Race Features
Darkvision. Accustomed to life in the hellish dimension that is the Faerii Place, you have superior vision in dark and dim conditions. You can see in dim light within 60ft of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Eternal Contract. Your deep connection to the Faerii Place has a price. During every long rest, roll 1d20. If a 1 is rolled, you are summoned to an unknown location by an unknown individual. To return, you must complete the task assigned to you. Any items or currency obtained while summoned remain with you after being sent back.
Background Features
Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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.
Danger Sense. 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.
Reckless Attack. 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.
Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement. Your speed increases by 10 feet while you aren't wearing heavy armor.
Feral Instinct. 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.
Instinctive Pounce. As part of the bonus action you take to enter your rage, you can move up to half your speed.
Subclass Features
Spirit Seeker. 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.
Totem Spirit. 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.
Aspect of the Beast. 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.
Feats
Grappler. You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
-You have advantage on attack rolls against a creature you are grappling.
-You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Tavern Brawler. Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
-Increase your Strength or Constitution score by 1, to a maximum of 20.
-You are proficient with improvised weapons and unarmed strikes.
-Your unarmed strike uses a d4 for damage.
-When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Features & Traits