{"name":"Barbarian","overview":"People 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\u2014keen 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.","hitdice":"d12","hitpointsfirstlevel":"12 + your Constitution modifier","hitpointsathigherlevels":"1d12 (or 7) + 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 [i]Animal Handling[\/i], [i]Athletics[\/i], [i]Intimidation[\/i], [i]Nature[\/i], [i]Perception[\/i], and [i]Survival[\/i].","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a [i]greataxe[\/i] or (b) any martial melee weapon[\/li]\r\n[li](a) two [i]handaxes[\/i] or (b) any simple weapon[\/li]\r\n[li]An [i]explorer\u2019s pack[\/i] and four [i]javelins[\/i][\/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 [i]rage[\/i] as a [i]bonus action[\/i].\r\nWhile [i]raging[\/i], you gain the following benefits if you aren\u2019t wearing heavy armor:\r\n\r\n[ul]\r\n[li]You have advantage on [i]Strength[\/i] checks and [i]Strength[\/i] saving throws.[\/li]\r\n[li]When you make a melee weapon attack using [i]Strength[\/i], 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[li]If you are able to cast spells, you can\u2019t cast them or concentrate on them while raging.[\/li]\r\n[\/ul]\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[hr]\r\n[h2]Unarmored Defense[\/h2]\r\nWhile you are not wearing any armor, your Armor Class equals 10 + your [i]Dexterity[\/i] modifier + your [i]Constitution[\/i] modifier. You can use a [i]shield[\/i] and still gain this benefit.\r\n\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 [i]Strength[\/i] during this turn, but attack rolls against you have advantage until your next turn.\r\n\r\n[hr]\r\n[h2]Danger Sense[\/h2]\r\n\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 [i]Dexterity[\/i] saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can\u2019t be [i]blinded[\/i], [i]deafened[\/i], or [i]incapacitated[\/i].\r\n\r\n[hr]\r\n[h2]Primal Path[\/h2]\r\nAt 3rd level, you choose a path that shapes the nature of your rage. Currently within this list is....\r\n[ul]\r\n[li][b]Path of the Beast[\/b][\/li]\r\n[\/ul]\r\n\r\nThe choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.\r\n\r\n[hr]\r\n[h2]Primal Knowledge (Optional)[\/h2]\r\nWhen you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.\r\n\r\n[hr][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[hr]\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the [i]Attack[\/i] action on your turn.\r\n\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\r\n[hr]\r\n[h2]Feral Instinct[\/h2]\r\nBy 7th level, your instincts are so honed that you have advantage on [i]Initiative[\/i] 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 [i]rage[\/i] before doing anything else on that turn.\r\n\r\n[hr]\r\n[h2]Instinctive Pounce (Optional)[\/h2]\r\nStarting at 7th level, as part of the [i]bonus action[\/i] you take to enter your [i]rage[\/i], you can move up to half your speed.\r\n\r\n[hr][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\r\n[hr]\r\n[h2]Relentless Rage[\/h2]\r\nStarting at 11th level, your [i]rage[\/i] 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 [i]Constitution[\/i] 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[hr]\r\n[h2]Persistent Rage[\/h2]\r\nBeginning at 15th level, your [i]rage[\/i] is so fierce that it ends early only if you fall unconscious or if you choose to end it.\r\n\r\n[hr]\r\n[h2]Indomitable Might[\/h2]\r\nBeginning at 18th level, if your total for a [i]Strength[\/i] check is less than your [i]Strength[\/i] score, you can use that score in place of the total.\r\n\r\n[hr]\r\n[h2]Primal Champion[\/h2]\r\nAt 20th level, you embody the power of the wilds. Your [i]Strength[\/i] and [i]Constitution[\/i] 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 Beast[\/h1]\r\nBarbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.\r\n[h2]Form of the Beast[\/h2]\r\nStarting when you choose this path at 3rd level, when you enter your [i]rage[\/i], you can transform, revealing the bestial power within you. Until the [i]rage[\/i] ends, you manifest a [i]natural weapon[\/i]. It counts as a simple melee weapon for you, and you add your [i]Strength[\/i] modifier to the attack and damage rolls when you attack with it, as normal.\r\n\r\nYou choose the weapon\u2019s form each time you rage:\r\n[ul]\r\n[li][b]Bite[\/b]: Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.[\/li]\r\n[li][b]Claws[\/b]: Each of your hands transforms into a claw, which you can use as a weapon if it\u2019s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.[\/li]\r\n[li][b]Tail[\/b]: You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the [i]reach[\/i] property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.[\/li]\r\n[\/ul]\r\n[h2]Bestial Soul[\/h2]\r\nBeginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\nYou can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:\r\n[ul]\r\n[li][b]Climbing[\/b]: You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.[\/li]\r\n[li][b]Jumping[\/b]: When you jump, you can make a [i]Strength[\/i] ([i]Athletics[\/i]) check and extend your jump by a number of feet equal to the check\u2019s total. You can make this special check only once per turn.[\/li]\r\n[li][b]Swimming[\/b]: You gain a swimming speed equal to your walking speed, and you can breathe underwater.[\/li]\r\n[\/ul]\r\n[h2]Infectious Presence[\/h2]\r\nBeginning at 10th level, when you hit a creature with your [i]natural weapons[\/i] while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a [i]Wisdom [\/i]saving throw (DC equal to 8 + your [i]Constitution[\/i] modifier + your proficiency bonus) or suffer one of the following effects (your choice):\r\n[ul]\r\n[li]The target must use its [i]reaction[\/i] to make a melee attack against another creature of your choice that you can see.[\/li]\r\n[li]The target takes 2d12 psychic damage.[\/li]\r\n[li]You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.[\/li]\r\n[\/ul]\r\n[h2]Call the Hunt[\/h2]\r\nStarting at 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your [i]rage[\/i], you can choose a number of other willing creatures you can see within 30 feet of you equal to your [i]Constitution[\/i] modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. \r\n\r\nUntil the [i]rage[\/i] ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.\r\n\r\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ","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":"Class,Barbarian,Beast","isShared":"on","templateId":"25","blockId":"686821","world":""}