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Classes
Player’s Handbook
Walk in Community with the Animal World
Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.
Classes
Player’s Handbook
personify their Rage as a fierce spirit or revered forebear. Others see it as a connection to the pain and anguish of the world, as an impersonal tangle of wild magic, or as an expression of their own
as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.
Some Barbarians
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Master of the Grave"} hit points whenever it starts its turn there.
Unusual Nature. The skull lord doesn’t require air, food, drink, or sleep.Multiattack. The skull lord makes three Bone Staff or
Grave. While within 30 feet of the skull lord, any Undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6;{"diceNotation":"1d6", "rollType":"heal", "rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.Multiattack. The deathlock makes two Deathly Claw or Grave Bolt attacks.
Deathly Claw. Melee Weapon Attack: +6
", "rollDamageType":"necrotic"} necrotic damage.
Grave Bolt. Ranged Spell Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Grave Bolt"} to hit, range 120 ft., one target. Hit: 13 (3d8
Monsters
Mordenkainen Presents: Monsters of the Multiverse
require air, food, drink, or sleep.Multiattack. The deathlock makes two Life Drain or Grave Bolt attacks.
Life Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction
to life or its body is destroyed. The deathlock can have no more than twelve zombies under its control at one time.
Grave Bolt. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Turn Resistance. The deathlock has advantage on saving throws against any effect that turns Undead.
Unusual Nature. The deathlock doesn’t require air, food, drink, or sleep.Multiattack. The
deathlock makes two Deathly Claw or Grave Bolt attacks.
Deathly Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Deathly Claw"} to hit, reach 5 ft., one target
Monsters
Eberron: Rising from the Last War
Tulkhesh regains spent legendary actions at the start of his turn.
Attack. Rak Tulkhesh makes one weapon attack.
End Magic (Costs 2 Actions). Rak Tulkhesh casts dispel magic.
Provoke Rage (Costs 3 Actions
form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also
Monsters
Spelljammer: Adventures in Space
, without needing to make an ability check.
Unusual Nature. The vampirate doesn’t require air or drink.Energy Drain. Melee or Ranged Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
sleep because they like to, not because they must. They rest in wooden coffins or crates full of grave dirt. In the absence of such containers, they can treat their ship’s hold as one big
Monsters
Spelljammer: Adventures in Space
to make an ability check.
Unusual Nature. The mage doesn’t require air or drink.Multiattack. The mage makes two Ray of Cold attacks.
Energy Drain. Melee or Ranged Spell Attack: +5
because they must. They rest in wooden coffins or crates full of grave dirt. In the absence of such containers, they can treat their ship’s hold as one big coffin and sleep amid their cargo. When
Monsters
Storm King's Thunder
resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand
require some sort of blood sacrifice, and their effects are usually transformative. For example, some Black Raven shamans know a ritual that allows them to hatch giant ravens from normal raven eggs, and
Monsters
Dragonlance: Shadow of the Dragon Queen
Unusual Nature. The dragon doesn’t require air, food, drink, or sleep.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9
echoes, and sometimes things or creatures they encounter painfully remind them of what they once had. These fleeting moments of lucidity quickly burn away in rage and anguish, driving the dragons to
Monsters
Spelljammer: Adventures in Space
needing to make an ability check.
Unusual Nature. The captain doesn’t require air or drink.Energy Drain. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
alive.
Vampirates eat, drink, and sleep because they like to, not because they must. They rest in wooden coffins or crates full of grave dirt. In the absence of such containers, they can treat their
Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or
Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or
Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or
Classes
Tasha’s Cauldron of Everything
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself
death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?
Classes
Tasha’s Cauldron of Everything
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself
death and to recover knowledge that might otherwise be lost to the grave.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?
Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a
Monsters
Fizban's Treasury of Dragons
.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to
Species
Guildmasters’ Guide to Ravnica
, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds
’s resonant nasal chambers, that indicate status, family connection, and community role. Since most non-loxodons can’t distinguish these underlying tones, let alone produce them, loxodons
Monsters
Van Richten’s Guide to Ravenloft
. The juggernaut doesn’t require air, food, drink, or sleep.Multiattack. The juggernaut makes two attacks. It can replace one attack with Deadly Shaping if it is ready.
Executioner’s Pick
is washed away in a tide of gore and rage. These killers’ grisly work swiftly becomes the stuff of legends,striking fear into innocents across lands and over ages.
Creating a Relentless Killer
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The greatwyrm doesn’t require food or drink.Multiattack. The greatwyrm makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18;{"diceNotation":"1d20+18
their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to
Monsters
Eberron: Rising from the Last War
powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms
surrounding magic, from malevolent warlocks to mad wizards, from deadly curses to magical power that draws those who wield it deeper into darkness.
Sul Khatesh is subtler than the Rage of War. She
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
of his drow foe, then turns to drive his armored elbow into the gut of another.
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury
. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.
For some, their rage springs from a communion with
monsters
. Recovering the lost name and carving its glyph form into a stone creates a zone that severs the titan’s connection to the wild.The Wild Titan’s Lair
The Wild Titan’s lair is a
that finishes a Long Rest in this area must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level. A creature that doesn't require food succeeds automatically.
If the Wild Titan dies or moves its lair elsewhere, these effects end immediately.Cold
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Revenants Vengeance from beyond the Grave Habitat: Forest, Swamp, Urban; Treasure: Any Wrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or
vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests. Cristi Balanescu Revenant Followed by a Graveyard Revenant
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Revenants Vengeance from beyond the Grave Habitat: Forest, Swamp, Urban; Treasure: Any Wrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or
vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests. Cristi Balanescu Revenant Followed by a Graveyard Revenant
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Primal Instinct People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue
, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Primal Instinct People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue
, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Barbarian DENMAN ROOKE A Fierce Warrior of Primal Rage Core Barbarian Traits Primary Ability Strength Hit Point Die D12 per Barbarian level Saving Throw Proficiencies Strength and Constitution
a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil. Some Barbarians personify their Rage as a fierce