Barbarian: Difference between revisions

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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| [[Barbarian#Ancestral Protectors|Ancestral Protectors]] || 3rd || Foes you hit while you are Raging are worse at hitting other creatures, and creatures they hit take less Damage.
| [[Barbarian#Ancestral Protectors|Ancestral Protectors]] || 3rd || Foes you hit while you are Raging are worse at hitting other creatures, and creatures they hit take less Damage
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| [[Barbarian#Spirit Shield|Spirit Shield]] || 6th || While Raging, when your allies take Damage you can, you use your Reaction to reduce that Damage.
| [[Barbarian#Spirit Shield|Spirit Shield]] || 6th || While Raging, when your allies take Damage you can, you use your Reaction to reduce that Damage
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| [[Barbarian#Consult the Spirits|Consult the Spirits]] || 10th || You learn to cast the Augury and Clairvoyance Spells a limited amount.
| [[Barbarian#Consult the Spirits|Consult the Spirits]] || 10th || You learn to cast the [[Level 2#Augury|Augury] and [[Level 3#Clairvoyance|Clairvoyance]] Spells
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| [[Barbarian#Vengeful Ancestors|Vengeful Ancestors]] || 14th || You deal Damage to the Attacker when you use Spirit Shield.
| [[Barbarian#Vengeful Ancestors|Vengeful Ancestors]] || 14th || You deal Damage to the Attacker when you use Spirit Shield
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==== Consult the Spirits ====
==== Consult the Spirits ====
''10th Level Path of Ancestral Guardians Feature''<br>
''10th Level Path of Ancestral Guardians Feature''<br>
You gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance Spells, without using a Spell Slot or Material Components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your Spellcasting Ability for these spells.<br>
You gain the ability to consult with your ancestral spirits. When you do so, you cast the [[Level 2#Augury|Augury] or [[Level 3#Clairvoyance|Clairvoyance]] Spells, without using a Spell Slot or Material Components. Rather than creating a spherical sensor, this use of [[Level 3#Clairvoyance|Clairvoyance]] invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your Spellcasting Ability for these spells.<br>
You can cast either Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can cast each Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Giant Power ====
==== Giant Power ====
''3rd Level Path of Giants Feature''<br>
''3rd Level Path of Giants Feature''<br>
You learn to speak, read, and write Giant.<br>
You learn to speak, read, and write [[Languages#Giant|Giant]].<br>
Additionally, you learn either the Druidcraft and Thaumaturgy Cantrips. Constitution is your Spellcasting Ability for these Spells.
Additionally, you learn either the [[Cantrips#Druidcraft|Druidcraft]] and [[Cantrips#Thaumaturgy|Thaumaturgy]] Cantrips. Constitution is your Spellcasting Ability for these Spells.
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| [[Barbarian#Ardent Strikes|Ardent Strikes]] || 6th || While Raging you deal a different Type of Damage and are better when you deal that Damage
| [[Barbarian#Ardent Strikes|Ardent Strikes]] || 6th || While Raging you deal a different Type of Damage and are better when you deal that Damage
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| [[Barbarian#Drain Passion|Drain Passion]] || 10th || You can cast the Calm Emotions Spell even while Raging
| [[Barbarian#Drain Passion|Drain Passion]] || 10th || You can cast the [[Level 2#Calm Emotions|Calm Emotions]] Spell even while Raging
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| [[Barbarian#Catharsis|Catharsis]] || 14th || You can deal massive Damage and end your Rage and Emotional State
| [[Barbarian#Catharsis|Catharsis]] || 14th || You can deal massive Damage and end your Rage and Emotional State
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==== Drain Passion ====
==== Drain Passion ====
''10th Level Path of Impulse Feature''<br>
''10th Level Path of Impulse Feature''<br>
You gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions Spell and use your Constitution for your Spellcasting Ability<br>
You gain the ability to absorb the emotions from your allies and enemies alike. You learn the [[Level 2#Calm Emotions|Calm Emotions]] Spell and use your Constitution for your Spellcasting Ability<br>
You can cast this Spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.<br>
You can cast this Spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.<br>
When you enter an Emotional State, you can cast this Spell as part of the same Bonus Action, expending one use of this ability. You can not lose Concentration on this Spell due to entering a Rage. However, you can still lose Concentration by other methods, such as failing a Saving Throw to maintain Concentration or becoming Incapacitated.
When you enter an Emotional State, you can cast this Spell as part of the same Bonus Action, expending one use of this ability. You can not lose Concentration on this Spell due to entering a Rage. However, you can still lose Concentration by other methods, such as failing a Saving Throw to maintain Concentration or becoming Incapacitated.
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| [[Barbarian#Lunch|Lunch]] || 10th || You get a Natural Attack while Raging and have a bit of Exhaustion
| [[Barbarian#Lunch|Lunch]] || 10th || You get a Natural Attack while Raging and have a bit of Exhaustion
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| [[Barbarian#Dinner|Dinner]] || 14th || You get a non-magical version of the Absorb Elements Spell at will with extra Damage Types
| [[Barbarian#Dinner|Dinner]] || 14th || You get a non-magical version of the [[Level 1#Absorb Elements|Absorb Elements]] Spell at will with extra Damage Types
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==== Hunger ====
==== Hunger ====
''3rd Level Path of Ravenous Warriors Feature''<br>
''3rd Level Path of Ravenous Warriors Feature''<br>
You gain Proficiency with Cook's Utensils. Additionally while Raging, if you hit on a Weapon Attack Roll, you can choose to gain one level of Exhaustion, spending a massive reserve of your energy, to choose one of the following effects:
You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Cook's Utensils]]. Additionally while Raging, if you hit on a Weapon Attack Roll, you can choose to gain one level of Exhaustion, spending a massive reserve of your energy, to choose one of the following effects:
*If the creature you hit is Large or smaller, it falls Prone and is pushed 10ft in a direction of your choice.
*If the creature you hit is Large or smaller, it falls Prone and is pushed 10ft in a direction of your choice.
*You recover Hit Points equal to half the Damage dealt by the attack.
*You recover Hit Points equal to half the Damage dealt by the attack.
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==== Dinner ====
==== Dinner ====
''14th Level Path of Ravenous Warriors Feature''<br>
''14th Level Path of Ravenous Warriors Feature''<br>
You can replicate the effects of the Absorb Elements Spell Non-Magically at will, however, you can use it with the following Damage Types: Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, and Thunder. The Somatic Components for this effect are chewing and swallowing, and you do not need a free hand to use it.
You can replicate the effects of the [[Level 1#Absorb Elements|Absorb Elements]] Spell Non-Magically at will, however, you can use it with the following Damage Types: Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, and Thunder. The Somatic Components for this effect are chewing and swallowing, and you do not need a free hand to use it.
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''10th Level Path of Subjugators Feature''<br>
''10th Level Path of Subjugators Feature''<br>
Your dominance over the dead becomes stronger and grows in reach.<br>
Your dominance over the dead becomes stronger and grows in reach.<br>
Your Grisly Treasure now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the Speak With Dead Spell and perceive you as an ally, though you can still only ask 5 questions.<br>
Your Grisly Treasure now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the [[Level 3#Speak with Dead|Speak with Dead]] Spell and perceive you as an ally, though you can still only ask 5 questions.<br>
In addition, you can use a Bonus Action to precisely direct a shade's movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding Legendary, Mythic, Villain, and Lair Actions.<br>
In addition, you can use a Bonus Action to precisely direct a shade's movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding Legendary, Mythic, Villain, and Lair Actions.<br>
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| [[Barbarian#Spirit Seeker|Spirit Seeker]] || 3rd || You get the Beast Sense and Speak with Animals Spells as Rituals
| [[Barbarian#Spirit Seeker|Spirit Seeker]] || 3rd || You get the [[Level 2#Beast Sense|Beast Sense]] and [[Level 2#Speak with Animals|Speak with Animals]] Spells as Rituals
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| [[Barbarian#Totem Spirit|Totem Spirit]] || 3rd || You get a feature based on an animal spirit while Raging
| [[Barbarian#Totem Spirit|Totem Spirit]] || 3rd || You get a feature based on an animal spirit while Raging
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| [[Barbarian#Aspect of the Beast|Aspect of the Beast]] || 6th || You get an out of combat bonus based on an animal spirit
| [[Barbarian#Aspect of the Beast|Aspect of the Beast]] || 6th || You get an out of combat bonus based on an animal spirit
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| [[Barbarian#Spirit Walker|Spirit Walker]] || 10th || You get the Commune with Nature Spell as a Ritual
| [[Barbarian#Spirit Walker|Spirit Walker]] || 10th || You get the [[Level 5#Commune with Nature|Commune with Nature]] Spell as a Ritual
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| [[Barbarian#Totemic Attunement|Totemic Attunement]] || 14th || You get a feature based on an animal spirit while Raging
| [[Barbarian#Totemic Attunement|Totemic Attunement]] || 14th || You get a feature based on an animal spirit while Raging
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==== Spirit Seeker ====
==== Spirit Seeker ====
''3rd Level Path of Totem Warriors Feature''<br>
''3rd Level Path of Totem Warriors Feature''<br>
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak with Animals Spells, but only as Rituals. Constitution is your Spellcasting Ability for these Spells.
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the [[Level 2#Beast Sense|Beast Sense]] and [[Level 2#Speak with Animals|Speak with Animals]] Spells, but only as Rituals. Constitution is your Spellcasting Ability for these Spells.
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==== Spirit Walker ====
==== Spirit Walker ====
''10th Level Path of Totem Warriors Feature''<br>
''10th Level Path of Totem Warriors Feature''<br>
You can cast the Commune with Nature Spell, but only as a Ritual. When you do so, a spiritual version of one of the animals you chose for your Totem Spirit or your Aspect of the Beast appears to you to convey the information you seek.
You can cast the [[Level 5#Commune with Nature|Commune with Nature]] Spell, but only as a Ritual. When you do so, a spiritual version of one of the animals you chose for your Totem Spirit or your Aspect of the Beast appears to you to convey the information you seek.
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! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
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| [[Barbarian#Magic Awareness|Magic Awareness]] || 3rd || You can cast the Detect Magic Spell and turn a different color based on the School of Magic detected
| [[Barbarian#Magic Awareness|Magic Awareness]] || 3rd || You can cast the [[Level 1#Detect Magic|Detect Magic]] Spell and turn a different color based on the School of Magic detected
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| [[Barbarian#Wild Surge|Wild Surge]] || 3rd || When you Rage you chaotically burst in Wild Magic
| [[Barbarian#Wild Surge|Wild Surge]] || 3rd || When you Rage you chaotically burst in Wild Magic
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==== Magic Awareness ====
==== Magic Awareness ====
''3rd Level Path of Wild Magic Feature''<br>
''3rd Level Path of Wild Magic Feature''<br>
Your body reacts to the presence of magic. You can cast the Detect Magic Spell without using a Spell Slot or Components. Constitution is your Spellcasting Ability for this Spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).<br>
Your body reacts to the presence of magic. You can cast the [[Level 1#Detect Magic|Detect Magic]] Spell without using a Spell Slot or Components. Constitution is your Spellcasting Ability for this Spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).<br>
You can use this feature a number of times equal to your Constitution Modifier. You regain all expended uses when you finish a Long Rest.
You can use this feature a number of times equal to your Constitution Modifier. You regain all expended uses when you finish a Long Rest.
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! d100 !! Effect
! d100 !! Effect
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| 1-2 || You explode, casting Fireball at 3rd Level centered on yourself, using Constitution as your Spellcasting Modifier.
| 1-2 || You explode, casting [[Level 3#Fireball|Fireball]] at 3rd Level centered on yourself, using Constitution as your Spellcasting Modifier.
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| 3-4 || Until your Rage ends, whenever a creature within 60ft you takes Damage, all creatures within 60ft take the same amount of Damage.
| 3-4 || Until your Rage ends, whenever a creature within 60ft you takes Damage, all creatures within 60ft take the same amount of Damage.
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| 9-10 || Hundreds of arms grow out of your back grasping at nearby creatures. Until your Rage ends, at the start of each of your turns, you make a Grapple Attack against each creature within 15ft of you.
| 9-10 || Hundreds of arms grow out of your back grasping at nearby creatures. Until your Rage ends, at the start of each of your turns, you make a Grapple Attack against each creature within 15ft of you.
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| 11-12 || Your body begins emanating inky magical darkness, until your Rage ends, all creatures within 10ft of you are Blinded.
| 11-12 || Your body begins emanating inky magical darkness, until your Rage ends, all creatures within 10ft of you are [[Conditions#Blinded|Blinded]].
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| 13-14 || Animated chains rise out of the floor, all creatures within 30ft of you must
| 13-14 || Animated chains rise out of the floor, all creatures within 30ft of you must
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| 17-18 || At the start of each of your turns until your Rage ends, you cast the Sleep Spell centered on yourself with your Current Hit Points being the number of Hit Points effected.
| 17-18 || At the start of each of your turns until your Rage ends, you cast the Sleep Spell centered on yourself with your Current Hit Points being the number of Hit Points effected.
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| 19-20 || A 30ft snowstorm centered on you whips up until your Rage ends, at the start of each of your turns, all creatures in the area must make a Constitution Saving Throw or suffer one level of Exhaustion, the area is also Heavily Obscured.
| 19-20 || A 30ft snowstorm centered on you whips up until your Rage ends, at the start of each of your turns, all creatures in the area must make a Constitution Saving Throw or suffer one Level of [[Conditions#Exhaustion|Exhaustion]], the area is also Heavily Obscured.
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| 21-22 || Ball bearings spill out of your clothing at the start of each of your turns until your Rage ends, causing each creature standing within 60ft of you must succeed on a Dexterity Savin Throw or fall Prone. These ball bearings magically disappear at the end of your turn.
| 21-22 || Ball bearings spill out of your clothing at the start of each of your turns until your Rage ends, causing each creature standing within 60ft of you must succeed on a Dexterity Saving Throw or fall [[Conditions#Prone|Prone]]. These ball bearings magically disappear at the end of your turn.
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| 23-24 || All creatures within 60ft of you have their legs replaced with the bottom of random chess pieces until your Rage ends, and can only move like those pieces.
| 23-24 || All creatures within 60ft of you have their legs replaced with the bottom of random chess pieces until your Rage ends, and can only move like those pieces.
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| 81-82 || Your body grows battlements and arrow slits as well as an army of tiny soldiers until your Rage ends. On Initiative count 20 the soldiers inside fire two tiny catapults at your enemies using, this attack uses your Constitution, has a range of 40ft, and deals 1d6 Piercing Damage. Also on Initiative count 20, these soldiers shoot a volley of arrows in a 10ft Emanated Cone, forcing creatures in the area to make a Dexterity Saving Throw, taking Piercing Damage equal to 1d4 times your Proficiency Bonus on a failed Save, or half as much on a successful Save.
| 81-82 || Your body grows battlements and arrow slits as well as an army of tiny soldiers until your Rage ends. On Initiative count 20 the soldiers inside fire two tiny catapults at your enemies using, this attack uses your Constitution, has a range of 40ft, and deals 1d6 Piercing Damage. Also on Initiative count 20, these soldiers shoot a volley of arrows in a 10ft Emanated Cone, forcing creatures in the area to make a Dexterity Saving Throw, taking Piercing Damage equal to 1d4 times your Proficiency Bonus on a failed Save, or half as much on a successful Save.
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| 83-84 || You can create at infinite amount of silk rope by pulling it out of your sleeve until your Rage ends.
| 83-84 || You can create at infinite amount of silk rope by pulling it out of your sleeve until your Rage ends. If you have no sleeves, it is coiled around your arms but is also endless.
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| 85-86 || At the start of each of your turns until your Rage ends, you cast the Minute Meteors Spell centered on yourself, using Constitution for your Spellcasting Ability.
| 85-86 || At the start of each of your turns until your Rage ends, you cast the Minute Meteors Spell centered on yourself, using Constitution for your Spellcasting Ability.
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| 87-88 || You grow feathered wings until your Rage ends, granting you a Flying Speed equal to two times your Walking Speed.
| 87-88 || You grow feathered wings until your Rage ends, granting you a Flying Speed equal to two times your Walking Speed.
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| 89-90 || You grow a Star-nosed mole’s nose until your Rage ends, granting you Tremorsense out to a range of 120ft.
| 89-90 || You grow a star-nosed mole’s nose until your Rage ends, granting you Tremorsense out to a Range of 120ft.
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| 91-92 || Your skeleton becomes adamant until your Rage ends, causing you to become Immune to Critical Hits.
| 91-92 || Your skeleton becomes adamant until your Rage ends, causing you to become Immune to Critical Hits.
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| [[Barbarian#Divine Fury|Divine Fury]] || 3rd || You deal additional Necrotic or Radiant Damage while Raging
| [[Barbarian#Divine Fury|Divine Fury]] || 3rd || You deal additional Necrotic or Radiant Damage while Raging
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| [[Barbarian#Warrior of the Three|Warrior of the Three]] || 3rd || You can be Resurrected without expending costly components
| [[Barbarian#Warrior of the Three|Warrior of the Three]] || 3rd || You can be Resurrected without expending costly Material Components
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| [[Barbarian#Retaliation|Fanatical Focus]] || 6th || You're better at Saving Throws while Raging
| [[Barbarian#Retaliation|Fanatical Focus]] || 6th || You're better at Saving Throws while Raging
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==== Warrior of the Three ====
==== Warrior of the Three ====
''3rd Level Path of Zealots Feature''<br>
''3rd Level Path of Zealots Feature''<br>
Your soul is marked for endless battle. If a Spell, such as Raise Dead, has the sole effect of resurrecting you to life, the caster doesn’t need Material Components to cast the Spell on you.
Your soul is marked for endless battle. If a Spell, such as [[Level 5#Raise Dead|Raise Dead]], has the sole effect of resurrecting you to life, the caster doesn’t need Material Components to cast the Spell on you.
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''14th Level Path of Zealots Feature''<br>
''14th Level Path of Zealots Feature''<br>
The divine power that fuels your rage allows you to shrug off fatal blows.<br>
The divine power that fuels your rage allows you to shrug off fatal blows.<br>
While Raging, having 0 Hit Points doesn’t knock you Unconscious. You still must make Death Saving Throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing Death Saving Throws, you don’t die until your Rage ends, and you then die only if you still have 0 Hit Points.
While Raging, having 0 Hit Points doesn't knock you Unconscious. You still must make Death Saving Throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing Death Saving Throws, you don’t die until your Rage ends, and you then die only if you still have 0 Hit Points.
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