{"name":"Barbarian","overview":"[h2]Primal Instinct[\/h2]\r\nPeople of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one\u2019s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature \u2014 keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.\r\n\r\nBarbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.\r\n\r\n[h2]Life of Danger[\/h2]\r\nNot every member of the tribes deemed \u201cbarbarians\u201d by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don\u2019t have to.\r\nTheir courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.","hitdice":"d12","hitpointsfirstlevel":"12 + your Constitution Modifier","hitpointsathigherlevels":"1d12 + your Constitution modifier per barbarian level after 1st","armorproficiencies":"Light armor, medium armor, shields","weaponproficiences":"Simple weapons, martial weapons","tools":"None","savingthrows":"Strength, Constitution","skills":"Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a greataxe or (b) any martial melee weapon[\/li]\r\n[li](a) two handaxes or (b) any simple weapon[\/li]\r\n[li]An explorer\u2019s pack and four javelins[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[h2]Rage[\/h2]\r\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.\r\nWhile raging, you gain the following benefits if you aren\u2019t wearing heavy armor:\r\n\r\n[ul]\r\n[li]You have advantage on Strength checks and Strength saving throws.[\/li]\r\n[li]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 of the Barbarian table.[\/li]\r\n[li]You have resistance to bludgeoning, piercing, and slashing damage.[\/li]\r\n[\/ul]\r\nIf you are able to cast spells, you can\u2019t cast them or concentrate on them while raging.\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\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[h2]Unarmored Defense[\/h2]\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[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\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\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\r\n[h2]Primal Path[\/h2]\r\nAt 3rd level, you choose a path that shapes the nature of your rage. Choose from the subclass options. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.\r\n\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\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\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\r\n[h2]Feral Instinct[\/h2]\r\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.\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[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\nThis increases to two additional dice at 13th level and three additional dice at 17th level.\r\n\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\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[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\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\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":"","tabledata":"Level | Proficiency Bonus | Features | Rages | Rage Damage\r\n1 | +2 | Rage, Unarmored Defense | 2 | +2 \r\n2 | +2 | Reckless Attack, Danger Sense | 2 | +2 \r\n3 | +2 | Primal Path | 3 | +2\r\n4 | +2 | Ability Score Improvement | 3 | +2\r\n5 | +3 | Extra Attack, Fast Movement | 3 | +2\r\n6 | +3 | Path Feature | 4 | +2\r\n7 | +3 | Feral Instinct | 4 | +2 \r\n8 | +3 | Ability Score Improvement | 4 | +2 \r\n9 | +4 | Brutal Critical (1 die) | 4 | +3 \r\n10 | +4 | Path Feature | 4 | +3 \r\n11 | +4 | Relentless Rage | 4 | +3 \r\n12 | +4 | Ability Score Improvement | 5 | +3 \r\n13 | +5 | Brutal Critical (2 dice) | 5 | +3 \r\n14 | +5 | Path Feature | 5 | +3 \r\n15 | +5 | Persistent Rage | 5 | +3 \r\n16 | +5 | Ability Score Improvement | 5 | +4 \r\n17 | +6 | Brutal Critical (3 dice) | 6 | +4 \r\n18 | +6 | Indomitable Might | 6 | +4 \r\n19 | +6 | Ability Score Improvement | 6 | +4 \r\n20 | +6 | Primal Champion | Unlimited | +4 ","tags":"Barbarian","isShared":"on","templateId":"25","blockId":"673245","world":"5518f369-dd1f-427e-b992-4a63a47d2fa9","folder":""}