

If you succeed, you drop to 1 hit point instead.Įach time you use this feature after the first, the DC increases by 5.

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. Relentless RageStarting at 11th level, your rage can keep you fighting despite grievous wounds. This increases to two additional dice at 13th level and three additional dice at 17th level. As normal, you can’t increase an ability score above 20 using this feature.Įxtra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.įast MovementStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.įeral InstinctBy 7th level, your instincts are so honed that you have advantage on initiative rolls.Īdditionally, 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.īrutal CriticalBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.Ībility Score ImprovementWhen 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. Primal PathAt 3rd level, you choose a path that shapes the nature of your rage, such as the Path of the Berserker. 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. When you make your first attack on your turn, you can decide to attack recklessly. Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. To gain this benefit, you can't be blinded, deafened, or incapacitated. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. You can use a shield and still gain this benefit.ĭanger SenseAt 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. Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You can also end your rage on your turn as a bonus action.

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. If you are able to cast spells, you can't cast them or concentrate on them while raging. You have resistance to bludgeoning, piercing, and slashing damage.When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.You have advantage on Strength checks and Strength saving throws.While raging, you gain the following benefits if you aren't wearing heavy armor: On your turn, you can enter a rage as a bonus action. RageIn battle, you fight with primal ferocity. ( a) two handaxes or ( b) any simple weapon.( a) a greataxe or ( b) any martial melee weapon.Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and SurvivalĮquipmentYou start with the following equipment, in addition to the equipment granted by your background: Proficiencies Armor: Light armor, medium armor, shields Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st Hit Points at 1st Level: 12 + your Constitution modifier Hit Points Hit Dice: 1d12 per barbarian level As a Barbarian, you gain the following class features:
