{"name":"Barbarian (Level 7)","overview":"","hit_dice":"1d12","hit_points_at_1st_level":"12 + your Constitution modifier","hit_points_at_higher_levels":"7 + your Constitution modifier per level after first","armor_proficiencies":"Light, Medium","weapon_proficiencies":"Simple Weapons, Martial Weapons","tools":"None","saving_throws":"Constitution, Strength","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(a) a Greataxe or (b) any martial melee weapon\r\n(a) two handaxes or (b) any simple weapon\r\nAn explorer\u2019s pack and four javelins","spellcasting":"","class_features":"[h1]Rage[\/h1]\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\u2022 You have advantage on Strength checks and Strength Saving Throws.\r\n\r\n\u2022 When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.\r\n\r\n\u2022 You have Resistance to bludgeoning, piercing, and slashing damage.\r\n\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 maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.\r\n\r\n[h1]Unarmored Defense[\/h1]\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[h1]Danger Sense[\/h1]\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[h1]Reckless Attack[\/h1]\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[h1]Primal Path[\/h1]\r\nAt 3rd Level, you choose a path that shapes the Nature of your rage, such as the Path of the Berserker. Your choice grants you features at 3rd Level and again at 6th, 10th, and 14th levels.\r\n\r\n[h1]Primal Knowledge[\/h1]\r\n3rd-level barbarian optional feature\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[h1]Ability Score Improvement[\/h1]\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\n[h1]Extra Attack[\/h1]\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[h1]Fast Movement[\/h1]\r\nStarting at 5th Level, your speed increases by 10 feet while you aren't wearing Heavy Armor.\r\n\r\n[h1]Feral Instinct[\/h1]\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[h1]Instinctive Pounce[\/h1]\r\n7th-level barbarian optional feature\r\n\r\nAs part of the bonus action you take to enter your rage, you can move up to half your speed.","subclass_options":"[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.[br]\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' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.\r\n\r\n[h1]Ancestral Protectors[\/h1]\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 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 dealt by the attack. The effect on the target ends early if your rage ends.\r\n\r\n[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 with supernatural might, adding magical fuel to your barbarian rage.[br]\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[h1]Spirit Seeker[\/h1]\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, as described in chapter 10.\r\n\r\n[h1]Totem Spirit (Bear)[\/h1]\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\u2014an amulet or similar adornment\u2014that 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.[br]\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.[br]\r\n\r\nBear. 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[h1]Spirit Shield[\/h1]\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\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[h1]Aspect of the Beast[\/h1]\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.[br]\r\n\r\nElk. 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.","table_data":"The Barbarian\r\nLevel | Proficiency\r\nBonus | 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 | 3 | +2\r\n4th | +2 | Ability Score Improvement | 3 | +2\r\n5th | +3 | Extra Attack, Fast Movement\u2060 | 3 | +2\r\n6th | +3 | Path feature | 4 | +2\r\n7th | +3 | Feral Instinct | 4 | +2\r\n8th | +3 | Ability Score Improvement | 4 | +2\r\n9th | +4 | Brutal Critical (1 die) | 4 | +3\r\n10th | +4 | Path feature | 4 | +3\r\n11th | +4 | Relentless\u2060 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\u2060 | Unlimited | +4","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"819498","world":""}