{"name":"Barbarian","overview":"[h2]The Barbarian[\/h2]\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency Bonus[\/th]\r\n[th]Features[\/th]\r\n[th]Rages[\/th]\r\n[th]Rage Damage[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Rage, Unarmored Defense[\/td]\r\n[td]2[\/td]\r\n[td]+2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Reckless Attack, Danger Sense[\/td]\r\n[td]2[\/td]\r\n[td]+2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]Primal Path[\/td]\r\n[td]3[\/td]\r\n[td]+2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]3[\/td]\r\n[td]+2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td]Extra Attack, Fast Movement[\/td]\r\n[td]3[\/td]\r\n[td]+2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Path Feature[\/td]\r\n[td]4[\/td]\r\n[td]+2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]Feral Instinct[\/td]\r\n[td]4[\/td]\r\n[td]+2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]+2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td]Brutal Critical (1 die)[\/td]\r\n[td]4[\/td]\r\n[td]+3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Path Feature[\/td]\r\n[td]4[\/td]\r\n[td]+3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]Relentless Rage[\/td]\r\n[td]4[\/td]\r\n[td]+3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]5[\/td]\r\n[td]+3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]Brutal Critical (2 dice)[\/td]\r\n[td]5[\/td]\r\n[td]+3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Path Feature[\/td]\r\n[td]5[\/td]\r\n[td]+3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]Persistent Rage[\/td]\r\n[td]5[\/td]\r\n[td]+3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]5[\/td]\r\n[td]+4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]Brutal Critical (3 dice)[\/td]\r\n[td]6[\/td]\r\n[td]+4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]Indomitable Might[\/td]\r\n[td]6[\/td]\r\n[td]+4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]6[\/td]\r\n[td]+4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Primal Champion[\/td]\r\n[td]Unlimited[\/td]\r\n[td]+4[\/td]\r\n[\/tr]\r\n[\/table]\r\n","hit_dice":"1d12 per Barbarian level","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":"[h2]Rage[\/h2]\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\u2019t wearing heavy armor:\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\n\r\nIf you are able to cast spells, you can\u2019t 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\u2019t 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[h2]Unarmored Defense[\/h2]\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[h2]Reckless Attack[\/h2]\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[h2]Danger Sense[\/h2]\r\nAt 2nd level, you gain an uncanny sense of when things nearby aren\u2019t as they should be, giving you an edge when you dodge away from danger.\r\n\r\nYou have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can\u2019t be blinded, deafened, or incapacitated.\r\n\r\n[h2]Primal Path[\/h2]\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[h2]Ability Score Improvement[\/h2]\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\u2019t increase an ability score above 20 using this feature.\r\n\r\nUsing the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.\r\n\r\n[h2]Extra Attack[\/h2]\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[h2]Fast Movement[\/h2]\r\nStarting at 5th level, your speed increases by 10 feet while you aren\u2019t wearing heavy armor.\r\n\r\n[h2]Feral Instinct[\/h2]\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\u2019t 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[h2]Brutal Critical[\/h2]\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[h2]Relentless Rage[\/h2]\r\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you\u2019re raging and don\u2019t 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[h2]Brutal Critical[\/h2]\r\nAt 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.\r\n\r\nThis increases to three additional dice at 17th level.\r\n\r\n[h2]Persistent Rage[\/h2]\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[h2]Brutal Critical[\/h2]\r\nAt 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.\r\n\r\n[h2]Indomitable Might[\/h2]\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[h2]Primal Champion[\/h2]\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":"[h2]Path of Wild Magic[\/h2]\r\nThe realm of the Feywild abounds with beauty, unpredictable emotion, and rampant magic. A barbarian exposed to this realm feels emotions powerfully and magic saturates their body.\r\n\r\nWhen a barbarian who follows this path rages, it is a bellowing roar for freedom, an explosion of expression, manifesting in unpredictable ways.\r\n\r\n[h3]Path of the Wild Soul Features[\/h3]\r\n[table]\r\n[tr]\r\n[th]Barbarian Level[\/th]\r\n[th]Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Lingering Magic, Wild Surge[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]Magic Reserves 1d4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]Arcane Rebuke[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]Chaotic Fury, Magic Reserves 1d6[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]Magical Awareness[\/h3]\r\nUntil 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.\r\nWhen you sense a spell, you learn which school of magic it belongs to.\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]Wild Surge[\/h3]\r\nStarting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.\r\n\r\nIf the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\r\n[table]\r\n[tr]\r\n[th]d8[roll:1d8][\/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 +l 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 rust 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[h3]Bolstering Magic[\/h3]\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\nFor 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.\r\nRoll 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.\r\n\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\r\n[h3]Unstable Backlash[\/h3]\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[h3]Controlled Surge[\/h3]\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.","table_data":"","source":"","jsondata":"","tags":"Barbarian, Class, Path of Wild Magic, PHB","templateId":"5460","blockId":"1172806","world":"4b8f64cc-888d-47d0-9234-1afe06c03a13","folder":"18967","isShared":"on"}