Level 2
You have 2 class points.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
Optional Abilities
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 barbarian level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Reckless Attack
You can throw aside all concern for defence 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 an 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.
Action Surge
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Level 3
You gain 1 class point.
Optional Abilities
Frenzy
You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
Spirit Seeker
You must make or acquire a physical totem object - an amulet or similar adornment - that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Eagle. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Born to the Saddle
Your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Fueled by Fury
If you inflict a killing blow on an enemy whilst raging, your lust for the battle fuels you on. Afteryou have taken your action and any bonus actions available to you, you may take one additional action to attack any enemy within 5ft of either you or the slain enemy. On a hit, you cause additional damage equal to your barbarian level + your Strength modifier.
Adrenaline
When you enter combat, your body instantly responds to your battle urges, releasing a heavy dose of adrenaline into your system. After rolling your Initiative roll, you gain temporary hit points equal to your barbarian level.
Level 5
You gain 2 class points.
Optional Abilities
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 6
You gain 1 class point.
Optional Abilities
Mindless Rage
You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Aspect of the Beast
You gain a magical benefit based on the totem animal of your choice. If you also have the Totem Spirit ability, you do not have to use the same animal.
Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Wolf You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
Level 7
You gain 1 class point.
Optional Abilities
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.
Mighty Influence
Your strength speaks for itself. You can add your Strength modifier to your Charisma (Intimidation) checks.
Level 9
You gain 1 class point.
Optional Abilities
Unbreakable Hold
Your immense strength grants you an unbreakable hold. You gain the following features:
- The size of creatures that you can grapple increases by one size. When you grapple a creature more than one size larger than you, it can move as normal, but you move with it so long as there is an unoccupied space adjacent to it.
- While you are dragging a grappled creature that is one size larger than you or smaller, your speed isn't reduced.
- You gain advantage on Strength checks when attempting to grapple a creature.
Level 10
You gain 1 class point.
Optional Abilities
Intimidating Presence
You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Level 11
You gain 1 class point.
Optional Abilities
Relentless Rage
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 14
You gain 1 class point.
Optional Abilities
Retaliation
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Rampage
Once per turn, when you take the Attack action while raging and miss a creature with an attack, you can repeat the attack against a different target within 10 feet of the original target, if it is within your reach or range, without using an action.
Level 15
You gain 1 class point.
Optional Abilities
Persistant Rage
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Level 18
You gain 1 class point.
Optional Abilities
Avatar of Battle
You gain resistance to bludgeoning, piercing, and slashing damage, even when not raging.
Indomitable Might
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Survivor
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Stunning Critical
When you deal critical damage, the target is stunned.
Last Resort
Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can’t use it again until you finish a long rest.
Level 20
You gain 1 class point.
Optional Abilities
Primal Champion
Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Barbarian Table
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