BARBARIAN FEATURES
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 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.
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 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.
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.
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.
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.
Primal Knowledge (Optional)
When 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.
Ability Score Improvement
When 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't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
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.
Instinctive Pounce (Optional)
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
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.
This increases to two additional dice at 13th level and three additional dice at 17th level.
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.
SESSION 0 BOON
Raging Critical
+4 Cap to Str/Dex/or Con
Once per combat you may use a rage charge to auto critical attack but, must be stated before the roll.
CON USED FOR CHA SKILLS
RACIAL FEATURES
Hare-Trigger
You can add your proficiency bonus to your initiative rolls.
Leporine Senses
You have proficiency in the Perception skill.
Lucky Footwork
When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the save, potentially turning the failure into a success. You can't use this reaction if you're prone or your speed is 0.
Rabbit Hop
As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Feywild Berserker
Feral Metamorphosis
For every 50 HP you lose, gain a new feature from your Feral Metamorphosis table. These changes go away after 10 minutes if you are not in combat.
You gain 10 extra feet of cleave
You gain Proficiency, or Expertise if you are already proficient, on a saving throw or skill
Wild Metamorphosis
Gain a random, potentially beneficial feature whenever you take 100 Damage.
Branching Wrath
Reach: 10ft. Your arm of crystalline roots and vines, with your will, can extend into a deadly weapon. One that saps the strength from others, to nourish you sacred body. This counts as a natural weapon, and uses your CON modifier for attack rolls and damage. As a bonus action, you can make an attack with this natural weapon. On hit, target takes 8d4+CON necrotic/radiant (your choice). Heal by the total damage done by this attack
When you're taken to or below half your HP, this feature is unlocked, and can be utilized. As a reaction to getting hit, your arm grows into brambled spines, cleaving up to 100ft. The roll to hit is based off you prof. Modifier plus your CON modifier.
On hit, targets take 12d4+CON necrotic/Radiant damage (your choice), and you heal for half the total damage dealt. You may use this feature twice per Long Rest.
Erratic Imbuement
Calling upon the Wild essence that comprises your fey soul, you can change both yourself, and the materials around you, at random, with a Bonus Action.
1-Fire
2-Cold
3-Lightning
4-Thunder
5-Acid
6-Radiant
7-Necrotic
8-Force
9-Poison
10-Psychic
When you do so, select an item of a different damage type (Javelin, melee weapon) that is within 10 ft of you, and convert it into the damage type. The imbuement lasts until the end of combat, or if you change it back as a free action. If you critically hit, you can automatically convert the damage to the damage type of your choice before it is dealt.
Ravenous Strike/Desecration
When you attack Recklessly, You can choose to be Vulnerable to a specific damage type. This effect will last until the start of your next turn. When you do so, and the attack lands, the target also has the Vulnerability applied to them. If they had Immunity or resistance to the damage type, it goes down by one (Immunity to resistance, resistance to normal). If you apply a Vulnerability to a Damage Type they are already vulnerable to, maximize your damage dice when attacking with that damage type, until the start of your next turn. Once successfully applied, you cannot use this feature again until the effect dissipates.
If you crit the attack while the dice are maxed, then they become vulnerable to all damage types until the start of their next turn.
Creative Brutality
Whenever you take a total of 100 Damage throughout a combat, you gain inspirations and insights into how best to tear those before you to shreds. For your next Attack instance, you may decide to use Creative Brutality. Striking a single target, on hit, that target loses a feature, or is maimed in another way until the end of the combat. (If in the case of dismemberment, they remain that way until otherwise fixed)
FEATS
Sentinel
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Skill Expert
You gain proficiency in one skill of your choice. (Performance)
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Athletics)
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
You are proficient with improvised weapons.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Aberrant Dragonmark
Boon of Fortitude
Your hit point maximum increases by 40.
Alert
You can't be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
ORIGIN: MOUNTAINS OF STRIFE
Proficiency in Martial checks
+2 STR
Features & Traits