Level 1
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.
Level 2
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.
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.
Level 3
Dangerous Bravado
At 3rd level, while you're raging and not wearing heavy armor, you lose any resistance to slashing, piercing, or bludgeoning damage taken, and instead take 50% more damage from those damage types.
All In
At 3rd level, you gain a bonus to the damage rolls of melee weapon attacks equal to half of the largest amount of damage you have taken in your current rage if you aren't wearing heavy armor.
Level 4
Charge Through (4)
Other creature's spaces are not difficult terrain for you. If you move at least 15 feet in a straight line, you can attempt to move through a hostile creature's space with that movement if they're no more than one size larger than you. If you do, make a Strength (Athletics) check contested by their Strength (Athletics) check, stopping directly in front of the target if you fail. Alternatively, the target can choose to avoid you, negating the contested check and letting you pass. If the target is incapacitated, they cannot choose to avoid you, and you automatically succeed on the check. If you succeed, you continue to move forward, and you either knock the target prone or push it 5 feet in a direction of your choice that's out of your path.
Assault Captain's Armory
You gain exotic proficiency with the Long Spear, the Daborakian Kite Shield, and the Krazaxian Tower Shield. While wielding a Daborakian Kite Shield, you can wield a pike in one hand, and you can wield a lance in one hand without being mounted.
Level 5
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.
Level 6
Now or Never
At 6th level, you can choose one of your attacks in an attack action, and that attack can score a critical hit on a roll of 15-20. Using this feature provokes an opportunity attack from your target, and their attack can score a critical hit on a roll of 15-20. The target can make this attack even if they do not have a reaction to use but does use their reaction if they haven't used it already. You cannot use this feature again until you finish a short rest.
Level 7
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.
Level 8
Wide Charge (8)
Wide Charge: When using Charge Through, a target that chooses to move out of the way can be targeted with a free attack action. This can be done once per target, against a number of targets equal to your proficiency modifier per Charge Through
Overrun
Whenever you successfully use Charge Through and knock the target prone, you deal your weapon's base damage dice to them.
Level 9
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.
Level 10
Rowdy Rudy
At 10th level, whenever you are defeated, you can instead be reduced to 1 hit point. If you use this feature, all creatures within 30 feet of you gain advantage on attack rolls for 1 round. You cannot use this feature again until you finish a long rest.
Level 11
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.
Level 11
Death Line Charge (12)
If you are wielding a shield when you successfully use Charge Through against a standing creature, instead of knocking them prone or pushing them away, you can instead choose to push them forward with you. If you do, the creature is forcefully pushed forward as you move as long as it's in a straight line, staying in front of you the whole way. At the end of your movement, the creature is pushed 5 feet away from you, plus an additional 5 feet for each size smaller they are than you, and then knocked prone. If you moveyou would move through multiple creature's spaces with the same straight movement, you can use Death Line Charge on each of them, up to your Strength modifier, pushing them together forward with each one directly behind the next.
Should your target succeed the Athletics check, the charge ends, and pushback effect is not applied to the target who succeeded the save, or all other targets being affected by Death Line Charge.
Overpierce
Once per turn when you successfully use Death Line Charge while wielding a weapon from the spear weapon group, you can roll your weapon's base damage dice and deal that much damage to the target and to hostile creatures in a 10-foot line behind them.
Pave the Way
If you are wielding a Krazaxian Tower Shield when you use Charge Through, the target cannot choose to avoid you. You may make the free attack from Wide Charge against these targets. Furthermore, you can use Charge Through against hostile creatures that are diagonally 5 feet in front of you as though you were moving through their space.
Prestige
Sortie (prestige 1)
You can use a bonus action to dash. If you use your bonus action to dash, you can use a bonus action to make one melee weapon attack with each weapon you're wielding. If you're wielding a shield, you can shove a creature with it as well, adding your shield's AC bonus to your Strength (Athletics) check.
Dive Into the Fray (prestige 2)
If you use your action or bonus action to dash, your jump distances are doubled until the start of your next turn. If you make an attack with Sortie immediately after jumping at least 30 feet in length or height, you can make a Strength (Athletics) check and add the result as extra damage to the attack. You can use this feature a number of times per short or long rest, equal to your prestige.
Pursue the Enemy (prestige 3)
If you use your action or bonus action to dash, until the start of your next turn you can move at the end of another creature's turn in the initiative as long as it's towards a hostile creature you can see or hear. You can move up to 15 feet at a time this way, but the total movement made this way cannot exceed your speed.
Race
Darkvision: Familiar with the darkness of the jungles of Khao, you have become acclimated to the dim light and darkness of various kinds. 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 lit. You can’t discern color in darkness, only shades of grey.
Powerful Tail: Your tail is a powerful and useful appendage. While wearing armor you are considered to be wearing equipment for the purposes of serving as a mount to a creature of a size smaller than you. While mounted in this way, you maintain your full range of actions and you can take your turn during your rider’s turn instead of your own, but you receive a -1 to your AC. Once you choose to take your turn on your initiative or your rider’s then you cannot change this until initiative ends or you are dismounted.
Feathered Wings: Quetzalcoatl possess powerful wings that are normally hidden. As an action you summon forth a pair of magical wings for 1 minute. While your wings are active you gain a fly speed of 30 feet. At 5th level your power has grown to such a point that they can be maintained for up to an hour, dismissed with an action, and your fly speed increases to 60 feet. Once your wings are manifested they cannot do so again until you finish a short or long rest.
Mark of Death: Your purpose is to cull life, to slay the living, to kill. You gain proficiency in simple and martial weapons and gain a +2 to initiative checks. If you already possess proficiency in simple and martial weapons, you instead gain proficiency in two exotic weapons of your choice.
Other
Factionless: Survival and Brewer's Supplies
The Seven: Perception
Class/Racial Features & Traits