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# Primal Path: {ClassName} All barbarians can tap into a primal rage, but some can learn to further focus their rage, leading to even more incredible feats of strength, endurance, and foolhardy bravery. ##### {ClassName} Features | Barbarian Level | Features | |:---:|:-----------:| | 3 | Adrenaline | | 6 | Hurl, Inescapable Fury | | 10 | Furious Strikes, Seething Fury | | 14 | Mind Over Matter, Tranquil Fury | #### Adrenaline At 3rd level, you learn to give yourself over to the flow of battle. While you are raging, you can accumulate a number of adrenaline points equal to your Constitution modifier (minimum of 1). You gain 1 adrenaline point when you enter your rage, and you gain 1 adrenaline point when you hit with a weapon attack. Once per round, you can also gain 1 adrenaline point when you take damage. If you do not gain or expend any adrenaline points on your turn, you lose 1 adrenaline point at the start of your next turn. You lose all your adrenaline points when your rage ends. When you hit with a weapon attack while raging, you deal additional damage equal to the number of adrenaline points you had when the attack was made. Additionally, when you take damage from a weapon attack while raging, the damage is reduced by an amount equal to the number of adrenaline points you had when the damage was taken. This damage reduction is applied before any damage resistances. #### Hurl At 6th level, when you make an attack, you can expend 1 adrenaline point to make a ranged attack with a melee weapon that lacks the thrown property. This attack has a normal range of 30 feet and a long range of 60 feet. You do not gain an adrenaline point from this attack. #### Inescapable Fury At 6th level, you learn to channel your adrenaline into an unrelenting force. You can expend 2 adrenaline points to dash as a bonus action on your turn. When you do so, opportunity attacks made against you have disadvantage until the end of your turn. Additionally, you gain up to 2 adrenaline points when you enter your rage. \columnbreak #### Furious Strikes At 10th level, your adrenaline makes your attacks relentless. You can expend 2 adrenaline points to make a single weapon attack as a bonus action on your turn. You do not gain an adrenaline point from this attack. #### Seething Fury At 10th level, you learn to turn failure into success. Once per turn, you can gain 1 adrenaline point when you miss with a weapon attack. Additionally, you gain up to 3 adrenaline points when you enter your rage. #### Mind Over Matter At 14th level, you learn to use your adrenaline to steel your mind in battle. You can use your action to expend 2 adrenaline points and end one effect on yourself that is causing you to be charmed or frightened. #### Tranquil Fury At 14th level, your strength in battle is driven by determination and purpose in addition to your rage. You can gain and use adrenaline points even while you are not raging, and you no longer lose your adrenaline points when your rage ends. You instead lose all your adrenaline points when combat ends, or if you are knocked unconscious. > ##### Credits > * {ClassName} by pickelsurprise > * **Art:** [Hugh Pindur](https://www.artstation.com/artwork/XDJ8y "ArtStation")
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