Barbarian
#Tank #Dps #Meelee
Barbarian's key function is their ability to Rage, it Gives you resistance to Slashing, Bludgeoning and Piercing Damages
The barbarian is a formidable force of primal fury and raw physical prowess, embodying the untamed power of nature and the rage of the wild. Clad in rugged armor and wielding massive weapons with unrestrained strength, barbarians channel their rage into a fearsome combat style that allows them to shrug off blows and deliver devastating strikes. Their ability to enter a berserk state, known as Rage, grants them increased damage output and resilience, turning the tide of battle with their sheer ferocity. Driven by an unyielding connection to their primal instincts and the spirits of their ancestors, barbarians often hail from tribes or isolated cultures, drawing on their deep-rooted traditions and unspoken codes of honor. Their physical endurance is matched by their survival skills, making them adept at navigating harsh environments and enduring harsh conditions. On the battlefield, a barbarian’s raw might and unrelenting rage can break through even the most formidable defenses, while their ability to absorb damage and keep fighting makes them an unyielding bulwark against enemy forces. Whether charging into battle with a roar or standing steadfast against overwhelming odds, barbarians embody the fierce and indomitable spirit of the untamed wilderness, forging their legend through sheer strength and unbreakable resolve.
Lvl | Prof+ | Abilities | Rages | R+Dmg |
---|---|---|---|---|
1 | +2 | Rage, Unarmored defense | 2 | +2 |
2 | +2 | Reckless Attack, Dangersense | 2 | +2 |
3 | +2 | Sub-class ability | 3 | +2 |
4 | +2 | Ability Score Improvement | 3 | +2 |
5 | +2 | Extra Attack, Fast Movement | 3 | +2 |
6 | +3 | Sub-class ability | 4 | +2 |
7 | +3 | Feral Instincts | 4 | +2 |
8 | +3 | Ability Score Improvement | 4 | +2 |
9 | +4 | Brutal critical (1D) | 4 | +3 |
10 | +4 | Sub-class ability | 4 | +3 |
11 | +4 | Relentless Rage | 4 | +3 |
12 | +4 | Ability Score Improvement | 5 | +3 |
13 | +4 | Brutal Critical (2D) | 5 | +3 |
14 | +5 | Sub-class ability | 5 | +3 |
15 | +5 | Persistent Rage | 5 | +3 |
16 | +5 | Ability Score Improvement | 5 | +4 |
17 | +6 | Brutal Critical (3D) | 6 | +4 |
18 | +6 | Indomitable Might | 6 | +4 |
19 | +6 | Ability Score Improvement | 6 | +4 |
20 | +6 | Primal Champion | ∞ | +4 |
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:
|
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 | 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. |
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. |
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. |
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. |
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. |
- Animal Handling
- Athletics
- Intimidation
- Nature
- Perception
- Survival
Your Starting Equipment is
- any martial weapon
- (a) 2x hand axes or (b) any simple weapons
- an explorer's pack
- 4x Javelins
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