{"name":"Barbarian","overview":"For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.","hit_dice":"1d12","hit_points_at_1st_level":"12 + your Constitution modifier","hit_points_at_higher_levels":"1d12 (or 7) + your Constitution modifier per barbarian level after 1st","armor_proficiencies":"Light armor, medium armor, shields","weapon_proficiencies":"Simple weapons, martial weapons","tools":"None","saving_throws":"Strength, Constitution","skills":"Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a greataxe or (b) any martial melee weapon[\/li]\r\n[li](a) two handaxes or (b) any simple weapon[\/li]\r\n[li]An explorer's pack and four javelins[\/li]\r\n[\/ul]\r\n","spellcasting":"","class_features":"[b]Rage\r\n[br][\/b]\r\nIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.\r\n\r\nWhile raging, you gain the following benefits if you aren't wearing heavy armor:\r\n\r\n[ul]\r\n[li]You have advantage on Strength checks and Strength saving throws.[\/li]\r\n[li]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.[\/li]\r\n[li]You have resistance to bludgeoning, piercing, and slashing damage.[\/li]\r\n[\/ul]\r\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\r\n\r\nYour 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.\r\n\r\nOnce 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.\r\n\r\n[b]Unarmored Defense\r\n[br][\/b]\r\nWhile 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.\r\n\r\n[b]Danger Sense\r\n[br][\/b]\r\nAt 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.\r\n\r\n[b]Reckless Attack\r\n[br][\/b]\r\nStarting 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.\r\n\r\n[b]Primal Path\r\n[br][\/b]\r\nAt 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.\r\n\r\n[b]Primal Knowledge (Optional)\r\n[br][\/b]\r\nWhen 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.\r\n\r\n[b]Ability Score Improvement\r\n[br][\/b]\r\nWhen 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.\r\n\r\n[b]Extra Attack\r\n[br][\/b]\r\nBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n[b]Fast Movement\r\n[br][\/b]\r\nStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.\r\n\r\n[b]Feral Instinct\r\n[br][\/b]\r\nBy 7th level, your instincts are so honed that you have advantage on initiative rolls.\r\n\r\nAdditionally, 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.\r\n\r\n[b]Instinctive Pounce (Optional)\r\n[br][\/b]\r\nAt 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.\r\n\r\n[b]Brutal Critical\r\n[br][\/b]\r\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.\r\n\r\nThis increases to two additional dice at 13th level and three additional dice at 17th level.\r\n\r\n[b]Relentless Rage\r\n[br][\/b]\r\nStarting 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.\r\n\r\nEach 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.\r\n\r\n[b]Persistent Rage\r\n[br][\/b]\r\nBeginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.\r\n\r\n[b]Indomitable Might\r\n[br][\/b]\r\nBeginning 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.\r\n\r\n[b]Primal Champion\r\n[br][\/b]\r\nAt 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.","subclass_options":"[h3]Path of the Ancestral Guardian[\/h3]\r\nSome barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.\r\n\r\nBarbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors\u2019 deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.\r\n\r\n[b]Ancestral Protectors\r\n[br][\/b]\r\nStarting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you\u2019re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target\u2019s attacks.\r\n\r\n[b]Spirit Shield\r\n[br][\/b]\r\nBeginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.\r\n\r\nWhen you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.\r\n\r\n[b]Consult the Spirits\r\n[br][\/b]\r\nAt 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.\r\n\r\nAfter you cast either spell in this way, you can\u2019t use this feature again until you finish a short or long rest.\r\n\r\n[b]Vengeful Ancestors\r\n[br][\/b]\r\nAt 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.\r\n\r\n[h3]Path of the Battlerager[\/h3]\r\nKnown as Kuldjargh (literally \"axe idiot\") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.\r\n\r\n[b]Restriction: Dwarves Only\r\n[br][\/b]\r\nOnly dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.\r\n\r\nYour DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.\r\n\r\n[b]Battlerager Armor\r\n[br][\/b]\r\nWhen you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.\r\n\r\nWhile you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.\r\n\r\nAdditionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.\r\n\r\n[b]Reckless Abandon\r\n[br][\/b]\r\nBeginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.\r\n\r\n[b]Battlerager Charge\r\n[br][\/b]\r\nBeginning at 10th level, you can take the Dash action as a bonus action while you are raging.\r\n\r\n\r\n[b]Spiked Retribution\r\n[br][\/b]\r\nStarting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.\r\n\r\n[h3]Path Of The Beast[\/h3]\r\nBarbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.\r\n\r\nSuch a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.\r\n[table]\r\n[tr]\r\n[th]d4[\/th]\r\n[th]Origin[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]One of your parents is a lycanthrope, and you've inherited some of their curse.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]You are descended from an archdruid and inherited the ability to partially change shape.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]A fey spirit gifted you with the ability to adopt different bestial aspects.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]An ancient animal spirit dwells within you, allowing you to walk this path.[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Form of the Beast\r\n[br][\/b]\r\nStarting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.\r\n\r\nYou choose the weapon\u2019s form each time you rage:\r\n\r\n[b]Bite. [\/b]Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.\r\n\r\n[b]Claws.[\/b] Each of your hands transforms into a claw, which you can use as a weapon if it\u2019s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.\r\n\r\n[b]Tail. [\/b]You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.\r\n\r\n[b]Bestial Soul\r\n[br][\/b]\r\nBeginning at 6th level, the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\nYou can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:\r\n\r\n[ul]\r\n[li]You gain a swimming speed equal to your walking speed, and you can breathe underwater.[\/li]\r\n[li]You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.[\/li]\r\n[li]When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check\u2019s total. You can make this special check only once per turn.[\/li]\r\n[\/ul]\r\n[b]Infectious Fury\r\n[br][\/b]\r\nAt 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):\r\n\r\n[ul]\r\n[li]The target must use its reaction to make a melee attack against another creature of your choice that you can see.[\/li]\r\n[li]Target takes 2d12 psychic damage.[\/li]\r\n[\/ul]\r\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\n[b]Call the Hunt\r\n[br][\/b]\r\nAt 14th level, the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.\r\n\r\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\n[h3]Path of the Berserker[\/h3]\r\nFor some barbarians, rage is a means to an end \u2013 that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.\r\n\r\n[b]Frenzy\r\n[br][\/b]\r\nStarting when you choose this path at 3rd level, 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.\r\n\r\n[b]Mindless Rage\r\n[br][\/b]\r\nBeginning at 6th level, 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.\r\n\r\n[b]Intimidating Presence\r\n[br][\/b]\r\nBeginning at 10th level, 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.\r\n\r\nIf the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.\r\n\r\n[b]Retaliation\r\n[br][\/b]\r\nStarting at 14th level, 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.\r\n\r\n[h3]Path of the Storm Herald[\/h3]\r\nTypical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.\r\n\r\nStorm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world\u2019s end, or deep in the hottest deserts.\r\n\r\n[b]Storm Aura\r\n[br][\/b]\r\nWhen you select this path at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.\r\n\r\nYour aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.\r\n\r\nIf your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\r\n\r\n[b]Desert.[\/b] When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.\r\n\r\n[b]Sea.[\/b] When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.\r\n\r\n[b]Tundra. [\/b]When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.\r\n\r\n[b]Storm Soul[\/b]\r\n[br]At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.\r\n\r\n[b]Desert.[\/b] You gain resistance to fire damage, and you don\u2019t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.\r\n\r\n[b]Sea. [\/b]You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.\r\n\r\n[b]Tundra.[\/b] You gain resistance to cold damage, and you don\u2019t suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.\r\n\r\n[b]Shielding Storm\r\n[br][\/b]\r\nAt 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.\r\n\r\n[b]Raging Storm\r\n[br][\/b]\r\nAt 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.\r\n\r\n[b]Desert.[\/b] Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Barbarian level.\r\n\r\n[b]Sea.[\/b] When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.\r\n\r\n[b]Tundra.[\/b] Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.\r\n\r\n[h3]Path of the Totem Warrior[\/h3]\r\nThe Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.\r\n\r\nMost barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.\r\n\r\n[b]Spirit Seeker\r\n[br][\/b]\r\nYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.\r\n\r\n[b]Totem Spirit\r\n[br][\/b]\r\nAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object \u2013 an amulet or similar adornment \u2013 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.\r\n\r\nYour 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.\r\n\r\n[b]Bear.[\/b] 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.\r\n\r\n[b]Eagle.[\/b] 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.\r\n\r\n[b]Elk.[\/b] While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.\r\n\r\n[b]Tiger.[\/b] While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.\r\n\r\n[b]Wolf.[\/b] 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.\r\n\r\n[b]Aspect of the Beast\r\n[br][\/b]\r\nAt 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.\r\n\r\n[b]Bear.[\/b] 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.\r\n\r\n[b]Eagle.[\/b] 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.\r\n\r\n[b]Elk.[\/b] Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.\r\n\r\n[b]Tiger.[\/b] You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.\r\n\r\n[b]Wolf.[\/b] 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.\r\n\r\n[b]Spirit Walker\r\n[br][\/b]\r\nAt 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.\r\n\r\n[b]Totemic Attunement\r\n[br][\/b]\r\nAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.\r\n\r\n[b]Bear.[\/b] While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.\r\n\r\n[b]Eagle.[\/b] While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.\r\n\r\n[b]Elk.[\/b] While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.\r\n\r\n[b]Tiger.[\/b] While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.\r\n\r\n[b]Wolf. [\/b]While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.\r\n\r\n[h3]Path of Wild Magic[\/h3]\r\nMany places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.\r\n\r\n[b]Magic Awareness\r\n[br][\/b]\r\nWhen you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn\u2019t behind total cover. When you sense a spell, you learn which school of magic it belongs to.\r\n\r\nYou can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\n[b]Wild Surge\r\n[br][\/b]\r\nAlso at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.\r\n\r\nIf the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\r\n[table]\r\n[tr]\r\n[th]d8[\/th]\r\n[th]Effect[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td]A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Bolstering Magic\r\n[br][\/b]\r\nBeginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:\r\n\r\n[ul]\r\n[li]For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.[\/li]\r\n[li]Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature\u2019s choice). Once a creature receives this benefit, that creature can\u2019t receive it again until after a long rest.[\/li]\r\n[\/ul]\r\nYou can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\r\n\r\n[b]Unstable Backlash\r\n[br][\/b]\r\nAt 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.\r\n\r\n[b]Controlled Surge\r\n[br][\/b]\r\nAt 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.\r\n\r\n[h3]Path of the Zealot[\/h3]\r\nSome deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots \u2013 warriors who channel their rage into powerful displays of divine power.\r\n\r\nA variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.\r\n\r\n\r\n[b]Divine Fury\r\n[br][\/b]\r\nStarting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.\r\n\r\n[b]Warrior of the Gods\r\n[br][\/b]\r\nAt 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.\r\n\r\n[b]Fanatical Focus\r\n[br][\/b]\r\nStarting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.\r\n\r\n[b]Zealous Presence\r\n[br][\/b]\r\nAt 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[b]Rage Beyond Death\r\n[br][\/b]\r\nBeginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.\r\n\r\nWhile you're raging, having 0 hit points doesn\u2019t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don\u2019t die until your rage ends, and you die then only if you still have 0 hit points.\r\n\r\n[h3]Path of the Protector[\/h3]\r\nThe Path of the Protector consists of those\r\nbarbarians who use their strength for the benefit of\r\nthose they love. They will stop at nothing and throw\r\nthemselves in harm\u2019s way to ensure the safety of\r\nthose they vow to protect.\r\n\r\n[b]Any Means\r\n[br][\/b]\r\nProtectors will use anything at their disposal to\r\nprotect a loved one, even those they believe are\r\nunnatural. When you choose this path at 3rd level,\r\nyou gain the ability to cast the warding bond and\r\nmage armor spells a combined total of of times\r\nequal to 1 + your Constitution modifier, eschewing\r\nall components. You regain all expended uses after\r\nfinishing a long rest.\r\n\r\n[b]Punishment\r\n[br][\/b]\r\nAt 6th level, you gain advantage on attacks to hit\r\nenemies that have dealt damage to allies or those\r\nthat you care about strongly. If raging, you deal 1\r\nadditional point of damage to these enemies.\r\n\r\n[b]Sacrifice\r\n[br][\/b]\r\nStarting at 10th level, when an ally within 5 feet is\r\nabout to take damage from a melee attack, you can\r\nuse your reaction to deflect the hit. Make an attack\r\nroll against the enemy\u2019s AC. On a success, the\r\nattack deals no damage. On a failure, the attack\r\ndeals half damage to you. On a critical success, the\r\nenemy\u2019s weapon shatters. If raging, you deal your\r\nrage damage bonus on a successful deflection.\r\n\r\n[b]Indomitable Champion\r\n[br][\/b]\r\nAt 14th level, when an ally is reduced to a quarter\r\nor less of their hit points by an enemy, you can use\r\nyour reaction to charge up to 120 feet to a space\r\nwithin 5 feet of them. You can then make an attack\r\nroll. If raging, you deal twice your rage damage\r\nbonus. If you move more than 60 feet, you suffer\r\none level of exhaustion at the start of your next\r\nturn.\r\n\r\n[h3]Path of the Colossus[\/h3]\r\nThe colossus, sometimes known as a war-hulk, is a\r\nbarbarian of the front-lines, hefting massive weapons\r\nand sweeping away smaller combatants in their\r\nfury. To a war-hulk, strength is the only attribute\r\nthat matters. Cunning is for the weak; faith is for the\r\nweak; speed is for the weak. Victory is for the strong\r\nalone, and rage is the purest path to strength. This\r\npath is a favorite of goliaths and giants, who step\r\neasily into crushing smaller opponents.\r\n\r\n[b]Larger than Life\r\n[br][\/b]\r\nStarting when you choose this path at 3rd level, you\r\nbecome a titan in your anger. When you begin a\r\nrage, your size doubles in all dimensions, and your\r\nweight is multiplied by eight. This growth increases\r\nyour size by one category\u2014from Medium to Large,\r\nfor example. This size increase does not stack with\r\nsimilar size increases, such as from the enlarge\/reduce\r\nspell. If there isn\u2019t enough room for you to double\r\nyour size, you attain the maximum possible size in\r\nthe space available. Your weapons also grow to match\r\nyour new size. While these weapons are enlarged,\r\nyour attacks with them deal 1d4 extra damage.\r\nWhile raging, you can use your action to make\r\na massive swing against all creatures in a 15-foot line\r\nwithin your reach. Roll a separate attack roll for each\r\ntarget in the line.\r\n\r\n[b]Imposing Presence\r\n[br][\/b]\r\nAt 6th level, your immense stature can block line of\r\nsight. Ranged effects drawing line of sight through\r\nyour position treat targets behind you as if they\r\nhave three-quarters cover. When you are raging, this\r\nbecomes total cover.\r\n\r\n[b]Boulder Throw\r\n[br][\/b]\r\nAt 10th level, you can throw massive boulders\r\nor other suitably large objects as weapons. Such\r\nweapons are considered two-handed, heavy, thrown\r\nweapons with a range of 30\/60 feet. You have\r\nproficiency in such weapons. On a hit, a boulder\r\ndeals 2d8 bludgeoning damage. You can only throw\r\none boulder per turn.\r\n\r\n[b]Colossal Strength\r\n[br][\/b]\r\nAt 14th level, your Strength score increases by 2 and\r\nyour maximum for this score becomes 22. At 20th\r\nlevel, your Strength maximum becomes 26, rather\r\nthan 24.\r\nWhen you make a melee weapon attack while\r\nraging, the attack has reach if it did not have it\r\nbefore.\r\n[h3]Path of the Fin[\/h3]\r\nTribal communities exist all across the realms, in all\r\nmanner of locales and climes. While their customs\r\noften change, one steadfast certainty, seen time and\r\ntime again, is the reverence for particular animals\r\nlocal to that tribe. These are often wildly varied;\r\nnorthern tribes may revere the Wolf or the Bear,\r\nthose of the deserts follow the Hawk or the Jackal,\r\nand those of the jungle may aspire to the Ape or the\r\nTiger. It is in this tradition that the Path of the Fin,\r\nisland warriors capturing the bloodthirsty essence of\r\nthe great Shark, arose.\r\n\r\n[b]Aquatic\r\n[br][\/b]\r\nStarting when you choose this path at 3rd level, you\r\nare permanently adapted to life underwater. You can\r\nbreathe water as well as air and have a swim speed\r\nequal to your base movement speed. Additionally, if\r\nyou are swimming, your rage can\u2019t end early.\r\n\r\n[b]Feeding Frenzy\r\n[br][\/b]\r\nUnlike their land-locked brothers, fin barbarians\r\nundergo drastic physical transformations when they\r\nenter a rage. At 3rd level, while raging, you sprout\r\nrows of razor-sharp shark teeth and gain a melee bite\r\nattack. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you\r\ndeal piercing damage equal to 1d8 + your Strength\r\nmodifier instead of the bludgeoning damage normal\r\nfor an unarmed strike.\r\nWhen you hit a creature within 5 feet of you\r\nwith a melee attack, you can use a bonus action to\r\nmake a bite attack against that creature. This attack\r\nhas advantage if the creature has half its hit points\r\nor fewer. You can use this feature a number of times\r\nequal to your Constitution modifier (a minimum of\r\nonce) and regain all expended uses when you finish a\r\nlong rest.\r\n\r\n[b]Blood Sense\r\n[br][\/b]\r\nA fully-grown shark can smell a single drop of blood\r\nin the water almost a mile away. At 6th level, you\r\ngain an amazing sense of smell. You have advantage\r\non all Intelligence (Investigation) and Wisdom\r\n(Perception) checks dealing with smell, and you\r\ncan automatically track a single living creature\r\nwhose scent you are familiar with as long as the\r\ntrail is less than a week old. By spending a minute\r\nconcentrating, you can detect the scents of all living\r\ncreatures in a 100-foot radius, or up to a mile in the\r\nwater.\r\n\r\n[b]Mako\r\n[br][\/b]\r\nStarting at 10th level, your bite attack damage\r\nincreases to 1d10. Additionally, once per turn when\r\nyou hit a creature with your bite attack, it must make\r\na Dexterity saving throw (DC 8 + your proficiency\r\nbonus + your Strength modifier) or be knocked\r\nprone or grappled by you (your choice). The target\r\nhas disadvantage on this save if you are swimming.\r\n\r\n[b]Tnunami\r\n[br][\/b]\r\nBy 14th level, as a bonus action, you can conjure a\r\nmagical wave of salt water that rises at your feet and\r\nglides beneath you. The wave is up to 15 feet wide\r\nand 15 feet tall, and moves with you as you swim. If a\r\ncreature is caught up in the wave, it is forced to swim\r\nand hold its breath until it leaves the wave\u2019s area or\r\nthe wave moves away from it. The wave extinguishes\r\nunprotected flames in its area. The wave lasts for 1\r\nminute, after which it spreads across the ground in\r\nall directions and quickly evaporates.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[h3]Path of Heavy Metal[\/h3]\r\nThe barbarians of the Path of Heavy Metal do not do\r\nthings by halves. They fight the strongest foes, swing\r\nthe biggest axes, and play the loudest music. For this\r\nreason, any battle they get involved in tends to be\r\nnoisy, violent, and short.\r\nArmored only in face paint and studded belts,\r\nthese fearless hellions are known for screaming\r\ntheir enemies into submission and trashing taverns,\r\nthough they can also be thoughtful and erudite\r\nwhen not tapping into their primal fury. Away from\r\nthe battlefield, the \u201cthunderheads\u201d form a tight\r\nfraternity, bonded together by absolute commitment\r\nto their path and the shared recognition that the life\r\nof an adventurer\u2014with its grueling travel, explosive\r\nviolence, and unfamiliar lodgings\u2014is essentially a\r\nnever-ending tour.\r\n\r\n[b]Bonus Proficiencies\r\n[br][\/b]\r\nWhen you choose this path at 3rd level, you gain\r\nproficiency with three musical instruments of your\r\nchoice.\r\n\r\n[b]Heavy Metal Axe\r\n[br][\/b]\r\nAt 3rd level, your dabbling with craftsmen and bards\r\nhas taught you how to build the sickest instruments\r\npossible. You can spend 8 hours of work converting a\r\ntwo-handed weapon into an instrument with which\r\nyou are proficient. Only you can play an instrument\r\nweapon you have created, which retains all its\r\ncombat capabilities. You can maintain a total number\r\nof instrument weapons equal to your proficiency\r\nbonus.\r\n\r\n[b]Solo Shredding\r\n[br][\/b]\r\nAlso at 3rd level, you play your instrument weapon\r\neven in combat, rocking out as you crack skulls.\r\nWhen you enter a rage, you begin ferociously playing\r\na solo on your instrument weapon. After you deal\r\ndamage to a hostile creature during your rage with\r\nyour instrument weapon, you increase your Rage\r\nbonus damage by 1. You can increase your Rage\r\ndamage bonus up to a maximum of twice your\r\nproficiency bonus. This increase lasts until you\r\nare incapacitated, you are no longer holding your\r\ninstrument weapon, you miss an attack, or your rage\r\nends.\r\n\r\n[b]Killer Vocals\r\n[br][\/b]\r\nBy 6th level, as a bonus action, you can release a\r\nthunderous battle cry, blood-curdling screech, or\r\ngrowl. Each Large or smaller creature you choose within 5 feet of you is pushed 5 feet away from you\r\nand is deafened until the end of your next turn.\r\n\r\n[b]Up to Eleven\r\n[br][\/b]\r\nStarting at 10th level, you put total commitment into\r\nyour music. Whenever you make a Charisma check\r\nor any check that involves playing your instrument\r\nweapon, you can treat a d20 roll of 10 or lower as an\r\n\r\n[b]Smash Hit\r\n[br][\/b]\r\nBy 14th level, you\u2019ve learned that the best way to\r\nend a fight (and a performance) is to smash one of\r\nyour instrument weapons entirely. When you hit a\r\ncreature with your instrument weapon while you\r\nare raging, you can smash the weapon on the target,\r\ndealing an additional 4d12 damage. A nonmagical\r\ninstrument weapon is completely destroyed, whereas\r\na magical instrument weapon loses its musical\r\ncomponents and becomes a normal weapon.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n[h3]Path of the Muscle Wizard[\/h3]\r\nYou're a wizard! Perhaps you went to wizarding\r\nschool on a football scholarship or just picked up\r\na book at the gym and started reading. No matter\r\nhow you got here, you're a wizard, one that just\r\ncoincidentally has massive, rippling muscles. You\r\nhave the big dumb hat and the book filled with\r\ngibberish and everything!\r\nYou gently remind others, often by beating them\r\nto a pulp and cracking their bones, that your magical\r\npowers shouldn't be questioned. You're a good\r\nwizard, the best one, even! And only a fool would say\r\notherwise.\r\n\r\n[b]Unarguable Wizardry\r\n[br][\/b]\r\nStarting at 3rd level, your unquestionable legitimacy\r\n(and immense pectoral muscles) gives you advantage\r\non Charisma (Intimidation) checks made to\r\nconvince others that you are, in fact, a wizard.\r\nAdditionally, if someone questions your\r\nlegitimate magical prowess, you can instantly fly into\r\na rage for 1 round. This rage can't be extended and\r\ndoes not count against your total number of Rages\r\nfollowing a long rest. While in this rage, you can only\r\nattack the creature that provoked your ire and the\r\ncreature's allies.\r\n\r\n[b]\"CANTRIPS\"\r\n[br][\/b]\r\nAt 3rd level, you can call upon your \"magic\" to cast\r\n\"cantrips\" in combat. You can use the following \"cantrips\" a number of times equal to your Strength\r\nmodifier. You regain all expended uses when you\r\ntake a short or long rest. While you are raging, you\r\ncan cast your \"cantrips\" at will; using them does not\r\ncount against your total number of uses.\r\n[br]\r\n[b]Mage Hand.[\/b] As a bonus action on your turn\r\nwhen you hit a creature with a melee weapon attack,\r\nyou can use your hand (and you are a mage, after all)\r\nto attempt to shove the target over. The target must\r\nmake an opposed Strength check against you. If your\r\nStrength check is higher, the target is knocked prone.\r\n[br]\r\n[b]Shocking Grasp.[\/b] As a bonus action when you\r\ntake the Attack action on your turn, you can hit your\r\ntarget even harder than usual, a fact which they will\r\nfind quite shocking. On a hit, the target can't take a\r\nreaction until the beginning of your next turn.\r\n[br]\r\n[b]True Strike. [\/b]As a bonus action when you take\r\nthe Attack action on your turn, you can really, truly\r\nstrike your target. On a hit, you deal an additional\r\n1d8 damage.\r\n\r\n[b]\"SPELLS\"\r\n[br][\/b]\r\nBy 6th level, your \"magic\" is powerful enough to cast\r\nevery \"spell\" that exists (and no one can or will prove\r\notherwise without broken ribs.) However, you only\r\nprepared the following \"spells\" today.\r\nYou can cast each of these \"spells\" once and\r\nrecover all expended uses when you finish a long\r\nrest.\r\n[br]\r\n[b]Burning Hands. [\/b]Your backhand slap is\r\nlegendary. As an action on your turn, you can\r\nmake an unarmed strike against each creature\r\nwithin your reach. On a hit, this attack deals\r\nbludgeoning damage equal to 1d8 + your\r\nStrength modifier.\r\n[br]\r\n[b]Magic Missile.[\/b] When you take the Attack\r\naction on your turn, you can use your bonus action\r\nto make a ranged attack using a weapon you are\r\nholding. Because magic missile never misses, you\r\nhave advantage on this attack roll.\r\n[br]\r\n[b]Shield. [\/b]As a reaction when you're targeted by\r\nan attack, you can quickly produce a shield to defend\r\nyourself. You gain the shield's bonus to AC against\r\nthis attack, even if you weren't holding it before. If\r\nyou are hit, you can reduce the amount of damage\r\ntaken by 1d12 + your Constitution modifier.\r\n\r\n[b]Magic Resistance[\/b]\r\n[br]\r\nBy 10th level, you're such an amazing wizard that\r\nother wizards can't even touch you. While you're\r\nraging, you have resistance to damage from spells.\r\n\r\n[b]I Cast Fist\r\n[br][\/b]\r\nStarting at 14th level, you can crush your enemies\r\nwith your ultimate \"spell,\" Fist. While you're raging,\r\nyou can use your action and bonus action to punch\r\nyour foe really, really hard. Make a melee attack roll,\r\nwith advantage, against one creature within your\r\nreach. On a hit, you deal bludgeoning damage equal\r\nto 8d8 + your Strength modifier.\r\nOnce you use this ability, you can't use it again\r\nuntil you stop raging and begin a new rage.\r\n\r\n[h3]Path of the Rage Mage[\/h3]\r\nMost barbarians who possess the spark of arcane\r\ntalent never realize it, introspection not always\r\nbeing a barbaric strength. Those who find this spark,\r\nhowever, might learn to channel their brute ferocity\r\nthrough magic, and embark on the Path of the Rage\r\nMage. Through their rage-fueled arcane might, such\r\na barbarian possesses a uniquely calamitous fury,\r\nmerging physical prowess with spell slinging in a\r\nwarpath of fire, blades, and blood.\r\n\r\n[b]Arcane Intuition\r\n[br][\/b]\r\nStarting when you adopt this path at 3rd level, you\r\ngain proficiency in the Arcana skill, and can use your\r\nConstitution, instead of Intelligence, for Intelligence\r\n(Arcana) checks.\r\n\r\n[b]Spellcasting\r\n[br][\/b]\r\nAlso at 3rd level, your rage manifests as a surge of\r\narcane power. While you are raging, you can cast and\r\nconcentrate on spells. Additionally, casting a spell on\r\nyour turn counts as attacking a hostile creature for\r\nthe purpose of sustaining your rage.\r\n[br]\r\n[b]Cantrips.[\/b] You learn two cantrips of your choice\r\nfrom the sorcerer spell list. You learn an additional\r\nsorcerer cantrip of your choice at 10th level.\r\n[br]\r\n[b]Spell Slots.[\/b] The Rage Mage Spellcasting table\r\nshows how many spell slots you have to cast your\r\nspells of 1st level or higher. To cast one of these\r\nspells, you must be raging and expend a slot of the\r\nspell's level or higher. You regain all expended spell\r\nslots when you finish a long rest.\r\n[br]\r\n[b]Spells Known of 1st-Level and Higher.[\/b] You\r\nknow three 1st-level sorcerer spells of your choice,\r\ntwo of which you must choose from the evocation or\r\ntransmutation spells on the sorcerer spell list.\r\nThe Spells Known column of the Rage Mage\r\nSpellcasting table shows when you learn more\r\nsorcerer spells of 1st level or higher. Each of these\r\nspells must be an evocation or transmutation spell\r\nof your choice, and must be of a level for which you\r\nhave spell slots.\r\nThe spells you learn at 8th, 14th, and 20th level\r\ncan come from any school of magic.\r\nWhenever you gain a level in this class, you\r\ncan replace one of the sorcerer spells you know\r\nwith another spell of your choice from the sorcerer\r\nspell list. The new spell must be of a level for which\r\nyou have spell slots, and it must be an evocation or\r\ntransmutation spell, unless you\u2019re replacing the spell\r\nyou gained at 3rd, 8th, 14th, or 20th level from any\r\nschool of magic.\r\n[br]\r\n[b]Spellcasting Ability.[\/b] Charisma is your\r\nspellcasting ability for your sorcerer spells. You\r\nuse your Charisma whenever a spell refers to\r\nyour spellcasting ability. In addition, you use your\r\nCharisma modifier when setting the saving throw\r\nDC for a sorcerer spell you cast and when making an\r\nattack roll with one.\r\n[br]\r\n[b]Spell save DC[\/b] = 8 + your proficiency\r\nbonus + your Charisma modifier\r\n[br]\r\n[b]Spell attack modifier[\/b] = your proficiency\r\nbonus + your Charisma modifier.\r\n\r\n[b]Arcane Rampage\r\n[br][\/b]\r\nStarting at 6th level, if you take the Attack action\r\nwhile you are raging and attack recklessly, you can\r\nuse your bonus action to cast a spell in place of one\r\nof your attacks. The spell must have a casting time of\r\n1 action or 1 bonus action.\r\n\r\n[b]Supernatural Explots\r\n[br][\/b]\r\nBy 10th level, you can channel your latent magic to\r\nperform spectacular feats of daring. Even when you\r\nare not raging, you can cast the following spells at\r\nwill, targeting yourself only, without using a spell\r\nslot or material components: darkvision, feather fall,\r\njump, and see invisibility.\r\n\r\n[b]Eldritch Explosions\r\n[br][\/b]\r\nBeginning at 14th level, you manifest surges of\r\narcane wrath with every strike. Once per turn, when\r\nyou hit a creature with a melee weapon attack, you\r\ncan expend one spell slot to create an explosion of\r\nenergy at a point you choose within 10 feet of you.\r\nEach creature other than you within a 10-foot radius\r\nof that point must make a Dexterity saving throw\r\nagainst your spell save DC, taking 2d6 force damage\r\nfor each level of the spell slot expended, or half as\r\nmuch on a successful save.\r\n[table]\r\n[tr]\r\n[th]Barbarian Level[\/th]\r\n[th]Cantrips\r\nKnown[\/th]\r\n[th]Spells\r\nKnown[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th & 6th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]2[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]3[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]3[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]3[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Path of Tranquility[\/h3]\r\nBarbarians who follow the Path of Tranquility\r\nembrace a zen philosophy of restraint and\r\nmoderation, much in contrast with their furious\r\nbrethren. Embraced by the fey and called \u201cthe\r\nserene,\u201d these barbarians are calm, tactical warriors\r\nwho issue swift retaliation instead of violent assaults.\r\nAt their pinnacle, the serene are one with nature\r\nand with themselves, entering flow states at will to\r\ndispatch their foes with dispassionate precision.\r\n\r\n[b]Mantra\r\n[br][\/b]\r\nStarting when you select this path at 3rd level, taking\r\nthe Dodge action on your turn counts as attacking a\r\nhostile creature for the purposes of sustaining your\r\nrage.\r\n\r\n[b]Anticipate\r\n[br][\/b]\r\nAlso at 3rd level, whenever you do not make an\r\nattack roll on your turn, you prepare yourself for\r\nblows. Until the start of your next turn, whenever a\r\ncreature makes a melee attack against you, you can\r\nuse your reaction to make one melee weapon attack\r\nagainst that creature.\r\n\r\n[b]Battle Trance\r\n[br][\/b]\r\nAt 6th level, whenever you use your reaction to make\r\nan attack, you can make two attacks instead.\r\n\r\n[b]Tranquility\r\n[br][\/b]\r\nAt 10th level, you can chant calming verses to entice,\r\nrelieve, and protect those around you. You can cast\r\nthe calm emotions, enthrall, and sanctuary spells once\r\neach, without expending spell slots or components,\r\nand regain the ability to do so when you finish a\r\nlong rest. You can cast these spells while you are\r\nraging. Your spell save DC for these spells is 8 + your\r\nproficiency bonus + your Constitution modifier.\r\n\r\n[b]Zen State\r\n[br][\/b]\r\nAt 14th level, whenever a creature misses you with\r\na melee attack, you gain a +2 bonus to your Armor\r\nClass, up to a maximum of +6. This bonus resets to 0\r\nif you take damage or at the start of your turn.","table_data":"Level | Proficiency Bonus | Features | Rages | Rage Damage\r\n1st | +2 | Rage, Unarmored Defense | 2 | +2\r\n2nd | +2 | Reckless Attack, Danger Sense | 2 | +2\r\n3rd | +2 | Primal Path, Primal Knowledge (Optional) | 3 | +2\r\n4th | +2 | Ability Score Improvement | 3 | +2\r\n5th | +3 | Extra Attack, Fast Movement | 3 | +2\r\n6th | +3 | Path feature | 4 | +2\r\n7th | +3 | Feral Instinct, Instinctive Pounce (Optional) | 4 | +2\r\n8th | +3 | Ability Score Improvement | 4 | +2\r\n9th | +4 | Brutal Critical (1 die) | 4 | +3\r\n10th | +4 | Path feature, Primal Knowledge (Optional) | 4 | +3\r\n11th | +4 | Relentless Rage | 4 | +3\r\n12th | +4 | Ability Score Improvement | 5 | +3\r\n13th | +5 | Brutal Critical (2 dice) | 5 | +3\r\n14th | +5 | Path feature | 5 | +3\r\n15th | +5 | Persistent Rage | 5 | +3\r\n16th | +5 | Ability Score Improvement | 5 | +4\r\n17th | +6 | Brutal Critical (3 dice) | 6 | +4\r\n18th | +6 | Indomitable Might | 6 | +4\r\n19th | +6 | Ability Score Improvement | 6 | +4\r\n20th | +6 | Primal Champion | Unlimited | +4","source":"","jsondata":"","tags":"","templateId":"5460","blockId":"1023138","world":"d194c924-ea68-4f59-94f7-49b4fbf38da0","folder":"15334","isShared":"on"}