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Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + your Constitution Modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st

Proficiences

Tools:
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Medicine, Nature, Perception, and Survival.

Overview & Creation

The Barbarian class is a bit of a misnomer really. It sparks imagery of loincloths and battleaxes, which it totally can be, but the essence of a Barbarian class is a person who gains power from being enraged. The term ‘Beserker’ or “Rager’ would be better. From the explosively angry bar drunk, or the soldier-skirmisher charging to break the line. Barbarians have a range of cultural and disciplinary background and personalities. Only the Rage unites them.  


Class Features

Rage

You can imbue yourself with a primal power that is called your Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action, provided you aren’t wearing Heavy Armor. While active, your Rage has the following effects:
  • Damage Resistance: You have resistance to Bludgeoning, Piercing, and Slashing damage, as well as three other damage types determined by your Barbarian Path.
  • Rage Damage: When you make an attack with a weapon or an Unarmed Strike using Strength and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian table.
  • Strength Advantage: You have advantage on Strength checks and Strength saving throws.
  • No Concentration or Spells: You can’t maintain Concentration, and you can’t cast spells.
The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one or more of the following:
• Make an attack roll against an enemy.
• Force an enemy to make a saving throw.
• Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes. You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian table, and you regain all expended uses when you finish a Long Rest.  

Unarmoured Defence

While you are not wearing any Armour, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.  

Weapon Mastery

Your training with weapons allows you to use the Mastery property of two kinds of Simple or Martial melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change the kinds of melee weapons you chose. When you reach 4th level, you gain a third weapon choice, and a fourth at 10th level.  

Primal Path

Your rage usually comes from an inherent place within your spirit giving you the ability to shrug off and resist additional types of damage (Options are at the bottom of the page). Your choice grants you additional features at 3rd, 6th, 10th, and 14th levels.  

Primal Knowledge

You gain proficiency in another skill of your choice from the list of skills available to Barbarians at 1st level. In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through and around you.  

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 this turn, but Attack rolls against you have advantage until your next turn.  

Ability Score Improvement or Feat

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. Alternatively you can take a Feat from the Feats List.  

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 Armour.  

Feral Instinct

By 7th level, your instincts are so honed that you have Advantage on Initiative rolls and Dexterity saving throws.  

Indomitable Might

Beginning at 9th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. Large creatures no not benefit from their size difference when attempting to Grapple you or escape your Grapple. This feature works for Huge creatures at 13th level, and Gargantuan creatures at 17th level.  

Brutal Critical

Beginning at 11th level, when you score a critical hit with a weapon or an Unarmed Strike using Strength, the target takes extra damage equal to your Barbarian level. That damage is the same type dealt by the weapon or Unarmed Strike.  

Persistent Rage

Beginning at 13th level, your rage is so fierce that it ends early only if you are Incapacitated or don Heavy Armour.  

Relentless Rage

Starting at 15th 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, your Hit Points instead change to a number equal to twice your Barbarian level. Each time you use this feature after the first, the DC increases by 5. When you finish a Short Rest or Long Rest, the DC resets to 10.  

Rage Resurgence

Beginning at 17th level, whenever you roll Initiative, you regain one expended use of your Rage.  

Primal Champion

At 18th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 2. Your maximum for those scores is now 22.  

Epic Boon

Starting at 20th level, choose your Strength or Constitution score. That score increases by 2, and its maximum is now 30. Select an Epic Boon of your choice.


Starting Equipment

Roll 3d4 x10gp

  One of the lower staring gold amounts, most barbarians choose to forgo armour until higher level medium armours open up. The main priority is starting weapons, the higher the damage code per weapon the better.


Subclass Options

Path of the Abyssal Walker

Your inner demon isn’t so much a metaphor. It’s a literal demon, usually from a very messed up story in your ancestors. You have learnt to control and channel your nature and bring out the demonic essence within.   Demon Rager Build
Greataxe (1d12 slashing): 7lb, 50gp.
3 Handaxe (1d6 slashing, range 20/60ft, Light): 2lb, 5gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Demonic Rage

Starting when you select this path, while you are raging, you gain resistance to fire, lightning and poison damage as well as slashing, piercing and bludgeoning. If you already have resistance to one of these types from your race, you gain acid or cold resistance while raging.  

Abyssal Titan

At 3rd level, you can embrace the power of your demonic blood, transforming your body into a more demonic form. You grow claws, spines, and a tail and your skin changes colour while your eyes become orbs of demonic power. You gain the following traits while raging;
• Your unarmed strikes deal 1d8 slashing damage.
• When you use the attack action with an unarmed strike and are not wielding a shield, you can make one unarmed strike as a bonus action.
• You count as one size larger when determining who you can target and who can target you with grappling, and your reach with unarmed attacks increases to 10 feet.  

Aura of Darkness

Beginning at 6th level, whenever a hostile creature is reduced to 0hp within 10ft of you, you gain temporary hit points equal to your Constitution modifier + half your Barbarian level.  

Feral Prowess

Beginning at 10th level, your muscles start to adapt to the demonic stature. You’re jump distance is tripled and if you leap more than 20ft before an attack, the target must make a Strength saving throw (vs your Strength + Proficiency + 8) or be knocked prone.  

Harbringer of Tarterus

Beginning at 14th level, whenever you take more than your Barbarian level in damage you can cast Fiendish Portal. You can use this feature a number of times equal to your Constitution modifier, and you regain any expended charges after a Long Rest.  

Path of the Ancestral Guardian

A barbarian steeped in death and the shadows of those who came before. As they devote themselves to the spirits of long ago, those same spectres devote themselves to you in your rage. Vehicle for vengeance, consult for the damned, or grave tender, the ancestral guardian is an imposing figure.   Crypt Killer Build
Bone Collector (13 + Dex mod [max 2] AC): 30lb, 70gp
War Scythe (1d10 slashing, Reach 1): 8lb, 35gp and 3 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Dungeoneer’s Pack (8gp) containing a backpack, a crowbar, a hammer, 10 pitons, 10 torches, 50ft of hemp rope, a tinderbox.  

Umbral Rage

Starting when you choose this path, while you are raging, you gain resistance to cold, necrotic and radiant damage as well as slashing, piercing and bludgeoning. If you already have resistance to one of these types from your race, you gain psychic or poison resistance while raging.  

Vampiric Aura

At 3rd level, spectres of shadow burst forth as you enter your rage. When you enter your rage, each creature within 30 feet of you takes 1d10 necrotic damage versus a Wisdom saving throw and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. This damage increases to 2d10 at level 6, 3d10 at level 11, and 4d10 at level 17.  

Intimidating Presence

Beginning at 6th level, the spectres of the dead can strike fear into your enemies while you’re raging. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Charisma or Strength modifier). On a failed save, a creature becomes Frightened of you for 1 minute. The Frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You regain the use of this ability after ten minutes.  

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 for the next ten minutes.  

Generous Specters

At 14th level, your ancestral spirits grow to know your companions. When you use your Vampiric Aura, you can choose to share your temporary hit points amongst any allies within 30ft of you.  

Path of the Battlerager

Known as Kuldjargh (literally “axe idiot”) in Dwarvish, an exclusively Dwarven speciality. Battleragers are glorified epileptics wearing special armour to make them useful in a fight. The best way to describe a Battlerager is a story: I saw one insult a dragon, really lay into him about his parentage in fluent Draconic. The dragon swallowed him whole for pleasure, only to have the crazy Kuldjargh vibrate his way out through his stomach. Didn’t smell right for a week, but he didn’t need to buy a drink for a year after.   Kuldjargh Build
Kuldjargh Harness (10 + Dex mod): 6lb, 15gp and Buckler (+1 AC): 3lb, 10gp
Longsword (1d8/d10 piercing): 3lb, 15gp
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume: (2gp)  

Swallowed Rage

When you choose this path, while you are raging, you gain resistance to acid, poison and thunder damage as well as slashing, piercing and bludgeoning. If you already have resistance to one of these types from your race, you gain fire or lightning resistance while raging. You also gain proficiency in all Kuldjargh Exotic Armours.  

Battlerager Armour

Starting at 3rd level, while you are wearing Spiked Armour and raging, you can use a bonus action to make one unarmed strike empowered by your armour at a target within 5 feet of you. While wearing the armour your unarmed strikes count as weapon attacks, and deal 1d6 + your Strength modifier in piercing damage. Additionally, while in your armour when you enter or maintain a Grappled with a creature (even if they Grappled/Restrained you), the creature takes piercing damage equal to your proficiency bonus.  

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Barbarian level (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. If you Dash at least 20ft in a straight line towards a creature your grapple checks have advantage and your attacks deal extra 2d6 damage.  

Close Quarters Brawler

At 14th level, no one wants to take you on in a fight, tavern brawl or otherwise. If you are raging and take damage from a creature that is within 5 feet of you, you can use your reaction to make an unarmed strike against the creature. If the unarmed strike hits and you have an open hand, you can choose to automatically grapple the creature.  

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. Inspiring yourself and others with the recklessness of your power.   Tavern Brawler Builds
Buckler (+1 AC): 3lb, 10gp
Warhammer (1d8/d10 bludgeoning): 2lb, 15gp and Light Hammer (1d6 bludgeoning, range 20/60ft, Light): 2lb, 5gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Berserker Rage

Starting when you choose this path, while you are raging, you gain resistance to necrotic, poison and psychic damage as well as slashing, piercing and bludgeoning. If you already have resistance to one of these types from your race, you gain cold or thunder resistance while raging.  

Frenzy

At 3rd Level, you can enter a Frenzy Rage. This special Rage still uses one of your Rage charges, but comes with additional benefits; you can make a single weapon attack for free as part of your bonus action to rage. And 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. You cannot use this feature again for the next ten minutes.  

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 ended.  

Inspiring Fury

At level 10, 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 have advantage on saving throws against being charmed or 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.  

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 an Attack Action against that creature.  

Path of the Primordial

Able to channel your inner chaotic elemental nature through personal rage, the Primordial impacts the nature of the world around them in a very real storm of stone, flame, lightning or frost. As you grow angry the very air swells and spins around the vortex of elemental wrath you embody.   Djinn Bodyguard Build
Heater Shield (+2 AC): 8lb, 20gp
Khopesh (1d8/d10 piercing): 3lb, 15gp and 3 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Priest’s Pack (6 gp) containing a backpack, blanket, candles, a tinderbox, incense & censer, religious vestments.
Soap & Perfume: (2gp)  

Vortex Rage

When you select this path, while you are raging, you gain resistance to cold, fire and lightning damage as well as slashing, piercing and bludgeoning.  

Jinn Senses

At 3rd level, 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 colour corresponding to the school of magic you detect (you choose the colours). You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Elemental Aura

Starting at 3rd level, you can emanate a magical elemental aura while you rage. This 10ft aura starts when you begin your rage, but each subsequent turn requires a bonus action to activate. The aura deals your Constitution modifier in acid, fire, cold or lightning damage (your choice) to every creature other than you, and your weapon attacks deal an additional 1d6 + half your Barbarian level of the same element on a hit. The aura damage increases by 1d4 at level 6, 1d6 at level 11, and 1d8 at level 17.  

Elemental Vortex

At 6th level, your elemental aura grows hungry. While active, all creatures within 30ft are pulled towards you by 5ft, and any damage dealt other than by you of the same type as your elemental aura, grants you half that damage in temporary hit points.  

Living Aura

Beginning at 10th level, you learn to master the elements and protect your allies, your Elemental Aura now only targets creatures you want it to, and you can give resistance to the chosen element to allies within 30ft.  

Raging Vortex

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. Your aura increases to 30ft in size, and creatures within 60ft are pulled towards you (Strength vs 8 + your Proficiency Bonus + your Constitution modifier) by 10ft if they are within 60ft of you.  

Path of the Spellscarred

Your rage comes from a dark chapter of history, the Spellplague, magic run wild with the death of Mystra. This unfettered magic corrupted the lands where it fell, for some a sickness and strange powers. For others death, or worse. You came from a survivor of this plague, a spellscarred. Your very essence tainted with wild magic. And where some can use force of personality to control the chaos, you use your rage.   Mutant Build
Greataxe (1d12 slashing): and 3 Handaxe (1d6 slashing, range 20/60ft, Light): 2lb, 5gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Spellplague Rage

When you adopt this path, while you are raging, you gain resistance to fire, force, and psychic damage as well as slashing, piercing and bludgeoning.  

Spellscarred Might

Beginning at 3rd level, you can channel your magical fury into your weapon strikes. While you’re raging, if you reduce a creature to 0hp, you can roll on the Wild Surge Table.  

Spells a Twixt

At 6th level, any spells that select you as a single target, you can choose to have it affect you and a creature within 5ft. The damage is split between you and the target. You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended charges on a long rest.  

Unfettered by Magic

Starting at 10th level, while raging you cannot be Restrained or Paralyzed by magical means. You ignore difficult terrain of a magical nature or source, and spells that would damage you at the start of your turn you are resistant to the damage. If the spell would damage you for entering it, you take the damage as normal.  

Blaze of Glory

Beginning at 14th level, when you reach death’s door you can leave behind one last gift. When you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to explode in fiery conflagration. If the target is a spellcaster, they suffer 5d10 fire and 5d10 force damage. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright. Once you use this feature, you can’t use it again until you finish a long rest.  

Path of the Totem Warrior

The most stereotypical of Barbarians, for those that are in such connection to the spirits of the land, their rages are less madness and more a meditative state of oneness with the animal totems. The strength of the Bear, speed of an Eagle, tactics of the Wolf, stride of the Elk, or charge of a Tiger.   Tribesman Build
Bone Collector (13 + Dex mod [max 2] AC): 30lb, 70gp
Greataxe (1d12 slashing): and 3 Handaxe (1d6 slashing, range 20/60ft, Light): 2lb, 5gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Totemic Rage

When you adopt this path, while you are raging, you gain resistance to acid, cold and poison damage as well as slashing, piercing and bludgeoning.  

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.  

Totem Spirit

At 3rd level, 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, damage done to you is reduced by 3 for each attack, your thick hide absorbing the brunt of blows.
Eagle: While you’re raging and aren’t wearing heavy armor, 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’re 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. The elk spirit helps you roam far and fast.
Tiger: You gain expertise in Acrobatics and Stealth. 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.  

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.  

Path of the Zealot

Righteousness is a dangerous thing, especially to a person half mad with anger and a convenient target. The zealot is all about the attack, and inspiring those around him with the heavy drug of righteousness. Their faith protects them from doubt and keeps them on their feet.   Righteous Build
Greatsword (2d6 piercing): 6lb, 50gp and 3 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Priest’s Pack (6 gp) containing a backpack, blanket, candles, a tinderbox, incense & censer, religious vestments.
Soap & Perfume: (2gp)  

Faithful Rage

Starting when you choose this path, while you are raging, you gain resistance to lightning, necrotic and radiant damage as well as slashing, piercing and bludgeoning.  

Divine Fury

Beginning 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.  

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 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.
 


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Falme.

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