BARBARIAN FEATURES
Level 1: Rage
PHB'24 p51
You can imbue yourself with a primal power called Rage, 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, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
Damage Resistance
You have Resistance to Bludgeoning, Piercing, 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, you gain a bonus to the damage that increases as you gain levels as a Barbarian, 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, and you can't cast spells.
Duration
The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, 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, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.
Level 1: Unarmored Defense
PHB'24 p51
While you aren't wearing any armor, 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
PHB'24 p52
Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
Level 2: Danger Sense
PHB'24 p52
You gain an uncanny sense of when things aren't as they should be, 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
PHB'24 p52
You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
Level 3: Primal Knowledge
PHB'24 p52
You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.
In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
Level 4: Ability Score Improvement
PHB'24 p53
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, 12, and 16.
Level 5: Extra Attack
PHB'24 p53
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 5: Fast Movement
PHB'24 p53
Your speed increases by 10 feet while you aren't wearing Heavy armor.
Level 7: Feral Instinct
PHB'24 p53
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, you can move up to half your Speed.
Level 9: Brutal Strike
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If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, 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 11: Relentless Rage
PHB'24 p53
Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.
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.
Level 12: Ability Score Improvement
PHB'24 p53
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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