The statblocks of your class features
[block: a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest]
[block: and you regain all expended uses when you finish a Long Rest.
While active]
[block: your Rage follows the rules below.
Damage Resistance
You have Resistance to Bludgeoning]
[block: and Slashing damage.
Rage Damage
When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target]
[block: as shown in the Rage Damage column of the Barbarian Features table.
Strength Advantage
You have Advantage on Strength checks and Strength saving throws.
No Concentration or Spells
You can't maintain Concentration]
[block: and you can't cast spells.
Duration
The Rage lasts until the end of your next turn]
[block: you can extend the Rage for another round by doing one of the following:
Make an attack roll against an enemy.
Force an enemy to make a saving throw.
Take a Bonus Action to extend your Rage.
Each time the Rage is extended]
[block: it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
Level 1: Unarmored Defense
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While you aren't wearing any armor]
[block: your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
Level 1: Weapon Mastery
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Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice]
[block: you can practice weapon drills and change one of those weapon choices.
When you reach certain Barbarian levels]
[block: as shown in the Weapon Mastery column of the Barbarian Features table.
Level 2: Danger Sense
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You gain an uncanny sense of when things aren't as they should be]
[block: giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
Level 2: Reckless Attack
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You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn]
[block: but attack rolls against you have Advantage during that time.
Level 3: Barbarian Subclass
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You gain a Barbarian subclass of your choice. A subclass is a specialization that grants you features at certain Barbarian levels. For the rest of your career]
[block: you gain each of your subclass's features that are of your Barbarian level or lower.
Path of the Berserker
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Channel Rage into Violent Fury
Barbarians who walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury]
[block: and they thrill in the chaos of battle as they allow their Rage to seize and empower them.
Level 3: Frenzy
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If you use Reckless Attack while your Rage is active]
[block: and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.
Level 3: Primal Knowledge
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You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.
In addition]
[block: and senses.
Level 4: Ability Score Improvement
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You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Barbarian levels 8]
Blighted Mutations
D10 | Name | Description | Effect | |
---|
1 | Spell | Failure | Whatever magical abilities you possess become difficult to utilize as your mind swims with odd thoughts whenever you attempt to use your supernatural powers. When casting a spell Roll 1d10 | on a 1 the spell fizzles; it counts as a use even as it has no effect. | |
2 | Tumor | Somewhere on your body there is a mass of flesh that keeps growing. | An untreated tumor will kill a character in 2d6 weeks (average 7). ‘Treatment’ requires a DC 15 Heal check +1 for every time the tumor has been previously treated. After every treatment | ‘reset’ the tumor and roll an additional 2d6 (average 7 weeks) to determine how long the tumor can go untreated before killing the character. | |
3 | Extra Eye | You grow an additional eye—perhaps it is on your face | perhaps not—but wher-ever it grows it confuses your vision. | You suffer -4 to mutation modifier Perception Checks. | |
4 | Stupidity | You have increasing difficul-ty putting together coherent thoughts. | You suffer-3 Mutation Modifier to Intelligence (to a minimum score of 4). | |
5 | Frenzied | You are liable to to fly into a frenzy over any pettiness: a spilled glass | a wound | or even an insult. | When dropped to below 50% of your hitpoints | you enter a rage as per the barbarian class ability with none of the bonuses and all the limitations. You can not leave this state until regaining above 50% hp or there are no enemies present. Alternately | if the character is already utilizing the ‘rage’ class feature when dropped below 50% hitpoints | they can choose to double the duration with all benefits/limitations at no additional cost or disadvantage. | |
6 | Impulsive | You have lost much of your impulse control and thus have developed a tendency to grab at whatever interests you. | You suffer a -2 Mutation Modifier on Will Saves. | |
7 | Beast’s Maw | Your throat is growing thick and bestial | making you una-ble to shape intelligible words. | You are now mute | can only communicate verbally through grunts. While you can still approximate verbal components to cast spells | doing so forc-es you to treat your caster level as one level lower for purposes of deter-mining duration and potency. | |
8 | Extreme Hunger | You are always hungry and must eat incessantly or grow ill. | If you have not eaten a meal equal to a day’s rations within the last 2 hours | you gain the sickened condition | if not eaten within the last 4 hours you gain the nauseated condition. | |
9 | Misshapen Hands | Your fat knobby fingers are full of rapidly-fused joints that make it difficult for you to use your hands. | You suffer a -4 Mutation Modifier to Attack Rolls and skill checks that involve the use of your hands | |
10 | Misshapen Body | Your spine or limbs twist in ways they weren't supposed to. | Your movement speed is reduced by 10 feet | |
[block: and 16.
Level 5: Extra Attack
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You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Fast Movement
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Your speed increases by 10 feet while you aren't wearing Heavy armor.
Level 6: Subclass Feature
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You gain a feature from your Barbarian subclass.
Level 6: Mindless Rage
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You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage]
[block: the condition ends on you.
Level 7: Feral Instinct
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Your instincts are so honed that you have Advantage on Initiative rolls.
Level 7: Instinctive Pounce
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As part of the Bonus Action you take to enter your Rage]
[block: you can move up to half your Speed.
Level 8: Ability Score Improvement
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You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9: Brutal Strike
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If you use Reckless Attack]
[block: and you can cause one Brutal Strike effect of your choice. You have the following effect options.
Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.
Hamstring Blow. The target's Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.
Level 10: Subclass Feature
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You gain a feature from your Barbarian subclass.
Level 10: Retaliation
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When you take damage from a creature that is within 5 feet of you]