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Barbarian
\pagebreak Barbarian ---------
##### Barbarian | level | Proficiency Bonus | Features | Rages | Rage Damage Bonus | Totemic Powers | Feral Might | |:-----:|:-----------------:|:--------:|:-----:|:-----------------:|:--------------:|:-----------:| | 1st | +2 | Rage, Unarmored Defense | 2 | +2 | - | - | | 2nd | +2 | Danger Sense, Reckless Attack, Totemic Powers | 2 | +2 | 1 | - | | 3rd | +2 | Primal Instincts, Feral Might | 3 | +2 | 2 | 1 | | 4th | +2 | Ability Score Improvement, Ancient Knowledge | 3 | +2 | 2 | 1 | | 5th | +3 | Extra Attack, Powerful Attack | 3 | +3 | 3 | 2 | | 6th | +3 | Instincts Feature | 4 | +3 | 3 | 2 | | 7th | +3 | Innate Reflexes, Lightning Sprint | 4 | +3 | 4 | 2 | | 8th | +3 | Ability Score Improvement, Improved Unarmored Defense | 4 | +3 | 4 | 3 | | 9th | +4 | Devastating attack | 5 | +4 | 5 | 3 | | 10th | +4 | Ability Score Improvement, Instincts Feature | 5 | +4 | 5 | 3 | | 11th | +4 | Relentless Rage | 5 | +4 | 6 | 4 | | 12th | +4 | Ability Score Improvement | 6 | +4 | 6 | 4 | | 13th | +5 | Iron juggernaut | 6 | +5 | 7 | 4 | | 14th | +5 | Instincts Feature | 6 | +5 | 7 | 5 | | 15th | +5 | Persistent Rage | 7 | +5 | 8 | 5 | | 16th | +5 | Ability Score Improvement | 7 | +5 | 8 | 5 | | 17th | +6 | Advanced Brutal Strike | 7 | +6 | 9 | 6 | | 18th | +6 | Indomitable Might | 8 | +6 | 9 | 6 | | 19th | +6 | Ability Score Improvement | 8 | +6 | 10| 6 | | 20th | +6 | Apex Predator | 8 | +6 | 10| 6 |
#### Class Features As a Barbarian you gain the following class features. #### Hit Points * **Hit Dice:** 1d12 per Barbarian level * **Hit Points at 1st Level:** 12 + Constitution modifier * **Hit Points at Higher Levels:** 1d12 (or 7) + Constitution modifier per Barbarian level after 1st #### Proficiencies * **Saving Throws:** Strength, Constitution. * **Skills (Choose 2):** Animal Handling, Athletics, Intimidation, Nature, Perception, Survival. * **Weapons:** Simple Weapons, Martial Weapons * **Tools:** None * **Armor Trainig:** Light Armor, Medium Armor, Shields #### Starting equipment As a level 1 character, you start with the following equipment, or you can forgo it and spend 75 GP on equipment of your choice: Explorer’s Pack, (a) Greataxe, Handaxe (4) and 15 GP or (b) Battleaxe, Shield, and 10 GP. \pagebreak ### Rage You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action. While raging, you gain the following benefits if you aren't wearing heavy armor: - You reduce Bludgeoning, Piercing, and Slashing damage equal to half your level to a minimum of 0. - When you make an attack with a weapon using Strength or an Unarmed Strike and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian table. - You have Advantage on Strength checks and Strength saving throws. - You can’t maintain Concentration, and you can’t cast spells The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or are knocked unconscious. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one or more of the following: - Make an attack roll against an enemy. - Force an enemy to make a saving throw. - Take a Bonus Action to 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. You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian table. You regain all expended uses when you finish a Long Rest. ### Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. ### Danger Sense At 2nd level, You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws, unless you have the unconscious condition. ### Reckless Attack Starting at 2nd level, You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time. ### Totemic Powers At 2nd level, you gain two Totemic Powers of your choice. A list of the available options can be found at the end of the class. When you gain certain Barbarian levels, you gain additional Totemic Powers of your choice, as shown in the Totemic Powers Known column of the Barbarian table. Additionally, when you gain a level in this class, you can choose one of the Totemic Powers you know and replace it with another Totemic Power that you could learn at that level. If an Totemic Powers has prerequisites, you must meet them to learn it. You can learn the Totemic Power at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. ### Primal Instincts At 3rd level, you choose a path that shapes the nature of your rage from the list of available Instincts. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. ### Feral Might At 3rd level you gain the benefits of Feral Might only while raging, some these powers require the barbarian to take a bonus action first. Unless otherwise noted, a barbarian cannot select an individual power more than once. ### Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. ### Ancient Knowledge At 4th level choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. In addition, while your Rage is active, you can channel ancient power when you attempt certain tasks; 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, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility and senses. \pagebreak ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Powerful Attack Also at 5th level, when you make an attack, you can take a penalty equal to your proficiency bonus to that attack. If you do and the attack hits, you gain a bonus to your damage for that attack equal to twice your proficiency bonus. ### Innate Reflexes By 7th level, your reflexes are so honed that you have advantage on initiative rolls and on Wisdom (Perception) checks. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. ### Lightning Sprint Starting at 7th level, you can take the Dash action as a bonus action and you gain additional movement equal to half your speed for that Dash action. In addition, you gain a number of temporary hit points equal to three times your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a Short rest. ### Improved Unarmored Defense At 8th level, you gain a +1 to your armor class provide you aren't wearing any armor. At 12th level, the bonus increase to +2 and you treat Critical Hits as normal hits. ### Devastating attack Starting at 9th level, Once per turn if you have advantage on an attack and that attack hits, the target takes an extra 1d12 damage of the same type dealt by the weapon, and you can cause one of the following effects of your choice. - **Hammer fall.** The target must succeed on a Dexterity saving throw or be pushed 10 feet away and fall prone. - **Jarring smash.** The target Armor Class is reduced by 2, and it can’t make Opportunity Attacks or take bonus actions until the start of your next turn. ### Relentless Rage Starting at 11th level, Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level. Each time you use this feature after the first, the DC increases by 5. When you finish a Short Rest or Long Rest, the DC resets to 10. ### Iron juggernaut At 13th level, you gain a bonus to all saving throws equal to your Constitution modifier (with a minimum bonus of +1). You can apply this bonus to all death saving throws. ### Persistent Rage Beginning at 15th level, When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can’t do so again until you finish a Long Rest. In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round. ### Bloody Vigor At 17th level, At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have less than half of your hit points left and at least 1 Hit Point. ### Indomitable Might Beginning at 18th level, If your total for a Constitution or Strength saving throw is less than your Strength score, you can use that score in place of the total. ### Apex Predator At 20th level, You embody primal power. Your Strength and Constitution scores increase by 4, and their maximum for those scores increase by 4. \pagebreak ## Totemic Powers - Renewed Vigor You gain the ability to channel primal energy to heal wounds. You have a pool of d4s to fuel this healing. The number of dice in the pool equals your Constitution modifier plus your Barbarian level. As a Bonus Action, you can heal yourself by expending dice from the pool. The maximum number of dice you can expend at once equals your Constitution modifier (minimum of one die). Roll the dice you expend add your Constitution modifier for each dice, and restore a number of Hit Points equal to the roll's total. Your pool regains all expended dice when you finish a Long Rest. - Renewed Vitality Prerequisite(s): Barbarian 7th level, renewed vigor Your pool dice increases to d6s, each time you take this Totemic Power the dice increases by one category to a maximum of d12s. - Bear Totem Your carrying capacity and the weight you can push, drag, or lift doubles. If it would already double, it instead triples. Additionally, you have advantage on Strength checks made to push, pull, lift, or break objects. - Tutor’s Spirit Choose two skills. Your gain a +2 bonus for any skill check you make that uses either of the chosen skills. - Master’s Spirit Prerequisite(s): Barbarian 7th level, Tutor’s Spirit The bonus to your chosen skills increases to +3 and you can choose an extra skill. Once per rest, you can reroll a skill check in the chosen skill. - Eagle Heart Prerequisite: You gain a climbing speed equal to your movement speed. At 13th level you also gain a flying speed equal to your movement speed, though you fall if you end your turn in the air and nothing else is holding you aloft. - Fighter’s Spirit You adopt a particular style of fighting as your specialty. Choose one Fighting Style. You can take this Totemic Power multiple times, but you must choose a different Fighting Style each time. - Predator’s Steps Your movement speed increases by 10 feet. You can take this Totemic Power multiple times, but your movement speed increases by 5 feet after the first. - Owl's Awareness Prerequisite: 6th level You have blindsight to a range of 30 feet, and you have advantage on Wisdom (Perception) checks that rely on sound, as long as you aren’t deafened. - Tactician When you use your Reckless Attack feature, you can choose to not have advantage on your attack rolls this turn. If you do so, select up to three other friendly creatures within 20 feet of a hostile creature that is within 5 feet of you, they have advantage on the first attack roll against that creature. - Spellhunter Prerequisite: 13th level When you are forced to make a saving throw against a spell, you can immediately use your reaction to move up to your speed towards the caster. If you end this movement within 5 feet of the target, you can immediately make one melee weapon attack against the target as a part of that reaction. - Monkey Grip Prerequisite: 13th level You can ignore the two-handed weapon property on weapons, allowing you to wield two-handed weapons in one hand. In addition, when using two weapon fighting you no longer limited to light weapons. Your Strength score must be at least 17 and you must be proficient in both weapons, else, you cannot gain these benefits. - Nocturnal Hunter Like the wolf, you strike best when your target is prone. When you make a successful melee attack against a prone creature you can treat the attack as if it was a critical hit. Additionally you gain Darkvision of 15 feets. \pagebreak ## Feral Might #### Berserker Fury You can go into a frenzy when you rage by expending an extra rage. While in a frenzied rage, for the duration of your rage as a bonus action you can make a number of attacks equal half your proficiency bonus (rounded down). #### Bloodletting When the barbarian bloodies an enemy, the next attack by the barbarian or an ally against that enemy has advantage. When the barbarian reduces an enemy to 0 hit points with an attack, the barbarian gains temporary hit points. The number of temporary hit points is equal to your Constitution modifier (minimum of 1 hit point). #### Blood Pool As a bonus action, by focusing your blood flow, you can reduce the impact of your wounds. When you do so, you begin to manifest tattoos signaling your pool. When you take damage, half the damage you would take as normal goes into a Blood Pool. When your are reduced to 1 the damage you take is subsctacted from your Blood Pool and your hit points cannot be reduced below 1 until the Blood Pool is depleted. Your blood pool equal half your total hp. Each subsequent use before a long rest decreases the pool by 10, and if you increase your HP above 1, your blood pool starts reducing damage again. #### Cat's Grace Prerequisite: 13th level While raging, you have advantage on Dexterity checks, your attack rolls can’t suffer from disadvantage, and Difficult Terrain only reduces your speed by 5 feet, unless it would reduce your speed to 0. #### Dance of a Hundred Cuts You become a lethal combat dancer, swirling and spinning with grace and precision. Your speed increases by 10 feet while in rage. This bonus increases by 10 feet at 11th level and increases again by 10 feet at 15th level. In addition, you have advantage on Dexterity saving throws, provided you are not incapacitated. #### Fierce Fortitude Choose one damage type other than bludgeoning, piercing, and slashing damage. While raging, you have Damage Resistance to the chosen damage types. You can take this Feral Might multiple times, but you must choose a different damage type each time. #### Rencor As a bonus action you can expend an extra rage to activate Rencor for the duration of the rage. While you're raging, the first creature you hit with an attack on your turn is marked. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, additionaly the marked creature has disadvantage on all skill checks. The effect on the target ends early if your rage ends. #### Roar of triumph As a bonus action you can expend an extra rage to activate Roar of triumph for the duration of the rage. Up to 3 creatures of your choice within 30 feet of you gain gains a +2 bonus on attack rolls and saving throws. #### War cry Your potent victory cry sends nearby enemies reeling in terror. Choose a number of targets equal to your proficency bonus, they take a −2 penalty to ac until the end of your rage. \pagebreak ## Dragon Instinct You summon the fury of a mighty dragon and manifest incredible abilities. Perhaps your culture reveres draconic majesty, or you gained your connection by drinking or bathing in dragon's blood or after watching a marauding wyrm burn your village. Select a type of dragon from the Dragonic Instincts table to be your instinct's dragon type. Chromatic dragons tend to be evil, and metallic dragons tend to be good. | Dragon | Damage Type | |:-------:|:-----------:| | Black | Necrotic | | Blue | Lightning | | Brass | Fire | | Bronze | Lightning | | Copper | Acid | | Gold | Radiant | | Green | Poison | | Red Fire| Fire | | Silver | Cold | | White | Cold | ### Anathema Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema. ### Draconic Rage Starting at 3rd level, while raging, the additional damage from Rage increase to twice the number of the Rage Damage table and its damage type changes to match that of your dragon's breath weapon instead of the damage type for your weapon or unarmed attack. ### Instinctual Legacy Also at 3rd level the Damage Reduction from your rage also reduce the damage type associated with your Dragon Instinct. ### Aerial Dive Starting at 6th level, you learn to launch yourself forward by leaping into the air and descending to crush your enemies. When you take the Attack action on your turn, you can replace one of your attacks and jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. when you land all other creatures within 5 feet of you takes 1d10 + your Strength modifier as damage of the type associated with your Dragon Instinct on a failed saving throw, and half as much damage on a successful one. You can use Aerial Dive as long as you have attacks to use. The damage increases by 1d10 when you reach 9th level (2d10), 12th level (3d10), and 15th level (4d10). Aerial Dive save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) ### Draconic Majesty Starting at 10th level, you can use a bonus action to draw upon your Draconic's power to transform into your Majestic Form for 1 minutes. You can end this form early if you use a bonus action on your turn to do so. While in your Majestic Form, you gain the following benefits for the duration: - You gain temporary hit points equal to twice your Barbarian level. - You sprout wings on your back, have a Fly Speed of 30 feet, and can hover. - You gain a +2 bonus to attack and damage rolls you make with melee weapons. You can transform into your Majestic Form once, and you regain the ability to transform again when you finish a long rest. You can expend one use of rage to transform into your Majestic Form again. ### Fiery Wrath Starting at 14th level, once per rage as an action you can use Fiery Wrath. You strike the ground, creating a burst of energy that ripples outward from you. Each creature you within 10 feet of you must succeed on a Constitution saving throw or take 8d6 (Dragon type) damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone. \pagebreak ## Armored Hulk Some barbarians disdain the hides and leather used as armor by most of their kin. Instead they master the heaviest of armors, even those created by more civilized people, to gain greater protection and stability in battle. ### Bonus Proficiencies At 3rd level, you gain proficiency with heavy armor and you can enter rage while in heavy armor. ### Aegis Stance Starting at 3rd level, as an action all allies in a 30 feet radius gain a +1 bonus to AC, attack and damage rolls for 1 minute. This bonus increases by +1 at 9th level. You can use Aegis Stance twice per rest. ### Armored Swiftness Starting at 6th level, wearing heavy armor doesn't impose disadvantage on your Dexterity checks and your movement speed increase by 10 feets. ### Resilience of Steel Starting at 10th level, When you take damage, you can use your reaction to roll a 3d8. Add your Constitution modifier to the number rolled and reduce the damage by that total. ### Indomitable Bastion Starting at 14th level,