Variant Human: Two different ability scores of your choice increase by 1.
You gain proficiency in one skill of your choice.
You gain one Feat of your choice.
Criminal: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Feat: Crusher: You are practiced in the art of crushing your enemies, granting you the following benefits:
Increase your Strength or Constitution by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Barbarian: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
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.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Path of the dragon: At 3rd level, whenever you enter a rage, you can choose to
give in to your draconic fury and manifest aspects of a
draconic being; growing natural weapons as claws erupt
from your fingertips, fangs sprout from your maw, and you
gain a vicious lashing tail (or an existing tail changes and
becomes stronger).
If you do, your draconic pride compels you to stow and
doff any weapons and shields you are wielding. You can do
this as part of the same bonus action you use to enter your
rage, and you must do so in order to gain the benefits of
your draconic fury. You cannot wield any weapons or
shields until you stop raging, and you gain the Natural
Weapons and Fury Points features until your rage ends:
Natural Weapons
You gain the following natural weapons, but you can only
use one at a time as part of the Attack action:
Natural Weapon Damage Properties
Claws 1d6 slashing —
Tail 1d8 bludgeoning Reach
Bite 1d8 piercing —
Fury Points
When you enter a rage, if you gave in to your draconic fury,
you can gain fury points to enhance your natural weapons.
You can gain fury points in the following ways:
When you score a critical hit, you gain 1 fury point.
If you deal damage to a creature, and it is reduced to 0
hit points before your next turn, you gain 1 fury point.
At the start of your turn, if you took damage since the
beginning of your previous turn, you gain 1 fury point.
You can gain a maximum amount of fury points equal to
your proficiency bonus, and you lose any remaining fury
points when your rage ends. You can use your fury points to
enhance your natural weapons in the following ways:
Bite: Once per turn when you hit a creature with your
bite, you can spend 2 fury points to regain an amount of hit
points equal to twice your Constitution modifier (min. of 2),
provided you have less than half your maximum hit points.
Claws: When you take the Attack action on your turn and
make an attack with your claws, provided both your hands
are free, you can make one additional attack using your
claws as part of the same action. While you possess at least
2 fury points, attack rolls you make with your claws will
score a critical hit on a roll of 19 or 20.
Tail: Your tail always counts as an equipped weapon, and
can be used to make opportunity attacks. Once per turn
when you hit a creature with your tail, you can spend 1 fury
point to make a contested Strength (Athletics) check
against them and knock them prone if you win, but you can
only use this on creatures up to one size larger than you.
Dragon Color
Starting at 3rd level, you choose a Dragon Color. The
damage type associated with each Dragon Color is used by
features of this path. Additionally, you can now speak, read
and write Draconic. Whenever you make a Charisma check
when interacting with dragons, your proficiency bonus is
doubled if it applies to the check.
Dragon Color
Dragon Color Damage Type
Blue Lightning
Draconic Ascension
At 6th level, your Draconic Form grants you additional
draconic aspects. When you enter a rage, if you gave in to
your draconic fury, you gain a number of fury points equal
to half your proficiency bonus (rounded down), and you gain
the following benefits while raging:
Wings: You gain dragon wings which last until your rage
ends. Your wings allow you to glide, but aren't strong
enough to grant you flight yet. When falling you can use
your reaction to slow your descent, as if under the effects of
a feather fall spell. In addition, for each foot that you fall,
you can move one foot horizontally in any direction. While
aloft, you count as taking damage for the purpose of
maintaining your rage. Your clothes and armor magically
change to accommodate these new wings. Starting at 14th
level, your Draconic Form's wings are now strong enough to
give you flight. While not wearing heavy armor, you gain a
flying speed equal to your walking speed.
Resistance: You gain resistance against the damage type
of your chosen color on the Dragon Color table while
raging. If you already have resistance to this damage type,
then all damage you deal ignores resistance to the damage
type associated with your chosen Dragon Color.
Vicious weapons: Your natural weapons count as
magical for the purpose of overcoming resistance and
immunity to nonmagical attacks and damage.
Unleashed Fury
Starting at 10th level,
the marks of your draconic
heritage no longer entirely fade
when you are not raging. You gain
scales which permanently grant you
your Draconic Form's Resistance benefit.
Additionally, if you gave in to your draconic
fury when you entered your rage, you can use
a bonus action while raging to spend a number of
fury points and breathe out a powerful blast of elemental
energy. Creatures within a 15-foot cone must make a
Dexterity saving throw. The DC of this saving throw is 8 +
your Constitution modifier + your proficiency bonus. A
creature takes 2d6 damage for each fury point you
expended on a failed save, and half as much damage on a
successful one. The damage type is the same as the damage
type of your chosen Dragon Color.
Similar to the racial breath weapons of half dragons and
dragonborn, using this feature counts as attacking a hostile
creature for the purpose of maintaining your rage.
Draconic Savagery
Starting at 14th level, you rip and tear
your opponents apart, violently and without
mercy. Once on each of your turns, when one of
your melee attacks reduces an object or creature's
hit points to a number less than your Strength score,
you instantly reduce it to 0 hit points. Additionally,
you suffer none of the drawbacks of old age, you can't be
aged magically, and your lifespan extends by 1000 years.
Primal Knowledge (Optional)
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, 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.
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
Fighter:Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.