Darkvision -- You can see in dim light within 60 feet 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 gray.
Primal Scale
Improbable Strength
Cower, Grovel, and Beg -- As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.
Pack Tactics -- You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity -- You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Factionless Proficiency -- Stealth, Herbalism Kit
Bards' College Proficiency -- +2 to
CHA Capstone, Drums, Horns, Alchemist Tools, Brewer's Supplies
Rage (4) -- 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 STR checks and STR saving throws.
When you make a melee weapon attack using STR, you gain a bonus (+2) to the damage roll
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, you must finish a long rest before you can rage again.
Unarmored Defense -- While you are not wearing any armor, your AC equals 10 + your DEX modifier + your CON modifier. You can use a shield and still gain this benefit.
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.
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.
Rogue Multiclass Proficiency -- Acrobatics, Thieves' Tools
Sneak Attack (1d6) -- You know how to strike subtly and exploit a foe’s distraction.
Once per turn, you can deal extra damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Expertise -- Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies
(Athletics, Nature)
Ancestral Protectors -- 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.
Cunning Action -- Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
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.
Spirit Shield -- 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.
Azolon's Bonus -- Proficiency in one language of your choice
(Halfling)
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.
Class/Racial Features & Traits