Wolfkind
Ability Score Increase. Your Strength and Constitution scores increase by 1.
Darkvision. 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 light. You can't discern color in darkness, only shades of gray.
Hunter. You have proficiency in the (Nature) skill.
Powerful Jaws. Your sharp teeth make a powerful weapon; as such, you can use your bite to make unarmed strikes. When you hit with it, the strikes deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Keen Senses. You have proficiency in the (Perception) skill.
Languages. You can speak, read, and write Common and one other language of your choice. (Orc)
Wolfkind Subrace (Mountain Wolf)
Ability Score Increase. Your Constitution score increases by 1.
Mountain Born. You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.
Booming Howl. As an action, you unleash a magical howl to debilitate those nearby. The howl can be heard 300 feet away. Every creature within 5 feet of you must make a Strength saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. On a failed save, a creature takes 1d6 thunder damage, and it is knocked back 10 feet from you. The thunder damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level. Once you use this ability, you must complete a short or long rest before you can do so again.
DC: 14
Barbarian
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics and Intimidation
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.
Rage Damage: +2
4/Long Rest
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.
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.
4th Level: (+1 to Dex, +1 to Con)
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.
Path of the Strongest
Favorite Weapon
When you choose this subclass at 3rd level, you can choose a melee weapon as a favorite weapon. If your chosen favorite weapon lacks the heavy or two-handed property, you can engage in two-weapon fighting with it.
In addition, while raging, you gain the ability of use special techniques, depending on the properties in your weapon. If the chosen weapon has multiple properties, you must choose only one at the start of your turn, and can chose another at each of your turns.
Favorite Weapon: Greataxe
At 14th level, you may choose another weapon to be a favorite weapon.
- Heavy Blow. When wielding a favorite weapon with the Heavy property, on a successful hit on a creature one size smaller or larger than you, you may reduce the damage of the attack to 0 in exchange for knocking the creature prone.
- Riposte. When wielding a favorite weapon with the Light property, whenever you are attacked by a creature 5ft next to you, you may use your Reaction to make a single attack against the creature that attacked you.
- Versatile Efficiency. When wielding a favorite weapon with the Versatile property, you use the damage given in parentheses even when you use it single-handed.
- Cautious Reach. When wielding a favorite weapon with the Reach property, you may now make Opportunity attacks on creatures entering your weapon's reach.
- Long Throw. When wielding a favorite weapon with the Thrown property, you no longer suffer disadvantage when attacking at long range with your weapon and you may as part of an attack draw and throw/strike with your favorite weapon so long as you have an open hand in which to do so.
Body of Strength
Starting at 6th level, through numerous effort, you've managed to gain a body that is truly powerful and enduring. You no longer suffer from any effect that reduces your Strength, and exhaustion can't give you disadvantage on Strength checks.
In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Folk Hero
Skill Proficiencies: Animal Handling, Survival
Defining Event
You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.
I saved people during a natural disaster.
Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.