Barbarian

Class Feats

Feat Name Action Contents
Rage In battle, {name} fights with primal ferocity. On their turn, they can enter a rage as a bonus action.

While raging, they gain the following benefits if they aren’t wearing heavy armor:
_ They have advantage on Strength checks and Strength saving throws.
_ When they make a melee weapon attack using Strength, they gain a bonus to the damage roll that increases as they gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
* They have resistance to bludgeoning, piercing, and slashing damage.

If they are able to cast spells, they can’t cast them or concentrate on them while raging.
Their rage lasts for {"1 minute"}. It ends early if they are knocked unconscious or if their turn ends and they haven’t attacked a hostile creature since their last turn or taken damage since then. They can also end their rage on their turn as a bonus action.
Once they have raged the number of times shown for their barbarian level in the Rages column of the Barbarian table, they must finish a long rest before they can rage again.
Unarmored Defense While {name} is not wearing any armor, their Armor Class equals {10 +DexMod + ConMod}. They can use a shield and still gain this benefit.
Reckless Attack Starting at 2nd level, {name} can throw aside all concern for defense to attack with fierce desperation. When they make their first attack on their turn, they can decide to attack recklessly. Doing so gives them advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against them have advantage until their next turn.
Danger Sense At 2nd level, {name} gains an uncanny sense of when things nearby aren’t as they should be, giving them an edge when they dodge away from danger.
They have advantage on Dexterity saving throws against effects that they can see, such as traps and spells. To gain this benefit, they can’t be blinded, deafened, or incapacitated.
Primal Path At 3rd level, {name} chooses a path that shapes the nature of their rage.
Extra Attack Beginning at 5th level, {name} can attack twice, instead of once, whenever they take the Attack action on their turn.
Fast Movement Starting at 5th level, {name}’s speed increases by {"10 feet"} while they aren’t wearing heavy armor.
Feral Instinct By 7th level, {name}’s instincts are so honed that they have advantage on initiative rolls.
Additionally, if they are surprised at the beginning of combat and aren’t incapacitated, they can act normally on their first turn, but only if they enter their rage before doing anything else on that turn.
Brutal Critical Beginning at 9th level, {name} can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Relentless Rage Starting at 11th level, {name}’s rage can keep them fighting despite grievous wounds. If they drop to {"0 hit points"} while they’re raging and don’t die outright, they can make a DC 10 Constitution saving throw !(1d20 + {ConSave}). If they succeed, they drop to {"1 hit point"} instead.
Each time they use this feature after the first, the DC increases by {5}. When they finish a short or long rest, the DC resets to {10}.
Persistent Rage Beginning at 15th level, {name}’s rage is so fierce that it ends early only if they fall unconscious or if they choose to end it.
Indomitable Might Beginning at 18th level, if {name}’s total for a Strength check is less than their Strength score, they can use that score in place of the total.
Primal Champion At 20th level, {name} embodies the power of the wilds. Their Strength and Constitution scores increase by {4}. Their maximum for those scores is now {24}. .

Path of the Berzerker

Feat Name Action Contents
Frenzy Starting when {name} chooses this path at 3rd level, they can go into a frenzy when they rage. If they do so, for the duration of their rage they can make a single melee weapon attack as a bonus action on each of their turns after this one. When their rage ends, they suffer one level of exhaustion.
Mindless Rage Beginning at 6th level, {name} can’t be charmed or frightened while raging. If they are charmed or frightened when they enter their rage, the effect is suspended for the duration of the rage.
Intimidating Presence Beginning at 10th level, {name} can use their action to frighten someone with their menacing presence. When they do so, choose one creature that they can see within {"30 feet"} of them. If the creature can see or hear them, it must succeed on a Wisdom saving throw (DC{8 + Prof + ChaMod}) or be frightened of them until the end of their next turn. On subsequent turns, they can use their action to extend the duration of this effect on the frightened creature until the end of their next turn. This effect ends if the creature ends its turn out of line of sight or more than {"60 feet"} away from them.
If the creature succeeds on its saving throw, they can’t use this feature on that creature again for {"24 hours"}.
Retaliation Starting at 14th level, when {name} takes damage from a creature that is within {"5 feet"} of them, they can use their reaction to make a melee weapon attack against that creature.