Barbarian

hit dice: d12 per Barbarian Level
hit points at 1st level: 12 + your Constitution Modifier
hit points at higher levels: 1d12 + your Constitution Modifier
armor proficiencies: Light Armor, Medium Armor, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools: -
saving throws: Strength and Constitution
skills: Choose two of Animal Handling, Athletics, Intimidation, Nature, Perception or Survival.
starting equipment:

Martial Melee Weapon
Two Handaxes or a Shield
Four Javelins
One of: Burglar's Pack, Diplomat's Pack, Dungeoneer's Pack, Entertainer's Pack, Explorer's Pack or Priest's Pack.




spellcasting:
LevelProficiency BonusRagesRage Damage
1+22+2
2+22+2
3+23+2
4+23+2
5+33+2
6+34+2
7+34+2
8+34+2
9+44+3
10+44+3
11+44+3
12+45+3
13+55+3
14+55+3
15+55+3
16+55+4
17+66+4
18+66+4
19+66+4
20+6Unlimited+4

class features:

Level 1 Feature.

Martial Levels.
There are three Martial Tiers. Full Martials, Half Martials and Non Martials. As a Barbarian, you are a Full Martial, which means you have a Martial Level that is the same as your Barbarian Level. When you gain Martial Levels, you can learn Advanced Techniques for weapons with specific Properties. You can find specifics on the Martial Level system in the page designed for it.

Level 1 Feature.

Rage.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
-You have advantage on Strength checks and Strength saving throws.
-When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
-You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again.

Level 1 Feature.

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.

Level 2 Feature.

Danger Sense.
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Level 2 Feature.

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 on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Level 3 Feature.

Primal Knowledge.
When you reach 3rd level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Level 3 Feature.

Primal Path.
At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths.

Level 4 Feature.

Ability Score Improvement.
When you reach 4th 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. Alternatively, you can choose to take a Feat instead.

Level 5 Feature.

Extra Attack.
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6 Feature.

Barbarian Path Feature.
You gain a feature granted by your Barbarian Path choice, which you can find in the appropriate page.

Level 7 Feature.

Feral Instinct.
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
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.

Level 7 Feature.

Instinctive Pounce.
As part of the bonus action you take to enter your rage, you can move up to half your speed.

Level 7 Feature.

Ferocious Attack.
When you reach 7th level in this class, the fury of your attacks can knock a foe to the ground. When you take the Attack action and make an attack roll against a creature with advantage, if both of the d20 rolls would hit the target, you can force the target to make a Strength saving throw (DC equals 8 + your proficiency bonus + your attacking ability modifier).
On a failure, you can choose to knock the target prone or push it up to 5 feet away from you. Creatures more than one size larger than you automatically succeed on this saving throw. You can use this feature once per turn.

Level 8 Feature.

Ability Score Improvement.
When you reach 8th 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. Alternatively, you can choose to take a Feat instead.

Level 9 Feature.

Brutal Critical.
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Level 10 Feature.

Primal Knowledge.
When you reach 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Level 10 Feature.

Barbarian Path Feature.
You gain a feature granted by your Barbarian Path choice, which you can find in the appropriate page.

Level 11 Feature.

Relentless Rage.
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Level 12 Feature.

Ability Score Improvement.
When you reach 12th 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. Alternatively, you can choose to take a Feat instead.

Level 13 Feature.

Vicious Critical.
At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Level 14 Feature.

Barbarian Path Feature.
You gain a feature granted by your Barbarian Path choice, which you can find in the appropriate page.

Level 15 Feature.

Persistent Rage.
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Level 16 Feature.

Ability Score Improvement.
When you reach 16th 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. Alternatively, you can choose to take a Feat instead.

Level 17 Feature.

Savage Critical.
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

Level 18 Feature.

Indomitable Might.
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Level 19 Feature.

Ability Score Improvement.
When you reach 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. Alternatively, you can choose to take a Feat instead.

Level 20 Feature.

Primal Champion.
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

subclass options:

Ancestral Guardian
Battlerager
Beast
Berserker
Brewmaster
Comet
Drowned
Giant
Juggernaut
Kaiju
Spirits
Storm Herald
Totem Warrior
Wild Magic
Witch
Zealot


Created by

Ceth2000.

Statblock Type

Class Features

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