Barbarian: Difference between revisions

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Frothing at the mouth, a dwarf slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.<br>
Frothing at the mouth, a dwarf slams his helmet into the face of his foe, then turns to drive his armored elbow into the gut of another.<br>
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.<br>
These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.<br>
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.<br>
People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.<br>
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.<br>
Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.<br>
Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.


{| class="wikitable"
{| class="wikitable"
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! Level !! Proficiency Bonus !! Features !! Experience Points
! Level !! Proficiency Bonus !! Features !! Experience Points
|-
|-
| 1st || +2 || Rage, Unarmored Defense || 0
| 1st || +2 || [[Barbarian#Rage|Rage]], [[Barbarian#Unarmored Defense|Unarmored Defense]] || 0
|-
|-
| 2nd || +2 || Reckless Attack, Danger Sense || 300
| 2nd || +2 || [[Barbarian#Reckless Attack|Reckless Attack]], [[Barbarian#Danger Sense|Danger Sense]] || 300
|-
|-
| 3rd || +2 || Primal Path, Primal Knowledge || 1,000
| 3rd || +2 || [[Barbarian#Primal Path|Primal Path]], [[Barbarian#Primal Knowledge|Primal Knowledge]] || 1,000
|-
|-
| 4th || +2 || Ability Score Improvement || 3,000
| 4th || +2 || [[Barbarian#Ability Score Improvements|Ability Score Improvement]] || 3,000
|-
|-
| 5th || +3 || Extra Attack, Fast Movement || 6,000
| 5th || +3 || [[Barbarian#Extra Attack|Extra Attack]], [[Barbarian#Fast Movement|Fast Movement]] || 6,000
|-
|-
| 6th || +3 || Primal Path Feature || 10,000
| 6th || +3 || [[Barbarian#Primal Path|Primal Path Feature]] || 10,000
|-
|-
| 7th || +3 || Feral Instinct || 20,000
| 7th || +3 || [[Barbarian#Feral Instinct|Feral Instinct]]|| 20,000
|-
|-
| 8th || +3 || Ability Score Improvement || 40,000
| 8th || +3 || [[Barbarian#Ability Score Improvements|Ability Score Improvement]] || 40,000
|-
|-
| 9th || +4 || Brutal Critical (2 Times), Resolute Will || 60,000
| 9th || +4 || [[Barbarian#Brutal Critical (2 Times)|Brutal Critical (2 Times)]], [[Barbarian#Resolute Will|Resolute Will]]|| 60,000
|-
|-
| 10th || +4 || Primal Path Feature, Primal Knowledge || 80,000
| 10th || +4 || [[Barbarian#Primal Path|Primal Path Feature]], [[Barbarian#Primal Knowledge|Primal Knowledge]] || 80,000
|-
|-
| 11th || +4 || Relentless Rage || 100,000
| 11th || +4 || [[Barbarian#Relentless Rage|Relentless Rage]]|| 100,000
|-
|-
| 12th || +4 || Ability Score Improvement || 120,000
| 12th || +4 || [[Barbarian#Ability Score Improvements|Ability Score Improvement]] || 120,000
|-
|-
| 13th || +5 || Brutal Critical (3 Times), Stored Strength || 140,000
| 13th || +5 || [[Barbarian#Brutal Critical (3 Times)|Brutal Critical (3 Times)]], [[Barbarian#Stored Strength|Stored Strength]] || 140,000
|-
|-
| 14th || +5 || Primal Path Feature || 160,000
| 14th || +5 || [[Barbarian#Primal Path|Primal Path Feature]] || 160,000
|-
|-
| 15th || +5 || Persistent Rage, Gifted Strength || 180,000
| 15th || +5 || [[Barbarian#Persistent Rage|Persistent Rage]], [[Barbarian#Gifted Strength|Gifted Strength]] || 180,000
|-
|-
| 16th || +5 || Ability Score Improvement || 200,000
| 16th || +5 || [[Barbarian#Ability Score Improvements|Ability Score Improvement]] || 200,000
|-
|-
| 17th || +6 || Brutal Critical (4 Times), Shared Strength || 225,000
| 17th || +6 || [[Barbarian#Brutal Critical (4 Times)|Brutal Critical (4 Times)]], [[Barbarian#Shared Strength|Shared Strength]] || 225,000
|-
|-
| 18th || +6 || Indomitable Might || 250,000
| 18th || +6 || [[Barbarian#Indomitable Might|Indomitable Might]] || 250,000
|-
|-
| 19th || +6 || Ability Score Improvement || 300,000
| 19th || +6 || [[Barbarian#Ability Score Improvements|Ability Score Improvement]] || 300,000
|-
|-
| 20th || +6 || Primal Champion || 350,000
| 20th || +6 || [[Barbarian#Primal Champion|Primal Champion]] || 350,000
|}
|}


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'''Hit Dice.''' 1d12 per Barbarian Level<br>
'''Hit Dice.''' 1d12 per Barbarian Level<br>
'''1st Level Hitpoints.''' 12 + your Constitution Modifier<br>
'''1st Level Hitpoints.''' 12 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d12 (or 7) + your Constitution Modifier per Barbarian Level after 1st<br>
'''Higher Level Hitpoints.''' 1d12 (increase to 7) + your Constitution Modifier per Barbarian Level after 1st<br>
'''Armor Proficiencies.''' Light Armor, Medium Armor, and Shields<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shield|Shields]]<br>
'''Weapon Proficiencies.''' Simple Weapons and Martial Weapons.<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]<br>
'''Tool Proficiencies.''' None<br>
'''Tool Proficiencies.''' None<br>
'''Saving Throw Proficiencies.''' Strength and Constitution.<br>
'''Saving Throw Proficiencies.''' Strength and Constitution<br>
'''Skill Proficiencies.''' Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival<br>
'''Skill Proficiencies.''' Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival<br>
'''Equipment.''' One Simple or Martial Melee Weapon, two Simple Weapons, one Equipment Pack, and five Javelins<br>
'''Equipment.''' One [[Armor and Weapons#Simple Melee Weapons|Simple]] or [[Armor and Weapons#Martial Melee Weapons|Martial Melee Weapon]], two [[Armor and Weapons#Simple Weapons|Simple Weapons]], one [[Equipment Packs|Equipment Pack]], and five [[Armor and Weapons#Simple Melee Weapons|Javelins]]
<br><br>
<br><br>
{| class="wikitable"
|+ Barbarian Features Summarized
|-
! Feature !! Level !! Quick Explanation
|-
| [[Barbarian#Rage|Rage]] || 1st || You can enter a state of fury to take half Damage and deal additional Damage
|-
| [[Barbarian#Unarmored Defense|Unarmored Defense]] || 1st || While not wearing armor you have a natural AC
|-
| [[Barbarian#Reckless Attack|Reckless Attack]] || 2nd || You can give yourself Advantage on Attacks but then Attacks have Advantage against you
|-
| [[Barbarian#Danger Sense|Danger Sense]] || 2nd || You're better at Dexterity Saves that you can see
|-
| [[Barbarian#Primal Path|Primal Path]] || 3rd || You choose your subclass, and gain features at 3rd, 6th, 10th, and 14th Level
|-
| [[Barbarian#Primal Knowledge|Primal Knowledge]] || 3rd || You gain a Skill Proficiency
|-
| [[Barbarian#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
|-
| [[Barbarian#Extra Attack|Extra Attack]] || 5th || You make an additional Attack every time you take the Attack Action
|-
| [[Barbarian#Fast Movement|Fast Movement]] || 5th || You increase your Speed while not wearing Heavy Armor
|-
| [[Barbarian#Feral Instinct|Feral Instinct]] || 7th || You have Advantage on Initiative Rolls and can move half your Speed for free when you Rage
|-
| [[Barbarian#Brutal Critical|Brutal Critical (1 Extra Die)]] || 9th || You deal more Damage when you Crit
|-
| [[Barbarian#Resolute Will|Resolute Will]] || 9th || You can use your Hit Dice to be better at Skill Checks
|-
| [[Barbarian#Primal Knowledge|Primal Knowledge]] || 10th || You gain a Skill Proficiency
|-
| [[Barbarian#Relentless Rage|Relentless Rage]] || 11th || You can try resist dying and getting Crit
|-
| [[Barbarian#Brutal Critical|Brutal Critical (2 Extra Dice)]] || 13th || You deal more Damage when you Crit
|-
| [[Barbarian#Stored Strength|Stored Strength]] || 13th || You can take Damage to gain Hit Dice
|-
| [[Barbarian#Persistent Rage|Persistent Rage]] || 15th || Your Rage is harder to end
|-
| [[Barbarian#Gifted Strength|Gifted Strength]] || 15th || You can spend Hit Dice to buff your allies
|-
| [[Barbarian#Brutal Critical|Brutal Critical (3 Extra Dice)]] || 17th || You deal more Damage when you Crit
|-
| [[Barbarian#Shared Strength|Shared Strength]] || 17th || When you hit on an Attack you heal your allies
|-
| [[Barbarian#Indomitable Might|Indomitable Might]] || 18th || You become amazing at Strength Checks
|-
| [[Barbarian#Primal Champion|Primal Champion]] || 20th || You increase your Strength and Constitution by 4
|}
<br>


==== Rage ====
==== Rage ====
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*You have Resistance to Bludgeoning, Piercing, and Slashing Damage.
*You have Resistance to Bludgeoning, Piercing, and Slashing Damage.
You cannot cast Spells or Concentrate on effects while Raging. Your Rage lasts for 1 minute, but ends early if you fall Unconscious or if your turn ends and you haven't attacked a hostile Creature or taken Damage since your last turn.<br>
You cannot cast Spells or Concentrate on effects while Raging. Your Rage lasts for 1 minute, but ends early if you fall Unconscious or if your turn ends and you haven't attacked a hostile Creature or taken Damage since your last turn.<br>
You can also end it early as a Free Action. You can use this feature a number of times equal to your Proficiency Bonus, retaining expended uses at the end of a Long Rest.
You can also end it early as a Free Action. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>
<br><br>


==== Unarmored Defense ====
==== Unarmored Defense ====
''1st Level Barbarian Feature''<br>
''1st Level Barbarian Feature''<br>
While you are not wearing Armor, you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.
While you are not wearing [[Armor and Weapons#Armor|Armor]], you have an Armor Class of 10 + Your Dexterity Modifier + Your Constitution Modifier.
<br><br>
<br><br>


==== Reckless Attack ====
==== Reckless Attack ====
''2nd Level Barbarian Feature''<br>
''2nd Level Barbarian Feature''<br>
You gain the ability to abandon defense to effectively harm your foes. When you make a Weapon Attack using Strength on your turn, you can choose to gain Advantage on that Attack and all future Weapon Attacks using Strength made on that turn, but all Attack Rolls made against you have Advantage until the start of your next turn.
You gain the ability to abandon defense to effectively harm your foes. When you make a Weapon Attack using Strength or Constitution on your turn, you can choose to gain Advantage on that Attack and all future Weapon Attacks using Strength or Constitution made on that turn, but all Attack Rolls made against you have Advantage until the start of your next turn.
<br><br>
<br><br>


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''2nd Level Barbarian Feature''<br>
''2nd Level Barbarian Feature''<br>
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.<br>
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.<br>
Additionally, 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.
Additionally, 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 [[Conditions#Blinded|Blinded]], [[Conditions#Deafened|Deafened]], or [[Conditions#Incapacitated|Incapacitated]].
<br><br>
<br><br>


==== Primal Path ====
==== Primal Path ====
''3rd, 6th, 10th, and 14th Level Barbarian Feature''<br>
''3rd, 6th, 10th, and 14th Level Barbarian Feature''<br>
You choose one of the Paths in the table below that shapes the nature of your rage.
You choose one of the Primal Paths in the table below that shapes the nature of your rage.
{| class="wikitable"
{| class="wikitable"
|+ Primal Path Options
|+ Primal Paths
|-
|-
! Name !! Complexity (1-5) !! Description
! Primal Path !! Complexity (1-5) !! Description
|-
|-
| Path of Ancestral Guardians || 2 || You channel the strength of your ancestors to smite foes and guard allies.
| [[Barbarian#Path of Ancestral Guardians|Path of Ancestral Guardians]] || 2 || You channel the strength of your ancestors to smite foes and guard allies.
|-
|-
| Path of Battleragers || 2 || You become a whirlwind of spikes, grabbing your foes and sprinting through the battlefield in a coat of thorny armor.
| [[Barbarian#Path of Battleragers|Path of Battleragers]] || 2 || You become a whirlwind of spikes, grabbing your foes and sprinting through the battlefield in a coat of thorny armor.
|-
|-
| Path of Beasts || 3 || You transform, taking on the form of beasts, barreling down foes with a massive tail, maw, or set of claws while embodying the call of the hunt.
| [[Barbarian#Path of Beasts|Path of Beasts]] || 3 || You transform, taking on the form of beasts, barreling down foes with a massive tail, maw, or set of claws while embodying the call of the hunt.
|-
|-
| Path of Berserkers || 1  || You give into your inner rage as your utter fury makes you into a whirlwind of steel.
| [[Barbarian#Path of Berserkers |Path of Berserkers]] || 1  || You give into your inner rage as your utter fury makes you into a whirlwind of steel.
|-
|-
| Path of Crucibles || 3 || You build up heat overtime until it boils over into an uncontrolled explosion of fire.
| [[Barbarian#Path of Crucibles |Path of Crucibles]] || 3 || You build up heat overtime until it boils over into an uncontrolled explosion of fire.
|-
|-
| Path of Giants || 3 || You grow to untold sizes, hurling steel through the air while imbued with elemental power.
| [[Barbarian#Path of Giants |Path of Giants]] || 3 || You grow to untold sizes, hurling steel through the air while imbued with elemental power.
|-
|-
| Path of Glaciers || 3 || You embody the sturdy yet slow glacier, plowing over foes while none can shake you.
| [[Barbarian#Path of Glaciers |Path of Glaciers]] || 3 || You embody the sturdy yet slow glacier, plowing over foes while none can shake you.
|-
|-
| Path of Impulse || 4 || You channel both joy, sadness, and fury to fuel your warpath as you pour emotion into your strikes with devastating effects.
| [[Barbarian#Path of Impulse |Path of Impulse]] || 4 || You channel both joy, sadness, and fury to fuel your warpath as you pour emotion into your strikes with devastating effects.
|-
|-
| Path of Ravenous Warriors || 5 || You grow a never-ending, deep hunger, driving you to cook magical meals and embody your hunger in battle.
| [[Barbarian#Path of Ravenous Warriors|Path of Ravenous Warriors]] || 5 || You grow a never-ending, deep hunger, driving you to cook magical meals and embody your hunger in battle.
|-
|-
| Path of Storm Heralds || 2 || You become a mighty tempest, swirling with wind, fire, and rain to dominate your foes.
| [[Barbarian#Path of Storm Heralds|Path of Storm Heralds]] || 2 || You become a mighty tempest, swirling with wind, fire, and rain to dominate your foes.
|-
|-
| Path of Strikers || 4 || Your fists channel the power of arcing chains of lightning which you use to sprint through the battlefield delivering devastating blows of electricity.
| [[Barbarian#Path of Strikers |Path of Strikers]] || 4 || Your fists channel the power of arcing chains of lightning which you use to sprint through the battlefield delivering devastating blows of electricity.
|-
|-
| Path of Subjugators || 5 || You take trophies from your fallen foes, binding their spirits to you, allowing you to embody their strengths and summon them to serve you one last time.
| [[Barbarian#Path of Subjugators |Path of Subjugators]] || 5 || You take trophies from your fallen foes, binding their spirits to you, allowing you to embody their strengths and summon them to serve you one last time.
|-
|-
| Path of Totem Warriors || 3 || You take on traits of animals, represented by your totems, which you use to great effect both on and off the field of battle.
| [[Barbarian#Path of Totem Warriors|Path of Totem Warriors]] || 3 || You take on traits of animals, represented by your totems, which you use to great effect both on and off the field of battle.
|-
|-
| Path of Wild Magic || 4 || You become a swirling storm of arcana, chaotically lashing out with destructive magic as you rage.
| [[Barbarian#Path of Wild Magic|Path of Wild Magic]]  || 4 || You become a swirling storm of arcana, chaotically lashing out with destructive magic as you rage.
|-
|-
| Path of Zealots || 2 || You become a warrior of the Three, capable of channeling pure divine fury and wrath and incapable of dying for long due to your destined purpose.
| [[Barbarian#Path of Zealots |Path of Zealots]] || 2 || You become a warrior of the Three, capable of channeling pure divine fury and wrath and incapable of dying for long due to your destined purpose.
|}
|}
<br><br>
<br>


==== Primal Knowledge ====
==== Primal Knowledge ====
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==== Extra Attack ====
==== Extra Attack ====
''5th Level Barbarian Feature''<br>
''5th Level Barbarian Feature''<br>
You can perform an additional Attack as part of the Attack Action.<br>
You can make an additional Attack whenever you take the Attack Action.
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.
<br><br>
<br><br>


==== Fast Movement ====
==== Fast Movement ====
''5th Level Barbarian Feature''<br>
''5th Level Barbarian Feature''<br>
Your Speed increases by 10ft while you aren’t wearing Heavy Armor.
Your Speed increases by 10ft while you aren’t wearing [[Armor and Weapons#Heavy Armor|Heavy Armor]].
<br><br>
<br><br>


==== Feral Instinct ====
==== Feral Instinct ====
''7th Level Barbarian Feature''<br>
''7th Level Barbarian Feature''<br>
Your instincts become so honed, giving you heightened senses and quickened responses to danger. You have advantage on Initiative Checks and cannot be Surprised. Additionally, as part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.
Your instincts become so honed, giving you heightened senses and quickened responses to danger. You have Advantage on Initiative Rolls and cannot be Surprised. Additionally, as part of the Bonus Action you take to enter your [[Barbarian#Rage|Rage]], you can move up to half your Speed.
<br><br>
<br><br>


==== Brutal Critical ====
==== Brutal Critical ====
''9th Level Barbarian Feature''<br>
''9th Level Barbarian Feature''<br>
When you score a Critical Hit with a Melee Attack, you deal 2 times the Attack's maximum Damage when determining the extra Damage for that Attack.<br>
When you Crit with a Melee Attack, You roll the Weapon's Damage Dice an additional time before doubling the Damage for the Crit.<br>
This increases to 3 times the max Damage at 13th Level and 4 times the max Damage at 17th Level.
As you gain Levels in this class you roll the Weapon's Damage Dice more times: You roll the Weapon's Damage Dice two additional times at 13th Level, and three additional times at 17th Level.
<br><br>
<br><br>


==== Resolute Will ====
==== Resolute Will ====
''9th Level Barbarian Feature''<br>
''9th Level Barbarian Feature''<br>
You gain the ability to use your resolute well of power to improve your day to day activities. After you make a Skill Check, you can expend a Hit Die to add a d12 to the result.
You gain the ability to use your resolute well of power to improve your day to day activities. After you make an Ability Check, you can expend a Hit Die to add a d12 to the result.
<br><br>
<br><br>


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Your rage can keep you fighting despite grievous wounds.<br>
Your rage can keep you fighting despite grievous wounds.<br>
If you drop to 0 Hit Points while Raging, you can make a Constitution Saving Throw. If you succeed, you drop to 1 Hit Point instead.<br>
If you drop to 0 Hit Points while Raging, you can make a Constitution Saving Throw. If you succeed, you drop to 1 Hit Point instead.<br>
If you suffer a Critical Hit while Raging, you can make a Constitution Saving Throw. If you succeed, the Attack becomes a normal hit instead.<br>
If you are Crit while Raging, you can make a Constitution Saving Throw. If you succeed, the Attack becomes a normal hit instead.<br>
These Constitution Saving Throws have a shared DC of 10 which increases by 5 every time you use this feature. When you finish a Long Rest, the DC resets to 10.
These Constitution Saving Throws have a shared DC of 10 which increases by 5 every time you use this feature. When you finish a Long Rest, the DC resets to 10.
<br><br>
==== Brutal Critical ====
''13th Level Barbarian Feature''<br>
When you score a Critical Hit with a Melee Attack, you deal 3 times the Attack's maximum Damage when determining the extra Damage for that Attack<br>
This increases to 4 times the max Damage at 17th level.
<br><br>
<br><br>


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==== Persistent Rage ====
==== Persistent Rage ====
''15th Level Barbarian Feature''<br>
''15th Level Barbarian Feature''<br>
Your Rage is so fierce that it ends early only if you fall Unconscious or if you choose to end it.
Your Rage is so fierce that it ends early only if you fall [[Conditions#Unconscious|Unconscious]] or if you choose to end it.
<br><br>
<br><br>


==== Gifted Strength ====
==== Gifted Strength ====
''15th Level Barbarian Feature''<br>
''15th Level Barbarian Feature''<br>
You gain the ability to invite others into your strength. As a Bonus Action, you can touch a willing creature and expend a Hit Die. That creature gains one of the following effects you choose:<br>
You gain the ability to invite others into your strength. As a Bonus Action, you can touch a willing creature and expend a Hit Die. That creature gains one of the following effects you choose:
*The target heals a number of Hit Points equal to your Constitution Modifier.
*The target heals a number of Hit Points equal to your Constitution Modifier.
*The target gains Resistance to a type of Damage of your choice for 1 minute.
*The target gains Resistance to a Type of Damage of your choice for 1 minute.
*The target gains a Climbing Speed or Swimming Speed equal to your Walking Speed for 1 hour.
*The target gains a Climbing Speed or Swimming Speed (your choice) equal to your Walking Speed for 1 hour.
<br><br>
<br>
 
==== Brutal Critical ====
''17th Level Barbarian Feature''<br>
When you score a Critical Hit with a Melee Attack, you deal 4 times the Attack's maximum Damage when determining the extra Damage for that Attack.<br>
<br><br>


==== Shared Strength ====  
==== Shared Strength ====  
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==== Primal Champion ====
==== Primal Champion ====
''20th Level Barbarian Feature''<br>
''20th Level Barbarian Feature''<br>
You embody the power of the wilds. Your Strength and Constitution Scores increase by 4. Your maximum for those Scores is now 24.
You embody the power of the wilds. Your Strength and Constitution Scores increase by 4. Your maximum for those Scores also increases by 4.
<br><br>
<br><br>


= Primal Paths =
= Primal Paths =
== Path of Ancestral Guardians ==
== Path of Ancestral Guardians ==
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.<br>
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.<br>
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
<br><br>
<br><br>
{| class="wikitable"
|+ Ancestral Guardians Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[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#Spirit Shield|Spirit Shield]] || 6th || While Raging, when your allies take Damage you can, you use your Reaction to reduce that Damage
|-
| [[Barbarian#Consult the Spirits|Consult the Spirits]] || 10th || You learn to cast the [[Level 2#Augury|Augury] and [[Level 3#Clairvoyance|Clairvoyance]] Spells
|-
| [[Barbarian#Vengeful Ancestors|Vengeful Ancestors]] || 14th || You deal Damage to the Attacker when you use Spirit Shield
|}
<br>


==== Ancestral Protectors ====
==== Ancestral Protectors ====
''3rd Level Path of Ancestral Guardians Feature''<br>
''3rd Level Path of Ancestral Guardians Feature''<br>
Spectral warriors appear when you enter your Rage. While you’re Raging, the first creature you hit with an Attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.<br>
Spectral warriors appear when you enter your Rage. While you’re Raging, the first creature you hit with an Attack on your turn becomes the target of the warriors, causing them to surround and harass that creature.<br>
Until the start of your next turn, that creature has Disadvantage on any Attack Roll that isn’t against you, and when the target hits a creature other than you with an Attack, that creature has Resistance to the damage dealt by the Attack. The effect on the target ends early if your Rage ends.
Until the start of your next turn, that creature has Disadvantage on any Attack Roll that isn’t against you, and when the target hits a creature other than you with an Attack, that creature has Resistance to the Damage dealt by the Attack. The effect on the target ends early if your Rage ends.
<br><br>
<br><br>


==== Spirit Shield ====
==== Spirit Shield ====
''6th Level Path of Ancestral Guardians Feature''<br>
''6th Level Path of Ancestral Guardians Feature''<br>
The guardian spirits that aid you can provide supernatural protection to those you defend. If you are Raging and another creature you can see within 30ft of you takes damage, you can use your Reaction to reduce that damage by 2d6. When you reach certain Levels in this class, you can reduce the damage by more: by 3d6 at 10th Level and by 4d6 at 14th Level.
The guardian spirits that aid you can provide supernatural protection to those you defend. If you are Raging and another creature you can see within 30ft of you takes damage, you can use your Reaction to reduce that damage by 2d6. When you reach certain Levels in this class, you can reduce the Damage by an increased amount: by 3d6 at 10th Level and by 4d6 at 14th Level.
<br><br>
<br><br>


==== 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 spell, 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.
<br><br>
<br><br>


==== Vengeful Ancestors ====
==== Vengeful Ancestors ====
''14th Level Path of Ancestral Guardians Feature''<br>
''14th Level Path of Ancestral Guardians Feature''<br>
Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of Force Damage equal to the damage that your Spirit Shield prevents.
Your ancestral spirits grow powerful enough to retaliate. When you use your [[Barbarian#Spirit Shield|Spirit Shield]] to reduce the Damage of an Attack, the Attacker takes an amount of Force Damage equal to the Damage that your Spirit Shield prevents.
<br><br><br>
<br><br><br>


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Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you.  
Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you.  
<br><br>
<br><br>
{| class="wikitable"
|+ Battleragers Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Barbarian#Imbue Spikes|Imbue Spikes]] || 3rd || You make a set of Armor into Spike Armor that gives you a spike Attack
|-
| [[Barbarian#Grappling Strikes|Grappling Strikes]] || 3rd || While Raging, you deal Damage to creatures you Grapple
|-
| [[Barbarian#Reckless Abandon|Reckless Abandon]] || 6th || While Raging, you gain Hit Points when you Attack
|-
| [[Barbarian#Battlerager Charge|Battlerager Charge]] || 6th || Your Speed increases and you can Dash better
|-
| [[Barbarian#Vice Grip|Vice Grip]] || 10th || You can Grapple more often and you aren't Slowed while Grappling a creature
|-
| [[Barbarian#Spiked Retribution|Spiked Retribution]] || 14th || You deal Damage for free to foes nearby that do anything
|}
<br>


==== Imbue Spikes ====
==== Imbue Spikes ====
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Barbarians who walk the Path of Beasts draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.
Barbarians who walk the Path of Beasts draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations.
<br><br>
<br><br>
{| class="wikitable"
|+ Beasts Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Barbarian#Form of the Beast|Form of the Beast]] || 3rd || While Raging, you grow a natural weapon
|-
| [[Barbarian#Bestial Soul|Bestial Soul]] || 6th || You gain additional movement abilities
|-
| [[Barbarian#Infectious Fury|Infectious Fury]] || 10th || While Raging, you can infect creatures with a rabid fury
|-
| [[Barbarian#Call the Hunt|Call the Hunt]] || 14th || When you Rage, you can inspire your allies
|}
<br>


==== Form of the Beast ====
==== Form of the Beast ====
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*'''Bite.''' Your mouth transforms into a bestial maw or great mandibles. It acts as a Natural Weapon which deals 1d8 Piercing Damage on a hit. Once on each of your turns when you deal Damage to a creature with this attack, you regain a number of Hit Points equal to your Proficiency Bonus.
*'''Bite.''' Your mouth transforms into a bestial maw or great mandibles. It acts as a Natural Weapon which deals 1d8 Piercing Damage on a hit. Once on each of your turns when you deal Damage to a creature with this attack, you regain a number of Hit Points equal to your Proficiency Bonus.
*'''Claws.''' Each of your hands transforms into a claw, which act as Natural Weapons which deal 1d6 Slashing Damage. Once on each of your turns when you Attack with these Claws as part of the Attack Action, you can make one additional Claw Attack as part of that same Action.
*'''Claws.''' Each of your hands transforms into a claw, which act as Natural Weapons which deal 1d6 Slashing Damage. Once on each of your turns when you Attack with these Claws as part of the Attack Action, you can make one additional Claw Attack as part of that same Action.
*'''Tail.''' You grow a lashing, spiny tail, which acts as a Natural Weapon dealing 1d8 Bludgeoning Damage and has the Reach property. If a creature you can see within 10ft of you hits you with an Attack Roll, you can use your Reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled.
*'''Tail.''' You grow a lashing, spiny tail, which acts as a Natural Weapon dealing 1d8 Bludgeoning Damage and has the Reach property. If a creature you can see within 10ft of you hits you with an Attack Roll, you can use your Reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled until the start of your next turn.
<br><br>
<br>


==== Bestial Soul ====
==== Bestial Soul ====
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*'''Jumping.''' When you Jump, you can make a Strength (Athletics) check and extend your Jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
*'''Jumping.''' When you Jump, you can make a Strength (Athletics) check and extend your Jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
*'''Swimming.''' You gain a Swimming Speed equal to your Walking Speed, and you can breathe underwater.
*'''Swimming.''' You gain a Swimming Speed equal to your Walking Speed, and you can breathe underwater.
<br><br>
<br>


==== Infectious Fury ====
==== Infectious Fury ====
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For some barbarians, rage is a means to an end—that end being violence. The Path of Berserkers is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
For some barbarians, rage is a means to an end—that end being violence. The Path of Berserkers is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
<br><br>
<br><br>
{| class="wikitable"
|+ Berserkers Features
|-
! Features !! Levels !! Quick Explanation
|-
| [[Barbarian#Frenzy|Frenzy]] || 3rd || You can make an additional Attack while Raging.
|-
| [[Barbarian#Mindless|Mindless]] || 6th || You can't be Charmed or Frightened while Raging.
|-
| [[Barbarian#Intimidating Presence|Intimidating Presence]] || 10th || You can strike fear into a creature.
|-
| [[Barbarian#Retaliation|Retaliation]] || 14th || You can Attack creatures that Attack you.
|}
<br>


==== Frenzy ====
==== Frenzy ====
''3rd Level Path of Berserkers Feature''<br>
''3rd Level Path of Berserkers Feature''<br>
You go into a wild frenzy while raging. As part of the Bonus Action you take to enter your Rage, and as a Bonus Action on each subsequent turn while Raging, you can make a single Melee Weapon Attack.
You go into a wild frenzy while Raging. As part of the Bonus Action you take to enter your Rage, and as a Bonus Action on each subsequent turn while Raging, you can make a single Melee Weapon Attack.
<br><br>
<br><br>


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Some Barbarians bottle up their rage, causing physical heat to boil inside of them, eventually overheating and exploding out in pure fury. These hot-headed ragers walk the Path of Crucibles.
Some Barbarians bottle up their rage, causing physical heat to boil inside of them, eventually overheating and exploding out in pure fury. These hot-headed ragers walk the Path of Crucibles.
<br><br>
<br><br>
{| class="wikitable"
|+ Crucibles Features
|-
! Features !! Levels !! Quick Explanation
|-
| [[Barbarian#Thermal Core|Thermal Core]] || 3rd || While Raging, you build up heat as you hit and get hit, and then explode
|-
| [[Barbarian#Burning Heart|Burning Heart]] || 3rd || You can resist extreme conditions, act as a campfire, and get Resistance to Fire Damage
|-
| [[Barbarian#Blazing Core|Blazing Core]] || 6th || You become on fire and produce light
|-
| [[Barbarian#Intimidating Presence|Intimidating Presence]] || 10th || You can deal more Damage, get a Ranged Attack, or teleport with your heat
|-
| [[Barbarian#Retaliation|Retaliation]] || 14th || You can control your explosions
|}
<br>


==== Thermal Core ====
==== Thermal Core ====
''3rd Level Path of Crucibles Feature''<br>
''3rd Level Path of Crucibles Feature''<br>
You slowly build up kinetic energy and heat while raging, eventually letting it out uncontrollably. While Raging, every time you hit on a Weapon Attack, or are hit by a Weapon Attack, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain Levels in this class, at 6th Level (d6), at 10th Level (d8), at 14th Level (d10), and at 18th Level (d12).<br>
You slowly build up kinetic energy and heat while Raging, eventually letting it out uncontrollably. While Raging, every time you hit on a Weapon Attack, or are hit by a Weapon Attack, you gain one Core Temperature Die. These dice are d4s, and increase in size as you gain Levels in this class, at 6th Level (d6), at 10th Level (d8), at 14th Level (d10), and at 18th Level (d12).<br>
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.<br>
You can hold a number of Core Temperature Dice equal to your Proficiency Bonus.<br>
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.<br>
When you would gain a Core Temperature Dice while at your maximum held, you instead let out a burst of heat, losing all of your stored Core Temperature Dice.<br>
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==== Burning Heart ====
==== Burning Heart ====
''3rd Level Path of Crucibles Feature''<br>
''3rd Level Path of Crucibles Feature''<br>
Your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.
Your natural heat allows you to resist the most extreme conditions. You ignore the effects of Extreme Heat and Extreme Cold. You also gain Resistance to Fire Damage.<br>
Additionally, while sleeping, you provide the warmth of a campfire to creatures within 15ft of you.
<br><br>
<br><br>


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*When you hit on a Weapon Attack, you can expend a Core Temperature Dice to deal additional Fire Damage to the target equal to two rolls of your Core Temperature Dice.
*When you hit on a Weapon Attack, you can expend a Core Temperature Dice to deal additional Fire Damage to the target equal to two rolls of your Core Temperature Dice.
*You use your stored kinetic energy to leap through fire, as a Bonus Action you can expend one of your Core Temperature Dice to teleport a number of feet equal to 5 times your Proficiency Bonus. When you do so, you deal an amount of Fire Damage equal to your Proficiency Bonus to all creatures within 5ft of you.
*You use your stored kinetic energy to leap through fire, as a Bonus Action you can expend one of your Core Temperature Dice to teleport a number of feet equal to 5 times your Proficiency Bonus. When you do so, you deal an amount of Fire Damage equal to your Proficiency Bonus to all creatures within 5ft of you.
*A burst of magma leaps from your chest to a nearby creature. When you take the Attack Action, you can expend any number of Core Temperature Dice to replace that many attacks with a Ranged Weapon Attack using your Constitution that Deals Fire Damage equal to two rolls of your Core Temperature Dice + your Proficiency Bonus, this attack also has a range of 15/60ft.
*A burst of magma leaps from your chest to a nearby creature. When you take the Attack Action, you can expend any number of Core Temperature Dice to replace that many attacks with a Ranged Weapon Attack using your Constitution that Deals Fire Damage equal to two rolls of your Core Temperature Dice + your Proficiency Bonus, this attack also has a Range of 15/60ft.
<br><br>
<br>


==== Blazing Mastery ====
==== Blazing Mastery ====
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During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.
During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.
<br><br>
<br><br>
{| class="wikitable"
|+ Giants Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Barbarian#Giant Power|Giant Power]] || 3rd || You get the Druidcraft and Thaumaturgy Cantrips
|-
| [[Barbarian#Giant's Havoc|Giant's Havoc]] || 3rd || You grow in size and reach when you Rage
|-
| [[Barbarian#Elemental Cleaver|Elemental Cleaver]] || 6th || You deal additional elemental Damage and can throw your Weapons
|-
| [[Barbarian#Catapulting Throw|Catapulting Throw]] || 10th || You can throw creatures
|-
| [[Barbarian#Demiurgic Colossus|Demiurgic Colossus]] || 14th || You become larger, have a larger reach, and deal more elemental Damage when you Rage
|}
<br>


==== 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. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Constitution is your spellcasting ability for this spell.
You learn to speak, read, and write [[Languages#Giant|Giant]].<br>
Additionally, you learn either the [[Cantrips#Druidcraft|Druidcraft]] and [[Cantrips#Thaumaturgy|Thaumaturgy]] Cantrips. Constitution is your Spellcasting Ability for these Spells.
<br><br>
<br><br>


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''6th Level Path of Giants Feature''<br>
''6th Level Path of Giants Feature''<br>
Your bond with the elemental might of giants and their power grows, and you learn to infuse weapons with primordial energy.<br>
Your bond with the elemental might of giants and their power grows, and you learn to infuse weapons with primordial energy.<br>
When you enter your Rage, you can infuse one Weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Thunder, or Lightning. While you wield the infused Weapon during your Rage, the Weapon's Damage Type changes to the chosen Type and deals an additional 1d6 Damage of the chosen type, the Weapon also gains the Thrown property, with range of 20/60ft. If you throw the Weapon, it reappears in your hand the instant after it hits or misses a target. The infused Weapon’s benefits are suppressed while a creature other than you wields it.<br>
When you enter your Rage, you can infuse one Weapon of your choice that you are holding with one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder. While you wield the infused Weapon during your Rage, the Weapon's Damage Type changes to the chosen Type and deals an additional 1d6 Damage of the chosen type, the Weapon also gains the Thrown property, with range of 20/60ft. If you throw the Weapon, it reappears in your hand the instant after it hits or misses a target. The infused Weapon’s benefits are suppressed while a creature other than you wields it.<br>
While Raging and holding the infused Weapon, you can use a Bonus Action to change the Weapon’s current Damage Type to a different one from the above Damage Types, you can also use a Bonus Action to change the Weapon that is infused.
While Raging and holding the infused Weapon, you can use a Bonus Action to change the Weapon’s current Damage Type to a different one from the above Damage Types, you can also use a Bonus Action to change the Weapon that is infused.
<br><br>
<br><br>
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Barbarians that follow this path are often trained hunters who enjoy the patient stalking of prey. They thrive on the peril they impose on their fleeing targets, and take special pride in their slow-and-steady approach.
Barbarians that follow this path are often trained hunters who enjoy the patient stalking of prey. They thrive on the peril they impose on their fleeing targets, and take special pride in their slow-and-steady approach.
<br><br>
<br><br>
{| class="wikitable"
|+ Glaciers Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Barbarian#Permafrost|Permafrost]] || 3rd || You gain additional AC and resist Cold Damage, also you can sustain your Rage while Dodging.
|-
| [[Barbarian#Frostbite|Frostbite]] || 3rd || You deal extra Cold Damage while Raging and Slow your foes
|-
| [[Barbarian#Cold Fortress|Cold Fortress]] || 6th || You gain Temp HP while Raging and can spend Hit Dice to regain them.
|-
| [[Barbarian#Deep Sleep|Deep Sleep]] || 6th || You Long Rest quicker and regain all Hit Dice when you do
|-
| [[Barbarian#Icy Burst|Icy Burst]] || 10th || You deal Cold Damage to all foes nearby and Slow them
|-
| [[Barbarian#Never-Ending Fortitude|Never-Ending Fortitude]] || 14th || You can resist Damage, Prone, Frightened, and Slowed
|}
<br>


==== Permafrost ====
==== Permafrost ====
''3rd Level Path of Glaciers Feature''<br>
''3rd Level Path of Glaciers Feature''<br>
Your skin becomes icy and tough to the touch. You gain Resistance to Cold Damage, and while you’re not wearing any Armor, you gain a +1 bonus to your AC.<br>
Your skin becomes icy and tough to the touch. You gain Resistance to Cold Damage, and while you’re not wearing any Armor, you gain a +1 bonus to your AC.<br>
In addition, your rage is a cold and patient well of power. Your Rage does not end if you take the Dodge Action, the same way it is maintained by making an Attack or taking Damage.
In addition, your Rage is a cold and patient well of power. Your Rage does not end if you take the Dodge Action, the same way it is maintained by making an Attack or taking Damage.
<br><br>
<br><br>


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''3rd Level Path of Glaciers Feature''<br>
''3rd Level Path of Glaciers Feature''<br>
You can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while Raging, you can release a burst of sheer cold when you hit a target with a Melee Weapon Attack. When you do, that target takes an additional 1d6 Cold Damage from the attack. This damage increases when you reach certain Levels in this class, increasing to 2d6 Cold Damage at 10th Level and 3d6 at 14th Level.<br>
You can unleash the unforgiving cold inside of you with your attacks. Once on each of your turns while Raging, you can release a burst of sheer cold when you hit a target with a Melee Weapon Attack. When you do, that target takes an additional 1d6 Cold Damage from the attack. This damage increases when you reach certain Levels in this class, increasing to 2d6 Cold Damage at 10th Level and 3d6 at 14th Level.<br>
When a creature takes Cold Damage in this way, its speed is reduced by 10ft until the start of your next turn.<br><br>
When a creature takes Cold Damage in this way, its speed is reduced by 10ft until the start of your next turn.
<br><br>


==== Cold Fortress ====
==== Cold Fortress ====
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==== Deep Sleep ====
==== Deep Sleep ====
''6th Level Path of Glaciers Feature''<br>
''6th Level Path of Glaciers Feature''<br>
You can choose to enter a deep state of hibernation when you take a Long Rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to spells used to determine your status. Noise and other distractions fail to wake you.<br>
You can choose to enter a deep state of hibernation when you take a Long Rest. While resting in this way, you’re cold to the touch and appear dead to all outward inspection and to Spells used to determine your status. Noise and other distractions fail to wake you.<br>
You awake from this slumber after 6 hours, when you take Damage, or a creature uses its Action to shake you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits a Long Rest, and you regain all expended Hit Dice.
You awake from this slumber after 6 hours, when you take Damage, or a creature uses its Action to shake you awake. If you finish a continuous 6 hours of sleep in this way, you gain the benefits a Long Rest, and you regain all expended Hit Dice.
<br><br>
<br><br>
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All barbarians are well acquainted with the concept of harnessing from a deep emotional well. However, some barbarians learn to explore facets of their emotional spirit other than rage alone, tapping into the varied emotional experience of a mortal mind.
All barbarians are well acquainted with the concept of harnessing from a deep emotional well. However, some barbarians learn to explore facets of their emotional spirit other than rage alone, tapping into the varied emotional experience of a mortal mind.
<br><br>
<br><br>
{| class="wikitable"
|+ Impulse Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Barbarian#Emotional State|Emotional State]] || 3rd || You enter an Emotional State to Rage and gain benefits based on your choice: sorrow, fury, or joy
|-
| [[Barbarian#Ardent Strikes|Ardent Strikes]] || 6th || While Raging you deal a different Type of Damage and are better when you deal that Damage
|-
| [[Barbarian#Drain Passion|Drain Passion]] || 10th || You can cast the [[Level 2#Calm Emotions|Calm Emotions]] Spell even while Raging
|-
| [[Barbarian#Catharsis|Catharsis]] || 14th || You can deal massive Damage and end your Rage and Emotional State
|}
<br>


==== Emotional State ====
==== Emotional State ====
''3rd Level Path of Impulse Feature''<br>
''3rd Level Path of Impulse Feature''<br>
Whenever you go into a rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are raging.<br>
Whenever you go into a Rage, you can choose to also go into an Emotional State, choosing one of the following Emotional States from the options below, which grants you extra effects while you are Raging:
'''Sorrow.''' You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take Damage that you are resistant to, you can use your Reaction to reduce the Damage that you take by 3. This Damage reduction is applied after you calculate Resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.<br>
*'''Sorrow.''' You tap into a deep sadness within you. You gain Resistance to Radiant, Cold, and Psychic Damage, as your body becomes disconnected and senseless. Whenever you take Damage that you are resistant to, you can use your Reaction to reduce the Damage that you take by 3. This Damage reduction is applied after you calculate Resistance. This damage reduction increases to 4 at 9th level and 5 at 16th level.<br>
'''Fury.''' You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic damage, as your fury burns corrupting forces from your body. Additionally, instead of adding your Proficiency Bonus to the Damage Rolls of Weapon Attacks using Strength or Constitution, you add twice your Proficiency Bonus to the Attack's Damage Rolls.<br>
*'''Fury.''' You sharpen the mindless anger of a normal rage to focus your anger to a sharpened point. You gain Resistance to Poison, Acid, and Necrotic Damage, as your fury burns corrupting forces from your body. Additionally, instead of adding your Proficiency Bonus to the Damage Rolls of Weapon Attacks using Strength or Constitution, you add twice your Proficiency Bonus to the Attack's Damage Rolls.<br>
'''Joy.''' You are overtaken by giddy excitement in the rush of battle. You gain resistance to Force, Fire, and Lightning damage, as your own energy burns as hot as magical force. Additionally, your Speed increases by 5ft. This additional Speed increases to 10ft at 9th level and to 15ft at 16th level.
*'''Joy.''' You are overtaken by giddy excitement in the rush of battle. You gain resistance to Force, Fire, and Lightning Damage, as your own energy burns as hot as magical force. Additionally, your Speed increases by 5ft. This additional Speed increases to 10ft at 9th level and to 15ft at 16th level.
<br><br>
<br>


==== Ardent Strikes ====
==== Ardent Strikes ====
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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.
<br><br>
<br><br>


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Some who walk the path of boundless rage gain an eternal and endless hunger. This hunger. fuels them, but to compensate, their appetites grow, consuming foes even on the battlefield. These are the Barbarians who walk the Path of Ravenous Warriors.
Some who walk the path of boundless rage gain an eternal and endless hunger. This hunger. fuels them, but to compensate, their appetites grow, consuming foes even on the battlefield. These are the Barbarians who walk the Path of Ravenous Warriors.
<br><br>
<br><br>
{| class="wikitable"
|+ Ravenous Warriors Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Barbarian#Bottomless Stomach|Bottomless Stomach]] || 3rd || You are more resistant to Exhaustion and are immune to it while Raging
|-
| [[Barbarian#Hunger|Hunger]] || 3rd || You can gain levels of Exhaustion to gain additional benefits while Raging
|-
| [[Barbarian#Breakfast|Breakfast]] || 6th || You can cook buffing meals
|-
| [[Barbarian#Lunch|Lunch]] || 10th || You get a Natural Attack while Raging and have a bit of Exhaustion
|-
| [[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
|}
<br>


==== Bottomless Stomach ====
==== Bottomless Stomach ====
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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.
*For this attack you ignore the target's Damage Resistances.
*For this attack you ignore the target's Damage Resistances.
*You immediately make two additional Attacks, targeting two creatures which you haven't Attacked this turn.
*You immediately make one additional Attack, targeting one creature that you haven't Attacked this turn.
<br><br>
<br>


==== Breakfast ====
==== Breakfast ====
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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 a 1st level 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.
<br><br><br>
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Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
<br><br>
<br><br>
{| class="wikitable"
|+ Storm Heralds Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Barbarian#Storm Aura|Storm Aura]] || 3rd || You emanate an aura while Raging with a variety of effects based on different types of storms
|-
| [[Barbarian#Storm Soul|Storm Soul]] || 6th || You gain a Damage Resistance and another utility feature based on different types of storms
|-
| [[Barbarian#Shielding Soul|Shielding Soul]] || 10th || You give nearby creatures Damage Resistance
|-
| [[Barbarian#Raging Soul|Raging Soul]] || 14th || You gain an offensive ability against foes in your aura
|}
<br>


==== Storm Aura ====
==== Storm Aura ====
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*'''Sea.''' When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity Saving Throw. The target cannot take Bonus Actions until the start of your next turn and takes 1d6 Lightning Damage on a failed Save and half as much damage on a successful one and can take Bonus Actions. This Damage increases when you reach certain Levels in this class, increasing to 2d6 at 10th Level, 3d6 at 15th Level, and 4d6 at 20th Level.
*'''Sea.''' When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity Saving Throw. The target cannot take Bonus Actions until the start of your next turn and takes 1d6 Lightning Damage on a failed Save and half as much damage on a successful one and can take Bonus Actions. This Damage increases when you reach certain Levels in this class, increasing to 2d6 at 10th Level, 3d6 at 15th Level, and 4d6 at 20th Level.
*'''Tundra.''' When this effect is activated, each creature of your choice in your aura gains 1d4 Temporary Hit Points, as icy spirits harden it against suffering. The Temporary Hit Points increase when you reach certain Levels in this class, increasing to 1d6 at 5th Level, 1d8 at 10th Level, 1d10 at 15th Level, and 1d12 at 20th Level.
*'''Tundra.''' When this effect is activated, each creature of your choice in your aura gains 1d4 Temporary Hit Points, as icy spirits harden it against suffering. The Temporary Hit Points increase when you reach certain Levels in this class, increasing to 1d6 at 5th Level, 1d8 at 10th Level, 1d10 at 15th Level, and 1d12 at 20th Level.
<br><br>
<br>


==== Storm Soul ====
==== Storm Soul ====
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The storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.
The storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.
*'''Desert.''' You gain Resistance to Fire Damage, and you don’t suffer the effects of Extreme Heat. Additionally, as an Action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
*'''Desert.''' You gain Resistance to Fire Damage, and you don’t suffer the effects of Extreme Heat. Additionally, as an Action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
*'''Sea.''' You gain Resistance to Lightning Damage, and you can breathe underwater. You also gain a Swimming Speed equal to your Walking Speed, or, if you already have a Swimming Speed, it increases by 10ft or to be equal to your Walking Speed, whichever is greater.
*'''Sea.''' You gain Resistance to Lightning Damage, and you can breathe underwater. You also gain a Swimming Speed equal to your Walking Speed.
*'''Tundra.''' You gain Resistance to Cold Damage, and you don’t suffer the effects of Extreme Cold. Moreover, as an Action, you can touch water and turn a 5ft Cube of it into ice, which melts after 1 minute. This action fails if a creature is in the Cube.
*'''Tundra.''' You gain Resistance to Cold Damage, and you don’t suffer the effects of Extreme Cold. Moreover, as an Action, you can touch water and turn a 5ft Cube of it into ice, which melts after 1 minute. This action fails if a creature is in the Cube.
<br><br>
<br>


==== Shielding Storm ====
==== Shielding Storm ====
''10th Level Path of Storm Heralds Feature''<br>
''10th Level Path of Storm Heralds Feature''<br>
You learn to use your mastery of the storm to protect others. Each creature of your choice has the Damage Resistance you gained from your Storm Soul while the creature is in your Storm Aura.
You learn to use your mastery of the storm to protect others. Each creature of your choice has the Damage Resistance you gained from your Storm Soul feature while the creature is in your Storm Aura.
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*'''Sea.''' When you hit a creature in your aura with an Attack, you can use your Reaction to force that creature to make a Strength Saving Throw. On a failed Save, the creature is knocked Prone, as if struck by a wave.
*'''Sea.''' When you hit a creature in your aura with an Attack, you can use your Reaction to force that creature to make a Strength Saving Throw. On a failed Save, the creature is knocked Prone, as if struck by a wave.
*'''Tundra.''' Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Constitution Saving Throw, or its Speed is reduced to 0 until the start of your next turn, as magical frost covers it.
*'''Tundra.''' Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Constitution Saving Throw, or its Speed is reduced to 0 until the start of your next turn, as magical frost covers it.
<br><br><br>
<br><br>


== Path of Strikers ==
== Path of Strikers ==
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Your Striker could develop their powers in a number of ways. Some may be from a long lineage of Strikers, or were caught in a freak magical storm and left with some of that residual energy. However you came to be a Striker, you embody chaos and control in equal measure, proving that the best defense is an overwhelming offense.
Your Striker could develop their powers in a number of ways. Some may be from a long lineage of Strikers, or were caught in a freak magical storm and left with some of that residual energy. However you came to be a Striker, you embody chaos and control in equal measure, proving that the best defense is an overwhelming offense.
<br><br>
<br><br>
{| class="wikitable"
|+ Strikers Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Barbarian#Titan|Titan]] || 3rd || You get Unarmed Strikes that deal Lightning Damage and Expertise in Athletics
|-
| [[Barbarian#Fists of Havoc|Fists of Havoc]] || 3rd || While Raging you have Resistance to Lightning, better Jumping, better Grappling and Shoves, and more frequent punches.
|-
| [[Barbarian#Storm's Arsenal|Storm's Arsenal]] || 6th || You gain two abilities of your choice.
|-
| [[Barbarian#Trample|Trample]] || 10th || Your better at dealing Lighting Damage, deal Lightning Damage when you Grapple or Shove, and you deal double damage to objects and structures.
|-
| [[Barbarian#Thundercrash|Thundercrash]] || 14th || You jump into the sky and crash into the ground in a burst of lightning.
|}
<br>


==== Titan ====
==== Titan ====
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*Whenever you Grapple or Shove a creature, it takes Lightning Damage equal to 1d4 + your Proficiency Bonus.
*Whenever you Grapple or Shove a creature, it takes Lightning Damage equal to 1d4 + your Proficiency Bonus.
*As a part of the Bonus Action you used to Rage, and as a Bonus Action during your Rage, you may make one Unarmed Strike Attack.
*As a part of the Bonus Action you used to Rage, and as a Bonus Action during your Rage, you may make one Unarmed Strike Attack.
<br><br>
<br>


==== Storm’s Arsenal ====
==== Storm’s Arsenal ====
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There are no great numbers of tribes that follow this path, for the path of the one who would rule the dead is a path made alone, save for the wailing that follows them.
There are no great numbers of tribes that follow this path, for the path of the one who would rule the dead is a path made alone, save for the wailing that follows them.
<br><br>
<br><br>
{| class="wikitable"
|+ Caption text
|-
! Feature !! Level !! Quick Explanation
|-
| [[Barbarian#Grisly Treasure|Grisly Treasure]] || 3rd || You take trophies from Beasts and Monstrosities you beat
|-
| [[Barbarian#Savage Lore|Savage Lore]] || 3rd || You use your trophies to summon Shades of the monsters you took them from
|-
| [[Barbarian#Retaliation|Grim Countenance]] || 6th || You Slow and Frighten nearby enemies
|-
| [[Barbarian#Primal Sovereignty|Primal Sovereignty]] || 10th || You take trophies from Humanoids you beat and can empower your Shades
|-
| [[Barbarian#Dread Knowledge|Dread Knowledge]] || 14th || You can get the abilities from the foes you beat rather than summoning them as Shades
|}
<br>


==== Grisly Treasure ====
==== Grisly Treasure ====
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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.
<br><br>
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As an Action, you hold forth a trophy to absorb the spirit held within it.<br>
As an Action, you hold forth a trophy to absorb the spirit held within it.<br>
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently summoned, it disappears as you draw it into yourself.<br>
As you do this, the trophy crumbles to dust and is destroyed. If the shade of your trophy is currently summoned, it disappears as you draw it into yourself.<br>
As part of the Action you use to absorb the shade, and on subsequent turns as an Action, you may use any single Action, Legendary Action, or spell that was available to the creature that the spirit was in life. This state persists until you use that creature's action or use this feature again.<br>
As part of the Action you use to absorb the shade, and on subsequent turns as an Action, you may use any single Action, Legendary Action, or Spell that was available to the creature that the spirit was in life. This state persists until you use that creature's action or use this feature again.<br>
Once you absorb a spirit, you can't do so again until you finish a long rest.
Once you absorb a spirit, you can't do so again until you finish a Long Rest.
<br><br><br>
<br><br><br>


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Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
<br><br>
<br><br>
{| class="wikitable"
|+ Totem Warriors Feature
|-
! Feature !! Level !! Quick Explanation
|-
| [[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
|-
| [[Barbarian#Totem Spirit|Totem Spirit]] || 3rd || You get a feature based on an animal spirit while Raging
|-
| [[Barbarian#Aspect of the Beast|Aspect of the Beast]] || 6th || You get an out of combat bonus based on an animal spirit
|-
| [[Barbarian#Spirit Walker|Spirit Walker]] || 10th || You get the [[Level 5#Commune with Nature|Commune with Nature]] Spell as a Ritual
|-
| [[Barbarian#Totemic Attunement|Totemic Attunement]] || 14th || You get a feature based on an animal spirit while Raging
|}
<br>


==== 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.
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.
<br><br>
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You attune yourself to a type of creature, potentially picking up some physical characteristics of that creature, and you gain a totem or other small object that represents this creature. Choose one of the following:
You attune yourself to a type of creature, potentially picking up some physical characteristics of that creature, and you gain a totem or other small object that represents this creature. Choose one of the following:
*'''Bear.''' While Raging, you have Resistance to all damage except Psychic Damage. The spirit of the bear makes you tough enough to stand up to any punishment.
*'''Bear.''' While Raging, you have Resistance to all damage except Psychic Damage. The spirit of the bear makes you tough enough to stand up to any punishment.
*'''Chimera.''' While Raging, you have Advantage on Saving Throws to resist spells and other magical effects and cannot be Blinded or Deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.
*'''Chimera.''' While Raging, you have Advantage on Saving Throws to resist Spells and other magical effects and cannot be Blinded or Deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.
*'''Eagle.''' While Raging, other creatures have Disadvantage on Opportunity Attacks against you, and you can use the Dash Action as a Bonus Action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
*'''Eagle.''' While Raging, other creatures have Disadvantage on Opportunity Attacks against you, and you can use the Dash Action as a Bonus Action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
*'''Elk.''' While Raging, your Speed increases by 15ft. The spirit of the elk makes you extraordinarily swift.
*'''Elk.''' While Raging, your Speed increases by 15ft. The spirit of the elk makes you extraordinarily swift.
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*'''Tiger.''' While Raging, you can add 10ft to your Long Jump Distance and 3ft to your High Jump distance. Additionally, you can take the Disengage Action as a Bonus Action. The spirit of the tiger empowers your leaps.
*'''Tiger.''' While Raging, you can add 10ft to your Long Jump Distance and 3ft to your High Jump distance. Additionally, you can take the Disengage Action as a Bonus Action. The spirit of the tiger empowers your leaps.
*'''Wolf.''' While Raging, your allies have Advantage on Melee Attack Rolls against any creature within 5ft of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
*'''Wolf.''' While Raging, your allies have Advantage on Melee Attack Rolls against any creature within 5ft of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
<br><br>
<br>


==== Aspect of the Beast ====
==== Aspect of the Beast ====
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You gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one:
You gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one:
*'''Bear.''' You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength Checks made to push, pull, lift, or break objects.
*'''Bear.''' You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength Checks made to push, pull, lift, or break objects.
*'''Chimera.''' You gain the magical perception of the Chimera. You gain the magical senses of a chimera. You can cast Detect Magic, but only as a Ritual. Additionally, you gain Proficiency in Arcana.
*'''Chimera.''' You gain the magical perception of the Chimera. You gain the magical senses of a chimera. You can cast the Detect Magic Spell, but only as a Ritual. Additionally, you gain Proficiency in Arcana.
*'''Eagle.''' You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100ft away from you. Additionally, Dim Light doesn’t impose Disadvantage on your Wisdom (Perception) Checks.
*'''Eagle.''' You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100ft away from you. Additionally, Dim Light doesn’t impose Disadvantage on your Wisdom (Perception) Checks.
*'''Elk.''' The elk spirit helps you roam far and free. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. Additionally you have advantage on Saving Throws against being Slowed or Restrained.
*'''Elk.''' The elk spirit helps you roam far and free. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. Additionally you have advantage on Saving Throws against being Slowed or Restrained.
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*'''Tiger.''' You gain the survival instincts of the tiger. You gain Proficiency in two Skills from the following list: Athletics, Acrobatics, Stealth, and Survival.
*'''Tiger.''' You gain the survival instincts of the tiger. You gain Proficiency in two Skills from the following list: Athletics, Acrobatics, Stealth, and Survival.
*'''Wolf.''' You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. Additionally, you have advantage on Wisdom (Perception) Checks, and Intelligence (Investigation) Checks to track or locate creatures.
*'''Wolf.''' You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. Additionally, you have advantage on Wisdom (Perception) Checks, and Intelligence (Investigation) Checks to track or locate creatures.
<br><br>
<br>


==== 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.
<br><br>
<br><br>


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You gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
You gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
*'''Bear.''' The power of the bear makes you unable to be ignored. While Raging, any hostile creature within 5ft of you has Disadvantage on Attack Rolls against targets other than you. An enemy is immune to this effect if it can’t see or hear you or if it can’t be Frightened.
*'''Bear.''' The power of the bear makes you unable to be ignored. While Raging, any hostile creature within 5ft of you has Disadvantage on Attack Rolls against targets other than you. An enemy is immune to this effect if it can’t see or hear you or if it can’t be Frightened.
*'''Chimera.''' The power of the chimera nullifies nearby magic. While Raging, if you are targeted by a spell, you can use your Reaction to immediately move up to your Speed. If you end your movement within 5ft of the caster of the spell, the caster must succeed on a Constitution Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failure, the spell is not cast and the caster loses the Action used to case the spell, the caster also takes Bludgeoning Damage equal to 1d12 + your Strength Modifier. On a successful Save, the spell is cast and the caster takes half Damage.
*'''Chimera.''' The power of the chimera nullifies nearby magic. While Raging, if you are targeted by a Spell, you can use your Reaction to immediately move up to your Speed. If you end your movement within 5ft of the caster of the Spell, the caster must succeed on a Constitution Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failure, the Spell is not cast and the caster loses the Action used to case the Spell, the caster also takes Bludgeoning Damage equal to 1d12 + your Strength Modifier. On a successful Save, the Spell is cast and the caster takes half Damage.
*'''Eagle.''' The flight of the eagle manifests in you. While Raging, you have a Flying Speed equal to your Walking Speed.
*'''Eagle.''' The flight of the eagle manifests in you. While Raging, you have a Flying Speed equal to your Walking Speed.
*'''Elk.''' The swiftness of the elk topples your foes. While Raging, you can use a Bonus Action during your movement to pass through the space of a Large or smaller creature. That creature must succeed on a Strength Saving Throw with a DC 8 + your Strength Modifier + your Proficiency Bonus or be knocked Prone and take Bludgeoning Damage equal to 1d12 + your Strength Modifier, on a successful Save the target is not knocked Prone and takes half Damage.
*'''Elk.''' The swiftness of the elk topples your foes. While Raging, you can use a Bonus Action during your movement to pass through the space of a Large or smaller creature. That creature must succeed on a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus or be knocked Prone and take Bludgeoning Damage equal to 1d12 + your Strength Modifier, on a successful Save the target is not knocked Prone and takes half Damage.
*'''Hydra.''' The many heads of the hydra begin to fill you with relentless fury. While Raging, if you attack at least two different creatures when you take the Attack action, you can make one additional Melee Weapon Attack as a Bonus Action.
*'''Hydra.''' The many heads of the hydra begin to fill you with relentless fury. While Raging, if you attack at least two different creatures when you take the Attack action, you can make one additional Melee Weapon Attack as a Bonus Action.
*'''Sphinx.''' The magic of the sphinx allows you to travel quickly through the battlefield. While Raging, you can use your Action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.
*'''Sphinx.''' The magic of the sphinx allows you to travel quickly through the battlefield. While Raging, you can use your Action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.
*'''Tiger.''' The speed of the tiger allows you to more effectively charge into your foes. While Raging, if you move at least 20ft in a straight line toward a Large or smaller creature, right before making a Melee Weapon Attack against it, you can use a Bonus Action to make an additional Melee Weapon attack against it.
*'''Tiger.''' The speed of the tiger allows you to more effectively charge into your foes. While Raging, if you move at least 20ft in a straight line toward a Large or smaller creature, right before making a Melee Weapon Attack against it, you can use a Bonus Action to make an additional Melee Weapon attack against it.
*'''Wolf.''' The instinct of the wolf allows you to place weakness into your foes. While Raging, you can use a Bonus Action on your turn to knock a Large or smaller creature Prone when you hit it with a Melee Weapon Attack.
*'''Wolf.''' The instinct of the wolf allows you to place weakness into your foes. While Raging, you can use a Bonus Action on your turn to knock a Large or smaller creature Prone when you hit it with a Melee Weapon Attack.
<br><br><br>
<br><br>


== Path of Wild Magic ==
== Path of Wild Magic ==
As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.
As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.
<br><br>
<br><br>
{| class="wikitable"
|+ Wild Magic Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[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
|-
| [[Barbarian#Wild Surge|Wild Surge]] || 3rd || When you Rage you chaotically burst in Wild Magic
|-
| [[Barbarian#Bolstering Magic|Bolstering Magic]] || 6th || You can restore the Spells of your allies
|-
| [[Barbarian#Unstable Backlash|Unstable Backlash]] || 10th || When you take Damage or fail a Save, you reroll your Wild Magic Surge
|-
| [[Barbarian#Controlled Surge|Controlled Surge]] || 14th || When you Wild Surge, you roll three options and choose any number of them
|}
<br>


==== 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.
<br><br>
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! d100 !! Effect
! d100 !! Effect
|-
|-
| 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.
|-
|-
| 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.
|-
|-
| 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]].
|-
|-
| 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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| 15-16 || The floor within 60ft of you turns to knee deep custard until your Rage ends, any creature that did not move at least 10ft on its turn is Restrained and must make a Strength Saving Throw at the start of each of its turns to move again.
| 15-16 || The floor within 60ft of you turns to knee deep custard until your Rage ends, any creature that did not move at least 10ft on its turn is Restrained and must make a Strength Saving Throw at the start of each of its turns to move again.
|-
|-
| 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.
|-
|-
| 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.
|-
|-
| 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.
|-
|-
| 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.
|-
|-
| 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.
|-
|-
| 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.
|-
|-
| 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.
|-
|-
| 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.
|-
|-
| 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.
|-
|-
| 93-94 || Until your Rage ends, you cast the Lightning Bolt spell in a random direction at the start of each of your turns using Constitution as your Spellcasting Modifier.
| 93-94 || Until your Rage ends, you cast the Lightning Bolt Spell in a random direction at the start of each of your turns using Constitution as your Spellcasting Modifier.
|-
|-
| 95-96 || Your Weapon becomes filled with energy until your Rage ends, it makes a loud humming noise and deals an additional 2d6 Radiant Damage.
| 95-96 || Your Weapon becomes filled with energy until your Rage ends, it makes a loud humming noise and deals an additional 2d6 Radiant Damage.
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| 99-100 || You are surrounded by a burning golden aura until your Rage ends. In this state your Strength, Constitution and Dexterity Scores, as well as your Speed, is doubled for the duration of your rage. You also gain Temporary Hit Points equal to 1d12 + your Constitution Modifier at the start of your turn.
| 99-100 || You are surrounded by a burning golden aura until your Rage ends. In this state your Strength, Constitution and Dexterity Scores, as well as your Speed, is doubled for the duration of your rage. You also gain Temporary Hit Points equal to 1d12 + your Constitution Modifier at the start of your turn.
|}
|}
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<br>


==== Bolstering Magic ====
==== Bolstering Magic ====
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You can harness your wild magic to bolster yourself or a companion. As an Action, you can touch one creature and confer one of the following benefits of your choice to that creature:
You can harness your wild magic to bolster yourself or a companion. As an Action, you can touch one creature and confer one of the following benefits of your choice to that creature:
*For 10 minutes, the creature can roll a d4 whenever making an Attack Roll or an Ability Check and add the number rolled to the d20 roll.
*For 10 minutes, the creature can roll a d4 whenever making an Attack Roll or an Ability Check and add the number rolled to the d20 roll.
*Roll a d4. The creature regains one expended spell slot, the Level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a Long Rest.
*Roll a d4. The creature regains one expended Spell Slot, the Level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a Long Rest.
You can take this Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
You can take this Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
<br><br>
<br>


==== Unstable Backlash ====
==== Unstable Backlash ====
''10th Level Path of Wild Magic Feature''<br>
''10th Level Path of Wild Magic Feature''<br>
When you are imperiled during your rage, the magic within you can lash out; immediately after you take Damage or fail a Saving Throw while Raging, you can use your Reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.
When you are imperiled during your Rage, the magic within you can lash out; immediately after you take Damage or fail a Saving Throw while Raging, you can use your Reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.
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These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.
These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.
<br><br>
<br><br>
{| class="wikitable"
|+ Zealots Feature
|-
! Feature !! Level !! Quick Explanation
|-
| [[Barbarian#Divine Fury|Divine Fury]] || 3rd || You deal additional Necrotic or Radiant Damage while Raging
|-
| [[Barbarian#Warrior of the Three|Warrior of the Three]] || 3rd || You can be Resurrected without expending costly Material Components
|-
| [[Barbarian#Retaliation|Fanatical Focus]] || 6th || You're better at Saving Throws while Raging
|-
| [[Barbarian#Zelous Presence|Zelous Presence]] || 10th || You inspire your allies, giving them Advantage on Ability Checks and Saving Throws
|-
| [[Barbarian#Rage Beyond Death|Rage Beyond Death]] || 14th || You fight even while you're making Death Saves and dying
|}
<br>


==== Divine Fury ====
==== Divine Fury ====
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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.
 
<br><br><br>
= Changes =
 
==== Short Rests ====
Anything that recharges once on a short rest, instead recharges Proficiency Bonus number of times per long rest.
 
=== Core Class ===
 
==== Starting Equipment ====
Greataxe or Melee Martial Weapon | Any Simple or Martial Melee Weapon<br>
Two Handaxes or 1 Simple Weapon | Two Simple Weapons<br>
Explorer's Pack | Equipment Pack<br>
Four Javelins | Five Javelins<br>
 
==== Additional Rage Damage ====
Changed Rage Damage to be based on Proficiency Bonus (+2, 1-4th. +3, 5-8th. +4, 9-12th. +5, 13-16th. +6, 17-20th), rather then seemingly arbitrary bonuses (+2, 1-8th. +3, 9-15. +4, 16-20th), this results in an average Rage Damage increase of +1.65, and with a singular extra attack, a +3.3 DPR increase (+4.95 DPR if duel wielding or Path of Berserkers, and +6.6 if duel wielding and Path of Berserkers)
 
==== Rage Uses ====
Rage uses are based on Proficiency Bonus, rather then arbitrary amounts, also based on long rests versus short rests.<br>
'''PB Based''' 2 uses, 1-4th. 3 uses, 5-8th. 4 uses, 9-12th. 5 uses, 13-16th. 6 uses, 17-20th, per long rest.<br>
'''Arbitrary Based''' 2 uses, 1-3rd. 3 uses, 4-5th. 4 uses, 6-11th. 5 uses, 12-16th. 6 uses, 17-20th, per short or long rest.<br>
On average this is less rages (+0.25 rages), and you lose the short rest regeneration.
 
==== Feature Changes ====
Extra Attack now scales if you have more copies of the feature and reach certain levels (2 copies at 11th level, 3 copies at 20th level)<br>
Feral Instinct changed from "you ignore surprise if the first thing you do is rage" to "you can't be surprised"<br>
Relentless Rage now allows you to try resist Critical hits.
 
==== Added Features ====
Primal Knowledge at 3rd and 10th level<br>
Resolute Will at 13th level<br>
Gifted Strength at 15th level<br>
Shared Strength at 17th level<br>
 
=== Subclasses ===
 
==== Subclass Changes ====
Added the Chimera, Hydra, and Sphinx as options for Path of Totem Warriors<br>
Completely reworked Path of Battlerager
 
==== Added Subclasses ====
Added Path of Crucibles<br>
Added Path of Giants<br>
Added Path of Glaciers<br>
Added Path of Impulse<br>
Added Path of Ravenous Warriors<br>
Added Path of Strikers<br>
Added Path of Subjugators<br>