Weapon of the Barbarian (5e Equipment)

From D&D Wiki
Jump to navigation Jump to search

Weapon (any melee weapon), uncommon (+1) rare (+2) or very rare (+3) (requires attunement by any barbarian (except Totem Warrior) who has chosen their Primal Path)

Barbarians, as most of so called "civilization" refers to them, are a loosely related group of tribes that commune with the animal and nature spirits to gain their power. They shun the shackles of society as separation from the nature we are born from and will all return to. Barbarians are those chosen by nature as the representatives of its rage and power. These weapons are granted to those who have proven their worth to the tribe as both a warrior and a valued custodian of the aspects of nature they choose to represent. The weapon chosen is usually in the shape of the most used weapon in the tribe, but any barbarian (with the permission of the spirits) can create their own. The weapon channels the spirits during your rage, enhancing your communion with them to enhance your abilities. Totem Warriors are the exception as they would use their totems for this purpose instead, and have their own methods of creating weapons related to their Totems.


Burning Fury. While raging, the damage of this weapon increases depending on its rarity (uncommon+1, rare +2, very rare +3.)


Overpower. On a hit while raging, you can replace your damage roll with your strength score once per turn. You can do this a number of times based on your Rage damage and regain all uses of this feature on a long rest.


Call of the Spirits. While Raging, you gain these bonuses depending on your Primal Path.


  • Ancestral Guardian: If a creature affected by your Ancestral Guardians feature is hit again by you, they will also have disadvantage on all saving throws that aren't from you. On your first attack using the Attack action each turn you can add 1damage die to your damage roll based on rarity (1d4 [common], 1d6 [rare] or 1d8+2 [very rare]) as the spirits assist you in combat.


  • Battlerager: You can add your Rage damage to any spike damage you deal. If an enemy misses a melee attack against you by 3 or more on his attack roll, you deal your spike damage + your rage damage to the enemy.


  • Berserker: If you reduce 3 or more creatures to 0 hit points using your Frenzy feature, you can make a DC12 Constitution saving throw. On a successful save, you do not suffer the usual 1 point of exhaustion. If you reduce a creature to 0 hit points using the bonus Frenzy attack, you can choose to move up to 15 feet towards the nearest enemy creature if you have already expended all your movement.


  • Storm Herald: You can add your rage damage to any saving throw, damage roll or temporary hit points your character provides using your auras. The first creature that makes a melee attack against you while within the aura has disadvantage on the attack roll if they do not resist the damage type.


  • Wild Soul: As a bonus action, you can add your Rage damage number to add to any saving throw or attack roll made by the Wild Magic feature you rolled. Once per rage, when you reduce a creature to 0 hit points, you may choose to reroll on your Wild magic table and replace your current effect with the one you just rolled.


  • Zealot: Once per rage, after you make an attack roll and miss a creature, you can add half of your barbarian level to your next attack roll. You are now resistant to the opposite damage type of your Divine Fury feature while raging. Any numerical reductions to your attack rolls (such as Bane) are halved, rounded down.

Back to Main Page5e HomebrewEquipmentMagic Weapons