{"name":"Barbarian","overview":"[img:2383883|right|300]\r\n[container: d-inline-flex]Notable Barbarians: \r\n[img:2383937] @[Thror](person:1abd19dd-6da9-458e-afe1-328d3029e2c5) [img:2383937],\u2003[img:2383937]\t\t@[Thantor](person:9728ff81-91ef-4a2b-a3fa-2b95526c0e56)[img:2383937],\u2003 @[Isabel](person:37eebaa9-7969-4aa9-8363-45fc85c3d26d) [\/container] \r\n[br]\r\n[br]\r\nA tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd.[br]\r\nA half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivaIs.[br]\r\nFrothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.[br]\r\nThese barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.[br]\r\nFor 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.\r\n\r\n[h3]PRIMAL INSTINCT[\/h3]\r\nPeople of towns and cities take pride in how their civilized ways set them apart from animaIs, as if denying one's own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature- keen instincts, primaI physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes\r\nlive and hunt.\r\nBarbarians come alive in the chaos of combat.\r\nThey can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.\r\n\r\n[h3]A LIFE OF DANGER[\/h3]\r\nNot every member of the tribes deemed \"barbarians\"\r\nby scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town. and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to.\r\nTheir courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.\r\n[br]\r\n[br]\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[\/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]5[\/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]","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,\r\nIntimidation, Nature, Perception, and Survival","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul][li](a) a [tooltip:2d6 slashing, martial, 2-handed heavy][b]greataxe[\/b][\/tooltip] or (b) any martial melee weapon[\/li][li](a) two [tooltip:1d6 slashing, simple, 1-handed][b]handaxes[\/b][\/tooltip] or (b) any simple weapon[\/li][li]An [tooltip:Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to The side of it.][b]explorer's pack[\/b][\/tooltip] and four [tooltip:1d6 piercing, thrown(30\/120)][b]javelins[\/b][\/tooltip][\/li][\/ul]","spellcasting":"","class_features":"[h4]RAGE[\/h4]\r\nIn battle, you fight with primai ferocity. On your turn, you can enter a rage as a bonus action.\r\nWhile raging, you gain the following benefits if you aren't wearing heavy armor:\r\nVou have advantage on Strength checks and Strength saving throws.\r\nWhen 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 [tooltip:Receive half damage from][b]resistance[\/b][\/tooltip] to bludgeoning, piercing, and slashing damage.\r\nIf you are able to cast spells, you can't cast them or concentrate on them while raging.\r\nYour rage lasts for [tooltip:Generally until end of encounter]1 minute[\/tooltip]. 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\nOnce you have raged the number of times shown\r\nfor 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[h4]UNARMORED DEFENSE[\/h4]\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[h4]RECKLESS ATTACK[\/h4]\r\nStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When\r\nyou make your first attack on your turn, you can decide to attack recklessly. Doing so gives you [tooltip:roll twice and use the higher result][b]advantage[\/b][\/tooltip] 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[h4]DANGER SENSE[\/h4]\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.\r\nYou have advantage on Dexterity saving throws\r\nagainst effects that you can see, such as traps and spells. To gain this benefit, you can't be [tooltip:A blinded creature can't see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage. and the creature's attack rolls have disadvantage][b]blinded[\/b][\/tooltip], [tooltip:A deafened creature can't hear and automatically fails any ability check that requires hearing][b]deafened[\/b][\/tooltip], or [tooltip:An incapacitated creature can't take actions or reactions. attacks rolls against an incacapitated creature have advantage and gain a +5 bonus.][b]incapacitated[\/b][\/tooltip].\r\n\r\n[h4]PRIMAL PATH[\/h4]\r\nAt 3rd level. you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and agaln at 6th, 10th, and 14th levels.\r\n\r\n[h4]Ability Score Improvement[\/h4]\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.  Alternatively you can gain a @[Feat](article:fd91dd2e-e1af-4ac2-962f-b5bde4ae0f75)\r\n\r\n[h4]EXTRA ATTACK[\/h4]\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[h4]FAST MOVEMENT[\/h4]\r\nStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.\r\n\r\n[h4]FERAL INSTINCT[\/h4]\r\nBy 7th level, your instincts are so honed that you have [tooltip:roll twice and use the higher result][b]advantage[\/b][\/tooltip] on [tooltip:At the start of an encounter each creature makes an initiatve roll (d20+dex) and note the result, creatures take their turn in the order of highest to lowest initiative result.][b]initiative rolls[\/b][\/tooltip].\r\nAdditionally, if you are [tooltip:A creature is surprised if they did not notice a threat prior to initiatve being rolled.  A surprised creature cannot take any actions or reactions on the first round of combat]surprised[\/tooltip] at the beginning of combat and aren't [tooltip:An incapacitated creature can't take actions or reactions. attacks rolls against an incacapitated creature have advantage and gain a +5 bonus.][b]incapacitated[\/b][\/tooltip] you can act normally on your first turn, but only if you enler your rage before doing anything else on that turn.\r\n\r\n[h4]BRUTAL CRITICAL[\/h4]\r\nBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a [tooltip: if you roll a natural 20 on an attack roll you score a critical hit!  To calculate damage for a critical hit roll all damage dice twice][b]critical hit[\/b][\/tooltip] with a melee attack.\r\nThis increases to two additional dice at 13th level and three additional dice at 17th level.\r\n\r\n[h4]RELENTLESS RAGE[\/h4]\r\nStarting at 11th level, your rage can keep you fighting despite grievous wounds. lf you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. lfyou succeed. you drop to 1 hit point inslead.\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[h4]PERSISTENT RAGE[\/h4]\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[h4]INDOMITABLE MIGHT[\/h4]\r\nBeginning at 18th level, if your total for a Strength\r\ncheck is less than your Strength score, you can use that score in place of the total.\r\n\r\n[h4]PRIMAL CHAMPION[\/h4]\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":"[spoiler][h1]PATH OF THE BERSERKER[\/h1]\r\nFor some barbarians. rage is a means to an end-that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter\r\nthe berserker's rage. you thrill in the chaos of battle, heedless of your own health or well-being.\r\n \r\n[h4]FRENZY[\/h4]\r\nStarting when you choose this path at 3rd level. you\r\ncan go into a frenzy when you rage. If you do so. for\r\nthe 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(article)\r\n\r\n[h4]MINDLESS RAGE[\/h4]\r\nBeginning at 6th level. you can't be [tooltip:A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.][b]charmed[\/b][\/tooltip] or [tooltip:A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.][b]frightened[\/b][\/tooltip] while raging. If you are [tooltip:A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.][b]charmed[\/b][\/tooltip] or [tooltip:A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.][b]frightened[\/b][\/tooltip] when you enter your rage. the effect is suspended for the duration of the rage.\r\n\r\n[h4]INTIMIDATING PRESENCE[\/h4]\r\nBeginning at 10th level, you can use your action to [tooltip:A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.][b]frightened[\/b][\/tooltip] someone with your menacing presence.\r\nWhen 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 [tooltip:A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.][b]frightened[\/b][\/tooltip] 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 [tooltip:A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can't willingly move closer to the source of its fear.][b]frightened[\/b][\/tooltip] 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\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[h4]RETALIATION[\/h4]\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.|Path of the Berserker[\/spoiler]\r\n[br]\r\n[br]\r\n[spoiler][h1]PATH OF THE TOTEM WARRIOR[\/h1]\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\r\nwith supernatural might. adding magical fuel to your barbarian rage.\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[h4]SPIRIT SEEKER[\/h4]\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(article) and @speak with animals(article) spells. but only as @rituals(article).\r\n[h4]TOTEM SPIRIT[\/h4]\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-an amulet or similar adornment-that incorporates fur or feathers. claws. teeth, or bones of the totem animal.  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\nYour totem animal might be an animal related to those listed here but more appropriate to your homeland.\r\nFor example. you could choose a hawk or vulture in place of an eagle.\r\n\r\n[ul][li][b]Bear[\/b]: While raging. you have [tooltip:Receive half damage from][b]resistance[\/b][\/tooltip] to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.[\/li]\r\n[li][b]Eagle[\/b]: While you're raging and aren't wearing\r\nheavy armor. other creatures have disadvantage on [tooltip:A creature may use a reaction to make a single melee attack on any creature that leaves a square adjacent to them][b]opportunity attack[\/b][\/tooltip] rolls against you. And you can use the [tooltip:Move Your Speed][b]Dash[\/b][\/tooltip] 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.[\/li]\r\n[li][b]Wolf[\/b]: While you're raging. your friends have [tooltip:roll twice and use the higher result][b]advantage[\/b][\/tooltip] 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.[\/li]\r\n[li][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.[\/li]\r\n[li][b]Tiger[\/b]: While raging, you can add 10 feet to your [tooltip:To do a long jump make an athletics check, the result is the number of feet you are able to travel in the air if you have a running start, half as much otherwise.  (For distance in squares divide by 5 and round down).][b]long jump[\/b][\/tooltip] distance and 3 feet to your [tooltip:To do a high jump make an athletics check, the result divided by 2 is the height off the ground if you have a running start, half as much otherwise.  (For distance in squares divide by 5 and round down).][b]high jump[\/b][\/tooltip] distance. The spirit of the tiger empowers your leaps.[\/li][\/ul]\r\n[h4]ASPECT OF THE BEAST[\/h4]\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[ul][li][b]Bear[\/b]: You gain the might of a bear. Your [tooltip:Your total carrying capacity in pounds is 15 times your strength score, or 30 times your strength score if you are dragging your cargo.  While dragging something this way your speed is reduced to 5 feet][b]carrying capacity[\/b][\/tooltip] (including maximum load and maximum lift) is doubled, and you have [tooltip:roll twice and use the higher result][b]advantage[\/b][\/tooltip] on Strength checks made to push, pull. lift, or break objects.[\/li]\r\n[li][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 [tooltip:roll twice and use the lower result][b]disadvantage[\/b][\/tooltip] on your Wisdom (Perception) checks.[\/li]\r\n[li][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(article).[\/li]\r\n[li][b]Elk[\/b]: Whether mounted or on foot, @travel pace(article) pace is doubled, as is the @travel pace(article) of up to ten companions while they're within 60 feet of you and you're not [tooltip:An incapacitated creature can't take actions or reactions. attacks rolls against an incacapitated creature have advantage and gain a +5 bonus.][b]incapacitated[\/b][\/tooltip]. The elk spirit helps you roam far and fast.[\/li]\r\n[li][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.[\/li][\/ul]\r\n[h4]SPIRIT WALKER[\/h4]\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[h4]TOTEMIC ATTUNEMENT[\/h4]\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[ul][li][b]Bear[\/b]: While you're raging. any creature within 5 feet of you that's hostile to you has [tooltip:roll twice and use the lower result][b]disadvantage[\/b][\/tooltip] 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\u2019t be frightened.[\/li]\r\n[li][b]Eagle[\/b]: While raging. you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fail if you end your turn in the air and nothing else is holding you aloft.[\/li]\r\n[li][b]Wolf[\/b]: While you're raging, you can use a bonus action on your turn to knock a large or smaller creature [tooltip:A prone creature's only movement option is to crawl moving a maximum of 5 feet.  A prone creature cannot flank, and makes attacks with disadvantage.  Attacks against a prone creature have advantage if that attacker is wtihin 5 feet, otherwise the target has disadvantage.  A creature may spend half of their speed to stand up ending this condtion][b]prone[\/b][\/tooltip] when you hit it with melee weapon attack.[\/li]\r\n[li][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 [tooltip:A prone creature's only movement option is to crawl moving a maximum of 5 feet.  A prone creature cannot flank, and makes attacks with disadvantage.  Attacks against a prone creature have advantage if that attacker is wtihin 5 feet, otherwise the target has disadvantage.  A creature may spend half of their speed to stand up ending this condtion][b]prone[\/b][\/tooltip] and take bludgeoning damage equal to 1d12 +your Strength modifier.[\/li]\r\n[li][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.[\/li][\/ul]|Path of the Totem Warrior[\/spoiler]\r\n[br]\r\n[br]\r\n[spoiler][h1]PATH OF THE BATTLERAGER[\/h1]\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, [tooltip:Medium Armor, AC:14+Dex mod (max 2), Disadvantage on stealth rolls][b]spiked armor[\/b][\/tooltip] and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.\r\n\r\n[h4]BATTLERAGER ARMOR[\/h4]\r\nWhen you choose this path at 3rd level, you gain the ability to use [tooltip:Medium Armor, AC:14+Dex mod (max 2), Disadvantage on stealth rolls][b]spiked armor[\/b][\/tooltip] as a weapon.\r\nWhile you are wearing [tooltip:Medium Armor, AC:14+Dex mod (max 2), Disadvantage on stealth rolls][b]spiked armor[\/b][\/tooltip] 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 ld4 piercing damage. You use your Strength modifier for the attack and damage rolls.\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[h4]RECKLESS ABANDON[\/h4]\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[h4]BATTLERAGER CHARGE[\/h4]\r\nBeginning at 10th level, you can take the [tooltip:Move Your Speed][b]Dash[\/b][\/tooltip] action as a bonus action while you are raging.\r\n\r\n[h4]SPIKED RETRIBUTION[\/h4]\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 [tooltip:An incapacitated creature can't take actions or reactions. attacks rolls against an incacapitated creature have advantage and gain a +5 bonus.][b]incapacitated[\/b][\/tooltip], and are wearing  [tooltip:Medium Armor, AC:14+Dex mod (max 2), Disadvantage on stealth rolls][b]spiked armor[\/b][\/tooltip] .|Path of the Battlerager[\/spoiler]\r\n[br]\r\n[br]\r\n[spoiler][h1]PATH OF THE ANCESTRAL GUARDIAN[\/h1]\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\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[h4]ANCESTRAL PROTECTORS[\/h4]\r\nStarting when you choose this path at 3rd level, spectral warriors appear when you enter your rage.  While You're 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 [tooltip:roll twice and use the lower result][b]disadvantage[\/b][\/tooltip] 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 [tooltip:Receive half damage from][b]resistance[\/b][\/tooltip] to the damage of dealt by the attack.  The effect on the target ends early if your rage ends.\r\n\r\n[h4]SPIRIT SHIELD[\/h4]\r\nBeginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend.  If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6. [br]\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[h4]CONSULT THE SPIRITS[\/h4]\r\nAt 10th level, you gain the ability to consult with your ancestral spirits.  When you do so, you cast the [blocklink:762581] or @clairvoyance(article) spell, without using a spell slot or material components.  Rather than creating a spherical sensor, this use of @clairvoyance(article) invisibly summons one of your ancestral spirits to the chosen location.  Wisdom is your spellcasting ability for these spells.  [br]\r\nAfter you cast either spell in this way you can't use this feature again until you finish a short or long rest.\r\n\r\n[h4]VENGEFUL ANCESTORS[\/h4]\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 equal to the damage that your Spirit Shield prevents.|Path of the Ancestral Guardian[\/spoiler]\r\n[br]\r\n[br]\r\n[spoiler][h1]PATH OF THE STORM HERALD[\/h1]\r\nAll barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.[br]\r\nStorm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world\u2019s end, or deep in the hottest deserts.\r\n\r\n[h4]STORM AURA[\/h4]\r\nStarting 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.  Your 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\u2019s effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class. lf your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.\r\n[ul][li][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.[\/li]\r\n[li][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.[\/li]\r\n[li][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.[\/li][\/ul]\r\n[h4]STORM SOUL[\/h4]\r\nAt 6th level, the storm grants you benefits even when your aura isn\u2019t active. The benefits are based on the environment you chose for your Storm Aura.\r\n[ul][li][b]Desert[\/b]: You gain [tooltip:Receive half damage from][b]resistance[\/b][\/tooltip] to fire damage, and you don\u2019t suffer the effects of extreme heat, as described in the Dungeon Master\u2019s Guide. Moreover, as an action, you can touch a flammable object that isn\u2019t being worn or carried by anyone else and set it on fire.[\/li]\r\n[li][b]Sea[\/b]: You gain [tooltip:Receive half damage from][b]resistance[\/b][\/tooltip] to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.[\/li]\r\n[li][b]Tundra[\/b]: You gain [tooltip:Receive half damage from][b]resistance[\/b][\/tooltip] to cold damage, and you don\u2019t suffer the effects of extreme cold, as described in the Dungeon Master\u2019s 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.[\/li][\/ul]\r\n[h4]SHIELDING STORM[\/h4]\r\nAt 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage [tooltip:Receive half damage from][b]resistance[\/b][\/tooltip] you gained from the Storm Soul feature while the creature is in your Storm Aura.\r\n\r\n[h4]RAGING STORM[\/h4]\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[ul][li][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 half your barbarian level.[\/li]\r\n[li][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 [tooltip:A prone creature's only movement option is to crawl moving a maximum of 5 feet.  A prone creature cannot flank, and makes attacks with disadvantage.  Attacks against a prone creature have advantage if that attacker is wtihin 5 feet, otherwise the target has disadvantage.  A creature may spend half of their speed to stand up ending this condtion][b]prone[\/b][\/tooltip], as if struck by a wave.[\/li]\r\n[li][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.[\/li]\r\n[\/ul]|Path of the Storm Herald[\/spoiler]\r\n[br]\r\n[br]\r\n[spoiler][h1]PATH OF THE BEAST[\/h1]\r\n[quote]You have to respect anyone who lets their inner beast out for a brisk jog and healthy throat-ripping.[br]-TASHA[\/quote]\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\nSuch a barbarian might be inhabited by a primal spirit or be descended from shapeshifters.\r\n\r\n[h4]FORM OF THE BEAST[\/h4]\r\n[i]3rd-level Path of the Beast feature[\/i][br]\r\nWhen 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\nYou choose the weapon's form each time you rage:\r\n[ul][li][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.[\/li]\r\n[li][b]Claws[\/b]: Each of your hands transforms into a claw, which you can use as a weapon if it's 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.[\/li]\r\n[li][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.[\/li][\/ul]\r\n[h4]BESTIAL SOUL[\/h4]\r\n[i]6th-levelPath of the Beast feature[\/i][br]\r\nThe feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming [tooltip:Receive half damage from][b]resistance[\/b][\/tooltip] and [tooltip:Ignore all damage from][b]immunity[\/b][\/tooltip] to nonmagical attacks and damage.\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 your next short or long rest:\r\n[ul][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's total. You can make this special check only once per turn.[\/li][\/ul]\r\n[h4]INFECTIOUS FURY[\/h4]\r\n10th-level Path of the Beast feature[br]\r\nWhen 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[ul][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]The target takes 2d12 psychic damage.[\/li][\/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[h4]CALL THE HUNT[\/h4]\r\n[i]14th-level Path of the Beast feature[\/i][br]\r\nThe 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).\r\nYou gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each 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 dam\u00ad age equal to the number rolled.\r\n[br]You can use this feature a number of times equal to your proficiency bonus, and you regain all ex\u00ad pended uses when you finish a long rest.|Path of the Beast[\/spoiler]\r\n[br]\r\n[br]\r\n[spoiler][h1]PATH OF WILD MAGIC[\/h1]\r\n[quote]I don't recommend letting magic take the reins, but I'm not your mom. Live Deliciously.[br]-TASHA[\/quote]\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[h4]MAGIC AWARENESS[\/h4]\r\n[i]3rd-level Path of Wild Magic feature[\/i][br]\r\nAs 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\r\nor magic item within 60 feet of you that isn't behind [tooltip:A creature with total cover cannot be targeted by an attack as they are completely obscured][b]total cover[\/b][\/tooltip]. When 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[h4]WILD SURGE[\/h4]\r\n[i]3rd-level Path of Wild Magic feature[\/i][br]\r\nThe 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\nIf the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.[br]\r\n\r\n[b]WILD MAGIC[\/b] Roll a d8 to determine the magical effect.\r\n[ol][li]Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a constitution saving throw or take ldl2 necrotic damage. You also gain ldl2 temporary hit points.[\/li]\r\n[li]You teleport up to 30 feet to an unoccupied space\r\nyou can see. Until your rage ends, you can use\u00b7 This effect again on each of your turns as a bonus\r\naction.[\/li]\r\n[li]An intangible spirit, which looks like a flumph or\r\na @pixie(article) (your choice), appears within 5 feet of one creature of your choice that you can see within\r\n30 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 ld6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.[\/li]\r\n[li] 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\r\nrange of 20 feet and along range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.[\/li]\r\n[li]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.[\/li]\r\n[li]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.[\/li]\r\n[li]Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.[\/li]\r\n[li]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 ld6 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.[\/li][\/ol]\r\n[h4]BOLSTERING MAGIC[\/h4]\r\n[i]6th-level Path of Wild Magic feature[\/i][br]\r\nYou 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[ul][li]For 10 minutes, the creature can roll a d3 when\u00ad ever 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's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.[\/li][\/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[h4]UNSTABLE BACKLASH[\/h4]\r\n[i]10th-level Path of Wild Magic feature[\/i][br]\r\nWhen 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[h4]CONTROLLED SURGE[\/h4]\r\n[i]14th-level Path of Wild Magic feature[\/i][br]\r\nWhenever 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 |Path of Wild Magic[\/spoiler]\r\n[br]\r\n[br]\r\n[spoiler][h1]Path of the Blighted[\/h1]\r\nThe Path of the Blighted is a path of unholy origin, traced\r\nback to the same origin of the Blights: the Gulthias Tree.\r\nBy gaining power from this evil source, you can channel\r\nyour rage to shift your physical form, becoming a\r\nmonstrous abomination of vines and branches. While\r\ntransformed, you engulf and constrict your enemies\r\nas you tear them apart.\r\n\r\n[h4]Blighted Transformation[\/h4]\r\nStarting when you choose this path at 3rd level, you\r\nbecome a blighted monster when you rage. For the\r\nduration of your rage, when you hit a creature with a\r\nweapon attack on your turn, you can use a bonus action\r\nto attempt to @grapple(article) the target with blighted vines that\r\nsprout out of your body. This grapple does not require\r\na free hand, but otherwise follows all of the rules for\r\ngrappling. You can have 1 creature grappled with this\r\nfeature at a time.[br]\r\nIf you already have a creature grappled with this\r\nfeature, this bonus action instead constricts the target,\r\ncausing them to take bludgeoning damage equal to\r\nhalf your barbarian level, rounded up.\r\n\r\n[h4]False Appearance[\/h4]\r\nBeginning at 6th level, your body is now able to become\r\ntemporarily plantlike to hide from foes. As an action, you\r\ncan camouflage yourself against the surface of a plant,\r\nsuch as the bark of a tree, a large bush, or an area of thick\r\nvines. When you do so, you make a Dexterity (Stealth) check\r\nwith advantage, remaining camouflaged until you move or take\r\nan action.\r\n\r\n[h4]Unnatural Growth[\/h4]\r\nAt 10th level, you can cast the @plant growth(article) spell once with this\r\nfeature, and you regain the ability to cast it this way once you\r\nfinish a long rest.\r\n\r\n[h4]Reactive Tendrils[\/h4]\r\nStarting at 14th level, whenever you take damage from a creature\r\nwithin 5 feet of you while you\u2019re raging, you can use your\r\nreaction to release grasping vines at the attacker, attempting to\r\ngrapple the target. This @grapple(article) does not require a free hand, and\r\nyou can have 1 creature @grappled(article) with this feature at a time.[br]\r\nIf you use your Blighted Transformation feature to constrict a\r\ncreature you\u2019re @grappling(article), you deal damage to both the creature\r\nyou\u2019re @grappling(article) with Blighted Transformation as well as the\r\ncreature you\u2019re @grappling(article) with Reactive Tendrils.|Path of the Blighted[\/spoiler]\r\n[br]\r\n[br]\r\n[spoiler][h1]Path of Blood[\/h1]\r\nThe Path of Blood is a path taken by only the most ruthless and\r\nbattle-hungry barbarians. They do not care when they shed their\r\nown blood - in fact, they use that energy to empower their rage\r\neven farther, using their suffering to inflict wounds upon their\r\nfoes through magical bonds of blood.[br]\r\nWhile at first glance the Path of Blood appears to be powered\r\nby the same forces as the Path of the Berserker, the Path of Blood\r\nis far more magical in nature. Bloodragers use their blood in a\r\nform of hemomancy - a magic that utilizes blood sacrifices.\r\n\r\n[h4]Bloodbound[\/h4]\r\nStarting when you select this path at 3rd level, you can choose to\r\ncreate a bond of blood between yourself and an enemy within 30\r\nfeet of you when you rage. For the duration of your rage, that enemy\u2019s attacks deal bonus necrotic damage to you equal to 1d4+ half your barbarian level on a hit, and your attacks against that\r\nenemy also deal 1d4 + half your barbarian level bonus necrotic\r\ndamage on a hit. The bonus damage dealt to you ignores [tooltip:Receive half damage from][b]resistance[\/b][\/tooltip] and [tooltip:Ignore all damage from][b]immunity[\/b][\/tooltip].[br]\r\nIf the enemy dies before your rage ends, you can use your\r\nbonus action on a subsequent turn to create a new bond between\r\nyourself and another enemy.\r\n\r\n[h4]Power through Suffering[\/h4]\r\nAt 6th level, the sight of your own blood empowers your rage.\r\nWhen you are below half your hit point maximum, your rage\r\ndamage bonus is doubled for each attack you make against the\r\ntarget of your Bloodbound feature.\r\n\r\n[h4]Blood Scent[\/h4]\r\nStarting at 10th level, you can smell the scent of blood from up to\r\n5 miles away, and accurately pinpoint the direction it\u2019s coming\r\nfrom. Once you get within 1 mile of the source, you can make a\r\nDC 15 Wisdom (Perception) check to determine its exact identity.\r\nOn a success, you know the exact identity of the creature if you\r\nhave encountered it before; otherwise, you only determine its type\r\nand the severity of its injury. Either way on a success, you know\r\nthe exact distance and direction to the injured enemy. On a failed\r\ncheck, you know that you failed the check and can\u2019t make another\r\none for 1 hour.\r\n\r\n[h4]Blood Reckoning[\/h4]\r\nBeginning at 14th level, when a creature within 5 feet of you hits\r\nyou with a melee attack, the attacker takes necrotic damage equal\r\nto one fourth of your Barbarian level.|Path of Blood[\/spoiler]\r\n\r\n","table_data":"","source":"","jsondata":"","tags":"Barbarian, Primal, STR, CON, Class, Strength, Constitution,  Rage","isShared":"on","templateId":"5460","blockId":"760282","world":"ac7b8b34-7371-45a3-b1bd-b9ad0d651454","folder":"8502"}