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12 Level (6500/120000 XP for level-up) Outlander Background Lizardfolk Race / Species / Heritage True Neutral Alignment
Barbarian
Level 12
Hit Dice: 12/12
1d12+3 Class 1

STR
18
+4
DEX
16
+3
CON
16
+3
INT
8
-1
WIS
14
+2
CHA
8
-1
112
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
40ft
Speed (walk/run/fly)
5 / 5
Rages (+3)
+8 Expertise Bonus
+4 Proficiency Bonus
+8 Strength
+3 Dexterity
+7 Constitution
-1 Intelligence
+2 Wisdom
-1 Charisma
saving throws
+7 Acrobatics DEX
+6 Animal Handling WIS
-1 Arcana INT
+8 Athletics STR
-1 Deception CHA
-1 History INT
+2 Insight WIS
-1 Intimidation CHA
-1 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+6 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+7 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Greataxe +8 STR 1d12+4 Slashing
 Heavy, two-handed
Bite +8 STR 1d6+4 Piercing
Tail +8 STR 1d8+4 Piercing
 (RNW) Reach; If a seen creature within 10ft hits an ATK roll, you can use your reaction to roll 1d8 to add to your AC, potentially causing the attack to miss.
Bite +8 STR 1d8+4 Piercing
 (RNW) When you damage a creature with this bite, you gain a number of hit points equal to your PROF. bonus, provided you have less than half your HP when you hit.
Claw +8 STR 1d6+4 Slashing
 (RNW) Once on each turn, when you use your claw to make an Attack action, you can make one additional claw attack as part of the same action.
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Languages
  • Common (Spoken)
  • Draconic (Spoken)
  • Proficiencies
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None

    Languages & Proficiencies
    I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
    I face problems head-on. A simple, direct solution is the best path to success.
    I can stare down a hell hound without flinching.

    [Lizardfolk quirks]
    I hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable!
    I appreciate the soft humanoids who realize they need chain mail and swords to match the gifts I was born with.
    I sleep best while mostly submerged in water.
    I think there are only two species of humanoid: lizardfolk and meat.

    Personality Traits
    Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
    Honor. A deal is a deal, and I would never break one. (Lawful)
    Tradition. Every game has rules, and the playing field must be level. (Lawful)
    Camaraderie. The strongest bonds are forged through struggle. (Good)
    Growth. Lessons hide in victory and defeat. (Any)

    Ideals
    My tribe is the most important thing in my life, even when they are far from me.
    I will be the best for the honor and glory of my home.
    Those who fight beside me are those worth dying for.

    Bonds
    I speak without really thinking through my words, invariably insulting others.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Barbarian

    Level Proficiency
    Bonus
    Features Rages Rage Damage
    1st +2 Rage, Unarmored Defense 2 +2
    2nd +2 Reckless Attack, Danger Sense 2 +2
    3rd +2 Primal Path, Optional Class Feature: Primal Knowledge 3 +2
    4th +2 Ability Score Improvement 3 +2
    5th +3 Extra Attack, Fast Movement 3 +2
    6th +3 Path Feature 4 +2
    7th +3 Feral Instinct, Optional Class Feature: Instinctive Pounce 4 +2
    8th +3 Ability Score Improvement 4 +2
    9th +4 Brutal Critical (1 die) 4 +3
    10th +4 Path Feature, Optional Class Feature: Primal Knowledge 4 +3
    11th +4 Relentless Rage 4 +3
    12th +4 Ability Score Improvement 5 +3
    13th +5 Brutal Critical (2 dice) 5 +3
    14th +5 Path Feature 5 +3
    15th +5 Persistent Rage 5 +3
    16th +5 Ability Score Improvement 5 +4
    17th +6 Brutal Critical (3 dice) 6 +4
    18th +6 Indomitable Might 6 +4
    19th +6 Ability Score Improvement 6 +4
    20th +6 Primal Champion Unlimited +4
    hit dice: 1d12 per Barbarian level
    hit points at 1st level: 12 + your Constitution modifier
    hit points at higher levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
    armor proficiencies: Light armor, medium armor, shields
    weapon proficiencies: Simple weapons, martial weapons
    tools: None
    saving throws: Strength, Constitution
    skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) a greataxe or (b) any martial melee weapon
    • (a) two handaxes or (b) any simpIe weapon
    • An explorer's pack and four javelins
    spellcasting:
    Not Applicable
    class features:

    Rage

    In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

    While raging, you gain the following benefits if you aren’t wearing heavy armor:

    • 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 cast spells, you can’t cast them or concentrate on them while raging.

    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.

    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.

    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.

    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.

    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.

    You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

    Primal Path

    At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

    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.

    Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

    Extra Attack

    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

    Fast Movement

    Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

    Feral Instinct

    By 7th level, your instincts are so honed that you have advantage on initiative rolls.

    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.

    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.

    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.

    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.

    Brutal Critical

    At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

    This increases to three additional dice at 17th level.

    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.

    Brutal Critical

    At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

    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.

    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.


    Optional Class Features

    Primal Knowledge

    When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

    Instinctive Pounce

    At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.

    subclass options:

    Primal Paths

    Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

    At 3rd level, you choose a Primal Path as your barbarian's subclass.

    Path of the Ancestral Guardian

    Path of the Ancestral Guardian

    Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.

    Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

    Path of the Ancestral Guardian Features

    Barbarian LevelFeature
    3rdAncestral Protectors
    6thSpirit Shield (2d6)
    10thConsult the Spirits, Spirit Shield (3d6)
    14thVengeful Ancestors, Spirit Shield (4d6)

    Ancestral Protectors

    Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

    Spirit Shield

    Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

    When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

    Consult the Spirits

    At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

    After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.

    Vengeful Ancestors

    At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.

    Source: Xanathar's Guide to Everything
     

    Path of the Battlerager

    Path of the Battlerager

    Known by many as the cracked hammer or the screaming idiot on the battlefield, they are warriors that care little for self-preservation and charge headlong into the most dangerous of foes regardless of the chances of success but when under disciplined leadership they make an effective force that fears nothing. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

    Path of the Battlerager Features

    Barbarian LevelFeature
    3rdBattlerager Armor
    6thReckless Abandon
    10thBattlerager Charge
    14thSpiked Retribution

    Battlerager Armor

    When you choose this path at 3rd level, you gain the ability to use Spiked armor as a weapon.

    While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

    Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

    Reckless Abandon

    Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

    Battlerager Charge

    Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

    Spiked Retribution

    Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren’t incapacitated, and are wearing spiked armor.

    Source: Sword Coast Adventurer's Guide

    Path of the Beast

    Path of the Beast

    Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.

    Path of the Beast Features

    Barbarian LevelFeature
    3rdForm of the Beast
    6thBestial Soul
    10thInfectious Fury
    14thCall the Hunt

    Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters. You can choose the origin of your feral might or determine it randomly by rolling on the Origin of the Beast table.

    Origin of the Beast

    d4 1d4 Origin
    1One of your parents is a lycanthrope, and you’ve inherited some of the curse.
    2You are descended from a legendary druid, a fact manifested by your ability to partially change shape.
    3A fey spirit gifted you with the ability to adopt different bestial aspects.
    4An ancient animal spirit dwells within you, allowing you to walk this path.

    Form of the Beast

    Upon taking the Primal Path of the Beast at 3rd, when you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:

    Bite. Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Constitution modifier (minimum of 1 hit point).
    Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.
    Tail. You grow a lashing, spiny tail, which deals 1d12 piercing damage on a hit and has the reach property.

    Bestial Soul

    Beginning at 6th level, the feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

    You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:

    Climbing. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    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.

    Infectious Fury

    After you reach 10th level, when you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

    • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
    • Target takes 2d12 psychic damage.

    You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Call the Hunt

    Reaching 14th level, the beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Until your rage ends, the chosen creatures gain the Reckless Attack feature and you have advantage on saving throws against being frightened. You also gain 5 temporary hit points for each creature that accepts the benefit.
    You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

    Source: Tasha's Cauldron of Everything
     

    Path of the Berserker

    Path of the Berserker

    For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

    Path of the Berserker Features

    Barbarian LevelFeature
    3rdFrenzy
    6thMindless Rage
    10thIntimidating Presence
    14thRetaliation

    Frenzy

    Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

    Mindless Rage

    Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

    Intimidating Presence

    Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

    If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

    Retaliation

    Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

    Source: Player's Handbook

    Path of the Storm Herald

    Path of the Storm Herald

    All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

    Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

    Path of the Storm Herald Features

    Barbarian LevelFeature
    3rdStorm Aura
    6thStorm Soul
    10thShielding Storm
    14thRaging Storm

    Storm Aura

    Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

    Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

    If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

    Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 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 takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The 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 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

    Storm Soul

    At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Storm Aura.

    Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire.
    Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.
    Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

    Shielding Storm

    At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

    Raging Storm

    At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

    Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level.
    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 Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

    Source: Xanathar's Guide to Everything

    Path of the Totem Warrior

    Path of the Totem Warrior

    The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

    Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

    Path of the Totem Warrior Features

    Barbarian LevelFeature
    3rdSpirit Seeker, Totem Spirit
    6thAspect of the Beast
    10thSpirit Walker
    14thTotemic Attunement

    Spirit Seeker

    Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.

    Totem Spirit

    At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

    Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

    Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
    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.
    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.
    Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

    Aspect of the Beast

    At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

    Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
    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 (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
    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 (see “Adventuring,” for rules on travel pace).

    Spirit Walker

    At 10th level, 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 Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

    Totemic Attunement

    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.
    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 bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
    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.
    Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

    Source: Player's Handbook

    Path of Wild Magic

    Path of Wild Magic

    As folk of deep feeling, barbarians are especially susceptible to the wild influences of the world, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

    Path of the Wild Magic Features

    Barbarian LevelFeature
    3rdMagic Awareness, Wild Surge
    6thBolstering Magic
    10thUnstable Backlash
    14thControlled Surge

    Magic Awareness

    At 3rd level, you can, as an action, open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Wild Surge

    Starting at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

    If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

    d8 1d8 Effect
    1Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
    2You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
    3An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
    4Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
    5Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
    6Until your rage ends, you are surrounded by multi­colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
    7Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
    8A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

    Bolstering Magic

    At 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

    • For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
    • Roll a d3. 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.

    Unstable Backlash

    At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

    Controlled Surge

    At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

    Source: Tasha's Cauldron of Everything

    Path of the Zealot

    Path of the Zealot

    Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.

    A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

    Path of Zealot Features

    Barbarian LevelFeature
    3rdDivine Fury, Warrior of the Gods
    6thFanatical Focus
    10thZealous Presence
    14thRage beyond Death

    Divine Fury

    Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

    Necrotic. The extra damage you deal with Divine Fury is necrotic.
    Radiant. The extra damage you deal with Divine Fury is radiant.

    Warrior of the Gods

    At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn’t need material components to cast the spell on you.

    Fanatical Focus

    Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

    Zealous Presence

    At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

    Once you use this feature, you can’t use it again until you finish a long rest.

    Rage beyond Death

    Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

    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.

    Source: Xanathar's Guide to Everything

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    Lizardfolk

    Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.
    ability score increase: Your Constitution score increase by 2, and your Wisdom score increases by 1.
    age: Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.
    alignment: Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.
    Size: Medium
    speed: Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
    Languages: You can speak, read, and write Common and Draconic.
    race features:
    Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.   Hold Breath. You can hold your breath for up to 15 minutes at a time.   Hunter's Lore. You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.   Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.   Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.   Lizardfolk Quirk. You can use the Lizardfolk Quirks table to determine a personality quirk for a lizardfolk character or to inspire a unique mannerism.
    d8 Quirk
    1 You hate waste and see no reason not to scavenge fallen enemies. Fingers are tasty and portable!
    2 You sleep best while mostly submerged in water.
    3 Money is meaningless to you.
    4 You think there are only two species of humanoid: lizardfolk and meat.
    5 You have learned to laugh. You use this talent in response to all emotional situations, to better fit in with your comrades.
    6 You still don't understand how metaphors work. That doesn't stop you from using them at every opportunity.
    7 You appreciate the soft humanoids who realize they need chain mail and swords to match the gifts you were born with.
    8 You enjoy eating your food while it's still wriggling.
     

    Forgotten Realms:

    Lizardfolk were semi-aquatic reptilian humanoids. Their skin was covered in scales and varied in color from dark green through to shades of brown and gray. Taller than humans and powerfully built, lizardfolk were often between 6 and 7 feet (1.8–2.1 m) tall and weighed between 200 and 250 pounds (90.7–113 kg). Lizardfolk had non-prehensile muscular tails that grew to three or four feet in length, and these were used for balance. They also had sharp claws and teeth. Although non-reptilians struggled to tell the difference between males and females, lizardfolk could easily distinguish themselves. Lizardfolk had no interest in money or jewels. They also did not much value accumulating knowledge if it was not practically useful. They largely valued things based on whether or not it was good to eat. If it was, it quickly got their attention; if not, it was ignored. Lizardfolk could often become distracted at the appearance of food, even if they were in combat. They were easier to parley with after a meal, and a hungry lizardfolk was completely obstreperous. Lizardfolk could be highly dangerous when provoked. However, they were not inherently evil; they were simply savage and had a hard time fitting in with the civilized world. Those that ventured into towns or cities were often alarmed, frightened, or offended by the environment. Few tried to adapt, let alone assimilate into Faerûnian societies. Instead, they felt their part was to learn about "softskin" ways and in turn show them how "real people" lived. Lizardfolk had to keep their skin relatively moist and needed to wet their bodies regularly if they were in dry climates. For this reason they were particularly fearful of desert landscapes.  

    Greyhawk:

    Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked. Although they are omnivores, lizardfolk prefer meat. Lizardfolk make their homes in temperate marshes and swamps. They are passable swimmers however, and may also be found in underwater cave systems. Lizardfolk have been encountered in significant numbers in the Gnatmarsh, the Hool Marshes, the Mistmarsh, the Rushmoors, and the Vast Swamp. Lizardfolk are tall humanoids that look like a cross between a powerfully built human and a lizard. They have a long tail, clawed hands, and a toothy jaw. They are usually six to seven feet in height, with gray, green, or brown scales. Lizardfolk use their tails, typically three to four feet long. Lizardfolk commonly weigh from 200 to 250 pounds. There are several species of lizardfolk however, and these can range from three-foot tall pygmies to nine-foot tall giants. Lizardfolk can hold their breath for a very long time, by human standards.  

    Eberron: 

    Lizardfolk is a name for the collective reptilian tribes that inhabit the jungles of Eberron. Some lizardfolk, like the poison dusk and blackscale tribes, live in the wilds of Q'barra, where they defend their lands from the human colonists of New Galifar and Hope, destroying what they see as the "human infestation." The coming of humans to Khorvaire has caused nothing but problems for the lizardfolk of Q'barra. 2,400 years ago, the lizardfolk on the coasts of Q'barra faced the plundering of Malleon the Reaver. Then, during the Last War, human colonists came to Q'barra searching for a new life. These humans sought to create settlements on existing lizardfolk lands, and came into conflicts with both the worshipers of the Cold Sun, but also the Cold Sun Federation. Even though the Cold Sun Tribes have negotiated a fragile peace with the new nations of New Galifar and Hope, conflicts between the human settlements and the lizardfolk continue to this day. There are three kinds of lizardfolk in Eberron: Cold Sun, Blackscale, and Poison Dusk. The Cold Sun lizardfolk are more rightfully simply called "lizardfolk", and date back to Eberron's beginning. However, they are frequently called the "Cold Sun" lizardfolk to differentiate them from the other species of lizardfolk: the blackscale and the poison dusk. Most of these species of "original" lizardfolk have banded together to form the Cold Sun Federation, though there are some tribes of lizardfolk that are not part of this federation. The blackscale lizardfolk see themselves as the chosen of Masvirik, the Cold Sun. They cite their black scales as proof that Masvirik's servant Rhashaak favors them over all. The blackscale are Rhashaak's warriors, using their superior strength and their access to the vaults of Haka'torvhak to bully and enslave the other lizardfolk species. They are extremely hostile, and will openly assault any non-reptilian race that they come across. The blackscale often live off the "tributes" made to them by the lesser lizardfolk tribes, especially the poison dusk. However, they will follow the orders of any lizardfolk dragon priest chosen by Rhashaak, no matter what species they may be. Poison dusk lizardfolk are the smallest of the three species of lizardfolk in Q'barra. While they are smaller and weaker, they are also faster and more intelligent. They are highly skilled trackers and hunters, and use everything from poisons to nets to bring down their prey. They prefer to strike from the shadows, and will often use guerrilla tactics, such as poisoning an enemy's food supply, to win the day.

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