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BARBARIAN

Lev Proficie Features Rages Rage Damage


el ncy
Bonus

1st +2 Rage,Unarmored Defense 4 +2

2nd +2 Danger Sense,Reckless Attack 4 +2

3rd +2 Primal Path,Primal Knowledge 4 +3

4th +2 Ability Score Improvement 4 +3

5th +3 Extra Attack,Fast Movement 6 +4

6th +3 Path Feature 6 +4

7th +3 Feral Instinct,Instinctive Pounce 6 +5

8th +3 Ability Score Improvement 6 +5

9th +4 Brutal Critical (1 die) 8 +6

10t +4 Path feature 8 +6


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11t +4 Relentless Rage 8 +7


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12t +4 Ability Score Improvement 8 +7


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13t +5 Brutal Critical (2 dice) 10 +8


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14t +5 Path feature 10 +8


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15t +5 Persistent Rage 10 +9


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16t +5 Ability Score Improvement 10 +9


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17t +6 Brutal Critical (3 dice) 12 +10


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18t +6 Indomitable Might 12 +10


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19t +6 Ability Score Improvement 12 +11
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20t +6 Primal Champion Unlimited +11


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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 +2
bonus to the damage roll. This bonus increases as you level.
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 maximum number of times for your barbarian
level, you must finish a long rest before you can rage again. You may rage
a number of times equal to twice your proficiency bonus.

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 to attack with fierce
desperation. When you make your first attack on your turn, you can decide
to attack recklessly. Doing so gives you disadvantage on the attack roll but
makes a hit an automatic critical hit.

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

Path of the Ranger


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The Ranger barbarian specializes in heavy ranged weaponry. Instead of
hiding in distant and concealed places, the Ranger barbarians use their
superior resistance to fight in close range maximizing damage. You gain
proficiency in heavy ranged weapons.

Brutal Trigger
While raging, you can add your rage damage to heavy ranged attacks
made in a 30 ft radius. In addition, you can use your strength modifier for
attack and damage rolls with heavy ranged weapons inside that range.

No Guard
While raging, you can make attacks sacrificing your defense to get better
hits. When making a heavy ranged attack, you can reduce your own AC
by up to -3 until you next turn. For each point reduced in AC, you can add
+1 to the attack or the damage roll.
This feature allows you to reduce 3 additional points in AC when you
reach levels 6, 10 and 14.

Path of the Slasher


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The Slasher barbarian specializes in heavy slashing weapons like
greataxes and greatswords. Be cautious to avoid flying heads around one.

Brutal Slash
While raging, if one of your attacks inflicts the bleeding effect on a
creature, the bleeding is improved and deals your rage damage in addition
to the effect’s damage.

No Guard
While raging, you can make attacks sacrificing your defense to get better
hits. When making a heavy slashing attack, you can reduce your own AC
by up to -3 until you next turn. For each point reduced in AC, you can add
+1 to the attack or the damage roll.
This feature allows you to reduce 3 additional points in AC when you
reach levels 6, 10 and 14.

Path of the Impaler


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The Impaler barbarian specializes in heavy piercing weapons like the
greatlance and the joust. It’s just like acupuncture, but a bit more painful.

Brutal Impalement
While raging, if one of your attacks inflicts the impaling effect on a
creature, you may add your rage damage to the extra damage. Also,
enemies impaled by you have their speed reduced to 0 for their next turn.

No Guard
While raging, you can make attacks sacrificing your defense to get better
hits. When making a heavy piercing attack, you can reduce your own AC
by up to -3 until you next turn. For each point reduced in AC, you can add
+1 to the attack or the damage roll.
This feature allows you to reduce 3 additional points in AC when you
reach levels 6, 10 and 14.

Path of the Crusher


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The Crusher barbarian specializes in heavy bludgeoning weapons like the
maul and greathammer. Their hits are especially good at relieving
headaches.

Brutal Crushing
While raging, if one of your attacks inflicts the ragdoll effect on a creature,
you can also throw them up to 5 feet away. If another creature is hit it
must succeed in a dexterity saving throw or be knocked prone. Ragdolled
creatures also suffer from the defense crushed debuff.

No Guard
While raging, you can make attacks sacrificing your defense to get better
hits. When making a heavy piercing attack, you can reduce your own AC
by up to -3 until you next turn. For each point reduced in AC, you can add
+1 to the attack or the damage roll.
This feature allows you to reduce 3 additional points in AC when you
reach levels 6, 10 and 14.

Primal Knowledge
3rd-level barbarian optional feature
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.

Ability Score Improvement


When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
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.

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

Path of the Ranger


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Hawkeye
While raging, your instinct gives you superhuman reaction speed.
Enemies moving inside or while inside a 30 ft radius range around you
provoke ranged opportunity attacks for you. You also ignore the loading
properties of weapons.

No Guard
When making a heavy ranged attack, you can reduce your own AC by up
to -6 until you next turn. For each point reduced in AC, you can add +1 to
the attack or the damage roll.

Path of the Slasher


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Edge of the guardian
While raging, heavy slashing weapons count as a shield while being held
with both hands, giving a +2 to the AC. Also, when you inflict bleeding on
a target its movement speed gets sliced in half until your next turn.
No Guard
When making a heavy slashing attack, you can reduce your own AC by up
to -6 until you next turn. For each point reduced in AC, you can add +1 to
the attack or the damage roll.

Path of the Impaler


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Ripost
While raging, you can use your reaction to parry and counterattack an
enemy within the range with a heavy piercing attack. You make your
attack roll and may compare it to the enemy roll, if yours is greater, the
parry is successful. You can use Ripost a number of times equal to your
proficiency bonus between long rests.

No Guard
When making a heavy piercing attack, you can reduce your own AC by up
to -6 until you next turn. For each point reduced in AC, you can add +1 to
the attack or the damage roll.

Path of the Crusher


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Concussion
While raging, targets knocked ragdoll by you get a concussion.
Concussed targets get disadvantage in attack rolls and saving throws until
the end of the combat or an early end of the effect.

No Guard
When making a heavy bludgeoning attack, you can reduce your own AC
by up to -6 until you next turn. For each point reduced in AC, you can add
+1 to the attack or the damage roll.
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.

Instinctive Pounce
7th-level barbarian optional feature
As part of the bonus action you take to enter your rage, you can move up
to half your speed.

Ability Score Improvement


When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.

Brutal Critical (1 die)


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.

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

Path of the Ranger


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Disable
While raging, if a creature that you can see tries to attack another creature
with a melee attack up to 30 ft of you, you can shoot them to impose
disadvantage on the attack. You may roll a heavy ranged weapon attack
and if it hits the disadvantage takes place. You can use this feature twice
between long rests.

No Guard
When making a heavy ranged attack, you can reduce your own AC by up
to -9 until you next turn. For each point reduced in AC, you can add +1 to
the attack or the damage roll.

Path of the Slasher


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Bloodlust
While raging, if you inflict the bleeding effect on the same target more than
once, it will start to stack up to three times. Creatures immune to the
bleeding effect for reasons other than not having bodily fluids can now be
inflicted with the basic effect. If you kill a target with five bleeding stacks
you can take an extra turn.

No Guard
When making a heavy slashing attack, you can reduce your own AC by up
to -9 until you next turn. For each point reduced in AC, you can add +1 to
the attack or the damage roll.

Path of the Impaler


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Charge
While raging, you can use all your attack and movement actions to charge
twice your movement speed in a direction with your heavy piercing
weapon without generating opportunity attacks. Any creature hit by the
charge will be instantly impaled and pinned to other creatures and
obstacles that the charger hits. If the barbarian hits a solid obstacle the
charge ends and all creatures affected will be stunned. You can charge
twice between long rests.
No Guard
When making a heavy piercing attack, you can reduce your own AC by up
to -9 until you next turn. For each point reduced in AC, you can add +1 to
the attack or the damage roll.

Path of the Crusher


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Shatter
While raging, if you attack not worn objects with heavy bludgeoning
weapons your damage is always critical. If you roll a natural 20 in the die
you instantly shatter it in pieces ignoring the material resistance. The only
exception is magical resistance.

No Guard
When making a heavy bludgeoning attack, you can reduce your own AC
by up to -9 until you next turn. For each point reduced in AC, you can add
+1 to the attack or the damage roll.

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.

Ability Score Improvement


When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.

Brutal Critical (2 dice)


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.

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

Path of the Ranger


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Oathshooter
While raging, the first enemy you attack gets marked as your sworn
enemy until one of you dies or the next dawn. Attacks you make against
your sworn enemy are made with advantage. The target also gains no
benefit from partial cover.

No Guard
While raging, you can make attacks sacrificing your defense to get better
hits. When making a heavy ranged attack, you can reduce your own AC
by up to -12 until you next turn. For each point reduced in AC, you can
add +1 to the attack or the damage roll.

Path of the Slasher


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Vorpal beast
While raging, every weapon used by the barbarian receives the vorpal
effect in addition to its usual effects. Beheading a creature counts as
killing one creature with 3 bleeding stacks.

No Guard
When making a heavy slashing attack, you can reduce your own AC by up
to -12 until you next turn. For each point reduced in AC, you can add +1 to
the attack or the damage roll.

Path of the Impaler


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Execute
Once per long rest, while you are raging, you can make an execution
attack with a heavy piercing weapon. You must attack with disadvantage
and cannot benefit from “No Guard”. If it hits and the creature isn’t immune
to being executed it instantly dies. Immune creatures instead take 10d10
damage.

No Guard
When making a heavy piercing attack, you can reduce your own AC by up
to -12 until you next turn. For each point reduced in AC, you can add +1 to
the attack or the damage roll.

Path of the Crusher


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Crush
While raging, you can make a bonus heavy bludgeoning attack against a
ragdolled creature that you hit in that turn.

No Guard
When making a heavy bludgeoning attack, you can reduce your own AC
by up to -12 until you next turn. For each point reduced in AC, you can
add +1 to the attack or the damage roll.

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.

Ability Score Improvement


When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.

Brutal Critical (3 dice)


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.

Ability Score Improvement


When you reach 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.
If your DM allows the use of feats, you may instead take a feat.

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.

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