Barbarian Items
Much like their monastic brothers, many DM’s struggle to award competitive magic items to Barbarians other than new bigger weapons (Though we do love a big weapon). Here is an assortment of options that enhance barbarians in hopefully interesting ways across all tiers of play.
Primal Boots
Wonderous item, uncommon
These rough leather boots are inscribed with runic pictograms of wild warriors taking down large game. Whilst wearing these boots you have Advantage on skill checks to identify animals local to the area you are in.
Additionally if you are a Barbarian you may add your Rage damage bonus to Intelligence(Nature) and Wisdom(Survival) checks you make.
The Iron Chin
Wonderous item, uncommon (requires attunement by a Barbarian)
This iron chin guard covers your jaw. While you are wearing this chin guard, you gain the following benefits if you are not wearing armour:
- You gain a +1 bonus to you AC
- You have Advantage on saving throws made to avoid becoming Incapacitated or Stunned
Cloak of the Fallen
Wonderous item, rare (requires attunement by a Barbarian)
This tattered cape draws in the blood of vanquished allies. In times of need, the wearer my hear whispers from the fallen who plead for the wearer not to join them.
While wearing this cape, if you are below half of your Hit Point maximum, your Rage damage bonus is doubled and you become immune to the Frightened condition.
Vambrace of Polarisation
Wondrous Item, rare (requires attunement by a barbarian)
This sleek slate coloured vambrace is made of interlinking plates that are held to each other magnetically, shifting to fit the arm of it’s wielder.
Whilst wearing this vambrace when you Rage, it’s plates hover magnetically above your arms. As a Bonus Action which you take immediately after hitting a creature with a melee weapon attack, you can attempt to magnetise it. The target must succeed a DC 17 Strength saving throw or take 3d6 Force damage and become Magnetised for 1 minute.
At the end of your turn, if two creatures are Magnetised within 60 feet of each other, they must make a DC 17 Strength saving throw. On a failure they take 2d6 Force damage and are thrown 20 feet towards the other creature, before falling Prone. On a success, they take half as much damage and are not moved.
If this movement caused the two creatures to collide, they each take an additional 2d6 Force damage.
Titan’s Grasp
Wonderous item, very rare (requires attunement by a Barbarian)
While you wear this obsidian coated gauntlet you gain the following benefits.
- You ignore the Two-Handed property of one weapon that you are wielding.
- You count as one size larger when determining the size of creatures that you can grapple.
- When you make a Strength ability check you gain a bonus equal to your Rage damage value.
- When you make Reckless Attack you score a critical hit on a roll of a 19 or 20 on the attack roll.
The Choppa’
Weapon (Greatsword), very rare, (requires attunement by a Barbarian)
This large stone greatsword has a serrated edge and intricate runes drawn in blood that stretch across the length of the blade. You gain a +2 bonus to attack and damage rolls made with this weapon and, immediately after you score a Critical Hit against a creature, the runes along the sword freeze and shine with a cruel frost. For the next minute this sword deals an additional 2d6 Cold damage. This effect cannot stack.
Bond Render
Weapon (Greataxe), legendary, (requires attunement by a Barbarian)
This black axe once belonged to Goll, the warlord who tore open the gates to the Land of the Dead. This weapon is drenched in the sorrow of the families that it has shorn apart. When you kill a creature with this axe, you learn the name and face of who they held most dear, if anyone.
You gain a +3 bonus to attack and damage rolls made with this weapon and when you target a creature that has an ally within 60 feet of it, your attacks score a Critical Hit on rolls of 19 or 20.
Additionally, when you score a Critical Hit, or roll maximum damage on this weapons damage dice, the target must succeed a DC 18 Constitution saving throw or take an additional 2d12 damage and, if they are below 50 Hit Points, the creature instantly dies.
