Primal Paths:

Barbarians in the Forgotten Realms have the following Primal Path options, in addition to those in the Player's Handbook. Reghed and Northlander barbarians tend to follow the Path of the Berserker, while Uthgardt barbarians are nearly always followers of the Path of the Totem Warrior.

<u>Path of the Battlerager</u>

Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

<u>Restriction: Dwarves Only</u>

Only dwarves can follow the Path of the Battlerager. The battleragers fills a particular niche in dwarven society and culture. Your DM can lift this restriction to better suit the campaign. The restriction exits for the Forgotten Realms. It might not apply to your DM's setting or that of his version of the Realms.

<u>Battlerager Armor </u>

When you choose this path at 3rd level, you gain the ability to use spiked armor (more information on this in the Sword Coast Adventure Guide or SWAG) as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.  Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeds.

<u>Reckless Abandon</u>

Beginning at 6th level, when you use Reckless Attack while raging, you also gain tempoary hit points equal to your Constitution modifier (minimum 1). They vanish if any of them are left when your rage ends.

<u>Battlerager Charge</u>

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

<u>Spiked Retribution</u>

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 points of piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.

<u>Path of the Totem Warrior</u>

If you follow the Path of the Totem Warrior from the Player's Handbook, you have access to the options presented here:

<u>Totem Spirit</u>

These options are available to you when you choose a totem animal at 3rd level.

The totems of the Uthgardt barbarians of the North (described
in chapter 5) correspond to the spirits of the Path
of the Totem Warrior as shown in the following table.
Totem Spirit
Black Lion                   Tiger
Black Raven                Eagle
Blue Bear                    Bear
Gray Wolf                    Wolf
Great Worm                Wolf
Griffon                          Eagle
Red Tiger                     Tiger
Sky Pony                      Eagle, with the Elk Aspect of the Beast            
Thunderbeast             Bear, with the Tiger Totemic Attunement
Tree Ghost                   Bear, with speak with plants in place of
                                       the normal rituals for the Spirit Seeker feature.

As with the spirits in the Player's Handbook, the options here require a physical object incorporating some part of the totem beast, and you might acquire minor physical attributes associated with your totem spirit, such as a prominent nose if you have an elk totem spirit or catlike eyes if you have a tiger totem spirit.

Also, your totem spirit might be an animal similar to one listed here but more suitable to your homeland, such as a horse or stag, rather than an elk, or a lion, panther, or other big cat, rather than a tiger.

Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit

of the elk makes you extraordinarily swift. Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.





Storm King's Thunder dartanion74