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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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'''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 ( | '''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> | ||
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| [[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 | ||
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| [[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 | | [[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 | ||
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| [[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 | | [[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 | ||
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| [[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 | | [[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 | ||
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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 | |+ Primal Paths | ||
|- | |- | ||
! | ! 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. | ||
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''3rd and 10th Level Barbarian Feature''<br> | ''3rd and 10th Level Barbarian Feature''<br> | ||
You gain one of the following Skill Proficiencies: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. | You gain one of the following Skill Proficiencies: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. | ||
<br> | <br><br> | ||
==== Ability Score Improvements ==== | ==== Ability Score Improvements ==== | ||
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==== Extra Attack ==== | ==== Extra Attack ==== | ||
''5th Level Barbarian Feature''<br> | ''5th Level Barbarian Feature''<br> | ||
You can | You can make an additional Attack whenever you take the Attack Action. | ||
<br><br> | <br><br> | ||
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<br><br> | <br><br> | ||
==== Brutal Critical | ==== Brutal Critical ==== | ||
''9th Level Barbarian Feature''<br> | ''9th Level Barbarian Feature''<br> | ||
When you Crit with a Melee Attack, | 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> | ||
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> | ||
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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> | <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: | 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> | ||
==== Shared Strength ==== | ==== Shared Strength ==== | ||
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! 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 | | [[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> | ||
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==== Consult the Spirits ==== | ==== Consult the Spirits ==== | ||
''10th Level Path of Ancestral Guardians Feature''<br> | ''10th Level Path of Ancestral Guardians Feature''<br> | ||
You gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance Spells, without using a Spell Slot or Material Components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your Spellcasting Ability for these spells.<br> | You gain the ability to consult with your ancestral spirits. When you do so, you cast the [[Level 2#Augury|Augury] or [[Level 3#Clairvoyance|Clairvoyance]] Spells, without using a Spell Slot or Material Components. Rather than creating a spherical sensor, this use of [[Level 3#Clairvoyance|Clairvoyance]] invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your Spellcasting Ability for these spells.<br> | ||
You can cast | 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> | ||
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==== Giant Power ==== | ==== Giant Power ==== | ||
''3rd Level Path of Giants Feature''<br> | ''3rd Level Path of Giants Feature''<br> | ||
You learn to speak, read, and write Giant.<br> | You learn to speak, read, and write [[Languages#Giant|Giant]].<br> | ||
Additionally, you learn either the Druidcraft and Thaumaturgy Cantrips. Constitution is your Spellcasting Ability for these Spells. | Additionally, you learn either the [[Cantrips#Druidcraft|Druidcraft]] and [[Cantrips#Thaumaturgy|Thaumaturgy]] Cantrips. Constitution is your Spellcasting Ability for these Spells. | ||
<br><br> | <br><br> | ||
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| [[Barbarian#Ardent Strikes|Ardent Strikes]] || 6th || While Raging you deal a different Type of Damage and are better when you deal that Damage | | [[Barbarian#Ardent Strikes|Ardent Strikes]] || 6th || While Raging you deal a different Type of Damage and are better when you deal that Damage | ||
|- | |- | ||
| [[Barbarian#Drain Passion|Drain Passion]] || 10th || You can cast the Calm Emotions Spell even while Raging | | [[Barbarian#Drain Passion|Drain Passion]] || 10th || You can cast the [[Level 2#Calm Emotions|Calm Emotions]] Spell even while Raging | ||
|- | |- | ||
| [[Barbarian#Catharsis|Catharsis]] || 14th || You can deal massive Damage and end your Rage and Emotional State | | [[Barbarian#Catharsis|Catharsis]] || 14th || You can deal massive Damage and end your Rage and Emotional State | ||
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==== Drain Passion ==== | ==== Drain Passion ==== | ||
''10th Level Path of Impulse Feature''<br> | ''10th Level Path of Impulse Feature''<br> | ||
You gain the ability to absorb the emotions from your allies and enemies alike. You learn the Calm Emotions Spell and use your Constitution for your Spellcasting Ability<br> | You gain the ability to absorb the emotions from your allies and enemies alike. You learn the [[Level 2#Calm Emotions|Calm Emotions]] Spell and use your Constitution for your Spellcasting Ability<br> | ||
You can cast this Spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.<br> | You can cast this Spell a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.<br> | ||
When you enter an Emotional State, you can cast this Spell as part of the same Bonus Action, expending one use of this ability. You can not lose Concentration on this Spell due to entering a Rage. However, you can still lose Concentration by other methods, such as failing a Saving Throw to maintain Concentration or becoming Incapacitated. | When you enter an Emotional State, you can cast this Spell as part of the same Bonus Action, expending one use of this ability. You can not lose Concentration on this Spell due to entering a Rage. However, you can still lose Concentration by other methods, such as failing a Saving Throw to maintain Concentration or becoming Incapacitated. | ||
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| [[Barbarian#Lunch|Lunch]] || 10th || You get a Natural Attack while Raging and have a bit of Exhaustion | | [[Barbarian#Lunch|Lunch]] || 10th || You get a Natural Attack while Raging and have a bit of Exhaustion | ||
|- | |- | ||
| [[Barbarian#Dinner|Dinner]] || 14th || You get a non-magical version of the Absorb Elements Spell at will with extra Damage Types | | [[Barbarian#Dinner|Dinner]] || 14th || You get a non-magical version of the [[Level 1#Absorb Elements|Absorb Elements]] Spell at will with extra Damage Types | ||
|} | |} | ||
<br> | <br> | ||
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==== Hunger ==== | ==== Hunger ==== | ||
''3rd Level Path of Ravenous Warriors Feature''<br> | ''3rd Level Path of Ravenous Warriors Feature''<br> | ||
You gain Proficiency with Cook's Utensils. Additionally while Raging, if you hit on a Weapon Attack Roll, you can choose to gain one level of Exhaustion, spending a massive reserve of your energy, to choose one of the following effects: | You gain Proficiency with [[Adventuring Gear#Artisan's Tools|Cook's Utensils]]. Additionally while Raging, if you hit on a Weapon Attack Roll, you can choose to gain one level of Exhaustion, spending a massive reserve of your energy, to choose one of the following effects: | ||
*If the creature you hit is Large or smaller, it falls Prone and is pushed 10ft in a direction of your choice. | *If the creature you hit is Large or smaller, it falls Prone and is pushed 10ft in a direction of your choice. | ||
*You recover Hit Points equal to half the Damage dealt by the attack. | *You recover Hit Points equal to half the Damage dealt by the attack. | ||
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==== Dinner ==== | ==== Dinner ==== | ||
''14th Level Path of Ravenous Warriors Feature''<br> | ''14th Level Path of Ravenous Warriors Feature''<br> | ||
You can replicate the effects of the Absorb Elements Spell Non-Magically at will, however, you can use it with the following Damage Types: Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, and Thunder. The Somatic Components for this effect are chewing and swallowing, and you do not need a free hand to use it. | You can replicate the effects of the [[Level 1#Absorb Elements|Absorb Elements]] Spell Non-Magically at will, however, you can use it with the following Damage Types: Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, and Thunder. The Somatic Components for this effect are chewing and swallowing, and you do not need a free hand to use it. | ||
<br><br><br> | <br><br><br> | ||
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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 | Your Grisly Treasure now additionally allows you to loot trophies from Humanoids, and shades you summon are treated as being permanently under the effects of the [[Level 3#Speak with Dead|Speak with Dead]] Spell and perceive you as an ally, though you can still only ask 5 questions.<br> | ||
In addition, you can use a Bonus Action to precisely direct a shade's movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding Legendary, Mythic, Villain, and Lair Actions.<br> | In addition, you can use a Bonus Action to precisely direct a shade's movement and actions for its next turn, including ordering it to use any actions in its stat block, excluding Legendary, Mythic, Villain, and Lair Actions.<br> | ||
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Barbarian#Spirit Seeker|Spirit Seeker]] || 3rd || You get the Beast Sense and Speak with Animals Spells as Rituals | | [[Barbarian#Spirit Seeker|Spirit Seeker]] || 3rd || You get the [[Level 2#Beast Sense|Beast Sense]] and [[Level 2#Speak with Animals|Speak with Animals]] Spells as Rituals | ||
|- | |- | ||
| [[Barbarian#Totem Spirit|Totem Spirit]] || 3rd || You get a feature based on an animal spirit while Raging | | [[Barbarian#Totem Spirit|Totem Spirit]] || 3rd || You get a feature based on an animal spirit while Raging | ||
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| [[Barbarian#Aspect of the Beast|Aspect of the Beast]] || 6th || You get an out of combat bonus based on an animal spirit | | [[Barbarian#Aspect of the Beast|Aspect of the Beast]] || 6th || You get an out of combat bonus based on an animal spirit | ||
|- | |- | ||
| [[Barbarian#Spirit Walker|Spirit Walker]] || 10th || You get the Commune with Nature Spell as a Ritual | | [[Barbarian#Spirit Walker|Spirit Walker]] || 10th || You get the [[Level 5#Commune with Nature|Commune with Nature]] Spell as a Ritual | ||
|- | |- | ||
| [[Barbarian#Totemic Attunement|Totemic Attunement]] || 14th || You get a feature based on an animal spirit while Raging | | [[Barbarian#Totemic Attunement|Totemic Attunement]] || 14th || You get a feature based on an animal spirit while Raging | ||
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==== Spirit Seeker ==== | ==== Spirit Seeker ==== | ||
''3rd Level Path of Totem Warriors Feature''<br> | ''3rd Level Path of Totem Warriors Feature''<br> | ||
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak with Animals Spells, but only as Rituals. Constitution is your Spellcasting Ability for these Spells. | Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the [[Level 2#Beast Sense|Beast Sense]] and [[Level 2#Speak with Animals|Speak with Animals]] Spells, but only as Rituals. Constitution is your Spellcasting Ability for these Spells. | ||
<br><br> | <br><br> | ||
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==== Spirit Walker ==== | ==== Spirit Walker ==== | ||
''10th Level Path of Totem Warriors Feature''<br> | ''10th Level Path of Totem Warriors Feature''<br> | ||
You can cast the Commune with Nature Spell, but only as a Ritual. When you do so, a spiritual version of one of the animals you chose for your Totem Spirit or your Aspect of the Beast appears to you to convey the information you seek. | You can cast the [[Level 5#Commune with Nature|Commune with Nature]] Spell, but only as a Ritual. When you do so, a spiritual version of one of the animals you chose for your Totem Spirit or your Aspect of the Beast appears to you to convey the information you seek. | ||
<br><br> | <br><br> | ||
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! Feature !! Level !! Quick Explanation | ! Feature !! Level !! Quick Explanation | ||
|- | |- | ||
| [[Barbarian#Magic Awareness|Magic Awareness]] || 3rd || You can cast the Detect Magic Spell and turn a different color based on the School of Magic detected | | [[Barbarian#Magic Awareness|Magic Awareness]] || 3rd || You can cast the [[Level 1#Detect Magic|Detect Magic]] Spell and turn a different color based on the School of Magic detected | ||
|- | |- | ||
| [[Barbarian#Wild Surge|Wild Surge]] || 3rd || When you Rage you chaotically burst in Wild Magic | | [[Barbarian#Wild Surge|Wild Surge]] || 3rd || When you Rage you chaotically burst in Wild Magic | ||
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==== Magic Awareness ==== | ==== Magic Awareness ==== | ||
''3rd Level Path of Wild Magic Feature''<br> | ''3rd Level Path of Wild Magic Feature''<br> | ||
Your body reacts to the presence of magic. You can cast the Detect Magic Spell without using a Spell Slot or Components. Constitution is your Spellcasting Ability for this Spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).<br> | Your body reacts to the presence of magic. You can cast the [[Level 1#Detect Magic|Detect Magic]] Spell without using a Spell Slot or Components. Constitution is your Spellcasting Ability for this Spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).<br> | ||
You can use this feature a number of times equal to your Constitution Modifier. You regain all expended uses when you finish a Long Rest. | You can use this feature a number of times equal to your Constitution Modifier. You regain all expended uses when you finish a Long Rest. | ||
<br><br> | <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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| 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 | | 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 | | 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. | ||
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| 87-88 || You grow feathered wings until your Rage ends, granting you a Flying Speed equal to two times your Walking Speed. | | 87-88 || You grow feathered wings until your Rage ends, granting you a Flying Speed equal to two times your Walking Speed. | ||
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| 89-90 || You grow a | | 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. | ||
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| [[Barbarian#Divine Fury|Divine Fury]] || 3rd || You deal additional Necrotic or Radiant Damage while Raging | | [[Barbarian#Divine Fury|Divine Fury]] || 3rd || You deal additional Necrotic or Radiant Damage while Raging | ||
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| [[Barbarian#Warrior of the Three|Warrior of the Three]] || 3rd || You can be Resurrected without expending costly | | [[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#Retaliation|Fanatical Focus]] || 6th || You're better at Saving Throws while Raging | ||
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==== Warrior of the Three ==== | ==== Warrior of the Three ==== | ||
''3rd Level Path of Zealots Feature''<br> | ''3rd Level Path of Zealots Feature''<br> | ||
Your soul is marked for endless battle. If a Spell, such as Raise Dead, has the sole effect of resurrecting you to life, the caster doesn’t need Material Components to cast the Spell on you. | Your soul is marked for endless battle. If a Spell, such as [[Level 5#Raise Dead|Raise Dead]], has the sole effect of resurrecting you to life, the caster doesn’t need Material Components to cast the Spell on you. | ||
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''14th Level Path of Zealots Feature''<br> | ''14th Level Path of Zealots Feature''<br> | ||
The divine power that fuels your rage allows you to shrug off fatal blows.<br> | The divine power that fuels your rage allows you to shrug off fatal blows.<br> | ||
While Raging, having 0 Hit Points | While Raging, having 0 Hit Points doesn't knock you Unconscious. You still must make Death Saving Throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing Death Saving Throws, you don’t die until your Rage ends, and you then die only if you still have 0 Hit Points. | ||
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