Barbarian: Difference between revisions

3,159 bytes added ,  15:05, 13 January 2023
Tag: Manual revert
 
(28 intermediate revisions by the same user not shown)
Line 4: Line 4:
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"
Line 55: Line 59:
'''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.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shield|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.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Weapons|Simple Weapons]] and [[Armor and Weapons#Martial Weapons|Martial Weapons]]<br>
Line 79: Line 83:
| [[Barbarian#Primal Path|Primal Path]] || 3rd || You choose your subclass, and gain features at 3rd, 6th, 10th, and 14th Level
| [[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#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#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
Line 89: Line 93:
| [[Barbarian#Feral Instinct|Feral Instinct]] || 7th || You have Advantage on Initiative Rolls and can move half your Speed for free when you Rage
| [[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 (2 Times)|Brutal Critical (2 Times)]] || 9th || You deal more Damage when you Crit
| [[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#Resolute Will|Resolute Will]] || 9th || You can use your Hit Dice to be better at Skill Checks
Line 97: Line 101:
| [[Barbarian#Relentless Rage|Relentless Rage]] || 11th || You can try resist dying and getting Crit
| [[Barbarian#Relentless Rage|Relentless Rage]] || 11th || You can try resist dying and getting Crit
|-
|-
| [[Barbarian#Brutal Critical (3 Times)|Brutal Critical (3 Times)]] || 13th || You deal more Damage when you 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#Stored Strength|Stored Strength]] || 13th || You can take Damage to gain Hit Dice
Line 105: Line 109:
| [[Barbarian#Gifted Strength|Gifted Strength]] || 15th || You can spend Hit Dice to buff your allies
| [[Barbarian#Gifted Strength|Gifted Strength]] || 15th || You can spend Hit Dice to buff your allies
|-
|-
| [[Barbarian#Brutal Critical (4 Times)|Brutal Critical (4 Times)]] || 17th || You deal more Damage when you Crit.
| [[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#Shared Strength|Shared Strength]] || 17th || When you hit on an Attack you heal your allies
Line 113: Line 117:
| [[Barbarian#Primal Champion|Primal Champion]] || 20th || You increase your Strength and Constitution by 4
| [[Barbarian#Primal Champion|Primal Champion]] || 20th || You increase your Strength and Constitution by 4
|}
|}
<br><br>
<br>


==== Rage ====
==== Rage ====
Line 145: Line 149:
You choose one of the Primal 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
|-
|-
| [[Barbarian#Path of Ancestral Guardians|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.
Line 179: Line 183:
| [[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.
| [[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 ====
Line 198: Line 202:
==== 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>


Line 212: Line 215:
<br><br>
<br><br>


==== Brutal Critical (2 Times) ====
==== Brutal Critical ====
''9th Level Barbarian Feature''<br>
''9th Level Barbarian Feature''<br>
When you Crit 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>


Line 229: Line 232:
If you are Crit 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 (3 Times) ====
''13th Level Barbarian Feature''<br>
When you Crit 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>


Line 244: Line 241:
==== 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 (your choice) 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 (4 Times) ====
''17th Level Barbarian Feature''<br>
When you Crit 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 ====  
Line 272: Line 264:
==== 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>


Line 286: Line 278:
! Feature !! Level !! Quick Explanation
! 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#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#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 Augury and Clairvoyance Spells a limited amount.
| [[Barbarian#Consult the Spirits|Consult the Spirits]] || 10th || You learn to cast the [[Level 2#Augury|Augury] and [[Level 3#Clairvoyance|Clairvoyance]] Spells
|-
|-
| [[Barbarian#Vengeful Ancestors|Vengeful Ancestors]] || 14th || You deal Damage to the Attacker when you use Spirit Shield.
| [[Barbarian#Vengeful Ancestors|Vengeful Ancestors]] || 14th || You deal Damage to the Attacker when you use Spirit Shield
|}
|}
<br><br>
<br>


==== Ancestral Protectors ====
==== Ancestral Protectors ====
Line 309: Line 301:
==== Consult the Spirits ====
==== Consult the Spirits ====
''10th Level Path of Ancestral Guardians Feature''<br>
''10th Level Path of Ancestral Guardians Feature''<br>
You gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance Spells, without using a Spell Slot or Material Components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your Spellcasting Ability for these spells.<br>
You gain the ability to consult with your ancestral spirits. When you do so, you cast the [[Level 2#Augury|Augury] or [[Level 3#Clairvoyance|Clairvoyance]] Spells, without using a Spell Slot or Material Components. Rather than creating a spherical sensor, this use of [[Level 3#Clairvoyance|Clairvoyance]] invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your Spellcasting Ability for these spells.<br>
You can cast either Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can cast each Spell in this way a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>
<br><br>


Line 339: Line 331:
| [[Barbarian#Spiked Retribution|Spiked Retribution]] || 14th || You deal Damage for free to foes nearby that do anything
| [[Barbarian#Spiked Retribution|Spiked Retribution]] || 14th || You deal Damage for free to foes nearby that do anything
|}
|}
<br><br>
<br>


==== Imbue Spikes ====
==== Imbue Spikes ====
Line 392: Line 384:
| [[Barbarian#Call the Hunt|Call the Hunt]] || 14th || When you Rage, you can inspire your allies
| [[Barbarian#Call the Hunt|Call the Hunt]] || 14th || When you Rage, you can inspire your allies
|}
|}
<br><br>
<br>


==== Form of the Beast ====
==== Form of the Beast ====
Line 400: Line 392:
*'''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 until the start of your next turn.
*'''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 ====
Line 408: Line 400:
*'''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 ====
Line 440: Line 432:
| [[Barbarian#Retaliation|Retaliation]] || 14th || You can Attack creatures that Attack you.
| [[Barbarian#Retaliation|Retaliation]] || 14th || You can Attack creatures that Attack you.
|}
|}
<br><br>
<br>


==== Frenzy ====
==== Frenzy ====
Line 482: Line 474:
| [[Barbarian#Retaliation|Retaliation]] || 14th || You can control your explosions
| [[Barbarian#Retaliation|Retaliation]] || 14th || You can control your explosions
|}
|}
<br><br>
<br>


==== Thermal Core ====
==== Thermal Core ====
Line 509: Line 501:
*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 ====
Line 530: Line 522:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Giant Power || 3rd || You get the Druidcraft and Thaumaturgy Cantrips.
| [[Barbarian#Giant Power|Giant Power]] || 3rd || You get the Druidcraft and Thaumaturgy Cantrips
|-
|-
| Giant's Havoc || 3rd || You grow in size and reach when you Rage.
| [[Barbarian#Giant's Havoc|Giant's Havoc]] || 3rd || You grow in size and reach when you Rage
|-
|-
| Elemental Cleaver || 6th || You deal additional elemental Damage and can throw your Weapons.
| [[Barbarian#Elemental Cleaver|Elemental Cleaver]] || 6th || You deal additional elemental Damage and can throw your Weapons
|-
|-
| Catapulting Throw || 10th || You can throw creatures.
| [[Barbarian#Catapulting Throw|Catapulting Throw]] || 10th || You can throw creatures
|-
|-
| Demiurgic Colossus || 14th || You become larger, have a larger reach, and deal more elemental Damage when you Rage.
| [[Barbarian#Demiurgic Colossus|Demiurgic Colossus]] || 14th || You become larger, have a larger reach, and deal more elemental Damage when you Rage
|}
|}
<br><br>
<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.<br>
You learn to speak, read, and write [[Languages#Giant|Giant]].<br>
Additionally, you learn either the Druidcraft and Thaumaturgy Cantrips. Constitution is your Spellcasting Ability for this Spell.
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>


Line 556: Line 548:
''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>
Line 581: Line 573:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Permafrost || 3rd || You gain additional AC and resist Cold Damage, also you can sustain your Rage while Dodging.
| [[Barbarian#Permafrost|Permafrost]] || 3rd || You gain additional AC and resist Cold Damage, also you can sustain your Rage while Dodging.
|-
|-
| Frostbite || 3rd || You deal extra Cold Damage while Raging and Slow your foes.
| [[Barbarian#Frostbite|Frostbite]] || 3rd || You deal extra Cold Damage while Raging and Slow your foes
|-
|-
| Cold Fortress || 6th || You gain Temp HP while Raging and can spend Hit Dice to regain them.
| [[Barbarian#Cold Fortress|Cold Fortress]] || 6th || You gain Temp HP while Raging and can spend Hit Dice to regain them.
|-
|-
| Deep Sleep || 6th || You Long Rest quicker and regain all Hit Dice when you do
| [[Barbarian#Deep Sleep|Deep Sleep]] || 6th || You Long Rest quicker and regain all Hit Dice when you do
|-
|-
| Icy Burst || 10th || You deal Cold Damage to all foes nearby and Slow them.
| [[Barbarian#Icy Burst|Icy Burst]] || 10th || You deal Cold Damage to all foes nearby and Slow them
|-
|-
| Never-Ending Fortitude || 14th || You can resist Damage, Prone, Frightened, and Slowed.
| [[Barbarian#Never-Ending Fortitude|Never-Ending Fortitude]] || 14th || You can resist Damage, Prone, Frightened, and Slowed
|}
|}
<br><br>
<br>


==== Permafrost ====
==== Permafrost ====
Line 604: Line 596:
''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 ====
Line 636: Line 629:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Emotional State || 3rd || You enter an Emotional State to Rage and gain benefits based on your choice: sorrow, fury, or joy.
| [[Barbarian#Emotional State|Emotional State]] || 3rd || You enter an Emotional State to Rage and gain benefits based on your choice: sorrow, fury, or joy
|-
|-
| Ardent Strikes || 6th || While Raging you deal a different Type of Damage and are better when you deal that Damage.
| [[Barbarian#Ardent Strikes|Ardent Strikes]] || 6th || While Raging you deal a different Type of Damage and are better when you deal that Damage
|-
|-
| Drain Passion || 10th || You can cast the Calm Emotions Spell even while Raging.
| [[Barbarian#Drain Passion|Drain Passion]] || 10th || You can cast the [[Level 2#Calm Emotions|Calm Emotions]] Spell even while Raging
|-
|-
| Catharsis || 14th || You can deal massive Damage and end your Rage and Emotional State.
| [[Barbarian#Catharsis|Catharsis]] || 14th || You can deal massive Damage and end your Rage and Emotional State
|}
|}
<br>


==== Emotional State ====
==== Emotional State ====
Line 651: Line 645:
*'''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 ====
Line 661: Line 655:
==== 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.
Line 681: Line 675:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Bottomless Stomach || 3rd || You are more resistant to Exhaustion and are immune to it while Raging.
| [[Barbarian#Bottomless Stomach|Bottomless Stomach]] || 3rd || You are more resistant to Exhaustion and are immune to it while Raging
|-
|-
| Hunger || 3rd || You can gain levels of Exhaustion to gain additional benefits while Raging.
| [[Barbarian#Hunger|Hunger]] || 3rd || You can gain levels of Exhaustion to gain additional benefits while Raging
|-
|-
| Breakfast || 6th || You can cook buffing meals.
| [[Barbarian#Breakfast|Breakfast]] || 6th || You can cook buffing meals
|-
|-
| Lunch || 10th || You get a Natural Attack while Raging and have a bit of Exhaustion.
| [[Barbarian#Lunch|Lunch]] || 10th || You get a Natural Attack while Raging and have a bit of Exhaustion
|-
|-
| Dinner || 14th || You get a non-magical version of the Absorb Elements Spell at will with extra Damage Types.
| [[Barbarian#Dinner|Dinner]] || 14th || You get a non-magical version of the [[Level 1#Absorb Elements|Absorb Elements]] Spell at will with extra Damage Types
|}
|}
<br><br>
<br>


==== Bottomless Stomach ====
==== Bottomless Stomach ====
Line 700: Line 694:
==== 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 one additional Attack, targeting one creature that 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 ====
Line 725: Line 719:
==== Dinner ====
==== Dinner ====
''14th Level Path of Ravenous Warriors Feature''<br>
''14th Level Path of Ravenous Warriors Feature''<br>
You can replicate the effects of the Absorb Elements Spell Non-Magically at will, however, you can use it with the following Damage Types: Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, and Thunder. The Somatic Components for this effect are chewing and swallowing, and you do not need a free hand to use it.
You can replicate the effects of the [[Level 1#Absorb Elements|Absorb Elements]] Spell Non-Magically at will, however, you can use it with the following Damage Types: Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, and Thunder. The Somatic Components for this effect are chewing and swallowing, and you do not need a free hand to use it.
<br><br><br>
<br><br><br>


Line 738: Line 732:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Storm Aura || 3rd || You emanate an aura while Raging with a variety of effects based on different types of storms.
| [[Barbarian#Storm Aura|Storm Aura]] || 3rd || You emanate an aura while Raging with a variety of effects based on different types of storms
|-
|-
| Storm Soul || 6th || You gain a Damage Resistance and another utility feature 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
|-
|-
| Shielding Soul || 10th || You give nearby creatures Damage Resistance.
| [[Barbarian#Shielding Soul|Shielding Soul]] || 10th || You give nearby creatures Damage Resistance
|-
|-
| Raging Soul || 14th || You gain an offensive ability against foes in your aura.
| [[Barbarian#Raging Soul|Raging Soul]] || 14th || You gain an offensive ability against foes in your aura
|}
|}
<br><br>
<br>


==== Storm Aura ====
==== Storm Aura ====
Line 756: Line 750:
*'''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 ====
Line 764: Line 758:
*'''Sea.''' You gain Resistance to Lightning Damage, and you can breathe underwater. You also gain a Swimming Speed equal to your Walking Speed.
*'''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 ====
Line 777: Line 771:
*'''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 ==
Line 789: Line 783:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Titan || 3rd || You get Unarmed Strikes that deal Lightning Damage and Expertise in Athletics.
| [[Barbarian#Titan|Titan]] || 3rd || You get Unarmed Strikes that deal Lightning Damage and Expertise in Athletics
|-
|-
| Fists of Havoc || 3rd || While Raging you have Resistance to Lightning, better Jumping, better Grappling and Shoves, and more frequent punches.
| [[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.
|-
|-
| Storm's Arsenal || 6th || You gain two abilities of your choice.
| [[Barbarian#Storm's Arsenal|Storm's Arsenal]] || 6th || You gain two abilities of your choice.
|-
|-
| 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#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.
|-
|-
| Thundercrash || 14th || You jump into the sky and crash into the ground in a burst of lightning.
| [[Barbarian#Thundercrash|Thundercrash]] || 14th || You jump into the sky and crash into the ground in a burst of lightning.
|}
|}
<br><br>
<br>


==== Titan ====
==== Titan ====
Line 814: Line 808:
*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 ====
Line 871: Line 865:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Grisly Treasure || 3rd || You take trophies from Beasts and Monstrosities you beat.
| [[Barbarian#Grisly Treasure|Grisly Treasure]] || 3rd || You take trophies from Beasts and Monstrosities you beat
|-
|-
| Savage Lore || 3rd || You use your trophies to summon Shades of the monsters you took them from.
| [[Barbarian#Savage Lore|Savage Lore]] || 3rd || You use your trophies to summon Shades of the monsters you took them from
|-
|-
| Grim Countenance || 6th || You Slow and Frighten nearby enemies.
| [[Barbarian#Retaliation|Grim Countenance]] || 6th || You Slow and Frighten nearby enemies
|-
|-
| Primal Sovereignty || 10th || You take trophies from Humanoids you beat and can empower your Shades.
| [[Barbarian#Primal Sovereignty|Primal Sovereignty]] || 10th || You take trophies from Humanoids you beat and can empower your Shades
|-
|-
| Dread Knowledge || 14th || You can get the abilities from the foes you beat rather than summoning them as Shades.
| [[Barbarian#Dread Knowledge|Dread Knowledge]] || 14th || You can get the abilities from the foes you beat rather than summoning them as Shades
|}
|}
<br><br>
<br>


==== Grisly Treasure ====
==== Grisly Treasure ====
Line 910: Line 904:
''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>
<br><br>


Line 921: Line 915:
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>


Line 934: Line 928:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Spirit Seeker || 3rd || Example
| [[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
|-
|-
| Totem Spirit || 3rd || Example
| [[Barbarian#Totem Spirit|Totem Spirit]] || 3rd || You get a feature based on an animal spirit while Raging
|-
|-
| Aspect Of The Beast || 6th || Example
| [[Barbarian#Aspect of the Beast|Aspect of the Beast]] || 6th || You get an out of combat bonus based on an animal spirit
|-
|-
| Spirit Walker || 10th || Example
| [[Barbarian#Spirit Walker|Spirit Walker]] || 10th || You get the [[Level 5#Commune with Nature|Commune with Nature]] Spell as a Ritual
|-
|-
| Totemic Attunement || 14th || Example
| [[Barbarian#Totemic Attunement|Totemic Attunement]] || 14th || You get a feature based on an animal spirit while Raging
|}
|}
<br><br>
<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. Constitution is your Spellcasting Ability for these Spells.
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the [[Level 2#Beast Sense|Beast Sense]] and [[Level 2#Speak with Animals|Speak with Animals]] Spells, but only as Rituals. Constitution is your Spellcasting Ability for these Spells.
<br><br>
<br><br>


Line 962: Line 956:
*'''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 ====
''6th Level Path of Totem Warriors Feature''<br>
''6th Level Path of Totem Warriors Feature''<br>
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:
Line 975: Line 969:
*'''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>


Line 993: Line 987:
*'''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 ==
Line 1,004: Line 998:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Magic Awareness || 3rd || You cast the Detect Magic Spell and turn a different color based on the School of Magic detected.
| [[Barbarian#Magic Awareness|Magic Awareness]] || 3rd || You can cast the [[Level 1#Detect Magic|Detect Magic]] Spell and turn a different color based on the School of Magic detected
|-
|-
| Wild Surge || 3rd || When you Rage you chaotically burst in Wild Magic.
| [[Barbarian#Wild Surge|Wild Surge]] || 3rd || When you Rage you chaotically burst in Wild Magic
|-
|-
| Bolstering Magic || 6th || You can restore the Spells of your allies
| [[Barbarian#Bolstering Magic|Bolstering Magic]] || 6th || You can restore the Spells of your allies
|-
|-
| Unstable Backlash || 10th || When you take Damage or fail a Save, you reroll your Wild Magic Surge.
| [[Barbarian#Unstable Backlash|Unstable Backlash]] || 10th || When you take Damage or fail a Save, you reroll your Wild Magic Surge
|-
|-
| Controlled Surge || 14th || When you Wild Surge, you roll three options and choose any number of them.
| [[Barbarian#Controlled Surge|Controlled Surge]] || 14th || When you Wild Surge, you roll three options and choose any number of them
|}
|}
<br><br>
<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>
<br><br>
Line 1,031: Line 1,025:
! 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.
Line 1,041: Line 1,035:
| 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
Line 1,050: Line 1,044:
| 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.
Line 1,114: Line 1,108:
| 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.
Line 1,120: Line 1,114:
| 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.
Line 1,132: Line 1,126:
| 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.
|}
|}
<br><br>
<br>


==== Bolstering Magic ====
==== Bolstering Magic ====
Line 1,140: Line 1,134:
*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 ====
Line 1,161: Line 1,155:
! Feature !! Level !! Quick Explanation
! Feature !! Level !! Quick Explanation
|-
|-
| Divine Fury || 3rd || You deal additional Necrotic or Radiant Damage while Raging.
| [[Barbarian#Divine Fury|Divine Fury]] || 3rd || You deal additional Necrotic or Radiant Damage while Raging
|-
|-
| Warrior Of The Three || 3rd || You can be Resurrected without expending costly components.
| [[Barbarian#Warrior of the Three|Warrior of the Three]] || 3rd || You can be Resurrected without expending costly Material Components
|-
|-
| Fanatical Focus || 6th || You're better at Saving Throws while Raging.
| [[Barbarian#Retaliation|Fanatical Focus]] || 6th || You're better at Saving Throws while Raging
|-
|-
| Zelous Presence || 10th || You inspire your allies, giving them Advantage on Ability Checks and Saving Throws.
| [[Barbarian#Zelous Presence|Zelous Presence]] || 10th || You inspire your allies, giving them Advantage on Ability Checks and Saving Throws
|-
|-
| Rage Beyond Death || 14th || You fight even while you're making Death Saves and dying.
| [[Barbarian#Rage Beyond Death|Rage Beyond Death]] || 14th || You fight even while you're making Death Saves and dying
|}
|}
<br><br>
<br>


==== Divine Fury ====
==== Divine Fury ====
Line 1,178: Line 1,172:
<br><br>
<br><br>


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


Line 1,196: Line 1,190:
''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>