This page references content from the Dungeons & Dragons 5th Edition Player Handbook. We do not claim the rights to any D&D content.

BARBARIAN PRIMAL PATHS
These are the Primal Paths you can choose as a Barbarian, allowing you more specialized abilities and features within the Barbarian class.
Barbarians have three Primal Paths they can choose from, and the Primal Path is for life:
- Path of the Outlander – FOCUSED
- Path of the Reaver – NIMBLE
- Path of the Totemist – BEAST
Path of the Outlander
Level 3 – Hyperfocus
You have learned to direct your anger to a pin point precision. Rage is replaced by Hyperfocus, a meticulous calm state that allows you to perform very focused and powerful actions.
Level 6
Description
Level 10
Description
Level 14
Description
Path of the Reaver
Level 3 – Raid Frenzy
In place of your default Rage ability, you enter a Raid Frenzy, enhancing your mobility and grace in combat.
Level 6
Description
Level 10
Description
Level 14
Description
Path of the Totemist
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or similar adornment – that incorporates fur or bird leaves, claws, teeth, or bones of the totem animal.
(Optional) You may also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
Level 3
Wild Rage Upgrade
Your Rage ability becomes Wild Rage, fueled by the spirit of the beasts you connect with the most. The totem animal you choose will affect your Wild Rage in a particular way.
Boar
Greatbird
Elk
Jaguar
Wolf
During Wild Rage, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
During Wild Rage, if you aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use a bonus action to Dash on your turn.
During Wild Rage and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
During Wild Rage, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your legs.
During Wild Rage, 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.
Resist physical damage
Enemies’ opportunity attacks are harder, Dash as a bonus action
+15 Speed
Leap distance +10ft;
Jump height +3ft
Nearby friends get advantage on melee attack rolls
Level 6
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 for this ability.
Boar
Greatbird
Elk
Jaguar
Wolf
You gain the might of a boar. 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.
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 Perception: Spot checks.
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.
You gain proficiency in two skills from the following list:

Athletics

Acrobatics

Stealth

Survival
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.
Carrying Capacity (x2)
Many STR checks are easier
Enhanced Sight
Travel pace is doubled for you and nearby allies
Proficiency Bonus in 2 skills
Faster tracking and stealth speeds
Level 10
Spirit Walker
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.
Level 14
Wild Rage Upgrade
You gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected previously or a different one for this ability.
Boar
Greatbird
Elk
Jaguar
Wolf
During Wild Rage, 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.
During Wild Rage, 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.
During Wild Rage, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
During Wild Rage, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
During Wild Rage, 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.
Nearby enemies have more difficulty attacking other targets
Temporary flight ability
Bonus action: Pulverize
Bonus action: Charged Attack
Bonus action: Knockdown Attack