{"name":"Barbarian","overview":"PHB, Pgs. 47-50","hitdice":"d12","hitpointsfirstlevel":"12+ Con modifier","hitpointsathigherlevels":"1d12 (or 7)+ Con modifier","armorproficiencies":"Light, Medium, Shields","weaponproficiences":"Simple, Martial","tools":"","savingthrows":"Str, Con","skills":"Choose Two: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival","equipment":"[ul]\r\n[li]A Greataxe of any martial melee weapon[\/li]\r\n[li]Two Handaxes or any simple weapon[\/li]\r\n[li]An explorers pack and four Javelins[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[h2]Rage[\/h2]\r\nYou may become enraged as a bonus action (Twice per LR), gaining the following boons if not wearing heavy armor:\r\n[ul]\r\n[li]Advantage on Str checks and saving throws[\/li]\r\n[li]Str weapon attacks gain +2 damage[\/li]\r\n[li]Resistance to bludgeoning, piercing, and slashing[\/li]\r\n[\/ul]\r\nYou may not cast magic during rage. Rage lasts for one minute and is interrupted if you do not attack on your turn or end it using a bonus action.\r\n[hr]\r\n[h2]Unarmored Defense[\/h2]\r\nWhen not armored, your AC is 10 + Dex + Con modifiers. You may still use a shield.\r\n[hr]\r\n[h2]Reckless Attack[\/h2]\r\nStarting 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.\r\n[hr]\r\n[h2]Danger Sense[\/h2]\r\nAt 2nd level, you gain an uncanny sense of when things nearby aren\u2019t as they should be, giving you an edge when you dodge away from danger.\r\n\r\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can\u2019t be blinded, deafened, or incapacitated.\r\n[hr]\r\n[h2]Primal Path[\/h2]\r\nAt 3rd level, you choose a path that shapes the nature of your rage. \u201cPath of the Berserker\u201d is the only \u201cofficial\u201d option released by Wizards of the Coast.\r\n\r\nThe choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.\r\n[hr]\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen 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 you can increase two ability scores of your choice by 1. As normal, you can\u2019t increase an ability score above 20 using this feature.\r\n[hr]\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n[hr]\r\n[h2]Fast Movement[\/h2]\r\nStarting at 5th level, your speed increases by 10 feet while you aren\u2019t wearing heavy armor.\r\n[hr]\r\n[h2]Feral Instinct[\/h2]\r\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.\r\n\r\nAdditionally, if you are surprised at the beginning of combat and aren\u2019t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.\r\n[hr]\r\n[h2]Brutal Critical[\/h2]\r\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\r\n\r\nThis increases to two additional dice at 13th level and three additional dice at 17th level.\r\n[hr]\r\n[h2]Relentless Rage[\/h2]\r\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you\u2019re raging and don\u2019t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.\r\n\r\nEach 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.\r\n[hr]\r\n[h2]Persistent Rage[\/h2]\r\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.\r\n[hr]\r\n[h2]Indomitable Might[\/h2]\r\nBeginning 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.\r\n[hr]\r\n[h2]Primal Champion[\/h2]\r\nAt 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.","subclasses":"[h1]Primal Paths[\/h1]\r\nRage burns in every barbarian's heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.\r\n[hr][h1]Path of the Berserker[\/h1]\r\nFor some barbarians, rage is a means to an end-that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.\r\n[h2]Frenzy[\/h2]\r\nStarting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in Appendix A).\r\n[h2]Mindless Rage[\/h2]\r\nBeginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.\r\n[h2]Intimidating Presence[\/h2]\r\nBeginning at the 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.\r\n[h2]Retaliation[\/h2]\r\nStarting at the 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. \r\n\r\n[h1]Path of the BloodHunter (Orc Only)[\/h1]\r\nBloodHunters are Orcs of the greatest skill, bred to hunt those of impure blood. That fixation allows you to channel your rage as a Barbarian into a fine-tuned killing machine, ultimately turning your pain into power.\r\n[h2]Scent of Blood[\/h2]\r\nAt your 1st level, you are already trained to smell half-breeds at a distance of 60ft. At your 3rd level, you've refined your response to the scent of blood, enhancing your focus in combat while enraged. When enraged, your mind sharpens to provide you expertise with your proficient weapons. Double your proficiency on attack rolls for the duration of your rage. When you leave combat\/end your rage you suffer one point of exhaustion until your next short or long rest.\r\n[h2]Welling Blood[\/h2]\r\nAt your 6th level, your blood wells through your body, enhancing your resistances and response times. You are immune to Charm and Frightened from Humanoid creatures and if you are Grappeled, Restrained, or knocked Prone, as a reaction you may roll a d20 to break free or vault upright. The first time you perform this feat it is a DC of 10 with the DC increasing by 5 with each repeated use per combat.\r\n[h2]Flowing Blood[\/h2]\r\nAt your 10th level, the free flow of your own blood strikes fear into the hearts of your enemies. As an action, you can inflict a cut on yourself dealing 1d4 damage. One creature of your choosing, within 30ft of you and in line of sight must make a Wisdom Save (DC = 8 + Prof + Cha). If the creature fails, it is Frightened for your next 2 turns and Incapacitated by fear for its next turn. If it succeeds, you cannot use this ability again for 24hrs. This ability can only be used twice per short or long rest and can kill you.\r\n[h2]Fueled by Blood[\/h2]\r\nAt your 14th Level, your blood has mixed with so many of your enemies, that it hardens into armor when spilled. When using Flowing Blood you gain +2 AC for the duration of combat up to a max AC of 22. This feature is increased by +1 AC at your 16th, 18th, and 20th Levels.\r\n","tabledata":"Level | Proficiency Bonus | Feature | Rages | Rage Damage\r\n1st | +2 | Rage, Unarmored Defense | 2 | +2\r\n2nd | +2 | Reckless Attack, Danger Sense | 2 | +2\r\n3rd | +2 | Primal Path | 3 | +2\r\n4th | +2 | Ability Score Improvement | 3 | +2\r\n5th | +3 | Extra Attack, Fast Movement | 3 | +2\r\n6th | +3 | Path feature | 4 | +2\r\n7th | +3 | Feral Instinct | 4 | +2\r\n8th | +3 | Ability Score Improvement | 4 | +2\r\n9th | +4 | Brutal Critical (1 die) | 4 | +3\r\n10th | +4 | Path feature | 4 | +3\r\n11th | +4 | Relentless Rage | 4 | +3\r\n12th | +4 | Ability Score Improvement | 5 | +3\r\n13th | +5 | Brutal Critical (2 dice) | 5 | +3\r\n14th | +5 | Path feature | 5 | +3\r\n15th | +5 | Persistent Rage | 5 | +3\r\n16th | +5 | Ability Score Improvement | 5 | +4\r\n17th | +6 | Brutal Critical (3 dice) | 6 | +4\r\n18th | +6 | Indomitable Might | 6 | +4\r\n19th | +6 | Ability Score Improvement | 6 | +4\r\n20th | +6 | Primal Champion | Unlimited | +4","tags":"SRD5e, Class","isShared":"on","templateId":"25","blockId":"169392","world":"5e858b4d-bb50-433e-bdff-56504471ac21","folder":"840"}