{"name":"Barbarian","overview":"","hitdice":"d12","hitpointsfirstlevel":"12 + Con Mod","hitpointsathigherlevels":"1d12 + Con Mod","armorproficiencies":"Light armor, medium armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"Str, Con","skills":"Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival","equipment":"\u2022 (a) a greataxe or (b) any martial melee weapon\r\n\r\n\u2022 (a) two handaxes or (b) any simple weapon\r\n\r\n\u2022 An explorer\u2019s pack and four javelins","spellcasting":"","features":"[h3]Rage[\/h3]\r\nIn 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\u2019t wearing heavy armor:\r\n\r\n\u2022 You have advantage on Strength checks and Strength saving throws.\r\n\r\n\u2022 When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table.\r\n\r\n\u2022 You have resistance to bludgeoning, piercing, and slashing damage.\r\n\r\nIf you are able to cast spells, you can\u2019t cast them or concentrate on them while raging.\r\n\r\nYour rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven\u2019t 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.\r\n\r\nOnce you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.\r\n\r\n[h3]Unarmored Defense[\/h3]\r\nWhile 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.\r\n\r\n[h3]Reckless Attack[\/h3]\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\r\n[h3]Danger Sense[\/h3]\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. You 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\r\n[h3]Primal Path[\/h3]\r\nAt 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.\r\n\r\n[h3]Ability Score Improvement[\/h3]\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\r\n[h3]Extra Attack[\/h3]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[h3]Fast Movement[\/h3]\r\nStarting at 5th level, your speed increases by 10 feet while you aren\u2019t wearing heavy armor.\r\n\r\n[h3]Feral Instinct[\/h3]\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\r\n[h3]Brutal Critical[\/h3]\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. This increases to two additional dice at 13th level and three additional dice at 17th level.\r\n\r\n[h3]Relentless Rage[\/h3]\r\nStarting at 11th level, your rage can keep you fighting despite grievous w ounds. 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\r\n[h3]Persistent Rage[\/h3]\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\r\n[h3]Indomitable Might[\/h3]\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 o f the total.\r\n\r\n[h3]Primal Champion[\/h3]\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":"[h2]Path of the Beserker[\/h2]\r\n[h3]Frenzy[\/h3]\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 o f your rage you can make a single melee weapon attack as a bonus action on each o f your turns after this one. When your rage ends, you suffer one level of exhaustion.\r\n\r\n[h3]Mindless Rage[\/h3]\r\nBeginning at 6th level, you can\u2019t 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\r\n[h3]Intimidating Presence[\/h3]\r\nBeginning at 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 o f you. If the creature can see or hear you, it must succeed on a W isdom 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 o f 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.\r\n\r\nIf the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.\r\n\r\n[h3]Retaliation[\/h3]\r\nStarting at 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[h2]Path of the Lunatic[\/h2]\r\n[h3]Shattered Soul[\/h3]\r\nAt 3rd level when you select this path, you gain resistance to psychic damage. Additionally, it is not entirely clear if you are actually carrying a weapon or not; those around you aren't entirely sure if your weapons are real, or if your hands are empty when you attack. While raging, you may have your weapon deal psychic damage instead of its normal damage type.\r\n\r\n[h3]Astral Impressions[\/h3]\r\nYour insanity allows you to see the emotional imprints of people, creatures, and objects. At 6th level, while raging or by willingly becoming insane for 1 minute, you gain the ability to sense the emotions of creatures and emotionally charged objects or sites that you can see in the Material Realm or Border Ethereal plane. This emotional sense is usually limited to a word or short phrase: \u201crage,\u201d \u201cbetrayal,\u201d \u201cgrief for her child,\u201d \u201cjoy,\u201d and \u201crelief at escaping\u201d are common examples. For objects to be sensed, they must carry a strong emotional impression, such as from being wielded or held by a creature of intense and consistent emotion, such as a dragon\u2019s greed embodied in a particularly prized object, a warlord\u2019s flame of glory distilled into her sword or a monster\u2019s xenophobia encapsulated in one of its magical protections.\r\n\r\nYou may use this ability to attempt to perceive emotional creatures or objects you cannot see on the Material Plane or in the Border Ethereal. As a bonus action while raging or as an action you may take while insane, you can search for emotions within 30 feet of you. You can\u2019t detect constructs, emotionless creatures (such as mindless undead), or any creature with a Charisma of 3 or lower using this ability. While raging, you may add your proficiency bonus to damage rolls made against creatures and objects perceived in this way.\r\n\r\n[h3]Cursed Prophecy[\/h3]\r\nWhile mists of madness swirl through your mind, they part the mists of temporal and planar boundaries, and you gain glimpses of the future, of far realms, and of the long distant past swirled together with your own memories and emotions. Starting at 10th level, at the end of your rage, you may cast the spell contact other plane. These visions are intelligible to you and you alone; however, when describing your visions to anyone else or when writing them down, you may only use words that have little or no relation to what you saw, and the sentences you use should be garbled and cryptic.\r\n\r\nFor example, if you learn about the location of an ancient magical item of great power, you might describe what you saw exclusively in anatomical terms: \u201ca heart beating under the mountain\u2019s skin, near the weeping eyes of the sky and sea!\u201d \u2013 or in mythological analogy: \u201cI saw Ares dive into the bloody mouth of Scylla\u2019s seventh head, and smelt her heart into a needle of light while she vomited stone and flame.\u201d You may not use this feature again until the end of a long rest.\r\n\r\n[h3]Insane Reality[\/h3]\r\nAt 14th level, your insanity becomes so intense that it blurs the line between the world of physical reality and dreams. Your strikes can now hit incorporeal beings and beings in the Border Ethereal that you can perceive. Also, you may speak and interact with these creatures as if you were on the same plane, though your physical form remains on the Material Plane. While insane, you may take actions to interact with these creatures, including movement.\r\n\r\n[h2]Path of the Chaotic Herald[\/h2]\r\n[h3]Chaos Aura[\/h3]\r\nStarting at 3rd level, you emanate a chaotic, magical aura while you rage. The aura extends 10\r\nfeet from you in every direction, but not through total cover.\r\n\r\nYour aura has an effect that activates when you enter your rage, and you can activate the effect\r\nagain on each of your turns as a bonus action. Choose desert or sea. Your aura\u2019s effect\r\ndepends on that chosen environment, as detailed below. You can change your environment\r\nchoice whenever you gain a level in this class.\r\n\r\nIf your aura\u2019s effects require a saving throw, the DC equals 8 + your proficiency bonus + your\r\nConstitution modifier.\r\n\r\n[i]Desert.[\/i] When this effect is activated, all other creatures in your aura take 2 fire damage each.\r\nThe damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at\r\n10th level, 5 at 15th level, and 6 at 20th level.\r\n\r\n[i]Sea.[\/i] When this effect is activated, you can choose one other creature you can see in your aura.\r\nThe target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a\r\nfailed save, or half as much damage on a successful one. The damage increases when you reach\r\ncertain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th\r\nlevel.\r\n\r\n[h3]Chaotic Soul[\/h3]\r\nAt 6th level, the chaotic storm grants you benefits even when your aura isn\u2019t active. The benefits are\r\nbased on the environment you chose for your Chaos Aura.\r\n\r\n[i]Desert.[\/i] You gain resistance to fire damage, and you don\u2019t suffer the effects of extreme heat, as\r\ndescribed in the Dungeon Master\u2019s Guide. Moreover, as an action, you can touch a flammable\r\nobject that isn\u2019t being worn or carried by anyone else and set it on fire.\r\n\r\n[i]Sea.[\/i] You gain resistance to lightning damage, and you can breathe underwater. You also gain a\r\nswimming speed of 30 feet.\r\n\r\n[h3]Raging Storm[\/h3]\r\nAt 14th level, the power of the chaotic storm you channel grows mightier, lashing out at your foes. The\r\neffect is based on the environment you chose for your Chaos Aura.\r\n\r\n[i]Desert.[\/i] Immediately after a creature in your aura hits you with an attack, you can use your\r\nreaction to force that creature to make a Dexterity saving throw. On a failed save, the creature\r\ntakes fire damage equal to half your barbarian level.\r\n\r\n[i]Sea.[\/i] When you hit a creature in your aura with an attack, you can use your reaction to force that\r\ncreature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if\r\nstruck by a wave.\r\n","tabledata":"Level | Proficiency | Bonus Features | 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":"","templateId":"25","blockId":"485190","world":"8bf37fe1-b1ac-46c5-8742-18876e67b1c3","folder":"","isShared":"on"}