Traders & Travelers
Introduction
Since the dawn of time, adventurers have walked these planes, breaching the veils and gates behind which they ought to have stayed to make our worlds "safe from harm." That is, to say, safe from the harm that "monsters" and other such innocent living creatures of my many curiosities may havoc. These critters, with their many magical mysteries and beauty which adventurers call "malice," are then stripped from the wilds, leaving my studies parted and quiet. For these adventurers are far from scholars, like myself, and do not see the inherent necessity of capturing these beings alive. So, in a tinge of forlorn ire, I have set my eyes on them instead, now that my study must be halted.
I bid you welcome to this new manuscript: Traders & Travelers (or as I had rather called it Traitors & Those that Need more Training), which compiles all my studies in my fellow wanderers and journeyman, specifically those warriors who call themselves adventurers. Within, you will be able to find the following notes:
Index
Compatible Sources
All rule-sets within are compatible with other works in the Satora's series, such as: Arms & Armor, Banners & Bastions, Collectors & Crystals, Faith & Followers, Glyphs & Gears, Hearth & Husbandry, Iron & Iridium, Leaves & Lumber, Origins & Outcasts, Professions & Proficiencies, Maladies & Monsters, Sage & Sulphur, Umbra & Undeath, Voyages & Veils, Wild & Wicker, and Satora's Guide to Azarriah.
Backgrounds
Who are you? Every tale begins somewhere and gives your character a place in the world. From haughty nobleman to dashing criminal, the way you treat the world around you, and it treats you depends on your past lifestyles and origins. Choosing a background grants your character cues about their identity, reasons, and goals to adventure for, and personal relationships that have made them into the person they are now. This chapter provides roleplaying suggestions and mechanical benefits for adventurers from all walks of life.
Changes. The original backgrounds provided by the Basic Rules and Players Handbook hold unsteady ground with most players. While providing adequate suggestions and features, they lacked several fundamentals that made them forgettable (or optional) in the game and took away from their identity and "what could have been." The following changes were made to the background system to grant them additional versatility and usefulness during gameplay:
- Simplicity. Dungeons & Dragons counts 96 backgrounds as of speaking, all with separate features (or variant backgrounds that mostly resemble each other) with no obvious continuity to speak of. For new players, this variety could be overwhelming, and even for the experienced, choosing a background may become somewhat of a task, as multiple of the given possibilities could easily fit the same concept but in slightly separate ways. This supplement categorizes all backgrounds into types with common attributes to lower choice paralysis.
- Variety. "However," you may say, "twelve backgrounds isn't enough to fit my concepts? What if I want to make different characters? That would become dull swiftly with so little choice." In the variety category, this system seeks to help more experienced or imaginative players to create a background they are truly happy with. The system below includes background archetypes to further customize your character, alongside variant features, optional replacement rules, and more. This allows players and dungeon masters to introduce more complex rulesets, genres, and mechanics as they please within the system.
- Integration. This system works alongside 5e Edition without any problem. It introduces some new concepts, but rules are provided to make sure these integrations fit
- within any game as pleased.Additionally, the system is setting-neutral and thus does not require specific genres or locations to function. This allows any dungeon master to incorporate it into their world seamlessly.
- Fantasy. To appeal to the player's fantasy is the purpose of most of the Dungeons & Dragons background system: to encourage players to roleplay the idea they have for their character by connecting them to their past. Creativity and roleplay should be rewarded, and the archetypes should be broad enough that players can explore within their bounds freely, creating their spin on a provided background.
- Usefulness. Picking a background should not be a forgettable experience: every choice should matter. Mechanics should be provided to make their background come alive and cause it to have weight in the decisions made. These features should still provide plenty of opportunity for roleplay and should be impactful but not outshine racial traits or class features. Features granted by backgrounds should also have a mechanical impact so that it is not up to either dungeon master or player to integrate them, yet it should instead be a natural consequence of their inclusion in the game.
Solutions. So how did we go about including these five pillars into the system, as provided here. First, all backgr- ounds were categorized by mechanics and flavor and sorted into 12 new backgrounds, each named for flavor. Here, a sample is provided for first-time players, and additional arch- etypes are listed for the experienced. Each archetype comes with its own flavor and variant features so you can customize as you please. All variant features also note how they can be integrated modularly into other backgrounds should the dungeon master allow such a thing. For the sake of simplicity, all backgrounds also gain a similar but customized list of proficiencies so that new players won't have to worry much about passing up one mechanical benefit for another.
To appeal to the fantasy of the players personality traits, ideals, bonds, and flaws have been expanded upon, and optional rules have been provided to make them more impactful. The archetypes also cater to a wide range of stories, and freedom has been given in the customization of the background. Lastly, meaningful and mechanical yet flavorful benefits are granted to each background, and all backgrounds grant ways of gaining inspiration for creativity and roleplay to encourage this behavior at the table.
Samples & Summaries
Each of the twelve backgrounds are listed on the subsequent pages within this manuscript. At first, an introduction is given, followed by a summary to spark a player's imagination.
To provide an easier playing experience for new players, all choices have been removed from the background system, instead showing a sample background which can easily be picked for quick playing opportunity (see the section Alternate Features for more information).
Proficiencies
Each background grants a character proficiency in two skills, alongside a number of tools or languages. All skills and tools are described in the Basic Rules. Alternatively, if you are using Satora's Professions & Proficiencies, you can find information on revised tools, and the Endurance skill in the manuscript linked above.
If a character would gain the same proficiency from two different sources, they can choose a different proficiency of the same kind (skills, artisan's tool, drafter's supplies, gaming set, languages, etc.) instead.
Equipment
All backgrounds grant a revised list of starting equipment. No changes have been made on the rules on starting equipment, as seen in the Basic Rules.
Background Features
Three features are provided for every sample background: a Lifestyle feature, a Destiny feature, and one feature based on the background's flavor that grants a mechanical benefit.
Lifestyle Feature
What background you choose impacts your chosen lifestyle, and your relationship with those around you. This feature grants connections to others or a variety of commodities, based on your history.
Destiny Feature
The Basic Rules suggest granting characters inspiration for playing out their personality traits in a compelling manner, using it as a reward for creative roleplay. While inspiration can still serve this purpose, each background has also been granted a Destiny Feature, which lists three manners derived from the character's past through which the character can gain inspiration (see the section Inspiration & Fate Points).
Traditions & Customs
While a character can be defined by their nature and nurture, some are shaped strongest by their history. Using Traditions and Customs, you can replace certain racial traits (from this point forward referred to as Origin traits) with traits gained from your Tradition. Both your Origin (see Satora's Origins & Outcasts) and Tradition list which of their respective traits may be replaced with features of the other.
Additionally, each Background Archetype (see the section Background Archetypes) list a Custom. Customs can replace all features from an Ancestry, Culture, or a select number of features from a Tradition. Your Custom lists which of its features replace features of your Tradition.
Alternate Features
All backgrounds use a simplified system to encourage new players, and make it easier to choose a simple build. For those that seek more customization, alternative features have been granted. Under this section, different proficiency choices, and equipment listings are noted.
Any alternate feature listed under these sections can replace the features of their background (or tradition) that bear an identical name. If no features with an identical name are provided, the alternate feature may optionally be added to the background, at the DM's discretion.
Archetypes
Every background lists a number of archetypes, which can optionally be chosen by player's seeking more character customization. Archetypes provide alternative proficiencies, equipment, and features, bringing a new twist to an old background. You can only ever choose one archetype.
Inspiration & Fate Points
Inspiration is a rule the Gamemaster can use to reward creativity, good player behavior, and compelling roleplay. Two types of inspiration can be granted: Inspiration & Fate Points.
Inspiration
Also known as character inspiration, or heroic advantage, inspiration is rewarded throughout a session for reaching small milestones, portraying your character's personality in an interesting way, or for other events and happenings for which the Gamemaster sees the reward of a small, immaterial boon. Inspiration can also be gained using the Destiny Feature granted by your background.
Keeping Inspiration. Up to five inspirations can be kept at once, but all inspiration fades after five sessions, counting since the last was obtained. Gaining inspiration while you already have five inspiration does nothing: the new point of inspiration fades away immediately.
Using Inspiration. After rolling an attack roll, saving throw, or ability check, you can expend an inspiration to give yourself Advantage on the roll.
Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game, by granting them your inspiration.
Fate Points
Used by gamemasters to reward groups for collaboration, a session's worth of good player behavoir, or for reaching a large milestones, Fate Points are a stronger type of collective Inspiration used to turn the tide of Destiny itself. Only one Fate Point can be kept at a time, and is held by the party as a whole. It cannot be used until everyone agrees on its expenditure. The party can use a Fate Point to cause any of the following effects:
- Augment Vigor. When a creature rolls an Ability check, Attack, or Saving Throw, the party may choose to augment it. Should the roll succeed, it instead becomes a critical hit. Should it fail, it is instead treated as a partial or full success (up to the Gamemaster’s discretion).
- Change Turns. At any point during combat, the party may choose to increase one player’s Initiative by 10 until the end of combat. Alternatively, the party may choose to focus their Fate Point, to re-roll initiative all together. When they do so, all players roll with advantage.
- Decimating Tide. The party may choose too turn one of already rolled Ability checks, Attack rolls, or Saving Throws (other than a Death Saving Throw) into a failure or success. The changed roll may be that of a player or Gamemaster.
- Rejuvenate. The party may choose up to three creatures that are at 0 Hp. All chosen creatures may remove one failed Death Saving Throw. If the chosen creatures have no failed Death Saving Throws, they instead gain a success. The party may also choose to focus their Fate Point on one character. This character loses two Failed Death Saving Throw. Should they possess one or less failed Death Saving Throw, they instead regain 1 hit point.
- Replenish. All party members regain one use of a feature or ability that recovers with a short rest. Alternatively, the party may choose to focus their Fate Point on one character to regain a use of a feature or ability that recovers on a long rest.
Replenishing Rules
The following features can be recharged:
Ki Points. Monks may choose to regain a number of Ki points up to their Wisdom modifier. Should the party focus their Fate Point, the amount of Ki regained is doubled.
Lay on Hands. Paladins may choose to regain a number of Lay on Hands equal to their Charisma modifier. Should the party focus their Fate Point, the amount of Lay on Hands regained is doubled.
Sorcery Points. Sorcerers may choose to regain a number of Sorcery Points up to their Charisma modifier (rounded down). Should the party focus their Fate Point, the amount of Sorcery Points regained is doubled.
Spellcasting. Spellcasters that regain spellslots upon a long rest may choose to instead regain a spell up to a level equal to their spellcasting modifier. Should the party focus their Fate Point, this instead applies to all spellcasters.
Acolyte
You've devoted yourself to serve the divine powers. From de- votion to a deity within a temple, to quiet reclusion away from society to find yourself, or the outspoken reaches of a theo- cratic society, you know the divine powers and those who follow them. The life of an acolyte is a devoted one, often of peace and patience, and acolytes make for devout pilgrims, perceptive inquisitors, dangerous occultists, solitary hermits, and caring priests.
Determine your connection to the divine. Perhaps you served it diligently, as a clergyman or healers, or instead, it may have come to you in a dream, granting you the burdens and boons of a seer, or champion. Maybe your faith is not connected to the common deities and divine of the world. Instead, you take your source of devotion from solitude and contemplation, as a mendicant or hermit, in the wilds, a mon- astery, or temple. Instead of following the good, you may have devoted yourself to a cult, or other otherworldly power, as occultist. Either way, choose how and why you connect to the divine, and what form that devotion takes for you; from praying to a specific deity, to the studying of ancient secrets, or the preaching of a power's commandments.
When choosing this background, you gain the following proficiencies and provided equipment:
Skill Proficiencies. Medicine, Religion
Tools Proficiencies Calligrapher's Supplies, Healer's Kit
Languages. Celestial
Equipment. Book (Prayers), Healer's Kit, Holy symbol,
Incense (5 sticks), Ink (1 ounce bottle), Ink Pen, Parch-
ment (10 sheets), Pouch, Vestments, and 15 Gp
Additionally, when choosing this background, you gain the following background features:
Acolyte's Lifestyle. You are a known acolyte and can perform the religious ceremonies of your devotion. Those sharing your faith are one step friendlier to you and will attempt to support you at a modest lifestyle if they are friendly to you. Additionally, you can gain trivial and common help and residence freely from people and factions that share your faith, so long as they are friendly to you.
Guide of the Faithful. You add your Proficiency Die to Ability checks made to recall information about your faith or to influence other creatures following your faith.
Divine Destiny. You gain inspiration when you complete one of the following events:
- Discover or restore a divine object that was previously hidden or destroyed.
- Successfully show your faith by helping another or following your commandments, to your own detriment or sacrifice.
- Witness or participate in a ceremonial event (such as a burial, prayer, or magic rite) with at least two other creatures.
Satora's Professions & Proficiencies
If you use this supplement, the Acolyte also gains proficiency with the Botany and Cultivation Kit.
Tradition
Some people are deeply shaped by their history, to the point where it defines their very being and abilities. When choosing this background, you can choose to replace your Origin features with the following features:
Ability Score Improvement. Your Intelligence score increases by 1, and your Wisdom score increases by 2.
Alignment. A society centered on the ordered veneration of a higher power is lawful by definition. A society's proclivity to good, neutral and evil tends to be defined by the general disposition of their pantheon.
Blessed Wisdom. When you take the Help Action, you may spend an inspiration to grant an additional benefit using the Help Action. Choose one Ally you can see within 6 Paces of you that has 0 hit points. This Ally can roll your Proficiency Die and add it to their next Death Saving Throw.
Disciple of the Faith. You know one Cantrip of your choice from the Cleric spell list. Once you reach 3rd level, you can cast the cure wounds spell once with this trait. When you reach 5th level, you can also cast cast the augury spell once with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either spell using any spell slots you have of the appropriate level.
Mantle of the Divine. You have Resistance to Radiant damage. You also have advantage on Saving Throws you make to avoid or end the blinded condition on yourself, and on any Saving Throws made to avoid or end mundane diseases afflicting you.
Saintly Scribe. You have proficiency in the Insight skill and Chandler's Supplies.
Languages. You can speak, read, and write Common and Halfling.
Origin & Archetypes
Alternatively, you may replace the Mantle of the Divine, Saintly Scribe, and Languages features of your Tradition, with those of your Origin (as described in under the Traditions header of your Origin) or with the features of a Culture, Ancestry, or Archetype.
Alternative Features
You may choose to replace the Acolyte's background features with any number of the following features. Each feature replaces a background feature of the same name:
Skill Proficiencies. Religion, and one of the following
proficiencies of your choice: History, Insight, Intimidation,
Medicine, and Persuasion.
Kit Proficiencies. Botany Kit, and one Gathering Kit of
your Choice.
Tools Proficiencies One set of artisan's tools, Your choice
of either: artisan's tools, drafter's supplies, or a talent set.
Languages. One of your choice.
Equipment. Priest Pack, Tool Set (you are Proficient with)
Tradition Features
Saintly Scribe. You have proficiency in a skill on the Acolyte's skill proficiency list, or one Tool of your choice.
Languages. You can speak, read, and write Common and one standard language of your choice.
Archetypes
The following archetypes are available for the Acolyte background. You may choose an archetype, replacing certain features from the Acolyte background with those from the archetype below. The following archetypes are available: Chosen, Hermit, Inquisitor, Occultist, Pilgrim, Preacher, and Priest.
Chosen
Hermit
Inquisitor
Occultist
Pilgrim
Preacher
Priest
[More Coming Soon]
Aristocrat
Sed consequat viverra rutrum. Phasellus nec dignissim mauris. Quisque porta rhoncus quam, quis blandit nibh tincidunt sit amet. Vivamus a hendrerit turpis, quis sollicitudin odio. Nam in dignissim sapien. Suspendisse efficitur maximus rhoncus. Donec vehicula justo volutpat facilisis tempor. Quisque turpis nibh, finibus et pellentesque a, tincidunt eu nibh.
Praesent sed mauris efficitur, scelerisque mi vel, aliquam tellus. Aenean eget mi sed risus sagittis ultrices. Morbi laoreet est a bibendum rhoncus. Aliquam accumsan lacinia massa, nec tempor eros sollicitudin quis. Donec fermentum vehicula viverra. Phasellus eu porttitor dolor, quis pretium purus. Nulla auctor dapibus magna, sed vestibulum est commodo a. Pellentesque et tincidunt felis. Vestibulum vel porta eros. Phasellus tincidunt, justo sed eleifend maximus, lectus dui luctus sapien, eget maximus dui mauris sit amet nunc. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Donec sit amet eros ut ex interdum viverra. Maecenas tempor nunc ornare lectus pulvinar, laoreet posuere nisi rhoncus.
When choosing this background, you gain the following proficiencies and provided equipment:
Skill Proficiencies. History, Persuasion
Tools Proficiencies Diplomat's Supplies, Dragonchess
Set, Orator's Set
Languages. Draconic, Elvish
Equipment. Clothes (Fine), Diplomat's Supplies, Signet Ring, Perfume, Purse, Scroll of Pedigree, and 25 Gp
Satora's Professions & Proficiencies
If you use this supplement, the Aristocrat also gains proficiency with the Quarrying Kit.
Additionally, when choosing this background, you gain the following background features:
Luxurious Lifestyle. Thanks to your noble birth, people are inclined to think the best of you. Aristocrats and Commoners are two steps friendlier to you. You can use your status to secure an audience with another Aristocrat, who will attempt to support you at a wealthy lifestyle freely,if they are generous to you. Additionally, when you gain the well-rested benefit, you also gain 1d6 Temporary Hit Points.
Diplomatic. You add your Proficiency Die to Ability checks made to recall information about the internal workings and relationships in a court, or other place of aristocratic activity.
Eminent Destiny. You gain inspiration when you complete one of the following events:
- Buying items of commodity or wealth worth at least 100 times your level in gold, or spending gold to live an Aristocratic for at least 1 week.
- Successfully show your status by doing something heroic, to your own detriment or sacrifice.
- Witness or participate in an aristocratic event (such as an aristocratic tournament, opera, or ball) with at least two other creatures.
[MORE COMING SOON]
Some people are deeply shaped by their history, to the point where it defines their very being and abilities. When choosing this background, you can choose to replace your Origin features with the following features:
Ability Score Improvement. Your Intelligence score increases by 1, and your Charisma score increases by 2.
Alignment. Noble etiquette requires knowledge of the rigid rules and relationships of the environment's local aristocracy. Most aristocrats are lawful, but moral disposition varies by the aristocrat's personal preferences and surrounding societies.
Blessed Wisdom. When you take the Help Action, you may spend an inspiration to grant an additional benefit using the Help Action. Choose one Ally you can see within 6 Paces of you that has 0 hit points. This Ally can roll your Proficiency Die and add it to their next Death Saving Throw.
Disciple of the Faith. You know one Cantrip of your choice from the Cleric spell list. Once you reach 3rd level, you can cast the cure wounds spell once with this trait. When you reach 5th level, you can also cast cast the augury spell once with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either spell using any spell slots you have of the appropriate level.
Mantle of the Divine. You have Resistance to Radiant damage. You also have advantage on Saving Throws you make to avoid or end the blinded condition on yourself, and on any Saving Throws made to avoid or end mundane diseases afflicting you.
Saintly Scribe. You have proficiency in the Insight skill and Chandler's Supplies.
Languages. You can speak, read, and write Common and Halfling.
Origin & Archetypes
Alternatively, you may replace the Mantle of the Divine, Saintly Scribe, and Languages features of your Tradition, with those of your Origin (as described in under the Traditions header of your Origin) or with the features of a Culture, Ancestry, or Archetype.
Alternative Features
You may choose to replace the Noble's background features with any number of the following features. Each feature replaces a background feature of the same name:
Skill Proficiencies. Persuasion, and one of your choice.
Kit Proficiencies. One of your choice.
Tools Proficiencies One set of drafter's supplies, one tal-
ent set, Your choice of either: artisan's tools or a talent set.
Languages. Two of your choice.
Equipment. Diplomat's Pack, Tool Set (you are Proficient
with)
Tradition Features
Saintly Scribe. You have proficiency in a skill on the Acolyte's skill proficiency list, or one Tool of your choice.
Languages. You can speak, read, and write Common and one standard language of your choice.
Archetypes
The following archetypes are available for the Aristocrat background. You may choose an archetype, replacing certain features from the Aristocrat background with those from the archetype below. The following archetypes are available: Courtier, Envoy, Inheritor, Knight, Noble, Servant, Squire.
[More Coming Soon]
Commoner
Sed consequat viverra rutrum. Phasellus nec dignissim mauris. Quisque porta rhoncus quam, quis blandit nibh tincidunt sit amet. Vivamus a hendrerit turpis, quis sollicitudin odio. Nam in dignissim sapien. Suspendisse efficitur maximus rhoncus. Donec vehicula justo volutpat facilisis tempor. Quisque turpis nibh, finibus et pellentesque a, tincidunt eu nibh.
Praesent sed mauris efficitur, scelerisque mi vel, aliquam tellus. Aenean eget mi sed risus sagittis ultrices. Morbi laoreet est a bibendum rhoncus. Aliquam accumsan lacinia massa, nec tempor eros sollicitudin quis. Donec fermentum vehicula viverra. Phasellus eu porttitor dolor, quis pretium purus. Nulla auctor dapibus magna, sed vestibulum est commodo a. Pellentesque et tincidunt felis. Vestibulum vel porta eros. Phasellus tincidunt, justo sed eleifend maximus, lectus dui luctus sapien, eget maximus dui mauris sit amet nunc. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Donec sit amet eros ut ex interdum viverra. Maecenas tempor nunc ornare lectus pulvinar, laoreet posuere nisi rhoncus.
When choosing this background, you gain the following proficiencies and provided equipment:
Skill Proficiencies. Insight, Nature
Tools Proficiencies Carpenter's Tools, Cook's Utensils
Languages. Halfling
Equipment. Bucket, Carpenter's Tools, Clothes (Common), Book (Almanac), Hat (Straw), Iron Pot, Shovel, Sickle, Pouch, and 20 Gp
Additionally, when choosing this background, you gain the following background features:
Commoner's Lifestyle. You fit in amongst the rank of the common folk with ease. Commoners are two steps friendlier to you, and will attempt to support you at a poor lifestyle if they are friendly to you. Additionally, you can gain trivial and common help and residence freely from friendly commoners, and they will even help to hide you from the law or anyone else searching for you.
Diplomatic. You add your Proficiency Die to Ability checks made to recall information about the internal workings and relationships in a court, or other place of aristocratic activity.
Satora's Professions & Proficiencies
If you use this supplement, the Aristocrat also gains proficiency with the Cultivation and Quarrying Kit.
Emergent Destiny. You gain inspiration when you complete one of the following events:
- Buying items of commodity or wealth worth at least 100 times your level in gold, or spending gold to live an Aristocratic for at least 1 week.
- Successfully show your status by doing something heroic, to your own detriment or sacrifice.
- Rolling a natural 1 on a Skill check or Saving Throw (you cannot use your gained Inspiration to reroll this natural 1).
[MORE COMING SOON]
Some people are deeply shaped by their history, to the point where it defines their very being and abilities. When choosing this background, you can choose to replace your Origin features with the following features:
Ability Score Improvement. Your Intelligence score increases by 1, and your Charisma score increases by 2.
Alignment. Noble etiquette requires knowledge of the rigid rules and relationships of the environment's local aristocracy. Most aristocrats are lawful, but moral disposition varies by the aristocrat's personal preferences and surrounding societies.
Blessed Wisdom. When you take the Help Action, you may spend an inspiration to grant an additional benefit using the Help Action. Choose one Ally you can see within 6 Paces of you that has 0 hit points. This Ally can roll your Proficiency Die and add it to their next Death Saving Throw.
Disciple of the Faith. You know one Cantrip of your choice from the Cleric spell list. Once you reach 3rd level, you can cast the cure wounds spell once with this trait. When you reach 5th level, you can also cast cast the augury spell once with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either spell using any spell slots you have of the appropriate level.
Mantle of the Divine. You have Resistance to Radiant damage. You also have advantage on Saving Throws you make to avoid or end the blinded condition on yourself, and on any Saving Throws made to avoid or end mundane diseases afflicting you.
Saintly Scribe. You have proficiency in the Insight skill and Chandler's Supplies.
Languages. You can speak, read, and write Common and Halfling.
Origin & Archetypes
Alternatively, you may replace the Mantle of the Divine, Saintly Scribe, and Languages features of your Tradition, with those of your Origin (as described in under the Traditions header of your Origin) or with the features of a Culture, Ancestry, or Archetype.
Alternative Features
You may choose to replace the Noble's background features with any number of the following features. Each feature replaces a background feature of the same name:
Skill Proficiencies. Persuasion, and one of your choice.
Kit Proficiencies. Cultivator's kit, and one of your choice.
Tools Proficiencies One set of artisan's tools, and one tool of
your choice.
Languages. One of your choice.
Equipment. Diplomat's Pack, Tool Set (you are Proficient
with)
Tradition Features
Saintly Scribe. You have proficiency in a skill on the Acolyte's skill proficiency list, or one Tool of your choice.
Languages. You can speak, read, and write Common and one standard language of your choice.
Archetypes
The following archetypes are available for the Commoner background. You may choose an archetype, replacing certain features from the Aristocrat background with those from the archetype below. The following archetypes are available: Caregiver, Folk Hero, Innkeeper, Merchant, Messenger, Retired, Villager
Outsider
When choosing this background, you gain the following proficiencies and provided equipment:
Skill Proficiencies. Stealth, Sleight of Hand
Tools Proficiencies Disguise kit, thieves' tools
Languages. Common Sign
Equipment. Alms Box, Blanket, 2 Brass Knuckles, Common Clothes, Dice Set, Ink (1 ounce bottle), Ink Pen, Map of Home, Sack, Personal Journal (50 pages), Pouch, Thieves' Tools, Token of Home, Wooden Tankard, and 5 Gp
Additionally, when choosing this background, you gain the following background features:
Outsider's Lifestyle. Those sharing your background are one step friendlier to you and will attempt to support you at a poor lifestyle if they are friendly to you.
Gutterstep. While traveling through Urban environments, you and your companions ignore all traveling speed and visibility penalties. You add your Proficiency Die to all checks made to run away from pursuers, find a path, or avoid getting lost in these environments.
Elusive Appearance. You can attempt to hide even when you are only lightly obscured by crowds, smoke, structures, and other urban features.
Hidden Destiny. You gain inspiration when you complete one of the following events:
- Hide from a enemy, or embrace a higher lifestyle for 1 week.
- Uncover a hidden truth, discover an elusive rumor, or eavesdrop on an important conversation.
- Help someone of your standing, elevating them to greater means (or expenses), saving them from trouble, or taking them in.
Satora's Professions & Proficiencies
If you use this supplement, the Outsider also gains proficiency with the Quarrying and Salvaging Kit.
Alternative Features
You may choose to replace the Outsider's background features with any number of the following features. Each feature replaces a background feature of the same name:
Skill Proficiencies. Stealth, and one of the following
proficiencies of your choice: Endurance, Insight,
Perception, Sleight of Hand, or Survival.
Kit Proficiencies. Quarrying Kit, and one Gathering Kit of
your Choice.
Tools Proficiencies One talent set, Your choice of either:
artisan's tools, drafter's supplies, or a talent set.
Languages. One of your choice.
Equipment. Choose one of the following:
- (a) a Burglar's Pack, Tool Set (you are Proficient with), Pouch, and 5 Gp
- (b) Alms Box, Common Clothes, Crude Map of a location you've traveled through, an Instrument or Game Set (you are proficient with), Ink (1 ounce bottle), Ink Pen, Sack, Personal Journal (50 pages), Trinket of your past, a Weapon you are proficient with (of Handy, Light, Direct, or Near weight), Pouch, Wooden Tankard, and 5 Gp
Archetypes
The following archetypes are available for the Outsider background. You may choose an archetype, replacing certain features from the Outsider background with those from the archetype below. The following archetypes are available: Beggar, Drunk, Faceless, Stranger, Outcast, and Urchin.
Stranger
You are the Stranger on each doorstep, the visitor in the nights, the eccentric in the dark reaches of the tavern. Perhaps you are a traveler, or perhaps, you'd rather keep your identity a secret all together. Whatever the case, you do not belong in regular society, and—for better or worse—the people take notice.
You may choose to replace the Outsider's background features with any number of the following features. Each feature replaces a background feature of the same name:
Skill Proficiencies. Stealth, Investigation (or your choice of Arcana, Intimidation, or Persuasion)
Tools Proficiencies. You may choose to replace a Gathering Kit proficiency granted by your Background by proficiency with a set of Journey Gear, or a Talent Set (of your choice).
Equipment. Choose one of the following:
- (a) Scholar's Pack, Talent Set (you are proficient with), Pouch, and 5 Gp
- (b) Cloak (Thick), Three Odd Keys, Ink (1 ounce bottle), Ink Pen, Mysterious Letter, Personal Journal (50 pages), Pouch, Talent Set (you are proficient with), a Trinket important to your history & a Trinket unimportant to you (the DM decides which is which, and doesn't let the player know), Traveler's Clothes, a Weapon you are proficient with (of Handy, Light, Direct, or Near weight), and 5 Gp
Additionally, when choosing this background, you can replace the Gutterstep feature with one of the following background features:
Eye of the Stranger. You have advantage on all checks made to locate rumors in Urban environments. Additionally, you add your Proficiency Die to Wisdom (Insight) checks and Wisdom (Perception) checks made to detect secrets, lies, and hidden objects on Aristocrats, Commoners, Crafters, Criminals, and Laborers.
Mind of the Stranger. Once per short rest, when you fail a Intelligence, Wisdom, or Charisma check, or saving throw, you can reroll the die, adding your Proficiency Die to the total rolled (you must take the new value).
Omen of the Stranger. Your memories grant you inside you did not have before. Whenever you finish a long rest, you gain proficiency in one skill, language, or tool of your choice, and retain this proficiency until you finish your next long rest.
| d8 | Personality Trait |
|---|---|
| 1 | I treat every new place I set foot in like it's some magnificent ancient wonder. |
| 2 | When I find someone who resembles a person I knew from back home, I get quickly attached. |
| 3 | I try to be tolerant of everyone I meet. |
| 4 | I go to great lengths to hide my identity from others. |
| 5 | I still follow the culture and practices of my old life. |
| 6 | I appreciate every breath, and will fight tooth and nail for the next one. |
| 7 | I love to keep people guessing about me. I believe it makes me more interesting. |
| 8 | I am always calm, no matter the situation. I never raise my voice or let my emotions control me. |
| d8 | Personality Trait |
|---|---|
| 1 | Assimilation. I'd do anything to integrate into society for real. (Lawful). |
| 2 | Tradition. The stories, legends, and songs of the past must never be forgotten. (Neutral) |
| 3 | Pretense. Personal identity is an illusion. We can adopt personae as we see fit. (Chaotic) |
| 4 | Belonging. I need to find myself a place to belong. (Any) |
| 5 | Connection. I crave meaningful friendships and want to attract others with kindness. (Good) |
| 6 | Revenge. I hate that I'm so disconnected, and I will make the one who did this to me pay. (Evil) |
| d6 | Bond |
|---|---|
| 1 | The people from my past know too much about me. I can never be involved with them again and no one can know about them. |
| 2 | I will do anything to keep my secrets from being revealed. They are the only things I have left. |
| 3 | There is something in my head. It speaks to me, and I've decided to talk back. |
| 4 | I am still being hunted, and will not be free until my pursuers are dealt with. |
| 5 | I've forgotten most things about my life, save for one person. I will do anything to return to them, and keep them near. |
| 6 | I am searching for solace, for something to call my own, or for something to connect to. |
| d6 | Flaws |
|---|---|
| 1 | Everything is always my fault! Bad luck just follows me around! How could I not expect the worst? |
| 3 | I'm overly suspicious of strangers—for all I know I might not a be a stranger to them |
| 2 | I seek desperately to fit in, and am terrified of abandonment. |
| 4 | A dreary tiredness always follows me as my thoughts keep me up at night. |
| 5 | I cannot let go of the past—my sorrows, glories, and achievements—and react poorly to reminders. |
| 6 | I’m frequently treated with suspicion and mistrust because I’m an outsider. Don't worry, I know they're talking about me behind my back! I swear! |
Rover
The Barbarian
"Bring us another mug!" exclaimed the thunderous voice of the adventurer. The tall shape of the man sitting at the table wreathed himself in furs and hides, a massive sword standing at his side. After the brawl had overtaken most of the pub, this adventurer had singlehandedly taken down most of the misbehaving patrons and had only a few scrapes to show for his performance. With a threatening glare, a few punches thrown, and a show of such sheer rage that most commoners simply backed off, he had earned the respect of most of the clientele and earned his free drinks. "And another for my friend!"
~ Shawn Bourn on his friend,
Tempest 'Fury of the Mountains' Kothun
A white dragonborn leaps from the mountain onto the dragon's back, the raging winds doing nothing to move her steadfast stance. Her axe carves into the creature's flank, releasing a cloud of biting frost. Her anger keeps her burning chest heated, her connection to the elements feeding her fury and keeping her warm. as she shrugs off the cold, bringing her axe down again.
A dwarf drives his maul into the head of the kobold invaders, shattering the skull upon impact, and elbows another in the gut. As he stands victoriously amongst the rubble, his instinct suddenly warns him. Gripping a tree trunk twice his size, he pulls it from the roots and in a single motion, hurls it at the upcoming horde.
Sitting at the campfire, the orc grins and lifts his tankard to his companions. They celebrate their successful journey, overcoming the unloving terrain, dangerous enemies along the way, and the moment exhaustion threatened to take them all into the grave. No one would have made it to the camp without the defensive actions of the orc. Passionately, he lifts his companion, giving them a strong hug, before turning in for the evening. Before he rests his head, the orc consults the spirits of his ancestors on his day to come and sharpen his axe. Like his parents always said: "There is no defense, quite like offense."
Barbarians are the epitome of the martial rover: pillars of staunch endurance, primal instinct, and unbridled strength. Their connection to the primal energies in our world fuels them with the steadfastness of the mountains or the fury of beasts and connects them to the unquenchable energy that fuels everything—their Rage.
For some, this show of energy is a well-spring of unending stamina, while for others, it draws from a great emotion (such as anger, passion, or loyalty).
This power is unrelenting, bringing the warrior to show the colors of primal connection. It is the ferocity of the hunting predator, the unending destruction of a tempest, and the brawn that carries the mountains so they might rise high.
Primal Instincts
Whether taught, blessed, or innate, these warriors find pride in their nature. They embrace the emotions of the wild and find might in the keen instincts, primal connection, and the fury of nature. They thrive in the untamed stretches of their homelands, traveling through unforgiving environments to slay dangerous foes.
Here, they commune with the spirits around them—ancestral, animalistic, emotional, natural, otherworldly, etc.—to grant them their near-supernatural perception and fuel their courageous hearts so they might overcome any obstacle and see peril coming miles away.
Lives of Danger
Barbarians come from all walks of life, and not one is the same. Some are expert soldiers, with a passion burning in their chest or an all-consuming blood lust. Others come from the wild, guiding lost souls through the eternal reaches of the jungle with their incredible endurance. Furthermore, they may come from tribal homesteads, serving as the staunch shield of the people and as leaders in times of trouble. No matter who, all barbarians are driven by a strong emotion that grants them their abilities. They know there is peril no matter where one travels and lift up their weapon with deadly force, charging headfirst into danger so others don't have to.
What these wild warriors lack in technique, they make up for in sheer courage and brute force. This makes barbarians perfectly suited for adventuring. Wandering is in their blood and most hail from backgrounds that assure this rootless life is often their norm. While these passionate individuals do well with community, these bonds are often crafted along the strong friendships they make in their adventuring parties.
Ferocious Rage
The source of a Barbarian's power is the Rage burning deep in their soul. This ability manifests differently, depending on the individual. For some, it is the vengeance that consumes them, while for others, it is a desire to protect those that care about that burns so bright it blinds the warrior, singling out only his goals. Perhaps it's an unquenchable blood lust, which only subsides once their enemies lay slain at their feet, or a passion for war that grants them uncanny perception.
No matter the individual, this trance allows them to shrug off harm and ignore any obstacle that may block their path to victory. These warriors spend their lives on the front lines, engaging enemies directly, no matter the danger.
Creating your Barbarian
When creating a Barbarian character, the most important thing to consider is the manifestation of your Rage and how your character first awakened this power. What emotion fuels this ability? Anger, bloodlust, passion, loyalty, strength, vengeance, etc.? Did your anger overtake you when your village was raided by monsters? Do you strive to find an equal match in battle and seek even greater strength? Or is your Rage a manifestation of a primal power?
Perhaps you are guided by the spirits of your ancestors, who protect you from harm and manifest in your fury? Or is your Rage a frothing anger that consumes you whole? Maybe it is simply a supernatural instinct, an intense focus on battle, or a primal blessing that gifts you the powers of beasts, elements, and plants.
Discuss with your DM what place would be fitting for your Barbarian in their campaign. Is the story set in a frontier where Barbarians are common or do you hail from far-off climates? Think about where your character's past. What led you to start adventuring? Were you a soldier who fought to rid the lands of evil? Are you a wanderer who seeks to guide the primal spirits? Or were you exiled due to bloodshed caused by your blade?
Quick Build
You can make a barbarian quickly by following these suggestions. Ignore all optional feature:
- Ability Scores. Put your highest ability score in Strength, followed by Constitution, and lastly Wisdom.
- Background. Choose the traveler background.
- Proficiencies. Choose the athletics and endurance skills. Next, choose the Harvesting, Mining, and Woodcutting kits, and woodcarver's tools, climbing gear, and pubs-dart set.
- Equipment. Choose a greataxe, two handaxes, hide armor, an explorer's pack, and a ketch with four javelins.
- Leveling Choices. At 1st level, choose the Axes and Spears masteries. At 2nd level, choose the Feat of Strength and Ruthless Strike Exploits. At 3rd level, choose the Path of the Berserker.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing, here's what you need to know if you choose Barbarian as one of your classes.
- Ability Score Minimum. As a multiclass character, you must have at least a Strength score of 13 to take a level in this class, or to take a level in another class if you are already a barbarian.
- Proficiencies. If Barbarian isn't your initial class, here are the proficiencies you gain when you take your first level as a Barbarian: all shields, all simple weapons, and all martial weapons.
- Exploits & Extra Attack. See the rules on Exploits and Extra Attack in the Multiclass chapter.
Class Features
Hit Points
- Hit Dice: 1d12 per Barbarian level
- Hit Points at 1st Level: 12 + your Constitution modifier.
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor, Shields
- Weapons: Simple Weapons, Martial Weapons, Improvised Weapons
- Saving Throws: Strength, Constitution
- Skills: Choose two of the following: Animal Handling, Athletics, Intimidation, Endurance, Nature, Perception, and Survival
- Tools: None
Equipment
As a Barbarian, you start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe, (b) greatsword, or a (c) maul
- (a) two handaxes or (b) any simple weapon
- hide armor, an explorer’s pack, and a ketch with four javelins
Alternately if your group uses the starting wealth rule to purchase equipment, a Barbarian starts with 3d4 x 10 gp.
Optional Rule: Satora's Proficiencies
The following rules are compatible with other works from the Satora's series. You replace the tool proficiencies granted by your class with the following:
- Kits: You may replace a proficiency with a gathering kit you have with the Mining or Quarrying kit.
- Tools: Choose one of the following: (a) a talent set, (b) choose one of the following: armorer's tools, brewer's tools, carpenter's tools, leatherworker's tools, mason's tools, smith's tools, and woodcarver's tools.
Optional Rule: Satora's Equipment
The following rules are compatible with other works from the Satora's series. You start with the following equipment, in addition to the equipment granted by your background:
- a martial weapon of your choice
- a simple weapon of your choice
- four balanced (or lighter) weapons with the Thrown property of your choice
- hide armor and an explorer’s pack
If you choose a ranged weapon, you also gain a container with 20 pieces of ammunition appropriate to the weapon.
The Barbarian
| Level | PB | Features | Rages | Exploits Known |
Exploit Die |
Exploit Uses |
|---|---|---|---|---|---|---|
| 1st | +2 | Rage, Unarmored Defense, Weapon Mastery | 1 | ─ | — | ─ |
| 2nd | +2 | Danger Sense, Savage Exploits | 1 | 2 | d4 | 2 |
| 3rd | +2 | Primal Knowledge, Primal Path, Reckless | 1 | 2 | d4 | 2 |
| 4th | +2 | Ability Score Improvement | 1 | 2 | d4 | 2 |
| 5th | +3 | Extra Attack, Fast Movement | 2 | 3 | d6 | 3 |
| 6th | +3 | Primal Path Feature | 2 | 3 | d6 | 3 |
| 7th | +3 | Feral Instincts | 2 | 4 | d6 | 3 |
| 8th | +3 | Ability Score Improvement | 2 | 4 | d6 | 3 |
| 9th | +4 | Brutal Spirit | 2 | 5 | d6 | 3 |
| 10th | +4 | Primal Path Feature | 2 | 5 | d6 | 3 |
| 11th | +4 | Critical Strike, Relentless Rage | 3 | 6 | d8 | 4 |
| 12th | +4 | Ability Score Improvement | 3 | 6 | d8 | 4 |
| 13th | +5 | True Abandon | 3 | 7 | d8 | 4 |
| 14th | +5 | Primal Path Feature | 3 | 7 | d8 | 4 |
| 15th | +5 | Persistent Rage, Titan's Strength | 3 | 7 | d8 | 4 |
| 16th | +5 | Ability Score Improvement | 3 | 7 | d8 | 4 |
| 17th | +6 | Indomitable Might | 4 | 8 | d10 | 5 |
| 18th | +6 | Wild Sense | 4 | 8 | d10 | 5 |
| 19th | +6 | Ability Score Improvement | 4 | 8 | d10 | 5 |
| 20th | +6 | Primal Champion | Unlimited | 8 | d10 | 5 |
Rage
At 1st level, you can imbue yourself with a primal power known as your Rage, a force which grants you extraordinary resilience and might.
You can enter a Rage as a Bonus Action on your Turn, provided you aren't wearing Heavy Armor. While active, your Rage has the following effects on you:
- Damage Resistance. You resist all Bludgeoning, Piercing, and Slashing damage.
- Rage Advantage. You have Advantage on any Constitution checks, Strength checks, and Strength Saving throws that you make.
- Rage Damage. When you take the Attack action with a weapon using Strength and deal damage to the target, you gain a 1d4 bonus to the damage. As you gain Barbarian levels, this bonus damage increases to match the Exploit Die column on the Barbarian table.
- No Concentration or Spells. You cannot Cast spells or Concentrate on spells or effects.
The Rage lasts until the end of your next Turn, and it ends early if you don Heavy Armor, gain the Unconscious condition, or if you choose to end it as a Bonus Action.
If your Rage is active on your next turn, you can extend the Rage for another round by doing one or more of the following:
- Making an Attack roll against a Creature
- Forcing a creature to make a Saving throw
- Making a Constitution or Strength check
- Using a Bonus Action to forcibly extend your Rage
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
Once you enter a Rage, you must finish a short or long rest before you can Rage again. As you gain Barbarian levels, you can Rage additional times between rests, as shown in the Rages column on the Barbarian table.
Unarmored Defense
Also at 1st level, so long as you are not wearing armor, your Armor Class is equal to 10 + your Dexterity modifier + your Constitution modifier. You can use a shield with this feature.
Weapon Mastery
Your training with weapons allows you to use the Mastery perk of two groups of weapons with which you have proficiency, such as Cudgels and Axes. Whenever you finish a Long Rest, you can change one of these group choices.
When you reach certain levels in this class, you gain the ability to use the Mastery properties of more kinds of weapons: 3 groups at 4th level and 4 groups at 10th level.
(Optional) Rage Alternatives
1st level feature, which replaces the Rage feature. When a feature requires you to Rage or be Raging, you can use any of the following options instead. Each of the optional features below replaces the effects of your Rage.
Bulwark's Stance
While active, your Stance has the following effects on you:
- Donning and Doffing. You can don or doff a shield as an Interaction.
- Reaction As a Reaction, when a creature you can see within 2 Paces of you moves away from you, you can move up to 1 Pace directly towards it, without expending Speed. Should this reaction cause the creature to come into your reach, you can take the Attack action with a weapon using Strength against the creature.
- No Concentration or Spells. You cannot Cast spells or Concentrate on spells or effects.
Additionally, all creatures of your choice within 2 Paces of you are under the following effects:
- Bonus Actions. They can take the Castle Action as a Bonus Action.
- Damage Reduction. When they take Bludgeoning, Piercing, or Slashing damage, they reduce the damage by 1d4 (minimum of 1). As you gain Barbarian levels, this damage reduction die increases to match the Exploit Die column on the Barbarian table. At 7th level, this feature becomes effective against all damage types except for Psychic.
- Strength Advantage. They have advantage on Strength saving throws.
Conduit's Rush
While active, your Rush has the following effects on you:
- Constitution Advantage. You have Advantage on any Constitution Checks and Constitution Saving Throws that you make.
- Guide. As a Bonus Action, you can expend any number of Hit Dice, to Guide a number of creatures within 6 Paces of your choice. These creatures can use their Reaction to move up to half their Speed towards you. For every hit die spent beyond 1, the chosen creatures can Move an additional Pace towards you without expending movement. This movement does not provoke Opportunity Attacks. The number of creatures you can Guide is equal to your Constitution modifier.
- Guise. As a Bonus Action, you can expend any number of hit dice, to manifest your spirit to one creature of your choice within 12 Paces of you. This creature must make a Charisma Saving Throw or gain the Charmed, Dazed, or Frightened condition (your choice) until the end of your next turn. The DC of this saving throw equals 8 + your proficiency modifier + your Constitution modifier + 1 for every hit die spent beyond 1.
- Regeneration. As an Action, you can choose to expend any number of Hit Dice to regain a number of Hit Points equal to the roll of your Hit Dice + your Constitution modifier + 1d4. As you gain Barbarian levels, this regeneration die increases to match the Exploit Die column on the Barbarian table.
- Resting. You regain a number of Hit Dice equal to your Proficiency Bonus upon completing a Short or Long Rest. Additionally, you have Advantage on rolls made to regain Hit Point by expending Hit Dice on a Short or Long Rest.
- No Concentration or Spells. You cannot Cast spells or Concentrate on spells or effects.
Instead of making a Constitution or Strength Check, you can extend your Rage for another round by taking the Guide, Guise or Regenerate acts. Furthermore, should you start your turn without any hit dice, you can expend any number of uses of your Rage to activate the Guide, Guise, or Regenerate acts, as if they were activated by expending hit die for Rage use spent.
Hunter's Ferocity
While active, your Ferocity has the following effects on you:
- Climbing Speed. You gain a Climbing speed equal to your Walking speed.
- Damage Resistance. You Resist all Bludgeoning, Piercing, and Slashing damage.
- Travel Bonus. All creatures of your choice within 2 Paces of you can roll a d4 and add the number rolled to all Travel action or Camp actions made. As you gain Barbarian levels, this bonus die increases to match the Exploit Die column on the Barbarian table.
- Traveling Speed. All creatures of your choice that you can have their traveling distance increased by 1 mile/hour.
- Wild Weapon. You gain a natural weapon, which deals 2d4 + your Strength modifier piercing damage on a hit. As you gain Barbarian levels, this bonus die increases to match the Exploit Die column on the Barbarian table. At 7th level, this natural weapon becomes magical for the purpose of overcoming Resistance.
- No Concentration or Spells. You cannot cast spells or concentrate on spells or effects.
Additionally, your Ferocity lasts for 1 hour instead. At 15th level, your Ferocity increases to last 2 hours, and you instead learn an additional Exploit of your choice.
Mighty Vigor
While active, your Vigor has the following effects on you:
- Bonus Actions. You can take the Feint, Influence, and Taunt actions as Bonus Actions. Additionally, if you take an Action that requires a Strength check, you can take a bonus action instead.
- Charisma Checks. Whenever you make a Charisma ability check, you can make it as a Strength check, even if it normally uses a different ability.
- Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Vigor Bonus. Whenever you make a Strength check, you can roll a d4 and add the number rolled to the total. Whenever a creature makes a saving throw against your Grapple, it must roll a d4 and subtracted the number rolled from its total. As you gain Barbarian levels, this bonus die increases to match the Exploit Die column on the Barbarian table.
- No Concentration or Spells. You cannot Cast spells or Concentrate on spells or effects.
Additionally, your Vigor lasts for 1 hour instead. At 15th level, your Vigor increases to last 2 hours, and you instead gain an additional Exploit use.
Spiritual Focus
While active, your Focus has the following effects on you:
- Bonus Actions. You can take the Predict, Raise Guard, and Search actions as Bonus Actions.
- Attack Ability. When you make a weapon Attack, you can use your Wisdom modifier instead of your Strength or Dexterity for attack and damage rolls. If any features of your Barbarian class ask for an Attack using Strength, it can affect the Attacks of your Focus.
- Damage Resistance. Choose one of the following damage types when you enter your Focus: Acid, Cold, Fire, Lightning, or Thunder. When you take damage of this type, reduce the incoming damage by 2d4 (minimum of 0). As you gain Barbarian levels, this damage reduction die increases to match the Exploit Die column on the Barbarian table.
- Intelligence Checks. Whenever you make an Intelligence ability check, you can make it as a Wisdom check, even if it normally uses a different ability.
- Rage Advantage. You have advantage on any Constitution checks, Wisdom checks, and Strength saving throws that you make.
Instead of making a Constitution or Strength Check, you can extend your Rage for another round by taking making a Constitution or Wisdom Check.
(Optional) Primal Magic
1st level feature, which replaces the Unarmored Defense feature
You learn two cantrips of your choice from the Druid spell list. Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
In addition, you can cast cantrips from the Druid spell list while raging, and can add 1d4 to the damage dealt with these cantrips. As you gain Barbarian levels, this bonus die increases to match the Exploit Die column on the Barbarian table.
(Optional) Fighting Style
1st level feature, which replaces the Unarmored Defense and Weapon Mastery feature
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Blind Warrior. You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
- Brawler. Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on hit. If you have two free hands and use your action to make only unarmed strikes you can make a single unarmed strike as a bonus action on that turn.
- Defensive Fighting. So long as you are either wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.
- Dual Wielding. While two-weapon fighting, you make your off-hand weapon attack as part of your Attack action instead of a bonus action, and you add your ability modifier to the damage of this attack. When you do, you cannot also make a bonus action attack.
- Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
- Great Weapon Fighting. When you make a two-handed melee attack with a heavy weapon as part of your Attack action, you treat a total roll of 5 or lower on the weapon's damage dice as a 6.
- Heavyweight Fighting. You can use your weight, and the weight of your weapon, to land devastating blows. While you are wielding a heavy weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks made to Shove.
- Improvised Fighting. You gain proficiency with improvised weapons. Once per turn, when you hit with a non-magical improvised weapon attack, you can roll the damage die twice and take the higher roll. When you do so, the improvised weapon is destroyed and cannot be used for further attacks.
- Mariner. When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
- Mountaineer. When you are not wearing medium or heavy armor, or using a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
- Protector. When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
- Shield Warrior. You gain proficiency with shields as a martial melee weapon, and on hit, your shield deals 2d4 bludgeoning damage. If you are wielding a shield and nothing else, you gain a +1 bonus to attack rolls with your shield and to your Armor Class.
- Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.
- Wrestler. When you hit a creature with a melee Attack on your turn, you can use a Bonus action on that turn to attempt to Grapple or Shove that creature, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your Speed.
Danger Sense
At 2nd level, you have Advantage on Dexterity saving throws against effects that you can see, such as traps and spells, as long as you are not Blinded, Deafened, or Incapacitated.
Savage Exploits
Also at 2nd level, you have gained savage abilities that enhance your martial skill on and off the battlefield:
Exploit Dice
The Barbarian table shows how many Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw, and you regain all Exploit Dice when you finish a short or long rest.
Your Exploit Dice begin as d4s and increase in size as you gain levels in this class, as indicated in the Barbarian table.
Exploits Known
At 2nd level, you learn two Savage Exploits (see the following links: Alternate Barbarian and Expanded Document). The Exploits Known column of the Barbarian table shows when you learn additional Exploits.
To learn an Exploit you must meet any prerequisites that it may have, like a minimum ability score or Barbarian level.
Each time you gain a Barbarian level, you can replace one of the Savage Exploits you know with another Exploit of your choice, so long as you meet that Exploit's prerequisites.
Saving Throws
If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:
Exploit save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
(Optional) Savage Strikes
2nd level feature, which replaces the Savage Exploit feature
If you have Advantage on the Attack action against a creature you make with a weapon using Strength on your turn, you can forgo this Advantage and choose one of the following effects, should the Attack hit:
- Break. The target's Speed is reduced by a number of Paces equal to your Strength modifier until the start of your next turn.
- Fortify. If you are forced to make a Strength, Dexterity, or Constitution saving throw, you can roll 1d4 and add it to the saving throw made. You can do so after you roll the d20, but before you know if you succeed or fail. As you gain Barbarian levels, this fortitude die increases to match the Exploit Die column on the Barbarian table.
- Might. The target of your Attack is pushed a number of Paces equal to your Strength modifier back by your Attack. This Attack can only move creatures you would also be able to Shove with an Unarmed Strike.
Primal Knowledge
When you reach 3rd level and again at 10th level, you gain proficiency in another skill of your choice from the list of skills available to Barbarians at level 1.
Additionally, while you are Raging, you can focus the primal energy around you to accomplish certain tasks or hone your mind. Whenever you make an ability check using one of the following skills, you can make it as a Strength check, even if it normally uses a different ability: Acrobatics, Intimidation, Insight, Perception, Nature, Stealth, or Survival.
Primal Path
At 3rd level, you choose the Primal Path that best represents your Barbarian's style of combat and the source of your Rage. For these paths see the following links: Alternate Barbarian and Expanded Document. For more options, see the end of the Barbarian chapter.
Your Primal Path grants you features at 3rd level, and again when you reach 6th, 10th, and 14th level in this class.
Path Exploits
Some Primal Paths have a list of Path Exploits that you learn at the Barbarian levels noted in that Primal Path description. They don't count against your number of Exploits Known and cannot be switched out for other Exploits. If you do not meet a Path Exploit's prerequisites, you learn it regardless.
Reckless
Starting at 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you take the Attack action with a weapon using Strength on your turn, you can decide to attack recklessly. Doing so gives you advantage on Attacks with a weapon using Strength during this turn, but Attack rolls against you have advantage until the start of your next turn.
(Optional) Athlete's Strength
3rd level feature, which replaces the Primal Knowledge feature
Beginning at 3rd level, whenever an effect uses your Strength modifier or score in its calculation, you can also add your Proficiency modifier. Additionally, you ignore the Strength requirements on armor, shields, or weapons.
At 10th level, once per turn, you can add your Exploit die to all Strength checks and Strength saving throws you make, even if you're not Raging.
(Optional) Bastion's Guard
3rd level feature, which replaces the Primal Knowledge feature
At 3rd level, you gain Proficiency in Heavy Armor, and can Rage while you are wearing Heavy Armor. Additionally, you can still gain the effect of any features of the Barbarian class that require you aren't wearing Heavy Armor while you are wearing Heavy Armor.
Additionally, as an Action or Bonus action on your turn, you can choose a Creature you can see within 6 Paces of you. It must make a Wisdom saving throw against your Exploit DC, or suffer the following effects until the end of its next Turn:
- When the target uses a damaging effect that doesn't require it to make an Attack roll, it must make repeat its Wisdom saving throw. On a failure, the effect must include you as a target or include you in its area of effect.
- If the target enters your reach it must make a Dexterity saving throw or stumble, giving the next Attack against it Advantage.
At 10th level, creatures that you've hit with an Attack since the start of your turn have disadvantage on this saving throw. Additionally, the range of this feature increases to any creature you can see within 12 Paces of you.
(Optional) Old Rites
3rd level feature, which replaces the Primal Knowledge feature
Starting at 3rd level, you learn three Druid spells of your choice of 2nd level or lower, two of which must be ritual spells. Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these spells with another spells from the Druid spell list.
You have a number of Rite charges equal to half your Proficiency bonus, and can expend one Rite charge to cast any spell you know. You must finish a short rest to regain these charges.
In addition, you can cast these spells while Raging. If you start your turn without any Rite charges, you can expend a use of your Rage to Cast one of your spells.
At 10th level, you learn three additional Druid spells of 4th level or lower, two of which must be ritual spells.
(Optional) Power of the Heart
3rd level feature, which replaces the Primal Knowledge feature
At 3rd level, your hit point maximum increases by 3, and it increases by 1 every time you gain a level afterwards.
Additionally, you have advantage on Wisdom (Animal Handling) and Wisdom (Insight) checks made to read or understand other creature's emotions.
At 10th level, whenever you enter Rage, or as an Action on your turn, you can choose a number of creatures within 6 Paces of you, equal to your Proficiency bonus, and force them to make a Charisma saving throw against your Exploit DC.
On a failure, you learn their Emotional State, and can choose to change it to any of the following of your choice until the end of your next turn: Affectionate, Aggravated, Amicable, Calm, Courageous, Daunted, Ecstatic, or Sorrowful.
Creatures have Disadvantage on their saving throw if you attempt to change their Emotional State to one you are currently under the effect of.
(Optional) Wild's Wisdom
3rd level feature, which replaces the Primal Knowledge feature
At 3rd level, you gain Advantage on saving throws made to resist or avoid extreme temperatures, extreme weather, or the traits of an environment you are traveling through. Additionally, you can expend a use of Rage to grant Advantage against one of these effects to a number of creatures equal to your Proficiency modifier you can see within 2 Paces of yourself, for 8 hours.
At 10th level, you automatically succeed on saving throws made to resist or avoid the above effects. Additionally, you have resistance to all non-magical damage dealt by environment traits.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
When you reach 5th level, your speed increases by 10 while you aren't wearing heavy armor. Additionally, you can choose to enter a rage when rolling initiative, so long as you are not blinded, deafened, or incapacitated.
(Optional) Strike Improvement
5th level feature, gained if you have the Savage Strikes feature
Starting at 5th level, the following effects are now amongst your Savage Strike options:
- Frighten. The target is Frightened of you until the end of your next turn.
- Sprint. You can move up to half your Speed towards a hostile creature that you can see, and can make a single melee weapon Attack against it.
- Whirlwind. As a bonus action, choose another creature within reach, and make a single melee weapon Attack against it.
(Optional) Fast Pace
5th level feature, which replaces the Fast Movement feature
At 5th level, while traveling, you and any creature of your choice within 2 Paces of you, ignore the Speed penalty of any environment you travel through.
Additionally, when you Trailblaze you make an additional mile of progress instead of reducing the Speed penalty of the environment. If you succeed this check by 5 or more, you instead make 2 additional miles of progress. Additionally, you no longer gain a level of exhaustion should you fail your check.
Feral Instinct
Upon reaching 7th level, you gain the benefits below:
- Superior Initiative. You have Advantage on Initiative rolls. Additionally, if you are Surprised at the beginning of combat and choose to Rage while rolling initiative, you can Act normally on your first Turn.
- Raging Pounce. As part of the Bonus action you take to enter your Rage or when choose to enter Rage while rolling Initiative, you can move up to half your Speed.
Universal Language
At 7th level, any creature that can understand a language can understand what you say when you make threats of violence.
Brutal Spirit
At 9th level, your Rage lasts for its maximum duration, and only ends early if you become Unconscious or you choose to end it.
Improved Critical
Beginning at 9th level, your Attack rolls with a weapon using Strength score a critical hit on a roll of 19 or 20 on the d20.
At certain Barbarian levels your critical hit range increases: at 13th level you score a critical hit on a roll of 18-20, and at 17th level you score a critical hit on a roll of 17-20.
(Optional) Strike Improvement
9th level feature, gained if you have the Savage Strikes feature
Also at 9th level, the following effects are now amongst your Savage Strike options:
- Athleticism. Both your long and high jump distances double, even if that distance would exceed your remaining movement, for 1 minute.
- Daze. The target is Dazed until until the start of your next turn.
- Roar. A number of creatures of your choice equal to your Constitution modifier within 6 Paces of you have disadvantage on attacks against targets other than you for until the end of your next turn.
Critical Strike
Starting at 11th level, when you score a critical hit with a weapon attack while you are Raging, you can use a Savage Exploit you know as part of that attack without expending an Exploit Die.
Relentless Rage
Also at 11th level you gain the following benefits while Raging:
- Undying Endurance. If you drop to 0 hit points, but do not die outright, you can choose to end your Rage and drop to 1 hit point instead.
- Steel Mind. When you make an Intelligence, Wisdom, or Charisma saving throw you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).
(Optional) Lock Down
11th level feature, which replaces the Critical Strike feature
Starting at 11th level, when you end your turn without using your Action to make an Unarmed Attack, and make an opportunity attack as a Reaction, you can make an Unarmed Attack of your choice instead.
(Optional) Iron Gut
11th level feature, which replaces the Critical Strike feature
Beginning at 11th level, the time you can go without food or drink is doubled, and you only suffer the effects of your choice caused by consuming food or drink.
(Optional) Spirit's Intuition
11th level feature, which replaces the Critical Strike feature
Starting at 11th level, when you end your turn without using your Action to take the Magic Action, you can take an additional reaction before the start of your next turn. You can only use one reaction per triggering effect.
(Optional) Passionate Defense
11th level feature, which replaces the Critical Strike feature
Beginning at 11th level, you only suffer the effects of your choice from the following States: Affectionate, Aggravated, Amicable, Calm, Courageous, Daunted, Ecstatic, or Sorrow-ful. Additionally, you can end any of the above States as an Interaction.
(Optional) Unbreakable Wall
11th level feature, which replaces the Critical Strike feature
At 11th level, while you are conscious, your Speed cannot be reduced without setting it to 0. Additionally, you are immune to non-magical difficult terrain.
(Optional) Wild Intuition
11th level feature, which replaces the Critical Strike feature
At 11th level, your Danger Sense alerts you to hidden creatures and objects within 6 paces of you, but you do not know their exact location. You have advantage on saving throws and ability checks made to avoid the effect, or locate hidden presences you sense using this feature.
True Abandon
At 13th level, you gain the following benefits:
- Guarded Body. When you fail a saving throw against a spell or magic item while your Rage is active, you can use your Reaction to reroll it, and you must use the new roll.
- Sundering Strikes. When you reduce an enemy within 5 feet of you to 0 Hit Points with a melee attack using one of your chosen kinds of Mastery weapon, you can immediately apply the Cleave property to that attack. You can use this benefit even if your weapon lacks the Heavy property, or if you have already used the Cleave property during the current turn.
(Optional) Strike Improvement
13th level feature, gained if you have the Savage Strikes feature
Also at 13th level, the following effects are now amongst your Savage Strike options:
- Stagger. The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of your next turn.
- Strengthen. The attack deals additional damage equal to another roll of your Rage Damage.
- Sunder. Until the start of your next turn, the next attack roll made by another creature against the target gains a bonus to that roll equal to your Rage Damage.
Persistent Rage
Beginning at 15th level, your Rage is so fierce that you can enter it at any time during your turn without using a Bonus Action, provided you aren't Unconscious.
Additionally, your Rage lasts for 1 hour. Furthermore, when you enter your Rage, you can end every effect on yourself that is causing you to have the Dazed or Incapacitated conditions.
Titan's Strength
At 15th level, you count as one size larger for the purposes of grappling and shoving other creatures, for your Primal Might feature, and when determining your carrying capacity and the weight you can push, drag, or lift. This increases to two sizes larger at 20th level.
Indomitable Might
Starting at 17th level, if you make a Strength or Constitution check and the result of your roll is lower than your Strength score, you can use your Strength score in place of the result.
(Optional) Heroic Endurance
17th level feature, which replaces Indomitable Might
Beginning at 11th level, you are immune to non-magical dis-ease and poison. Additionally, you have advantage on saving throws made to resist or avoid disease and poison, as well as any Constitution check, and any roll made to regain Hit Points from a non-magical effect.
(Optional) Primal Guidance
17th level feature, which replaces Indomitable Might
Starting at 17th level, if you make a Constitution or Wisdom check and the result of your roll is lower than your Constitution score, you can use your Constitution score in place of the result.
(Optional) Unyielding
17th level feature, which replaces Indomitable Might
Beginning at 15th level, when you make an ability check or saving throw to prevent or end the frightened, grappled, prone, restrained, paralyzed or stunned condition or an effect that moves or teleports you against your will, you can add your Exploit die to the result.
Wild Sense
At 18th level, your connection to primal forces grants you Blindsight with a range of 6 Paces.
Primal Champion
At 20th level, both your Strength and Constitution scores increase by 4, and your maximum for both of those scores is now 28.
Path of the Juggernaut
Crumbling walls and cutting paths through stone and enemy alike, Barbarians following the Path of the Juggernaut are siege weapons able to stand their ground against any who dare oppose raw strength. No stone will hold its ground, no shield will block its attacks, and no one is safe, against the great destroyers that call themselves Juggernauts.
Juggernaut Exploits
You learn certain Exploits at the Barbarian levels noted in the table below. These don't count against your number of Exploits Known and can't be switched upon gaining a level.
| Barbarian Level | Exploit |
|---|---|
| 3rd | destructive strike, mighty thrust |
| 5th | immovable stance, shattering slam |
| 9th | mythic resilience |
Demolishing Might
At 3rd level, you have Advantage on Attack rolls made against objects or structures, and should you deal damage with an Attack made against an object or structure, you can roll your Exploit die and add it to the damage dealt.
You ignore the damage Resistance of any non-magical object or structure. Additionally, if you take the Attack action with a weapon using Strength and deal damage to a creature of the Construct type, you can roll your Exploit die and add it to the damage dealt.
Thunderous Blows
Also at 3rd level, you can use the Shove action as a bonus action. Additionally, you gain the following benefits:
- Shove. When you use the Shove action, you can move the creature a number of feet equal to equal to 5 times your Strength modifier instead.
- Inescapable. If you forcefully move a creature using the Shove action, the Mighty thrust Exploit, or similar effects, you can choose to immediately move up to 10 feet towards the target, without expending movement.
- Siege Weapon. When you would cause collision damage, you deal additional damage equal to a roll of your Exploit die + your Strength modifier to both targets of the collision.
Stance of the Mountain
Starting at 6th level, you are immune to being knocked prone or moved against your will while Raging. If you haven't moved more than half your movement speed during your turn, you gain +1 bonus to your AC until the start of your next turn.
Overwhelming Cleave
Starting at 10th level, when take the Attack action with a weapon while Raging, you can make another Attack as a Bonus action with the same weapon against a different creature that is within 1 Pace of the original target and within range of your weapon.
Unstoppable
Beginning at 14th level, when you enter a Rage, or as a Bonus action while Raging, you can choose to become Unstoppable. For the duration of the Rage your speed cannot be reduced, and you are immune to the Frightened, Paralyzed, and Stunned conditions. If you are Frightened, Paralyzed, and Stunned, you can still take your Bonus action to enter your Rage and suspend the effects for the duration of the Rage.
Once you use this feature to become Unstoppable, you can't do so again until you finish a long rest.
Path of the World Tree
Barbarians who follow the Path of the World Tree believe that their Rage links them to the cosmic ash tree Yggdrasil. This “world tree” grows among the Outer Planes, connecting them to each other and to the many worlds of the Material Plane, and the greatest plants on every world are said to be distant descendants of mighty Yggdrasil. These Barbarians draw on their connection to the world tree as a source of vitality and as a means of travel across the multiverse.
World Tree Exploits
You learn certain Exploits at the Barbarian levels noted in the table below. These don't count against your number of Exploits Known and can't be switched upon gaining a level.
| Barbarian Level | Exploit |
|---|---|
| 3rd | mighty leap, rustic intuition |
| 5th | arresting critical, feral sense |
| 9th | survey wilderness |
Voice of the World Tree
Starting at 3rd level, you learn two languages of your choice, which you choose from the Standard Languages and Rare Languages table.
Additionally, if you spend 8 hours tending to crops, plants, or other farmland, the 8-hour version of the plant growth spell takes effect on any land you attend to during that period.
Verdant Rage
At 3rd level, when you enter your Rage, you regain a number of Hit Points equal to your Barbarian level. You can choose to have any number of these Hit Points become Temporary Hit Points instead.
Additionally, at the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points equal to two rolls of your Exploit die.
If any Temporary Hit Points granted by this feature remain when your Rage ends, they vanish.
Branching Limbs
At 6th level, the endless expanse of the World Tree allows you to bring all within your reach. You gain the following benefits:
- Extended Reach. While you wield any melee weapon, your reach with that weapon is 10 feet greater than normal.
- Plunging Roots. Whenever a creature you can see ends its turn within 30 feet of you while your Rage is active, you can use your Reaction to summon spectral tendrils of the World Tree around it. The target must succeed on a Strength saving throw (DC equal to 8 + your Proficiency Bonus + your Strength modifier) or be teleported to an unoccupied space you can see within 10 feet of you. The space the target teleports to must be on a surface or liquid that can support it; otherwise, the target doesn't teleport.
Arboreal Step
Beginning at 11th level, while your Rage is active, you can teleport up to 30 feet to an unoccupied space you can see when you make a Strength-based attack on your turn. You can teleport before or after making the attack, but no more than once per turn.
You can use this feature a number of times equal to your Proficiency Bonus. You regain one expended use each time you enter your Rage, and you regain all expended uses when you finish a Long Rest.
Might of the World Tree
At 14th level, you have learned to harness the cosmic power of almighty Yggdrasil. You gain the following benefits:
- Verdant Canopy. When you use your Verdant Rage to grant Temporary Hit Points to another creature, that creature can be within 30 feet of you, rather than 10 feet.
- Battering Roots. When you use your Plunging Roots, you can make one melee attack against the target as part of the same Reaction.
- Travel Along the Tree. You can cast the Plane Shift or Teleport spell once without expending a spell slot or requiring Material components. Wisdom is your spellcasting ability for both spells. Once you cast either spell in this way, you can't do so again until you finish a Long Rest, unless you expend four uses of your Rage to cast one of these spells again.
Additional Features
The following existing subclasses gain a number of features in addition to their existing features. These features are compatible with both this version of the Barbarian, as well as the official Barbarian class:
Thunder Sense
3rd level Path of Storm feature
When you reach 3rd level, you can use your Action to predict the Wind Level in your Region for the next 24 Hours. Within a 5 mile radius, you can sense the location of different Wind Levels, their Intensity, and what type of Precipitation (if any) will be present alongside it.
Wild Speech
3rd level Path of the Beast/Lycan feature
Beginning at 3rd level, you may communicate simple ideas with Medium or smaller Beasts through sound and gestures. They can understand the meaning of your words, though you have no special ability to understand them in return.
Intimidating Presence
3rd level Path of the Berserker feature
Starting at 3rd level, you gain proficiency in the Charisma (Intimidation) skill if you don't have it already, and your Proficiency Bonus is doubled for any checks you make using this Skill.
Stories of Old
3rd level Path of the Conduit/Ancestral Guardian feature
When you reach 3rd level, you know how to pass on what your ancestors left for the future generations in a unique way. As an Action, you can shape Small or smaller non-magical fire and the smoke it produces into any shape you want.
Additionally, whenever you would make an Intelligence (History) or Charisma (Performance) check to remember or share the stories of your ancestors, you can roll your Exploit Die and add it to the total.
Deep Emissary
3rd level Path of the Deep feature
You can communicate simple ideas to any Medium or smaller Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Tactical Knowledge
3rd level Path of the Reaver feature
At 3rd level, your improved knowledge grants you the following benefits:
- Language. You learn to speak, read, and write one additional Language of your choice, which you choose from the Standard Languages and Rare Languages table
- Primal Knowledge. While Raging, whenever you make an Ability Check using one of the following Skills, you can make it as a Strength Check, even if it normally uses a different Ability Score: History, Investigation, or Tool Checks you have Proficiency with.
Voice of the Mountains
3rd level Path of the Titan feature
Beginning at 3rd level, you learn to speak, read, and write Giant. Additionally, as a Bonus Action, you can choose to speak with the Voice of the Mountains. When you do so, your voice booms up to three times as loud as normal for 10 Rounds.
Shaman's Instinct
3rd level Path of the Warden feature
At 3rd level, you learn to speak, read, and write Druidic. When you take a Travel Action that requires you to make a Dexterity, Intelligence, or Charisma based Check, you can roll your Exploit Die and add it to the total.
Wyrm's Touch
3rd level Path of the Wyrmblood feature
Starting at 3rd level, as an Action, you are able to manifest a spark of draconic power within yourself. This spark manifests in one of the following ways, as associated with your Draconic Ancestry feature:
- Amethyst: You can levitate an Object in your hands up to 1 feet away from it, for up to 10 Rounds. To levitate an Object, it must be no heavier than 5 pounds.
- Black, Copper, Steel: You can douse a Non-Magical, Tiny Object in your hand with acid. Every Round, the object takes 1 Acid damage. Over the course of 10 Rounds, this effect can corrode most Tiny Objects with a Brittle Threshold.
- Blue, Bronze: You create a spark of lightning above your hand. This non-harmful electric current can power Tiny Electrical Objects, and creates a single flash of light visible for up to 6 Paces.
- Brass, Gold, Red: You create a Tiny flame above your hand. Over the course of 10 Rounds, you can warm yourself by this flame, increasing your Warmth Level by 1.
- Crystal: You create a Tiny mote of light above your hand. This mote counts as a Tiny Light Source.
- Emerald: You make a Tiny Mark (such as a color, glyph, or symbol) appear on an Object or Structure for up to 1 Hour.
- Green: You manifest a bubble of noxious power in your hand. Over the course of 1 week, you can create 1 Basic Poison (Vial) without requiring ingredients or tools.
- Sapphire: You create a rumble of thunder above your hand, which is audible out to 12 Paces.
- Silver, White: You create a Tiny snowflake above your hand. Over the course of 10 Rounds, you can cool yourself with the frost, decreasing your Warmth Level by 1.
- Topaz: You touch a Tiny, Non-Magical, Organic Object (such as a flower, seed pod, or leaf bud) causing it to wither. Every Round, the object takes 1 Necrotic damage. Over the course of 10 Rounds, this effect can wither most Tiny Objects with a Brittle Threshold.
Optional Rule: Satora's Proficiencies
The following rules are compatible with other works from the Satora's series. You replace the Savage Smith feature granted by the Blood & Iron subclass with the following:
Savage Smith. You gain proficiency in armorer's tools and Heavy Armor.
You can also Rage while you are wearing Heavy Armor. Additionally, you can still gain the effect of any features of the Barbarian class that require you aren't wearing Heavy Armor while you are wearing Heavy Armor.
Additionally, You replace the Magic Awareness feature granted by the Wild Sorcery subclass with the following:
Magic Awareness. As an action, you can open your awareness to the presence of magic. Until the end of your next Turn, you know the location of spells and magic items within 60 feet that aren't behind total cover. When you sense a spell, you learn its School of magic, Sphere of magic, or Domain of magic (your choice).
You can use this feature once per short or long rest at no cost, after which you must expend an Exploit Die to use it.
Feats & Rules
Class & Profession Feats
Barbarian Initiate
4th level, Strength score of 13 or higher, no levels in the Barbarian class; not repeatable
The primal ardor of a Barbarian has awakened within you. You gain the following features:
- Prestige. For anything that requires you to have a Level in the Barbarian class, you count as having 1 level in this class.
- Proficiencies. You gain proficiency in the Athletics skill and one Martial weapon of your choice.
- Feature: Primal Ardor. You gain the Primal Ardor feature. Additionally, when a feature requires you to Rage or be Raging, you can use the Primal Ardor feature instead:
Primal Ardor
You can enter Ardor as a Bonus Action on your Turn, provided you aren't wearing Heavy Armor. While active, your Ardor has the following effects on you:
- Damage Reduction. You reduce all Bludgeoning, Piercing, and Slashing damage by an amount equal to your Proficiency Bonus.
- Rage Advantage. You add your Proficiency Bonus to any Constitution checks, Strength checks, and Strength saving throws that you make, if you do not do so already.
- Rage Damage. When you take the Attack action with a weapon using Strength and deal damage to the target, you gain a 1 bonus to the damage. This bonus increases to 1d4 at 8th level, 1d6 at 12th, and to 1d8 at 16th.
- No Concentration or Spells. You cannot cast spells or concentrate on spells or effects.
The Ardor lasts until the end of your next turn, and it ends early if you Don Heavy Armor, gain the Unconscious condition, or if you choose to end it as a Bonus Action.
If your Ardor is active on your next turn, you can extend the Ardor for another round by doing one or more of the following:
- Making an Attack roll against a Creature
- Forcing a Creature to make a Saving throw
- Making a Constitution or Strength check
- Using a Bonus Action to forcibly extend your Ardor
Each time your Ardor is extended, it lasts until the end of your next Turn. You can maintain the Ardor for up to 10 Rounds.
Once you enter your Ardor, you must finish a Short or Long rest before you can use this feature again.
Berserk Roar
5th level in the Barbarian class; not repeatable
As a Bonus Action, any creature of your choice within 2 Paces of you must make Wisdom Saving Throw. The DC equals your Exploit Save DC or 8 + your Proficiency Bonus + your Charisma (Intimidation) modifier (whichever is higher).
On a failure, a creature gains the Frightened condition by you until the start of your next turn. While the creature is Frightened, you deal additional damage equal to your Proficiency Bonus to it whenever you damage it with an Attack. Using this feature extends your Rage.
You can use this feature a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Short or Long Rest.
Revised Feats
The following feats replace the Alchemist, Gourmand and Chef feats:
Apprentice Chef
No prerequisite, not repeatable
Diving heart first into the culinary arts is paying dividends. You gain the following benefits:
- Ability Score Increase. Increase your Constitution or Wisdom score by 1, to a maximum of 20.
- Tool Proficiency. You gain proficiency with cook’s utensils.*
- Better Crafting. You gain a d6 preparation die on all checks made using cook’s utensils. Additionally, the required crafting time of trivial and common cooking products is halved.
- Tasty Treat. With 1 hour of work (which can coincide with a camp action), you can craft a number of treats equal to your proficiency bonus. These tasty treats last 8 hours after being made. As a bonus action, a creature can eat a treat to bolster themselves. The creature rolls a number of d8's equal to half your proficiency bonus, and gains the number rolled in temporary hit points. These hit points last for 8 hours.
Adept Chef
The apprentice chef feat, not repeatable
Your culinary abilities are ever growing. You gain the following benefits:
- Ability Score Increase. Increase your Constitution or Wisdom score by 1, to a maximum of 22.
- Better Crafting. You gain a d6 preparation die on all checks made using cook’s utensils. Additionally, the required crafting time of trivial, common, and uncommon cooking products is halved.
- Culinary Senses. As a bonus action, you may take the Search action. If you use the Search action to inspect food, you automatically determine its rarity and whether it is clean to consume. Additionally, the required innovation and copying time of trivial and common cooking recipes is halved.
- Cook's Capability. At the end of a Long Rest, any cook's utensils on your person automatically regain one charge. And those sharing your profession are one step friendlier to you and will attempt to grant trivial and common help, so long as they are friendly to you.
Master Chef
The adept chef feat, not repeatable
Your time and effort spent mastering the culinary arts has paid off. You gain the following benefits:
- Ability Score Increase. Increase your Constitution or Wisdom score by 1, to a maximum of 24.
- Better Crafting. You gain a d6 preparation die on all checks made using cook’s utensils. Additionally, the required crafting time of all cooking products, except for legendary, are halved.
- Gastronomical Achievement. At the end of a Long Rest, any cook's utensils on your person automatically regain all charges. Additionally, the required innovation and copying time of trivial, common, and uncommon, and rare cooking recipes is halved.
- Master's Cuisine. Any cooking product you create allows the consumer to roll a number of their hit dice equal to half your proficiency modifier. The creature regains a number of hit points equal to the total number rolled after completing the meal. Creatures can gain this benefit even while satiated. Additionally, you have advantage on any Charisma checks made to influence creatures under the effect of your meals (minimum of 1 hour).
Apprentice Alchemist
No prerequisite, not repeatable
You're getting familiar with the intellectual craft of the alchemist. You gain the following benefits:
- Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- Tool Proficiency. You gain proficiency with alchemist's tools.*
- Better Crafting. You gain a d6 preparation die on all checks made using alchemist's tools. Additionally, the required crafting time of trivial and common alchemy products is halved.
- Potioneer. You can drink or administer a potion as a Bonus action, instead of an action.
- Transmute Reagent. Once per long rest, you can change the group of a reagent you touch into one of your choice (curative, reactive, or poisonous).
Adept Alchemist
The apprentice alchemist feat, not repeatable
Your alchemical prowess inspires greatness. You gain the following benefits:
- Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 22.
- Better Crafting. You gain a d6 preparation die on all checks made using alchemist's tools. Additionally, the required crafting time of trivial, common, and uncommon alchemy products is halved.
- Chemist's Knowledge. As a bonus action, you may take the Study action. If you use the Study action to inspect a potion, you automatically determine its rarity and effect. Additionally, the required innovation and copying time of trivial and common alchemy recipes is halved.
- Alchemist's Capability. At the end of a Long Rest, any alchemist's tools on your person automatically regain one charge. And those sharing your profession are one step friendlier to you and will attempt to grant trivial and common help, so long as they are friendly to you.
Master Alchemist
The adept alchemist feat, not repeatable
You've mastered the art of transmutation and potion brewing. You gain the following benefits:
- Ability Score Increase. Increase your Intelligence or Wisdom score by 1, to a maximum of 24.
- Better Crafting. You gain a d6 preparation die on all checks made using alchemist's tools. Additionally, the required crafting time of all alchemy products, except for legendary, are halved.
- Philosopher's Achievement. At the end of a Long Rest, any alchemist's tools on your person automatically regain all charges. Additionally, the required innovation and copying time of trivial, common, and uncommon, and rare alchemy recipes is halved.
- Master's Elixir. When you craft an alchemical product and exceed the total crafting DC by 5 or more, or score a Critical Hit, you create an additional elixir of the same type.
Rule: Tool Proficiency
At 2nd level, if you gain proficiency with a specific set of tools you are already proficient with, you may choose to gain one of the following benefits:
(a) gain proficiency with another set of Tools of the same type (a set of supplies must be replaced by a set of supplies, etc.)
(b) you add double your proficiency bonus to checks you make with these Tools
Should you gain this benefit again, option (b) is replaced with the following: you add your proficiency die to checks you make with these Tools.
Feats & Rules
Multiclassing Rules
Exploits
Once you gain an Exploit feature from more than one class, you use the rules below.
Exploits Known
You determine what Exploits you can learn for each class individually, as if you were a single-classed member of each.
Exploit Dice
You determine your available exploit dice and uses by adding together all your levels in the barbarian, fighter, monk, rogue, and savant classes, and half your levels (rounded down) in the artificer, paladin, ranger, sorcerer, and warlock classes. Use this total to determine your exploit dice and uses by consulting the Multiclass Exploit table. Use this total to determine your number of Exploit Dice, and their size, by consulting the Exploit Multiclassing table.
If multiclassing would cause the size of your Exploit Die to decrease, you instead use the size of your largest Exploit Die.
If multiclassing would cause your total number of Exploit Dice to decrease, continue to use the greater total of Dice.
Multiclass Exploit
| Level | Exploit Die | Exploit Uses |
|---|---|---|
| 3rd | d4 | 2 |
| 4th | d4 | 2 |
| 5th | d6 | 3 |
| 6th | d6 | 3 |
| 7th | d6 | 3 |
| 8th | d6 | 3 |
| 9th | d6 | 3 |
| 10th | d6 | 3 |
| 11th | d8 | 4 |
| 12th | d8 | 4 |
| 13th | d8 | 4 |
| 14th | d8 | 4 |
| 15th | d8 | 4 |
| 16th | d8 | 4 |
| 17th | d10 | 5 |
| 18th | d10 | 5 |
| 19th | d10 | 5 |
| 20th | d10 | 5 |
Extra Attack
If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.
Instead, you learn a single Fighting Style of your choice. This fighting style must originate from a class that you gained the Extra Attack feature in.
Alternatively, you may take a feat from the following list. This feat must originate from a class that you gained the Extra Attack feature in:
- Barbarian. Berserk Roar
- Blood Hunter. Sanguine Weakness
- Fighter. Battlefield Erudite
- Monk. Flowing Riposte
- Paladin. Celestial Bolt
- Ranger. Precision Opportunist
- Armorer. Dual Dynamics
- Battlesmith. Arcane Blitz
- College of Swords. Blade Dancer
- College of Valor. Rally Cry
- Warlock. Accursing Mark
Reminder: Fighting Styles
You cannot learn a Fighting Style more than once, even if you gain another feature that grants you an additional Fighting Style.
PART X
Summary of Content
A lot of credit goes out to Laserllama, an incredible creator and huge inspiration for this document. Please check them out on their patreon, their gmbinder (as linked above), and their reddit account.
