Knowledge is dangerous! Especially when don’t know what you are doing!
Path of the Savant
A little knowledge is a dangerous thing. You’ve learned… enough. The wizard taught you a some things and some things took. Not much, but some. You got you a book, you got you some learning, and know you gonna hit people with both!
Starting when you choose this path at 3rd level, you get a spellbook with two wizard cantrips. When you start to rage, you can stare at the book for a bit, cram a spell in your brain and you go hog wild. As a bonus action while raging, you can cast that cantrip. The DC for any save is based on your Constitution and spell attacks are made using your Constitution modifier. When your rage ends, you suffer one level of exhaustion as your head hurts. You can copy new spells into your spellbook as a wizard normally does.
Beginning at 6th level, you gain proficiency in Arcana and History. You also gain detect magic into your spellbook and can cast that spell as normal without being in a rage.
Beginning at 10th level, while raging you gain advantage on saving throws against magic spells and effects as your heightened understanding of magic in your rage state lets you see the flow of magic.
Starting at 14th level, you gain the ability to cast 1st level wizard spells and can copy two into your spellbook when you get this ability. When you rage you can choose to learn a 1st level spell instead of a cantrip. If you do, you can cast that spell as a bonus action, but you gain two levels of exhaustion when the rage ends instead of one.
I like barbarians who go with their hands. True, back to basics, run by instinct fighters. Let’s make that happen!
Path of the Brawler
Only the weak use weapons. When the anger takes you, you drop the metal you are holding and fight with fist and fury. You feel every crunch and pop of your foes bones and revel in the carnage you cause as the light leaves their eyes.
Fists of Fury
Starting when you choose this path a 3rd level, your unarmed attacks deal 1d6 damage.
When you enter a rage, treat your unarmed attack’s damage as equal to a monk of your level.
Spirits Fear Your Hate
Beginning at 6th level, for the duration of the rage your unarmed attacks count as magic and silver and you can use a bonus action each round to make an additional unarmed attack each round.
Up Close Violence
Beginning at 10th level, you master the art of crushing unarmed force. While raging, any unarmed attack you make can instead be a grapple attempt.
Any creature you have grappled automatically takes damage equal to a single unarmed attack from you at the start of its turns while you are raging.
Strangler of Great Beasts
Starting at 14th level, you can grapple up to two creatures at once and have no size restrictions nor penalties to grapple a creature while you are raging. While you have a minimum of one limb free, you make all unarmed attacks as normal.
How about a barbarian that fights demons?
Path of the Fallen
Learn from your Enemy
Starting when you choose this path at 3rd level, you gain the resistances of your foes when you rage. While raging you gain resistance to cold, fire, poison, bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered.
Beginning at 6th level, your rage frightens those are are not used to it. Any creature you choose that starts it turn or enters within 30 feet of you while you are raging must make a Wisdom saving throw. On a failure, On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to your fear aura for the next 24 hours..
Beginning at 10th level, your rage flows into your weapons and your very soul. You gain advantage on all saving throws against magical effects and spells while raging. Your weapon counts as a +1 version of itself while you are raging. If your weapon has a better enchantment that +1, use that instead.
Starting at 14th level, when you rage, you take on the visage of a devil. You gain immunity to all nonmagical weapons, immunity to poison and fire damage and the poisoned condition, giant bat wings that grant you a fly speed of 60 feet per round, and truesight out to 60 feet while raging.
DnD is launching a new season where the players will fight giants. I think it’s time for every class to get something dedicated to fighting the giants. Let’s start with berserker!
Path of the Thor’s Tribe
Long ago a man, maybe a god, fought the giants. The giants are now on the outskirts of society, but the man’s people are still here. Those who follow this hard path know the ways to make the tall bend their knees!
Starting when you choose this path at 3rd level, you gain the ability to make the tall fall hard. When raging, double your rage damage bonus against creatures that are at least one size category larger then you.
The Hammers of Thor
Beginning at 6th level, you’ve begun to learn the true traditions of your forefather. When you wield a weapon that does bludgeoning damage, it can be used as a thrown weapon with a range of 60/120, does electric damage with used both as a range weapon or a melee weapon, and at the end of a range attack returns back to to the wielder’s hand.
Charge of the Ram
Beginning at 10th level, you uncover the secrets of the leader’s pack animals. As an action, you can move up to your speed, make an attack, and on a hit do four times your normal strength or dexterity modifier damage on a successful hit.
Armor of the Allfather
Starting at 14th level, you gain the armor of your forefather’s father. You gain resistance to all weapon damage from creatures that are sized larger than you.