Barbarian: Difference between revisions

356 bytes removed ,  15:18, 4 November 2022
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*'''Eagle.''' While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
*'''Eagle.''' While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
*'''Elk.''' While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
*'''Elk.''' While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
*'''Hydra.''' While you’re raging, you regain hit points equal to half your barbarian level (rounded down) + your Constitution modifier at the start of each of your turns. If you take fire damage, this trait doesn’t function on your next turn. The spirit of the hydra makes you incredibly tenacious in combat.
*'''Hydra.''' While you’re raging, you can, as a Bonus Action, regain hit points equal to half your barbarian level. If you take fire damage, you cannot use this trait until the end of your next turn. The spirit of the hydra makes you incredibly tenacious in combat.
*'''Sphinx.''' While raging, you have resistance to psychic damage. In addition, you have advantage on saving throws to see past illusions and resist being charmed. The spirit of the sphinx makes your mind impenetrably sharp.
*'''Sphinx.''' While raging, you have resistance to psychic damage. In addition, you have advantage on saving throws to see past illusions and resist being charmed. The spirit of the sphinx makes your mind impenetrably sharp.
*'''Tiger.''' While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
*'''Tiger.''' While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
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*'''Eagle.''' You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
*'''Eagle.''' You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
*'''Elk.''' Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.
*'''Elk.''' Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.
*'''Hydra.''' You gain the relentless endurance of a hydra. As an action, you can reduce your exhaustion level by 1, you can use this action once per long rest. The hydra’s spirit grants you the strength to persevere through the most difficult of circumstances.
*'''Hydra.''' You gain the relentless endurance of a hydra. As an action, you can reduce your exhaustion level by 1. You can use this action once per long rest. The hydra’s spirit grants you the strength to persevere through the most difficult of circumstances.
*'''Sphinx.''' You gain the primal magic of a sphinx. When you enter your rage, you unleash a powerful, bestial roar. Each creature you choose within 30 feet of you must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Charisma modifier). A creature that fails the saving throw is deafened and frightened of you for 1 minute and takes thunder damage equal to 1d10 + your barbarian level. On a successful save, the creature takes half as much damage and isn’t frightened or deafened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spirit of the sphinx makes you proud and imperious.
*'''Sphinx.'''you are immune to any effect that would sense your emotions, read your thoughts, or magically discern your location. In addition, when you make a Charisma (Deception) check, if the roll on the d20 is lower than your Constitution Score, you can increase your roll to be equal to that score. The spirit of the sphinx makes you proud and imperious.
*'''Tiger.''' You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
*'''Tiger.''' You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
*'''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.
*'''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.
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At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
*'''Bear.''' While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
*'''Bear.''' While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
*Chimera. While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell is interrupted and the caster takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage.
*'''Chimera.''' While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or the spell is interrupted and the caster takes Bludgeoning Damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage.
*'''Eagle.''' While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
*'''Eagle.''' While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
*'''Elk.''' While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
*'''Elk.''' While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
*Hydra. While you’re raging, if you attack at least two different creatures when you take the Attack action, you can make one additional melee weapon attack as a bonus action.
*'''Hydra.''' While you’re raging, if you attack at least two different creatures when you take the Attack action, you can make one additional melee weapon attack as a bonus action.
*'''Sphinx.''' While you are raging, you can use your action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.
*'''Sphinx.''' While you are raging, you can use your action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.
*'''Tiger.''' While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target 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.''' While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.