|
Barbarian |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Barbarian: Base Class |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Barbarian Features |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Base Traits |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Hit Points Hit
Dice: 1d12 per barbarian level Proficiencies and Training Armour: Light
armour, medium armour, shields Equipment You
start with the following equipment, in addition to the equipment granted by
your background: •
one martial melee weapon of your
choice •
two handaxes or any simple weapon •
An explorer’s pack and four javelins |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Features |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Rage You
can imbue yourself with a primal rage. Your rage grants you extraordinary
might and resilience. You can enter a rage as a bonus action if you are not fatigued
and not wearing heavy armour. While raging: •
You have resistance to bludgeoning,
piercing, and slashing damage. •
You gain a bonus to the damage equal
to your rage potency as shown in the Barbarian class table when you hit with
a melee attack using strength. •
You can add your rage potency to
Strength ability checks and Strength saving throws. •
You can’t maintain concentration on
spells or abilities, and you can’t cast spells. The
rage lasts until the end of your next turn or if you become incapacitated.
On subsequent turns, you can maintain your rage as a bonus action extending
the duration until the end of your next turn. You can maintain your rage in
this way for up to 1 minute, after which your rage ends automatically. When
your rage ends, you become fatigued. At the end of each of your turns,
you can make a DC 15 Constitution saving throw to end this fatigued
condition. The condition ends automatically after 1 minute. Unarmoured Defence While
not wearing armour, you armour class equals 10 + Constitution modifier + your
Dexterity modifier unless it is higher. You can use shields and helmets and
still gain this benefit. Warrior Path Beginning
at 2nd level, your warrior path grants you special abilities depending on
your choice of warrior tradition. Your warrior tradition choice grants you
additional benefits at 10th and 17th level (see the list of warrior
traditions). Reckless Attack Beginning
at 2nd level, you can throw aside all concern for defence to attack with
fierce desperation. When you take the attack action while raging, you can
choose to attack recklessly granting all attacks against you advantage until
the beginning of your next turn. If you can make multiple attacks on your
turn, you can replace each attack with a reckless attack. It can be the same
reckless attack or a different one. When
you attack recklessly, you can replace any melee attack you make with a
special reckless attack: •
Brutal Strike. You
have advantage on the attack roll with this attack. Also, if this attack is a
critical hit, you deal an additional 1d12 points of damage. The extra damage
on a critical hit increase by 1d12 at 9th level (2d12), and again at 17th
level (3d12). •
Cleaving Strike. On
a hit, you can make an additional attack against another creature that is
within 5 feet of the original target and within your reach as part of the
cleaving strike. This additional attack has disadvantage and does not benefit
from your reckless attack feature. •
Forceful Blow. On
a hit, you can push the target up to 10 feet horizontally away from you if it
is your size or smaller, or 5 feet horizontally away from you if it is one
size larger than you. •
Hurling Strike. You
can make a ranged attack with a thrown weapon you are wielding. You
can add your rage potency to the damage roll. On a critical hit, the target
is also knocked prone. Persistent Rage Beginning
at 3rd level, your rage is more intense and lasts longer. When you use a
bonus action to rage or to maintain your rage, you can choose to make it a
persistent rage instead. You
can enter a persistent rage once between short or long rests. At later level,
you gain additional uses of your persistent rage. At 9th level, you can use
your persistent rage feature twice between short or long rests, and at 18th
level, you can use your persistent rage up to three times between short and
long rests. This
rage functions like your normal rage except: •
Your rage lasts up to 10 minutes, and
you can maintain it with a bonus action (as normal) or by making an attack
against an enemy on your turn. Primal Instinct At
3rd level, your rage begins to take unique characteristics. Choose a primal
instinct to empower your rage. At 7th and 14th level, you gain an additional
primal instinct. Your
primal instincts benefit your rage and persistent rage abilities differently: •
Rage. When
you enter a rage, you can choose one of your primal instinct rage powers and
gain the benefit of that rage power for the duration of the rage. •
Persistent Rage. When
you enter a persistent rage, you gain the benefit of all your primal instinct
rage powers and one of your primal instinct persistent rage powers. Feat At
4th level, you gain a feat from the list of feats. You must meet the
prerequisites for the feat. You
gain an additional feat at 8th, 12th, 16th, and 19th level. Extra Attack Beginning
at 5th level, you can attack twice, instead of once, whenever you take the
attack action on your turn. Fast Movement Starting
at 6th level, your speed increases by 10 feet while you aren’t wearing heavy
armour. Reckless Warrior Also
at 6th level, your ‘warrior tradition’ grants you a special reckless attack
option. You must use an action to use the reckless attack option granted by
your warrior tradition instead of making a special attack. Besides being an
action instead of a special attack, this reckless attack follows all the
other rules of your ‘reckless attack’ feature. Feral Instinct By
9th level, your instincts are so honed that you have advantage on initiative
rolls. Additionally, when you roll initiative, you can immediately enter rage
as if you had used a bonus action to enter rage on your turn. Brutal Critical Starting
at 11th level, your melee attacks score a critical hit on a roll of 19-20. Channel Rage Also
beginning at 11th level, you can change the primal instinct benefit of your
persistent rage when you use a bonus action to maintain your rage. You can
use this feature only once per rage. Tireless Rage Also
beginning at 13th level, you can choose to not become fatigued when
your rage ends. You can use this feature once between short or long rests. Indomitable Might Beginning
at 15th level, you can add your rage potency to Dexterity and Constitution ability
checks and saving throws while raging. Primal Champion Beginning
at 18th level, you can draw further power from your primal rage. Once between
long rests, you gain the persistent rage benefit of all your primal instincts
when you enter your persistent rage. When you use this ability, the
persistent rage only lasts up to 1 minute, and you gain a point of exhaustion when
the rage ends. Deathless Rage At
20th level, your rage becomes so strong that it prevents you from dying.
While under the effect of your persistent rage, having 0 hit points doesn’t
knock you unconscious and you cannot die as long as you
maintain your rage. You still must make death saving throws, and you suffer
the normal effects of taking damage while at 0 hit points. However, if you
would die due to failing death saving throws, you don’t die until your
persistent rage ends, and you die then only if you still have 0 hit points. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||