When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?
What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to "civilized" lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the outlander background.
As a barbarian, you gain the following class features.
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: ld12 (or 7) + your Constitution modifier per barbarian level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
(a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorer's pack and four javelins
1st-level barbarian feature
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. Vou can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
1st-level barbarian feature
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
2nd-level barbarian feature
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
2nd-level barbarian feature
You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, sue h as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
3rd-level barbarian feature
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
3rd-level barbarian feature
You choose a path that shapes the nature of your rage. Choose the Path of the Berserker, the Path of the Totem Warrior, and more are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
4th-level barbarian feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You can also forego increasing your ability scores and choose a feat.
5th-level barbarian feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
5th-level barbarian feature
Your speed increases by 10 feet while you aren't wearing heavy armor.
7th-level barbarian feature
Your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated. you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
7th-level barbarian feature
As part of the bonus action you take to enter your rage, you can move up to half your speed.
9th-level barbarian feature
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
11th-level barbarian feature
Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed. you drop to 1 hit point instead.
Each time you use this feature after the first. the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
15th-level barbarian feature
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
18th-level barbarian feature
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
20th-level barbarian feature
You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Rage burns in every barbarian's heart. a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.
Xanathar's Guide To Everything
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
3rd-level Path of The Ancestral Guardian feature
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the dam age dealt by the attack. The effect on the target ends early if your rage ends.
6th-level Path of The Ancestral Guardian feature
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class. you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
10th-level Path of The Ancestral Guardian feature
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one Of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
14th-level Path of The Ancestral Guardian feature
Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
Sword Coast Adventurer Guide
Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers a re dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.
3rd-level Path of The Battlerager feature
When you choose this path at 3rd level, you gain the ability to use spiked armor (see the "Spiked Armor" sidebar) as a weapon.
While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal ld4 piercing damage. You use your Strength modifier for the attack and damage rolls.
Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.
6th-level Path of The Battlerager feature
When you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends .
6th-level Path of The Battlerager feature
Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
14th-level Path of The Battlerager feature
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.
Tasha's Cauldron of Everything
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.
d4. Origin
One of your parents is a lycanthrope, and you've inherited some of their curse.
You a re descended from an archdruid and inherited the ability to partially change shape.
A fey spirit gifted you with the ability to adopt different bestial aspects.
An ancient animal spirit dwells within you , allowing you to walk this path.
3rd-level Path of the Beast feature
When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon's form each time you rage:
Bite: Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals ld8 · piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claws: Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals ld6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tail: You grow a lashing, spiny tail, which deals ld8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
6th-level Path of the Beast feature
The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:
You gain a swimming speed equal to your walking speed, and you can breathe underwater.
You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.
10th-level Path of the Beast feature
When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
The target must use its reaction to make a melee attack against another creature of your choice that you can see.
The target takes 2d 1 2 psychic damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
14th-level Path of the Beast feature
The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Player's Handbook
For some barbarians. rage is a means to an end-that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage. you thrill in the chaos of battle, heedless of your own health or well-being.
3rd level Path of the Berserker Feature
You can go into a frenzy when you rage. If you do so. for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends. you suffer one level of exhaustion (as described in appendix A).
6th level Path of the Berserker Feature
You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
10th level Path of the Berserker Feature
You can use your action to frighten someone with your menacing presence. When you do so. choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw. you can't use this feature on that creature again for 24 hours.
14th level Path of the Berserker Feature
When you take damage from a creature that is within 5 feet of you. You can use your reaction to make a melee weapon attack against that creature.
Dark Arts Player Companion
The Path of Blood is a path taken by only the most ruthless and battle-hungry barbarians. They do not care when they shed their own blood - in fact, they use that energy to empower their rage even farther, using their suffering to inflict wounds upon their foes through magical bonds of blood. While at first glance the Path of Blood appears to be powered by the same forces as the Path of the Berserker, the Path of Blood is far more magical in nature. Bloodragers use their blood in a form of hemomancy - a magic that utilizes blood sacrifices.
3rd level Path of Blood Feature
You can choose to ignite your blood with magical power during you rage. At the end of each of your turns while raging, you can choose to take 1d4 + half your barbarian level necrotic damage to release a burst of necrotic energy. Each creature of your choice within 10 feet of you takes necrotic damage equal to the necrotic damage you took. The necrotic damage you take ignores resistance or immunity.
6th level Path of Blood Feature
You gain the ability to smell the scent of the injured from up to a mile away, and accurately pinpoint the scent’s direction. Once you get within 1000 feet of the source, you can make a DC 15 Wisdom (Perception) check to determine its exact identity. On a success, you know the exact identity of the creature if you have encountered it before; otherwise you only determine its type and the severity of its injury. Either way on a success, you know the exact distance and direction to the injured creature. On a failed check, you know that you failed the check and can’t make another one for 1 hour.
10th level Path of Blood Feature
Touching spilled blood allows you to see the circumstances under which the blood was spilled. As an action, you can touch at least a drop of blood that has been spilled within the last 48 hours. For the next 12 seconds, you become blind and deaf to your own senses as your mind experiences the minute that led to that blood being spilled, from the point of view of the one whose blood was spilled.
14th level Path of Blood Feature
Whenever a creature within 10 feet of you is reduced to 0 hit points while you’re raging, you can use your reaction to move up to half your speed without provoking opportunity attacks, and make a single melee weapon attack. As part of the same reaction, you may also spend a hit die to heal yourself. If you choose to do so, roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
Xanathar's Guide To Everything
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
3rd-level Path of The Storm Herald feature
You emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert: When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
Sea: When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Tundra: When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.
6th-level Path of The Storm Herald feature
The storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.
Desert: You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
See: You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
Tundra: You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.
10th-level Path of The Storm Herald feature
You learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.
14th-level Path of The Storm Herald feature
The power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.
Desert: Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.
Sea: When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.
Tundra: Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
Player's Handbook
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle. your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases. it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
3rd level Path of the Totem Warrior Feature
Yours is a path that seeks attunement with the natural world giving you a kinship with beasts. You gain the ability to cast the beastsense and speak with animals spells, but only as rituals, as described in chapter 10.
3rd level Path of the Totem Warrior Feature
You choose a totem spirit and gain its feature. You must make or acquire a physical totem object-an amulet or similar adornment-that incorporates fur, feathers, claws, teeth, or bones of the totem animal. At your option, you also gain miner physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick. skinned, or if your totem is the eagle. your eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example. you could choose a hawk or vulture in place of an eagle.
Bear: While raging. you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Eagle: While you're raging and aren't wearing heavy armor. other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
Wolf: While you're raging. your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
6th level Path of the Totem Warrior Feature
You gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
Bear: You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull. lift, or break objects.
Eagle: You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Wolf: You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).
10th level Path of the Totem Warrior Feature
You can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
14th level Path of the Totem Warrior Feature
You gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Bear: While you're raging. any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
Eagle: While raging. you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Wolf: While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Tasha's Cauldron of Everything
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
3rd-level Path of Wild Magic feature
As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
3rd-level Path of Wild Magic feature
The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced. If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
d8. Magical Effect
Shadowy tendrils lash around you . Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use · this effect again on each of your turns as a bonus action.
An intangible spirit, which looks like a flumph or a pixie (your choice) , appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take1D6 force damage. Until your rage ends, you can use this effect again , summoning another spirit, on each of your turns as a bonus action.
Magic infuses one weapon of you r choice that you are holding. Until you r rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves you r hand, the weapon reappears in your hand at the end of the current turn.
Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you , your allies gain the same bonus.
Flowers and vines temporarily grow around you; until you r rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
A bolt of light shoots from you r chest. Another creature of you r choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can u se this effect again on each of you r turns as a bonus action.
6th-level Path of Wild Magic feature
You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:
For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.
You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
10th-level Path of Wild Magic feature
When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.
14th-level Path of Wild Magic feature
Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Xanathar's Guide To Everything
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots warriors who channel their rage into powerful displays of divine power.
A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
3rd-level Path of The Zealot feature
You can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1D6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.
3rd-level Path of The Zealot feature
Your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not uncleath), the caster doesn’t need material components to cast the spell on you.
6th-level Path of The Zealot feature
Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
10th-level Path of The Zealot feature
You learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
14th-level Path of The Zealot feature
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows. While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.