Path of the Wrathful Armory
To many barbarians, their wrath lies within them, allowing them to perform incredible feats in combat. For barbarians who follow the Path of the Wrathful Armory, they become capable of manifesting their rage as a weapon that only they can wield and forge. These wrath weapons reflect the very aspect of their creator, can adopt the shape of any weapon, and possess the weapons they bond to. A barbarian who follows this path can grant their weapon additional properties, properties in which weapons of the same form could never hope to obtain.
Nicknamed Rage Smiths, these warriors are often individuals who seek to become living weapons, or champions of martial combat. The rare few seek this path in order to control their anger, hoping to use it without succumbing to it in its entirety.
Wrath Weapon
When you adopt this path at 3rd level, you can manifest your rage as a weapon. Whenever you use your bonus action to rage, you can also summon your wrath weapon in your empty hand. You can choose the form that this melee weapon takes each time you summon it, and you don't suffer any penalties from the Heavy property if your wrath weapon possesses it. Any creature other than you has disadvantage on Wisdom saving throws while they are holding your wrath weapon.
Your wrath weapon disappears when your rage ends or if you dismiss the weapon (no action required). When your wrath weapon isn't in your hand, you can summon it as a bonus action, causing it to teleport instantly to your hand.
You can transform one magic melee weapon into your wrath weapon by performing a ritual while you hold the weapon. You perform the ritual over a period of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space within yourself, and it appears whenever you summon your wrath weapon thereafter. You can’t affect an artifact or sentient weapon in this way. The weapon ceases being your wrath weapon if you perform the 1-hour ritual on a different weapon or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Furious Appearance
Your rage allows you to modify the appearance of your wrath weapon. You decide what appearance it takes, or you can determine its appearance by rolling on the Furious Appearance table.
| d10 | Furious Appearance |
|---|---|
| 1 | Your wrath weapon pushes itself out from one of your hands. It appears to be made of sinew and bone, with a skeleton hand covering your own. |
| 2 | Harmless blue flames emanate from the weapon, yet the weapon is always freezing to the touch. |
| 3 | Your wrath weapon appears to be made from a different era of time, be it from the far past or far future. |
| 4 | Your wrath weapon is made of solid ice, yet it is hot to the touch. |
| 5 | Vibrant colors adorn your wrath weapon, and any wounds it deals becomes covered with glitter. |
| 6 | Your wrath weapon appears to be a beam of pure green, blue, or red energy. It hums whenever you swing it. |
| 7 | Your wrath weapon resembles something a crusading knight would wield, with what looks like holy light faintly glowing over it. |
| 8 | Ghostly figures can be seen swimming within your wrath weapon, with the screams of the damned being heard whenever you swing it. |
| 9 | Your wrath weapon appears unwieldy or overly complex, yet it works just fine in your hands. |
| 10 | Your wrath weapon appears on the brink of shattering, a white glow emanating from its cracks. |
Weaponized Rage
Also at 3rd level, you can transform your wrath weapon so that it gains new abilities. Select one of the modifications below for your wrath weapon. Whenever you finish a short or long rest, you may replace your chosen modification with another option from this list:
- Extra-Handed. Your wrath weapon gains the Versatile property if it doesn't already have the Heavy or Two-Handed properties, increasing its damage die size by one when two-handed. If your wrath weapon already had the Versatile property, it gains the Light property when one handed, or the Heavy property when two-handed.
- Reaching. Once on each of your turns, you can add 5 feet to the reach of one of your wrath weapon's attack. If your wrath weapon already had the Reach property, you can add 10 feet to the reach of that attack instead.
- Sending. Your wrath weapon gains the Thrown property with a range of 20/60, and you add your Rage Damage when making ranged attacks with it. Each time you throw this weapon, it returns to your hand after damaging or missing a creature. If your wrath weapon already possessed the Thrown property, increase its range to 60/240.
- Striking. You envelop your limbs with your rage, empowering your strikes. Your unarmed strikes count as natural weapons, use a d8 for damage, and you add your Rage Damage to your attack rolls if you are holding nothing in both hands. If you have a magic weapon as your wrath weapon, you can choose to imbue its magical abilities into your unarmed strikes instead of summoning it.
- Weightless. Your wrath weapon gains the Light property. If it already had this property, you can create a second copy of it in your off-hand. If your wrath weapon would be a magical item, the copy does not gain any of its magical abilities. When holding both weapons in this way, you can use your bonus action at the start of your turn to attack with your wrath-copy immediately after every attack you make with your wrath weapon. Attacks made with your wrath-copy does not add your ability modifier to its damage.
Prepared for Battle
Starting at 6th level, your weaponized rage provides you with a magical boon when not in use. You choose one of the following boons and gain its benefits.
- All-Terrain Combatant Climbing and swimming does not cost you extra movement, and your jumping distance is doubled.
- Wary Sheath. Whenever you are the target of an attack or spell, you can choose to enter a rage as a reaction before being affected by this spell or attack.
- Weapon Adept. You gain the ability to cast the Identify spell, but can only cast it as a ritual spell. Once per long rest, you can cast it as an action, without requiring material components, towards a weapon that you can see within 60 feet of you.
Regardless of the chosen benefit, you can also now summon your wrath weapon as a bonus action without activating your rage. While summoned in this manner, it does not gain any of the benefits from features provided by this subclass. Additionally, this weapon is now magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Advanced Weaponization
Beginning at 10th level, you gain another modification of your choice. Select one of the modifications below for your wrath weapon. Whenever you finish a long rest, you may replace your chosen modification from this list with another option from this list:
- Cleaving. Once on each of your turns when you make an attack with your wrath weapon, you can make another attack with your wrath weapon against a different creature that is within 5 feet of the original target and within range. You use the same attack roll from your previous attack when doing so.
- Fury. When you damage a target with your wrath weapon, you can change the damage type to psychic.
- Hefty. Your wrath weapon gains the Heavy property. If your wrath weapon already had this property, you can wield it one-handed so long as your other hand is free or wielding a Light weapon.
- Piercing. Once per rage, you can transform your wrath weapon into a bolt of concentrated rage. When you make a ranged weapon attack with it, you can choose to form it into a line 5 feet wide that extends out from you to a target within 90 feet of you. Each creature in the line excluding you must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency modifier), taking 4d8 psychic damage on a failed save and half as much on a success. Make the ranged attack roll against the target. On a hit, the target takes damage from your wrath weapon, and your wrath weapon returns to your hand or you teleport to an unoccupied space within 5 feet of the target (your choice when using this feature).
- Smashing. Once on each of your turns when you hit a creature or object with your wrath weapon, you can push your target up to 15 feet away from you. Your wrath weapon also deals double damage to objects and structures.
You can choose one of the modifications available at 3rd level instead of one of these options, allowing you to have two 3rd level modifications at once.
One with the Weapon
A piece of yourself exists within your wrath weapon, allowing it to fight on its own even when your body would die. Starting at 14th level, whenever you enter a rage, you can instead choose for your wrath weapon to animate. Your wrath weapon shares your game statistics, class features from this class, takes its turn immediately after yours, is considered as raging, and possesses a number of hit points equal to half your hit point maximum. It is immune to poison and psychic damage, and is immune to being blinded, charmed, deafened, exhausted, frightened, paralyzed, petrified, and poisoned. It cannot communicate it any way or form.
You mentally command your wrath weapon while you are conscious, unconscious, or dead, deciding what actions it takes and where it moves on its turn. It becomes inanimate once it is brought to 0 hit points, when you use your bonus action to call it back to your hand, or when you run out of rages to expend.
While your wrath weapon is in this state, you cannot gain the benefits of raging.
Once you have used this feature, you can't use it again until you finish a long rest.

