Barbarian |
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Barbarian: Base Class |
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Barbarian Features |
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Base Traits |
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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 |
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Features |
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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, provided you
aren’t wearing heavy armour. While
active, your rage grants you the following effects: •
You have resistance to bludgeoning,
piercing, and slashing damage. •
When you make an attack with a melee
attack using strength, you gain a bonus to the damage equal to your rage
potency as shown in the Barbarian class table. •
You have advantage on Strength checks
and Strength saving throws. •
You can’t maintain concentration on
spells or abilities, and you can’t cast spells. When
you rage, the rage lasts until the end of your next turn. Your rage also ends
early if you don heavy armour 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 gain a level of exhaustion that disappears after 1
minute. Unarmoured Defence While
you are not wearing any armour, your Armour Class equals 10 + Constitution
modifier + your Dexterity modifier. 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. While raging, when you make a melee attack on your turn,
you can choose to attack recklessly. When you attack recklessly, you can
replace any melee attack you make with a special reckless attack you know. If
you can make multiple attacks, you can replace each attack with a reckless
attack you know. It can be the same reckless attack or a different one. When
you make a reckless attack, attacks against you have advantage until the
beginning of your next turn as well. When
you gain this feature, you can select two reckless attack options, and at 9th
and 17th level, you gain an additional reckless attack option: •
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. This extra damage
on a critical hit increases 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. The additional attack is made with disadvantage. •
Crushing Strike.
On a hit, the target’s speed is halved until the beginning of your next turn.
On a critical hit, the target instead falls prone, and its speed
becomes 0 until the beginning of your next turn. •
Forceful Blow. On
a hit, you can push the target up to 10 feet horizontally away from you if it
is the same size or one size larger than you. If it is one size smaller than
you or smaller, you can instead push it up to 20 feet away from you. •
Intimidating Strike. On
a hit, the target is goaded into attacking you. Until the beginning of your
next turn, the target has disadvantage on attacks made against creatures
other than you. Creatures immune to the frightened condition
are immune to this effect. On a critical hit, the target becomes frightened until
the beginning of your next turn instead. •
Overpowering Strike. You
have disadvantage on the attack roll. On a hit, the target is knocked prone
if it is your size or smaller. •
Relentless Assault. On
a hit, your speed increases by 10 feet and the target cannot make opportunity
attacks against you until the end of your turn. •
Rending Strike. On
a hit, the next attack you make against the target deals an additional 1d6
damage before the end of your turn. •
Sundering Blow. On
a hit, your next attack against the target before the end of your turn gains
a bonus to the attack and damage roll equal to your rage potency (stacking
with your rage damage bonus). 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. This rage functions like your normal rage except it
lasts up to 10 minutes instead and you can maintain it with a bonus action
(as normal) or by making an attack against an enemy on your turn. You
can enter a persistent rage once between short or long rests. 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. 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 both your rage and persistent
rage abilities: •
Rage. When
you enter your rage, you can choose one of your primal instinct rage powers
and gain the benefit of that primal instinct for the duration of the rage. •
Persistent Rage. When
you enter your 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. 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. Tireless Rage Beginning
at 13th level, you can ignore a level of exhaustion you would gain as a
result of ending your rage. You can use this ability once between short or
long rests. Indomitable Might Beginning
at 15th level, you can add your rage potency as a bonus to all Strength
saving throws. 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 an additional point
of exhaustion when the rage ends. Exhaustion your
gain from using this feature does not disappear after 1 minute but follows
the normal rules for exhaustion. 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. |