation. 
   
  The Path of the Battle Skald serves as a 
  historian of the spoken word, honoring the 
  mythos around great battles and heroes. Their 
  remembrance of such history can grant them a 
  place of honor in a noble’s court or just as easily 
  land them in hot water in a land with 
  unfavorable views of the ‘heroes’ discussed. 
   
  Dreams and Visions 
  The dreams and omens that visit a battle skald 
  can be as storied as the tales they tell. Heroes 
  of legend or monsters of ancient tales might 
  visit the barbarian in their visions, though they 
  might be based on the battle skald's own 
  interpretation of the characters. Like myths, 
  these dreams can be direct or highly symbolic in 
  explaining the challenges a battle skald faces. 
   
  
   
    
   
   
   
  Book of the Path         12 
  "Darakku stood toe-to-toe with the whole damn orc 
  troop, red-faced and screaming defiance. One of 
  them caught him in the shoulder with their axe and 
  he turned right around and cut ‘em in half. I’m happy 
  to have Darakku at my side in battle because I sure 
  as Nine Hells don’t want to be in his way.” 
   
  -Phinean Longbow, companion to a barbarian 
  on the Path of the Berserker 
   
  The Origin of Rage 
  The Path of the Berserker is the least directly 
  supernatural barbarian subclass, though it’s the 
  closest to the historical understanding of the 
  berserker archetype. The berserker most 
  represents the gleeful combatant, the warrior 
  who revels in violence for its own sake. This 
  matches the historical accounts of berserkers as 
  terrifying and seemingly out-of-control fighters. 
   
  d4 
  Path Origin 
  1 
  A great injustice was done to me. No pain 
  could ever quench my rage. 
  2 
  My clan or house raised me to be a warrior, 
  passing down the secrets of superhuman 
  endurance and terrifying foes. 
  3 
  I never so much as held a weapon before my 
  town was attacked, but when the blood 
  began to flow in the streets, I learned how 
  hot my anger burned. 
  4 
  My anger has always brought me trouble. 
  Now as an adventurer I can finally unleash it 
  in the proper direction. 
   
  Alternative Path Features 
   
  Adjusting Frenzy 
  If your game sees a maximum of 1-2 large 
  combat encounters per adventuring day with 
  plenty of opportunity to long rest between such 
  events, the standard Frenzy feature is suitable. 
  If your table sees 3-4 separate combat 
  encounters in a given adventuring day, and 
  there’s pressure to not use Frenzy in order to 
  avoid levels of exhaustion, consider one or both 
  of the following adjustments: 
   
   All levels of exhaustion are suppressed while 
  you are in a frenzied rage. 
   Finishing a long rest reduces your exhaustion 
  level by an amount equal to your 
  Constitution modifier (minimum 1). 
   
  Consult with your Dungeon Master (or as a DM, 
  with your players) before adopting either of 
  these alternative rules and find a solution that 
  works best for your game. 
   
  A More Potent Anger 
  Expressing unbridled rage can be done in a 
  number of ways narratively. Consider the 
  following options for visualizing the Path of the 
  Berserker’s features: 
   
  Rage. Going into a frenzied rage is represented 
  by shaking, foaming at the mouth, or your eyes 
  becoming clouded and unfocused as the rage 
  takes hold. 
   
  Exiting a frenzied rage can be represented by 
  shivering, shaking, profuse sweating, and other 
  signs of the accompanying exhaustion. 
   
  Intimidating Presence. Intimidating Presence 
  and Retaliation require narrative descriptions 
  based on the situation in which they are used, 
  especially the former. These can be used to 
  make the situation feel more serious or 
  lighthearted, depending on your approach. 
   
   
  V. Path of the Berserker 
  
   
    
   
   
   
  Book of the Path         13 
  Beyond the Battlefield 
   
  The Berserker in Society 
  More so than other barbarian paths, the 
  berserker embodies the theme of a warrior who 
  loses themselves in their rage completely. The 
  berserker’s loss of control is exemplified by the 
  concept of ‘frenzy’ and the exhaustion they 
  experience when the rage ends. 
   
  The Path of the Berserker is related to the 
  historical concept of berserkers in a broad 
  sense. The term ‘berserker’ is rooted in Old 
  Norse and the fighters who wore special 
  clothing so that allies knew to avoid them—
  these fighters, in their rage, might not 
  distinguish friend from foe. The stories of 
  ‘berserkers’ and terms like furor Teutonicus are 
  generally used by a ‘civilized’ society to 
  categorize the overwhelming and sometimes 
  terrifying fury of these combatants. 
   
  For a fictional source of well-known inspiration 
  for the berserker, look no further than the 
  popular myth of Heracles (or Hercules). Though 
  the enraged murder of his wife and children is a 
  madness induced by the goddess Hera, the 
  famous labors that follow are his atonement for 
  the killings. A berserker barbarian’s life of 
  adventure might have been prompted by a 
  similar scenario where their rage brought 
  undesired consequences upon themselves. 
   
  Dreams and Visions 
  Berserkers experience profound visions related 
  to their defining quality: the bloodlust of their 
  rage. They often receive omens about future 
  opponents or challenges or are plagued by 
  nightmares of failure—either about future 
  endeavors or a failure in their past. 
   
  The berserker’s rage can also be turned against 
  them in dreams where they find themselves 
  battling insurmountable odds (representing 
  self-doubt or a fear of failure) or realizing they 
  have harmed their companions in a blind rage. 
   
  
   
    
   
   
   
  Book of the Path         14 
   “I remember the ghost entering my body, settling 
  into my form like it was putting on a glove. I felt its 
  anger, experienced the injustices it had known in 
  life—and it felt my own fury in turn. I don’t know if it 
  planned this originally, but at that moment we saw 
  each other plainly as kindred spirits. Two became 
  one, so that we could both seek vengeance.” 
   
  -Raulla Geisteye, dragonborn on the Path of the 
  Possessed 
   
  The Origin of Rage 
  Many barbarians harness the power of spirits in 
  combat, most often the reflection of ancestors 
  or the manifestation of primal powers of 
  nature. Others are inhabited directly by a 
  wayward spirit, a ghost-like entity that has 
  taken on a semi-symbiotic role with the host 
  barbarian in exchange for a living vessel to feed 
  from. In some cases, a whole host of spirits 
  have taken up residence inside a single 
  barbarian. The recipient of such a spirit is not 
  always a willing one, but those who learn to live 
  with this possession find themselves able to 
  manifest spectral power. 
   
  d4 
  Path Origin 
  1 
  I encroached on an old crypt and was 
  possessed by a powerful restless spirit. 
  2 
  I sought to commune with my ancestors. 
  One of them now co-inhabits my body. 
  3 
  I prayed for the nature spirits to guide me. 
  I’m not sure what answered, but it lives 
  inside me now. 
  4 
  A cult used me in a ritual to return some 
  leader or patron to life. It didn’t work as 
  expected. 
   
  Path Features 
   
  Spectral Rage 
  Beginning at 3rd level when you take this path, 
  you gain resistance to force and psychic damage 
  while raging. In addition, while in a rage you can 
  move through creatures as if they were difficult 
  terrain. When you do so, the creature takes 1d4 
  force damage. This damage increases to 1d6 at 
  6th level and 1d8 at 10th level. This effect 
  cannot occur more than once per creature per 
  turn. If you end your turn inside a creature’s 
  space you are shunted to the nearest 
  unoccupied space, taking 1d10 force damage 
  for each 5 feet you traveled in this manner. 
   
  Holdergeist 
  Starting at 6th level you can attempt to grapple 
  a creature at range. When you do so, you target 
  a creature within 20 feet of you that you can 
  see. All checks made to attempt and maintain 
  this special grapple are made using your 
  Wisdom modifier plus your Athletics 
  proficiency, if any. You cannot move the target 
  held by this special grapple as you would with a 
  normal grapple, and this special grapple ends 
  immediately if you are ever more than 20 
  feet away from the target. You can only 
  have one creature grappled in this manner 
  at a time. 
   
  In addition, while you have a creature 
  grappled by any means you can use a 
  bonus action on each of your turns to 
  deal force damage to the creature 
  equal to your Wisdom modifier. If 
  you are grappling multiple 
  creatures, you can choose to 
  deal this damage to any 
  number of them. 
   
   
  VI. Path of the Possessed 
  
   
    
   
   
   
  Book of the Path         15 
  Ghostly Push 
  Starting at 10th level, when you go into a rage 
  you can select up to 3 creatures you can see 
  within 15 feet of you. The target creatures must 
  make a Strength saving throw equal to 8 + your 
  proficiency bonus + your Wisdom modifier or 
  be knocked prone. 
   
  Specterstep 
  Beginning at 14th level, while you are raging 
  you can become translucent and ghostly as a 
  bonus action. Until the end of your turn passing 
  through creatures isn’t counted as difficult 
  terrain, and all of your melee weapon attacks 
  deal your choice of either force or psychic 
  damage instead of their normal damage type. 
   
  A More Potent Anger 
  There are a number of ways to visually 
  incorporate the Path of the Possessed into the 
  barbarian’s class features. As a Dungeon Master 
  or as a player, consider some of the following 
  ideas to narratively underline the Path of the 
  Possessed. 
   
  Rage. When you rage, a ghostly cry seems to 
  echo around you. Your eyes and your outline 
  glows with a low, flickering, blue-white light. 
   
  General features. Your ghostly inhabitant(s) 
  appear to pull you out of danger when you 
  make a saving throw with advantage thanks to 
  your Danger Sense, strike alongside you when 
  you roll additional damage dice with Brutal 
  Critical, and so on. 
   
  Holdergeist. Your Holdergeist feature is 
  represented as your ghostly inhabitant(s) 
  grasping at the target creature. 
   
  Ghostly Push. Your ghostly push feature is 
  represented by your ghostly inhabitant(s) 
  bursting forth to drive your foes to the ground. 
   
  Beyond the Battlefield 
   
  The Possessed in Society 
  Barbarians on the Path of the Possessed are 
  highly uncommon, and as a result they seek out 
  answers from a number of different sources. 
  Some adhere to faiths dealing with death, the 
  undead, or the Fugue Planes; others are drawn 
  to mediums, shamans, and other spiritualists as 
  a means of understanding their powers. A rare 
  few of the possessed approach their power 
  from a highly academic perspective, delving into 
  lore and ancient histories to learn the origin of 
  their possessing spirit and what tethered them 
  to the Material Plane. Whatever a possessed 
  barbarian’s chosen path, they often find 
  themselves traversing the world in search of 
  answers. 
  Dreams and Visions 
  The barbarian shares its physical form with one 
  or more outside spirits, and there is room for 
  them to manifest beyond the crisis of combat. 
  The possessed’s dreams might be their only 
  means of speaking directly to their inhabiting 
  spirit, or these visions could be flashes of 
  memory from the ghost’s former life. These 
  dreams can offer insight into the spirit’s 
  personality or slowly unveil a mystery as to the 
  origin of the barbarian’s ghostly possessor. 
  
   
    
   
   
   
  Book of the Path         16 
  “Kolger hefts his axe and he just screams, screams 
  his throat raw with rage, like he doesn’t even feel his 
  wounds. And before I know it, I’m screaming too, and 
  the man beside me. It was like we’d caught a fever 
  from Kolger, a fever of rage.” 
   
  -Yarmi Uluto, recounting his experience with a 
  barbarian on the Path of the Ragebringer. 
   
  The Origin of Rage 
  Many find a barbarian’s rage intimidating, even 
  shocking. Others find the warrior’s fury and 
  tolerance for pain inspiring. A number of 
  barbarians have observed this and have formed 
  a new discipline, one that makes the 
  barbarian’s anger an effective motivator to their 
  allies even as it terrifies their enemies. These 
  fighters inspire their companions to feats of 
  bravery and fortitude many would deem 
  impossible. 
   
  d4 
  Path Origin 
  1 
  I served as a standard-bearer for a company 
  of soldiers. No injury could silence my 
  battle-cries or force that standard to fall. 
  2 
  In my first battle we were outnumbered 
  three to one. I didn’t become frightened. I 
  became angry. 
  3 
  I rallied my village against an unjust ruler. 
  My anger was infectious—really infectious. 
  4 
  My anger is supernatural; in the midst of a 
  bar fight the whole tavern was suddenly 
  overwhelmed by the spirit of my murderous 
  rage. It was a massacre. 
   
  Path Features 
   
  Shared Hatred 
  Starting at 3rd level, while you are raging you 
  can use a bonus action on each of your turns to 
  target a creature other than yourself that you 
  can see within 30 feet. Both you and the target 
  gain temporary hit points equal to your Rage 
  Damage as shown in the Rage Damage column 
  on the Barbarian table. If you have taken 
  damage since your last turn, the number of 
  temporary hit points is doubled. 
   
  A Shock of Rage 
  From 6th level onward, you can touch an allied 
  creature within reach and expend a use of your 
  rage as a bonus action. The target is freed of the 
  frightened condition if it was affected by it, 
  gains temporary hit points equal to your 
  barbarian level for 1 minute, and can use its 
  reaction to immediately make one melee 
  weapon attack against a creature within reach. 
  If you have used your Reckless Attack feature 
  this turn, the ally’s attack is made with 
  advantage. 
   
  Bolstered Will 
  When you reach 10th level, you gain proficiency 
  in Wisdom saving throws. If you already have 
  this proficiency, you gain proficiency in 
  Charisma saving throws. 
   
  In addition, when you finish a short rest and 
  have less than your maximum number of rages 
  remaining, you regain one use. 
   
  Infectious Rage 
  At 14th level when you enter a rage, you can 
  expend additional rage uses to grant your allies 
  some of its benefits. Each ally you choose within 
  30 feet of you gains the damage resistances of 
  your rage and the benefit of your Fast 
  Movement ability, obeying its restrictions. In 
  addition, each ally gains a pool of temporary hit 
  points equal to half your barbarian level per 
  rage expended. These temporary hit points last 
  for 1 minute; the additional effects last a 
  number of rounds equal to the 1 + the number 
  of rage uses expended. 
   
  VII. Path of the Ragebringer 
  
   
    
   
   
   
  Book of the Path         17 
  A More Potent Anger 
  Like the berserker, the ragebringer’s visual and 
  narrative beats are centered around an enraged 
  martial prowess. Unlike the berserker, however, 
  the ragebringer’s features do not concern only 
  themselves but excel at cooperating with fellow 
  warriors. You can narrate this as either acts of 
  inspiration or a supernatural ability to empower 
  others. Consider some of the following 
  suggestions: 
   
  Shared Hatred. Your rage manifests as a 
  crimson light that glows dimly over your form 
  when you rage, and which flares and flies to 
  allies when they benefit from your Shared 
  Hatred feature. 
   
  A Shock of Rage. The crimson light of your rage 
  passes through your fingertips into the ally you 
  touch. The red light glows over their form, 
  quickening their pulse and causing them to 
  shake with rage, if they elect to make an attack 
  as a reaction. 
   
  Infectious Rage. The red light of your rage 
  bursts out like a beacon and spreads to your 
  allies, lingering with them for the duration of 
  the effect. 
   
  Beyond the Battlefield 
   
  The Ragebringer in Society 
  Ragebringers have served in many armies, but 
  they are rarely commanders in a traditional 
  sense; instead, they are intimidating heroes 
  who can rally their fellows against even the 
  most overwhelming odds. Ragebringers are 
  found leading mercenary companies and bands 
  of brigands where the bloodied thrust of the 
  melee is paramount. 
   
  Dreams and Visions 
  Barbarians on the Path of the Ragebringer often 
  find themselves walking old battlefields in their 
  dreams, replaying fights with long-dead 
  comrades against long-dead foes. They often 
  repeat these dreams night after night until 
  some veiled message is understood, or some 
  past wrong is deemed righted. 
   
   
   
  
   
    
   
   
   
  Book of the Path         18 
  "Tamden’s eyes begin to glow blue-white, and in the 
  middle of the damn cave I swear the temperature 
  drops ten degrees. The frost spreads from Tamden’s 
  feet to the hobgoblins, who stop laughing pretty 
  soon after they realize they can see their own 
  breath.” 
   
  -Iron James, recounting his experience with a 
  barbarian on the path of the storm herald. 
   
  The Origin of Rage 
  Like the totem warrior, the storm herald 
  nurtures a connection to the natural world as a 
  source of its power, though its focus is more 
  elemental than bestial. Storm heralds might be 
  raised in druidic circles as protectors of a 
  remote region of the world, or have a 
  connection to a powerful elemental planar 
  entity. 
   
  d4 
  Path Origin 
  1 
  I was exiled into the wilderness with a great 
  storm approaching. I walked out of it alive 
  and unharmed, empowered but with no 
  memory of what happened. 
  2 
  A magical disaster sent me into the 
  elemental planes. The exposure to strange 
  planar energies changed me. 
  3 
  A powerful elemental imbued me with 
  special powers in exchange for a service I 
  performed for them. 
  4 
  I was born with a natural connection to the 
  elements—at least an emotional one. 
   
  A More Potent Anger 
  As the path of the storm herald barbarian gains 
  levels, the elemental magic of their rage can 
  start to transform their bodies and make them 
  appear more ferocious in combat. Consider how 
  you or your Dungeon Master can incorporate 
  these visual quirks in combat:  
   
  Storm Aura. Consider the following narrative 
  effects while you are raging.  
   
  Desert. When you inflict fire damage on 
  creatures, a blast of desert sand strikes their 
  bodies.  
  Sea. You crackle with electrical energy and 
  there’s a salt-spray scent on the air while you’re 
  raging.  
  Tundra. The icy spirits that protect you and 
  your allies are represented by swirling snow.  
   
  Storm Soul. As you gain power, certain effects 
  happen when you rage.  
   
  Desert. The ground beneath your feet 
  becomes coated with desert sand when you 
  rage. While you are raging, your body radiates a 
  mirage-like ripple of heat.  
  Sea. There’s a low storm-rumble in the air 
  when you rage, and the ground beneath your 
  feet is suddenly wet with seawater.  
  Tundra. The air temperature around you is 
  considerably colder while you’re raging, and 
  your weapon’s head or blade is rimmed with 
  frost. When you exhale, a cloud of icy 
  condensation rises from your mouth and nose.  
   
  Shielding Storm. Creatures who share your 
  aura’s resistances take on similar aspects as 
  presented by your Storm Soul.  
   
  Desert. Allies also radiate waves of heat, 
  though not as intensely.  
  Sea. Your allies leave wet saltwater footprints.  
  Tundra. Your allies exhale condensation as 
  though in extreme cold.  
   
  Raging Storm. The expression of your 
  elemental power is complete. You exhibit the 
  following effects while raging:  
   
  Desert. Your body appears to be made of 
  living sand. When you retaliate against an 
  VIII. Path of the Storm Herald 
  
   
    
   
   
   
  Book of the Path         19 
  attack, a blast of burning sand lashes out from 
  your body to inflict the fire damage.  
  Sea. When you use your Raging Storm feature, 
  a spectral wave follows the swing of your 
  weapon and crashes into the creature. When 
  you hit a creature with an attack, there’s a 
  spray of seawater.  
  Tundra. Your body becomes covered in frost, 
  and your hair becomes thick and frozen. Your 
  footsteps leave frozen impressions on the 
  ground that quickly thaw. 
   
  Beyond the Battlefield  
   
  The Storm Herald in Society 
  Like druids and rangers, storm heralds are likely 
  concerned with protecting nature from the 
  threats of extraplanar monstrosities and the 
  encroachment of civilization. In the world of 
  Eberron, a storm herald might be a member of 
  the Gatekeepers, dedicated to stopping the 
  daelkyr and other aberrant horrors. The storm 
  herald might also be the envoy of a giant, 
  dragon, or powerful primordial. 
   
  Dreams and Visions 
  A barbarian on the path of the storm herald 
  often dreams about remote natural 
  environments, especially the type they’re 
  currently attuned to. These dreams might rarely 
  contain other humanoids, but often emphasize 
  isolation and an untamed natural world. In 
  some instances, the barbarian dreams of 
  ‘civilized’ settings that are overwhelmed by the 
  power of nature: for example, they believe 
  they’re having a normal waking experience in 
  an inland tavern when a sea-storm suddenly 
  crashes through the doors and windows. 
  
   
    
   
   
   
  Book of the Path         20 
  "People say I’m living in the past. I like to think of it 
  as taking my time.” 
   
  -Granelius Gimble, gnome barbarian on the 
  Path of the Timeshaper. 
   
  The Origin of Rage 
  The timeshaper is one of the few barbarian 
  paths that may be a result of circumstance 
  rather than choice. They could be the victim of 
  arcane experimentation or a planar 
  catastrophe, a freak accident or the 
  machinations of a mysterious entity. 
   
  d4 
  Path Origin 
  1 
  I went to a plane where time works 
  differently. Its energies stayed with me. 
  2 
  An arcane experiment altered how I 
  experience time and gave me odd powers. 
  3 
  A cult performed a ritual on me to give me 
  “the blessing of the Sphinx.” 
  4 
  I don’t know how I got here, but I’m from so 
  far in the past or future that this seems like 
  a different world entirely. 
   
  Path Features 
   
  Afterimage 
  Starting at 3rd level you can leave time-delayed 
  versions of yourself behind. While you are 
  raging and move out of a space on your turn, 
  you can leave a hazy afterimage behind. Until 
  the start of your next turn, the space counts as 
  occupied and the afterimage has your reach, 
  though it isn’t considered a creature or object. 
  Creatures can move through the space as 
  difficult terrain. If a hostile creature moves out 
  of the afterimage’s reach, you can use your 
  reaction to cause the afterimage to make an 
  opportunity attack, dealing force damage in 
  place of the weapon’s normal damage type. 
   
  Afterimages last for 1 minute. You can leave 
  behind a maximum number of afterimages 
  equal to your Wisdom modifier (minimum 1). 
  When you exceed this maximum, the oldest 
  afterimage vanishes. 
   
  Jarring Rewind 
  Starting at 6th level, when a spell or other 
  effect that forces creatures in an area to make a 
  saving throw would affect you but not one of 
  your afterimages, you can use your reaction to 
  relocate to one of the afterimages within 60 
  feet of you that isn't in the area of effect. When 
  you do so, you take 1d4 force damage for every 
  10 feet travelled (minimum 1d4). The 
  afterimage you teleported to then vanishes. 
   
  Force of Time 
  Starting at 10th level, your weapon attacks deal 
  an additional 1d6 force damage and your 
  afterimages’s weapon attacks deal an additional 
  1d8 force damage. Additionally, when you take 
  the Attack action on your turn, you can forego 
  one of your own attacks to have an afterimage 
  make a melee weapon attack against a creature 
  IX. Path of the Timeshaper 
  
   
    
   
   
   
  Book of the Path         21 
  within its reach. The afterimage’s attack is 
  made with disadvantage, or as a normal attack 
  roll if you used your Reckless Attack feature this 
  turn. 
   
  Timelapse Strike 
  At 14th level, you can attack simultaneously 
  with your afterimages as an action. You and 
  each of your afterimages can make one melee 
  weapon attack against a creature of your choice 
  within each of their reaches. If you use your 
  Reckless Attack, each of the afterimages’s 
  attacks are made with advantage. Once an 
  afterimage has made its attack in this manner, it 
  vanishes. You can use this ability once per rage. 
   
  A More Potent Anger 
  The timeshaper’s features can be described in 
  ways that highlight its unusual themes. 
  Consider some of the following ideas to 
  narratively enhance the timeshaper: 
   
  Afterimage. Your afterimages can be static 
  figures or dynamic ones. Their appearance 
  might be vague humanoid shapes or color-
  faded copies of yourself. The afterimages might 
  be immobile or flicker in place, even going 
  through the motions of your movement at a 
  near-standstill speed. When afterimages expire, 
  you can narrate them rapidly ‘catching up’ to 
  your present position in time. To help keep 
  track of your afterimages on a grid, consider 
  using d6 dice as placeholders for your 
  afterimages and to keep track of your oldest 
  one in case it’s replaced. 
   
  Jarring Rewind. You can narrate your character 
  being thrown backward out of an area of effect 
  and into their afterimage. Because your 
  character takes force damage as a result, the 
  transition to the afterimage can be a violent 
  and painful affair. 
   
  Force of Time and Timelapse Strike. The 
  additional force damage behind your attacks 
  causes them to leave stuttered, momentary 
  afterimages of the weapon as it swings through 
  the air. 
   
  Beyond the Battlefield 
   
  The Timeshaper in Society 
  Barbarians on the Path of the Timeshaper are 
  often the fascination of arcane researchers the 
  world over, or have an interest in the mysteries 
  of the arcane themselves. Based on the nature 
  of their abilities, they might be from another 
  era entirely, a person out of time. This can be a 
  unique way to portray the barbarian as the 
  archetypical ‘outsider.’ 
   
  Dreams and Visions 
  The timeshaper experiences dreams and waking 
  visions of time—the past, present, and future. 
  They might spend a night in an ancient ruin and 
  dream of a time when it was still a bustling 
  metropolis, or see the veiled image of far-off 
  future enemies. 
  
   
    
   
   
   
  Book of the Path         22 
  "Tell me. You ever been beaten to death by a girl 
  armed with nothing but antlers?” 
   
  -Yara the Herdrunner, barbarian on the Path of 
  the Totem Warrior. 
   
  The Origin of Rage 
  The Path of the Totem Warrior displays a 
  supernatural connection to nature spirits—
  specifically archetypal animal spirits that imbue 
  the warrior with their attributes of speed, 
  strength, agility, and senses. Harnessing the 
  power of one or more spirits allows the totem 
  warrior to perform superhuman feats. 
   
  d4 
  Path Origin 
  1 
  I was in danger when animal spirits came to 
  my defense, allowing me to perform great 
  feats. Now I seek to understand them. 
  2 
  I was subjected to a druidic ritual that 
  connected me to totemic spirits. 
  3 
  I committed a great wrong against nature. I 
  am both blessed and cursed with this power 
  and am instructed to repay my debt. 
  4 
  I came across an injured animal helped it. 
  The animal was a powerful fey that 
  rewarded my kindness with great power. 
   
  Path Features 
  The following path features offer an alternative 
  to the bear totem’s unbeatable damage 
  resistances and two new totemic spirit options: 
  the mole and the shark. 
   
  Totem Spirit 
   
  Bear (Alternative). While raging you have 
  resistance to all damage except force, necrotic, 
  psychic, and radiant damage. 
  Mole. You can hold your breath for up to 15 
  minutes at a time. In addition, your successful 
  attacks against nonmagical objects are 
  considered critical hits. 
  Shark. You gain a swimming speed equal to 
  your walking speed. In addition, while raging 
  you gain resistance to cold damage. 
  Aspect of the Beast 
   
  Mole. You gain a burrowing 
  speed equal to half your walking 
  speed. 
  Shark. You can breathe both 
  air and water and suffer no ill 
  effects from being deep 
  underwater. 
   
  Totemic Attunement 
   
  Mole. You gain tremorsense to a 
  range of 30 feet. 
  Shark. You gain blindsense to a range 
  of 60 feet against any creature that is below 
  its hit point maximum. Undead and Constructs 
  are immune to this sense. 
   
  A More Potent Anger 
  The Player’s Handbook notes that the 
  barbarian takes on certain physical attributes or 
  characteristics reminiscent of their totemic 
  spirit animals. Here are some examples for each 
  totemic spirit. 
   
  Bear 
   Your hair is thick and shaggy, and you may 
  have considerable body hair. 
   You run with a rolling, lumbering gait. 
  X. Path of the Totem Warrior 
  Design Note: Bear Totem is often a go-to choice for 
  many barbarians because of its incredible defensive 
  ability, which is reinforced by a rarity of psychic 
  damage sources. To reign in the totem’s power 
  level, this alternative keeps the archetype’s wide 
  array of ‘elemental’ damage resistances but leaves 
  them thematically vulnerable to damage types 
  associated with arcane and divine magics. 
  
   
    
   
   
   
  Book of the Path         23 
   You sleep curled up with big, grumbling 
  snores. 
   You are a curious climber and are notorious 
  for searching for food. 
   
  Eagle 
   You have a particular appetite for fish, and 
  find yourself carefully watching streams and 
  lakes. 
   Your eyes take on a piercing yellow or amber 
  color. 
   Your nose becomes more beak-like. 
   You rarely move your eyes to look at 
  something, instead turning and swiveling 
  your head to focus your gaze. 
   
  Elk 
   You have a tendency to stomp and paw at 
  the ground when working up your anger. 
   You always feel safer surrounded by people 
  in general. 
   Your hair and body hair take on a gray-white 
  color. 
   Your nostrils become larger, and you have a 
  tendency to snort. 
   
  Mole 
   Your nose twitches and wiggles when you 
  are excited. 
   You dislike bright light; your eyes take on a 
  heavily lidded appearance, and you tend to 
  squint in daylight. 
   Your hands broaden and your fingernails 
  grow thicker and longer than before. 
   You tend to hunch and shuffle when you 
  walk around. Your feet are flatter and 
  broader. 
   
  Shark 
   Your irises take on a glossy black 
  appearance. 
   Your skin becomes more white or gray and 
  has a rough, sandpaper-like feel. 
   You seem to have far too many teeth, and 
  some of them far too pointy. 
   You are particularly aware of the smell of 
  blood and the pained cries of injured foes. 
   
  Tiger 
   Your hair becomes a mixture of black and 
  vibrant orange, or black and white. 
   Your legs become more powerful and your 
  leaps are more like pounces. 
   Your tongue becomes longer and rougher. 
   You particularly enjoy lounging in the sun. 
   
  Wolf 
   You find yourself anxious and irritable when 
  you are unsure if your adventuring 
  companions are safe. 
   The hair on the back of your head raises 
  when you are angry, like when a wolf’s 
  hackles rise. 
   Your eyes are an intense shade of yellow, 
  brown, gray, or green. 
   Your shouts and cries take on the sound of 
  resonant howls. 
   
  Beyond the Battlefield 
   
  The Totem Warrior in Society 
  Due to their attunement to animal spirits, 
  barbarians on the Path of the Totem Warrior 
  are fond of nature and animals—but not always 
  of other humanoids. Though they get along 
  more easily with rangers, druids, and other 
  lovers of nature, the animal traits that totem 
  warriors take on tends to put them at odds with 
  ‘civilized’ society by making them seem more 
  fearsome and feral. 
   
  Dreams and Visions 
  A totemic spirit can be used in dreams and 
  visions to portray certain themes, emotions, 
  and personality traits. Some suggested uses for 
  totemic spirits are as follows: 
  Bear. A bear is perhaps the best totemic symbol 
  for sheer power and strength of a physical 
  nature. The associated traits of strength, a 
  commanding presence through physicality, 
  toughness, and size are all obvious ways to use 
  
   
    
   
   
   
  Book of the Path         24 
  the bear in dreams and visions. More than this, 
  though, the bear’s toughness represents 
  spiritual strength and a defense of the natural 
  world. 
  Eagle. Eagles and other birds of prey are 
  thought of for their fierce natures and keen 
  vision, which can refer to worldly perception. 
  Beyond the mundane, eagles are associated 
  with prophecy and important messages. The 
  flight of an eagle can be used to represent 
  freedom or escape. 
  Elk. Elk are known for their strength, but not in 
  the same way as a bear. Their strength is shared 
  with the herd, representing social relationships 
  and coordination toward common defense over 
  aggression. Elk can also represent endurance, 
  both against predators (aggressors) and the 
  environment (an ongoing situation). 
  Mole. Moles are functionally blind, but see the 
  world through other heightened senses. As a 
  result, moles can be used to represent sensing 
  and feeling, and by extension they can 
  symbolize intuition. As burrowing creatures, 
  they represent curiosity and discovery and the 
  literal or figurative unearthing of lost things, 
  be it places, objects, or even memories. In a 
  dream or vision, a barbarian might be asked to 
  overcome the discomfort of a claustrophobic 
  tunnel to follow this animal spirit to new 
  knowledge or personal reward. 
  Shark. Gliding through the ocean waters, 
  sharks don’t have the same sense of open 
  ferocity as other predator totem spirits. 
  Instead they often represent implacability. In 
  dreams and visions, a shark can be used to 
  represent reserved patience and calculated 
  action, encouraging a barbarian to pursue their 
  goal carefully and not allow themselves to be 
  ruled by emotion. 
  Tiger. The tiger shares much of the survivalist 
  themes of the elk and predator themes of the 
  wolf, but differs in that the tiger is a more 
  solitary animal. This makes the tiger’s 
  symbolism in dreams and visions more oriented 
  towards one’s personal journey and not 
  necessarily the group’s. They are also known for 
  their speed, quickness to action, and individual 
  superiority. 
  Wolf. As pack animals, wolves are often 
  associated with ferocity, intelligence, and the 
  hunt. The act of hunting, including fighting and 
  tracking prey, are common symbols. Wolves are 
  seen as clever and wise animals, though with an 
  aggressive intensity in comparison to a mole or 
  similar animal. Their pack can be used to 
  symbolize comrades-in-arms, especially close 
  family or adventuring companions. 
   
  
   
    
   
   
   
  Book of the Path         25 
  “I saw the warrior stand against the neogi and give a 
  mighty shout. Suddenly it was like waking from a 
  dream; our minds felt clear for the first time in years. 
  We looked at the neogi taskmasters, and 
  then the shovels and pickaxes in our own 
  hands. Without a word, we joined the 
  strange warrior who had freed us, and 
  charged.” 
   
  -Xemis Harbo, recounting his 
  experience with a barbarian 
  on the Path of the Unbound 
   
  The Origin of 
  Rage 
  A life lived in bondage is an 
  injustice to all humanoids. 
  Whether they were born into 
  slavery or were imprisoned, 
  these barbarians have been 
  cruelly shunted to the 
  fringes of society and have 
  had to harness their rage 
  to survive. Now they find 
  that unleashing that 
  anger goes beyond 
  simple martial prowess—something empowers 
  them to lash out with the fury of all the captives 
  who came before them. 
   
  d4 
  Path Origin 
  1 
  I was taken prisoner by heartless creatures. I 
  escaped and now hunt my former captors. 
  2 
  I cured an injustice by freeing those 
  wrongfully imprisoned and was rewarded by 
  some unknown power for my actions. 
  3 
  I led an uprising against slavers and carry the 
  resolve of my companions within me. 
  4 
  I once held the whip, to my shame. I 
  rejected my old life and was empowered to 
  free those I’d wronged and more. 
   
  Path Features 
   
  Breaker of Bonds 
  Starting at 3rd level, while you are raging you 
  cannot be grappled, restrained, or stunned, and 
  you ignore nonmagical difficult terrain and 
  effects that reduce your speed. If you are not 
  raging and become grappled or restrained, 
  these effects end as soon as you enter a rage. 
   
  Flight of Foot 
  Beginning at 6th level, the benefit of 
  your Fast Movement feature increases 
  to 20 feet. In addition, while you are 
  raging allies who start their turn within 
  5 feet of you gain 5 feet of movement on 
  their turn. 
   
  Cry for Freedom 
  Starting at 10th level, as an action you 
  can attempt to aid your allies with a 
  rallying cry. Each creature of your 
  choice within 60 feet that can hear you 
  can immediately reroll a saving throw 
  against being blinded, charmed, 
  frightened, incapacitated, paralyzed, 
  restrained, or stunned. For each 
  creature that succeeds on its saving throw 
  against one of these effects, you gain 
  temporary hit points equal to half your 
  barbarian level, applied simultaneously. Once 
  you use this feature, you can’t do so again until 
  you finish a short or long rest. 
   
  Wrath of the Unbound 
  From 14th level onward, the first time you hit a 
  creature with a weapon attack on each of your 
  turns, you can force it to make a Dexterity 
  saving throw or become restrained until the 
  start of your next turn. The DC of this saving 
  throw is 8 + your proficiency bonus + your 
  Strength modifier. A restrained creature can 
  attempt to free itself as an action on its turn. 
   
  XI. Path of the Unbound 
  
   
    
   
   
   
  Book of the Path         26 
  A More Potent Anger 
  The unbound channel a particular kind of 
  societal rage, a generalized struggle. As such, 
  their abilities can manifest visually in a number 
  of ways. 
   
  Rage. While raging you might manifest 
  supernatural elements, such as broken shackles 
  on your wrists or chains-turned-knuckle-wraps 
  on your hands. 
   
  Flight of Foot. Your increased speed blurs your 
  feet as you all but soar across the battlefield. 
  Allies have a similar appearance when they 
  benefit from the speed of your aura. 
   
  Cry for Freedom. Your shout is not your own, 
  but a multitude of voices making their voices 
  heard against bondage. The illusory 
  manifestations of your rage glow more 
  intensely with each ally who succeeds on a 
  saving throw prompted by your shout. 
   
  Beyond the Battlefield 
   
  The Unbound in Society 
  The Path of the Unbound centers on the 
  freedom of others and turning the chains of the 
  oppressor against them. Some are vocal 
  proponents of justice, actively seeking to ensure 
  that all people have the help necessary to break 
  free of bondage. Others are reserved, 
  constantly looking over their shoulder in fear 
  that their power will bring unwanted attention 
  to themselves and loved ones. 
   
  Dreams and Visions 
  Whatever the ‘source’ of an unbound 
  barbarian’s power, they are often visited by 
  dreams and visions that guide them towards 
  places and people that need their help. These 
  barbarians are drawn to places where people 
  chafe under their bonds and cry out for 
  freedom; no matter where they wander, 
  something leads them to the oppressed in need 
  of aid. 
  
   
    
   
   
   
  Book of the Path         27 
  “She big bad! The more holes we poke, the more big 
  bad she was! My cousin poked with a spear and she 
  kicked him over the wall!” 
   
  -Recorded account of Snukku the kobold on 
  their encounter with a barbarian on the Path of 
  the Vengeful (rough translation) 
   
  The Origin of Rage 
  Barbarians are known for their ability to take 
  considerable amounts of physical punishment, 
  and for their fury in combat. It is only sensible 
  that a discipline of warriors has learned to fully 
  harness the connection between the two—
  embracing their pain as a means of heightening 
  and honing their anger. 
   
  d4 
  Path Origin 
  1 
  I was trained by monks to channel pain into 
  progress. I just do it a bit more loudly. 
  2 
  In the midst of battle I was badly injured and 
  had to harness my anger to survive it. 
  3 
  I’m terrified when I fight, but my will to 
  survive only grows with each wound. 
  4 
  A refusal to accept failure is what drives me 
  even when I’m on my last legs. 
   
  Path Features 
   
  Pained Rage 
  Starting at 3rd level, your weapon attacks deal 
  an additional 1d4 damage when attacking a 
  creature that has damaged you since the end of 
  your last turn. This extra damage increases to 
  1d6 at 6thth level and 1d8 at 10th level. 
   
  Complete Recklessness 
  Starting at 6th level you can leave yourself more 
  open to attack than normal to fuel a future 
  strike. When you use your Reckless Attack 
  feature while raging, you can choose to lose the 
  damage resistances granted by your rage until 
  the start of your next turn. Your bonus Rage 
  Damage is doubled for attacks made during this 
  time. 
   
  Injured Fervor 
  Beginning at 10th level, your walking speed 
  increases by 5 feet when you are below your hit 
  point maximum. If you are below half your hit 
  point maximum, your speed is instead increased 
  by 10 feet. 
   
  Bloodied Champion 
  At 14th level, your wounds fully heighten your 
  focus in combat. When you make a saving 
  throw and aren’t already affected by this 
  feature, you can add your Rage Damage bonus 
  to the saving throw result, or double this 
  amount if you are below half your hit point 
  maximum. You can do so after the saving throw 
  is made but before you know if it succeeds or 
  fails. When you use this feature, you do not add 
  your Rage Damage to your attacks until after 
  the end of your next turn. 
   
   
  XII. Path of the Vengeful 
  
   
    
   
   
   
  Book of the Path         28 
  A More Potent Anger 
  The Path of the Vengeful can be narrated very 
  similarly to the Path of the Berserker or the 
  Path of the Battlerager. At face value there’s 
  nothing externally supernatural about this 
  warrior’s ability to withstand punishment; 
  instead they represent the pinnacle of sheer will 
  and determination and can be narratively 
  tailored to suit the player’s vision of how the 
  barbarian reacts to combat. 
   
  As a combat encounter progresses, the 
  barbarian can be seen as ‘working themselves 
  up’ with each strike they take. They can even 
  openly challenge and invite strikes from 
  enemies with an air of arrogance or defiance. 
   
  Beyond the Battlefield 
   
  The Vengeful in Society 
  The vengeful find few friends in society, even 
  among their battle companions. Some 
  barbarians on the Path of the Vengeful are 
  arrogant, some self-destructive. Many have 
  reasons why they wantonly disregard their own 
  safety in combat, and not all of them are good. 
  Still, it’s possible for such barbarians to be 
  driven by noble purpose, such as family ties or 
  to spread the renown of their people. 
   
  Dreams and Visions 
  The vengeful dream of challenges worthy of 
  their ability to push beyond pain, and 
  sometimes receive visions of approaching 
  challengers in direct and metaphorical terms. 
  Nightmares of failure—and worse, 
  helplessness—plague those who privately fear 
  that their bravado will not grant them victory. 
   
  
   
    
   
   
   
  Book of the Path         29 
  “I don’t speak ill of my fellows in the god’s service. 
  Just that I trust Him to use all manner of tools in His 
  great work…even blunt instruments.” 
   
  -Bishop Lamius Koord, discussing a barbarian on 
  the Path of the Zealot. 
   
  The Origin of Rage 
  Anger is not always an unfettered, base 
  emotion. It can be justified, even righteous. 
  Those that follow the Path of the Zealot have 
  tapped into a power beyond their mortal selves 
  and utilize it in service of the deity that 
  bestowed it upon them. 
   
  d4 
  Path Origin 
  1 
  A deity raised me from death for some 
  greater purpose. I’m on borrowed time. 
  2 
  I was being trained as a paladin but was 
  kicked out due to my emotion-driven power. 
  3 
  I grew up in a church whose deity preaches 
  the acceptance of pain. Am I favored? 
  4 
  I don’t know what deity has empowered me, 
  and my great quest is to discover who it is. 
   
  A More Potent Anger 
  The zealot is, above all, a warrior of the 
  divine. However unlike a paladin the 
  Path of the Zealot’s connection to 
  the divine is raw, like comparing 
  tempered steel with unrefined 
  ore. Here are some suggestions 
  for visually manifesting the 
  zealot’s holy rage. 
   
  Divine Fury. Your body glows 
  with glowing radiance or 
  becomes surrounded by clinging 
  shadows when you rage, based on 
  whether your chosen damage type 
  is radiant or necrotic. When you 
  deal this extra damage to a creature, 
  the light or shadows lash out to 
  strike your target.  
   
  Warrior of the Gods. When magic is used to 
  return you to life, the looming image of your 
  patron divine being appears beside your corpse 
  and helps draw you back to the world of the 
  living.  
   
  Fanatical Focus. If your rerolled saving throw is 
  successful, your body surges with energy in a 
  manner depending on the type of saving throw. 
  For example, your eyes might sear with glowing 
  light when you reroll the saving throw, or the 
  glowing image of a divine figure might appear 
  to pull you out of harm or fortify your defenses.  
   
  Zealous Presence. Your voice echoes and 
  resounds when making the battle-cry granted 
  by your Zealous Presence feature. The allies 
  who benefit from this feature glow with divine 
  light (or darkness) while they benefit from it.  
   
  Rage Beyond Death. Your eyes and veins glow 
  with the light associated with your divine zeal 
  while you fight at 0 hit points. 
   
  Beyond the Battlefield 
   
  The Zealot in Society 
  The Path of the Zealot suggests a 
  connection to a deity, and the 
  barbarian might have ties to a church. 
  It’s just as likely that the church might 
  see the zealot as an inconvenience, a 
  heretic, or a dangerous follower to be 
  controlled. 
   
  Dreams and Visions 
  The zealot is visited by the image of their 
  deity or an appropriate emissary. Their 
  power has a price; there is a grand vision 
  that the barbarian is a part of, but cannot 
  see clearly. Their dreams are the way their 
  deity gives them goals and allows them to 
  glimpse some small part of this holy plan. 
   
  XIII. Path of the Zealot 
  
   
    
   
   
   
  Book of the Path         30 
  Legal Text 
   
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