Barbarian
Base Class: Barbarian

Hroka Stonevein plants her feet as the enemy advances, heat rolling off her in visible waves. Blades strike and slide away as if the air itself has hardened, every step forward met with punishing resistance. They learn too late that pressing her only feeds the fire.

The battlefield slows—not because the world has changed, but because Kael of the Red Claw has. A twitch of muscle, a shift of weight, and he moves before intent becomes action, reacting to threats that have barely begun. When the axe falls, the fight is already decided.

Vesha Emberfall leaps into the heart of the melee and slams down hard. Light and heat explode outward, bodies hurled aside as stone fractures beneath her, the furnace within tearing open for a single violent release. She rises coughing smoke, pain burning through her chest, already knowing it was worth the strain.

For barbarians on the Path of the Burning Soul, rage is not the weapon—it is the gateway, a state where the body is pushed beyond its limits and used as a conduit for something far more dangerous. They do not calm the fire within, nor do they surrender to it; they endure it, allowing their senses, strength, and speed to sharpen under unbearable pressure.

Barbarians on this path have descended so deeply into rage that they discovered what fuels it, and now dare to open that furnace again and again, paying the cost in flesh and breath for power that reshapes the battlefield around them.  They wield rage as a gateway, channeling soul-fire through their body to unleash devastating magic, explosive bursts, and brutal manifestations at great personal cost.

Level 3: Broken Seals

You have opened the door to a source of power. You gain proficiency with the Arcana skill, and you use your Constitution ability score when making Arcana checks.

Level 3: Spellcasting

You gain the ability to cast spells fueled directly by the furnace within your soul.

  • Spellcasting Ability: Constitution

  • Rage Requirement: You can cast spells granted by this subclass only while you are raging.

  • Rage Interruption:
    If your rage ends, you immediately lose the ability to cast spells granted by this subclass until you rage again, and you immediately lose concentration on any spell you are concentrating on

  • Known Spells: You learn spells from the Path of the Burning Soul spell list.

 

Path of the Burning Soul Spellcasting
  —Spell Slots per Spell Level—
Barbarian Level Prepared Spells 1 2 3 4
3 3 2 — — —
4 4 3 — — —
5 4 3 — — —
6 4 3 — — —
7 5 4 2 — —
8 6 4 2 — —
9 6 4 2 — —
10 7 4 3 — —
11 8 4 3 — —
12 8 4 3 — —
13 9 4 3 2 —
14 10 4 3 2 —
15 10 4 3 2 —
16 11 4 3 3 —
17 11 4 3 3 —
18 11 4 3 3 —
19 12 4 3 3 1
20 13 4 3 3 1

 

Path of the Burning Soul Spell List
Spell Level Spells
1st Burning Hands, Earth Tremor, Thunderwave, Witch Bolt, Absorb Elements, Shield, Cause Fear, False Life, Inflict Wounds
2nd Aganazzar’s Scorcher, Shatter, Snilloc’s Snowball Swarm, Aid, Lesser Restoration, Warding Bond, Blindness/Deafness, Wither and Bloom, Gentle Repose
3rd Fireball, Lightning Bolt, Erupting Earth, Thunder Step, Dispel Magic, Protection from Energy, Counterspell, Blight, Feign Death, Vampiric Touch, Revivify
4th Wall of Fire, Storm Sphere, Stoneskin

 *Additional spells are allowable at the discretion of your DM.  Spells should belong to the Abjuration, Evocation, and Necromancy schools of magic.

Manifestations

You learn to vent the power of the Burning Soul through controlled physical expressions known as Manifestations.

  • You can use Manifestations only while you are raging.

  • You have a number of Smoldering Dice equal to your proficiency bonus.

  • You regain all expended Smoldering Dice when you finish a long rest.

  • The size of your Smoldering Dice increases as you gain levels in this class, as shown in the table below.

Smoldering Die Size

Barbarian Level Smoldering Die
3rd d6
6th d8
10th d10
14th d12

Manifestation Tracks

Each Manifestation belongs to a Track, representing a distinct progression path.  
Tier II and Tier III Manifestations are upgrades within the same Track, and each has the previous tier's manifestation as a prerequisite.  Tier II Manifestations are available beginning at level 3. 

You can select Tier I manifestations from 2 tracks at level 3.  At level 6 you begin to specialize in one track and increase one of your selected tracks to tier II.  At level 10, you gain mastery on that track and it grows to Tier III.

When a Manifestation has upgrades, all effects triggered by that Manifestation resolve using a single Smoldering Die roll.


Each Manifestation Track channels the furnace's power through a different aspect of your body and will. No two Burning Soul barbarians burn the same way — the tracks you choose define not just what you can do, but what kind of force of nature you are at the table.

Burning Presence — You are the furnace made visible. This track radiates the heat of your soul outward, making your very existence on the battlefield a threat that allies can weaponize and enemies cannot ignore.

Cinderflow — You are never where they expect. This track turns movement into a weapon in itself, letting you slip through formations and arrive exactly where you need to be before anyone can stop you.

Iron Furnace — You are a wall that hits back. This track weaponizes your own durability, making every attack against you a calculated risk for your enemies as the furnace returns what it receives.

Ruinous Impact — You are a problem that gets worse. This track locks onto a single target and systematically dismantles them, draining their defenses and their options until there is nothing left but the inevitable.

Soul Conduit — You are the wrong target. This track makes it dangerous for enemy spellcaster's to throw magic at you, turning their own power against them the moment it touches you.

Worldbreaker's Wake — You are most dangerous when you are moving. This track transforms momentum into devastation, turning a charge into a seismic event that reorganizes the battlefield around your arrival.

Manifestations: Kindled (Tier I)

At level 3, you can select 2 Tier I manifestations from separate tracks.  At level 6 you begin to specialize in one track and increase one of your selected tracks to tier II.  At level 10, you gain mastery on that track and it grows to Tier III. 

Burning Presence - Tier I: Soul Radiance

While raging, you can expend 1 Smoldering Die to cause the heat of your soul to radiate outward visibly. Until the end of your next turn, you have advantage on Charisma (Intimidation) checks, and you may use your Constitution modifier instead of your Charisma modifier for those checks.

Activation: Bonus action

Cinderflow - Tier I: Cinder Step

When you move on your turn while raging, expend 1 Smoldering Die to increase your movement by 10 feet and ignore difficult terrain for the turn.

Activation: Bonus action.

Iron Furnace - Tier I: Burning Hide

When you take damage from an attack while raging, you can use your reaction to expend 1 Smoldering Die to reduce the damage by the roll + your Constitution modifier.

Activation: Reaction

Ruinous Impact - Tier I: Burning Blow

When you hit a creature with a melee weapon attack while raging, expend 1 Smoldering Die to deal extra damage equal to the roll.

Activation: Bonus action.

Soul Conduit - Tier I: Burning Rebuke

When a single-target spell deals damage to you while raging, you can use your reaction to expend 1 Smoldering Die to deal damage equal to your Smoldering Die roll + your Constitution modifier to the caster. This damage cannot exceed the damage dealt by the spell.

Activation: Reaction

Worldbreaker's Wake - Tier I: Groundbreaker

When you move at least 10 feet before making a melee weapon attack while raging, expend 1 Smoldering Die as part of that attack. On a hit, the target must succeed on a Strength saving throw against your Manifestation save DC or  be knocked Prone. 

Activation: Bonus action

Manifestations: Ignited (Tier II)

At level 6 you begin to specialize in one track and increase one of your selected tracks to tier II.

When a Manifestation has upgrades, all effects triggered by that Manifestation track resolve using a single Smoldering Die roll.  An additional smoldering die is not required to trigger Tier II effects.

Burning Presence - Tier II: Terrifying Presence

When you use Soul Radiance, you may choose one creature that can see you. That creature makes a Wisdom saving throw against your Manifestation save DC + your Smoldering Die roll. On a failed save, the creature is Frightened of you until the end of your next turn.

Cinderflow - Tier II: Scalding Momentum

When you use Cinder Step, you can move through enemy spaces as if they were unoccupied this turn.

Iron Furnace - Tier II: Tempered Flesh

When you use Burning Hide, you cannot be moved against your will, knocked Prone, or Grappled until the start of your next turn.

Ruinous Impact - Tier II: Relentless Pressure

When you use Burning Blow, you also deal extra damage equal to your Constitution modifier, and the target cannot take the Disengage action until the start of your next turn.

Soul Conduit - Tier II: Incinerating Rebuke

When you use Burning Rebuke, you also reduce the incoming spell damage by your Smoldering Die roll.

Worldbreaker's Wake - Tier II: Seismic Follow-Through

When you knock a creature Prone with Groundbreaker, you may immediately move up to your full speed in a straight line without provoking opportunity attacks. You may make one melee weapon attack against each creature whose space you pass through or end your movement adjacent to. On a successful attack, each creature makes strength saving throw against your Manifestations DC.  If they fail they are knocked prone and you may continue to move up to your remaining speed.  If they succeed, they are not knocked prone and your movement is halted in that space.

Manifestations: Ablaze (Tier III)

At level 10, you gain mastery on that track and it grows to Tier III.

When a Manifestation has upgrades, all effects triggered by that Manifestation resolve using a single Smoldering Die roll.  An additional smoldering die is not required to trigger Tier III effects.

Burning Presence - Tier III: Searing Focus

When a creature fails its saving throw against Terrifying Presence, one ally of your choice that can see you gains advantage on their next attack roll before the start of your next turn.

Cinderflow - Tier III: Blazing Evasion

When you use Cinder Step, opportunity attacks against you are made with disadvantage until the end of your turn.

Iron Furnace - Tier III: Forged Mantle

When you use Burning Hide, you also deal damage equal to your Smoldering Die roll to the attacker. This retaliation triggers each time you use Burning Hide, for every attack that hits you.

Ruinous Impact - Tier III: Incendiary Momentum

When you hit a creature that cannot Disengage due to Relentless Pressure, that creature must make a Constitution saving throw against your Manifestation save DC or become Stunned until the start of your next turn.

Soul Conduit - Tier III: Immolating Rebuke

While raging, you have advantage on saving throws against spells.

Worldbreaker's Wake - Tier III: Shattered Ground

When you use Groundbreaker, the impact radiates outward. Each creature within 5 feet of the target must also succeed on the same Strength saving throw or be knocked Prone. All affected creatures take damage equal to your Smoldering Die roll.

Magic Awareness

Your attunement to the magical energy flowing through you sharpens into something instinctive. As a Magic action, you can open your awareness to the magic around you. Until the end of your next turn, you know the location of any spell, magic item, or ongoing magical effect within 30 feet of you, provided it is not behind total cover.

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.

Soul Eruption

The furnace within you can be opened completely.

While raging, you can take the Magic action to trigger your Soul Eruption. Choose a damage type — fire or radiant — and choose one of the following eruption options:

DETONATION
The furnace explodes outward in all directions. Each creature within 20 feet of you must make a Dexterity saving throw against your Manifestation save DC, taking 5d12 damage of the chosen type on a failed save, or half as much on a successful one.

ERUPTION WAVE
The furnace tears open in a directed blast. Each creature in a 30-foot cone must make a Dexterity saving throw against your Manifestation save DC, taking 5d12 damage of the chosen type on a failed save, or half as much on a successful one.

You can use Soul Eruption a number of times equal to your Constitution modifier (minimum once), and you regain all expended uses when you finish a long rest.

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