Base Class: Barbarian
The Path of Rampage barbarian, often called a "Rampager", is one of the oldest known paths for a barbarian to follow. Bare knuckle brawling with only the power of one's fury behind each strike. Often times, simplicity is the greatest weapon.
Rampage
Following the Path of Rampage at 3rd level, you forego conventional weapons and instead opt to tear your enemies apart with your bare hands. While you are unarmed and not wielding a shield your unarmed melee attacks deal a base 3d4 bludgeoning damage.
Additionally, when you enter Rage and at the start of each turn you are in Rage, you gain a point of Rampage. For each point of Rampage, you gain 5 additional feet of movement and your unarmed melee attacks deal an additional 2 points of bludgeoning damage. You lose all points of Rampage when your Rage ends.
Beginning at 6th level, your unarmed melee attacks will count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Thrash
At 6th level, you are a living weapon, and anything or anyone you can get your hands on become a weapon as well. Whenever you hit a creature with an unarmed melee attack, you may choose to have the creature make a Strength save (DC = 8 + your Strength modifier + your Proficiency bonus) or become grappled by you. You can grapple creatures up to one size larger than you, but not Gargantuan.
While you have a creature grappled, you may use it as an improvised weapon with which you are proficient and that has the Thrown property. When you hit another target with a creature you have grappled, the grappled creature takes damage equal to twice your Strength modifier.
- If a creature is at least one size smaller than you, you deal a base 1d8 bludgeoning damage with them, they have the Light property, and you may swing them with one hand -- freeing the other hand for another creature, weapon, or shield.
- If a creature is the same size as you or larger, you deal a base 2d6 bludgeoning damage with them, they have the Two-Handed and Heavy properties, and deal an additional 2 bludgeoning damage if they are larger than you.
You suffer no penalty to your speed when grappling a creature or moving with a grappled creature. Creatures used as improvised thrown weapons have a range of 20/60.
Tear Apart
Also at 6th level, the brutal savagery of your rampages is terrifying to witness. Whenever you kill a creature with an unarmed melee attack, you can tear their body apart in a gory display of violence.
When you do, other hostile creatures within 15 feet of you must make a Wisdom saving throw (DC = 8 + your Constitution modifier + your Proficiency bonus) or become frightened of you for 1 minute. You may tear a creature apart this way a number of times equal to your Proficiency bonus per long rest.
Crash
Starting at 10th level, you rush into battle with a wild fury, smashing into your foes with reckless abandon. When rolling for initiative is declared, you may use your reaction and spend two uses of your Rage to enter into a Rage immediately at the start of combat.
If you enter Rage early this way, you may move up to your movement speed and make up to one unarmed melee attack against a creature within range. This attack deals an additional 2d4 bludgeoning damage and the target must make a Strength saving throw (DC = 8 + your Proficiency bonus + your Strength modifier) or be knocked prone.
After moving and attacking this way, turns are taken in usual initiative order.
Riot
Beginning at 14th level, your rampaging rages are akin to a natural disaster, and you cannot be stopped. The first time you are dealt damage each turn, roll 1d12. Add your Constitution modifier to the roll, and reduce the damage taken by that total.
Whenever you move at least 20 feet in a straight line, you may use your reaction to make an unarmed melee attack or a melee weapon attack using an improvised weapon against a creature within range.
Previous Versions
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10/24/2025 3:15:04 PM
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2024
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Coming Soon
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