Barbarian
Classes
Proficiencies
- Armor
- Light Armor, Medium Armor, Shields
- Weapons
- Simple Weapons, Martial Weapons
- Saving Throws
- Strength, Constitution
- Skills
- Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Spellcasting
- Caster Type
- None
Class Features
1st Level
Rage
Text for this feature arrives as Convoke’s rewrite lands.
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.
2nd Level
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.
3rd Level
Primal Path
Text for this feature arrives as Convoke’s rewrite lands.
4th Level
Ability Score Improvement
Text for this feature arrives as Convoke’s rewrite lands.
5th Level
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.
6th Level
Path Feature
Text for this feature arrives as Convoke’s rewrite lands.
7th Level
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.
8th Level
Ability Score Improvement
Text for this feature arrives as Convoke’s rewrite lands.
9th Level
Brutal Critical (1 die)
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.
10th Level
Path feature
Text for this feature arrives as Convoke’s rewrite lands.
11th 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.
12th Level
Ability Score Improvement
Text for this feature arrives as Convoke’s rewrite lands.
13th Level
Brutal Critical (2 dice)
Text for this feature arrives as Convoke’s rewrite lands.
14th Level
Path feature
Text for this feature arrives as Convoke’s rewrite lands.
15th Level
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
16th Level
Ability Score Improvement
Text for this feature arrives as Convoke’s rewrite lands.
17th Level
Brutal Critical (3 dice)
Text for this feature arrives as Convoke’s rewrite lands.
18th Level
Indomitable Might
Beginning 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.
19th Level
Ability Score Improvement
Text for this feature arrives as Convoke’s rewrite lands.
20th Level
Primal Champion
At 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.