Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
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While raging, you gain the following benefits if you aren’t wearing heavy armor:
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You have advantage on Strength Checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to use creations, you can’t use them or concentrate on them while raging.
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Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
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Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
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Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
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Reckless Attack
Starting at 2nd Level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
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Danger Sense
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
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You have advantage on Dexterity Saving Throws against effects that you can see, such as traps and creations. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
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Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Path of the Berserker, Path of the Blade Master, Path of the Cannoneer and Path of the Challenger are detailed at the end of the class description. Path of the Totem Warrior can be found in chapter 3 of the player's handbook, while Path of the Storm Herald can be found in chapter 1 of Xanathar's Guide to Everything.
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Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
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Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
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Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
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Additionally, if you are surprised at the beginning of combat and aren’t Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
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Brutal Critical
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
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This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
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Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
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Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
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Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
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Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
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Path of the Challenger
Most barbarians seek out the most brutal weapon they can find to wield in battle. Those that follow the path of the challenger has come to the conclusion that their own muscles are the deadliest weapon of all. Perhaps the craziest of all barbarians, these pugilists rush into battle with neither weapon nor armor, their rage more like a euphoric laughter than a roaring howl as they revel in the battle ahead.
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Fists of Fury
At 3rd level, the strike of your fists grow more potent, and each punch resounds a challenge to the creature you strike.
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You can roll a d6 in place of the normal damage of your unarmed strikes. If you aren't wielding a weapon or a shield, you can roll a d8 instead.
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Additionally when you hit a creature with an unarmed strike while raging, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.
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Challenger's Response
Beginning at 6th level, your response to fear is not to run away, but to punch harder. While frightened, you can still move towards the source of the frightened effect if you are raging.
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Intercepting Strike
At 6th level, your quick reflexes allow you to intercept enemies aiming for your allies.
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While raging, when a creature targets an ally within 30 feet with an attack, you can immediately use your reaction to move up to half your speed and make a single unarmed strike against the attacking creature if you're within range. You can take this reaction before the creature rolls to attack.
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Psyche Up
At 10th level, you can release a loud bellow that inspires nearby allies.
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As a bonus action, you can release a fierce cry that fills allies with courage. Up to ten creatures of your choice gains advantage on attack rolls and immunity to the frightened condition until the start of your next turn. If a chosen creature is frightened when it hears this war cry, the frightened effect is temporarily suspended for the duration of this effect and the creature makes its next saving throw to remove the frightened effect at advantage.
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Once you use this feature, you cannot do so again until you finish a long rest.
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Death Defying
Beginning at 14th level, you refuse to fall while battle is still at hand.
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While you’re 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 die then only if you still have 0 hit points.
<b><u>Fighter</u></b>
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
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Archery
You gain a +2 bonus to attack rolls you make with ranged weapons that lack the reload property.
Notes