Barbarian: Rejuiced
Class Name
Level | Proficiency Bonus | Features | Rages | Rage Damage | Wraths Known |
---|---|---|---|---|---|
1st | +2 | Rage, Wraths, Unarmored Defense, Primal Weave | 2 | +2 | 1 |
2nd | +2 | Danger Sense, Reckless Attack | 2 | +2 | 1 |
3rd | +2 | Primal Path, Tribal Knowledge, Old Rites | 3 | +2 | 2 |
4th | +2 | Ability Score Improvement, Feat, Mastery | 3 | +2 | 2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 | 2 |
6th | +3 | Primal Path feature | 4 | +2 | 3 |
7th | +3 | Feral Instinct, Show of Strength | 4 | +3 | 3 |
8th | +3 | Ability Score Improvement, Mastery | 4 | +3 | 3 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 | 4 |
10th | +4 | Primal Path feature, Tribal Knowledge | 5 | +3 | 4 |
11th | +4 | Relentless Rage | 5 | +3 | 4 |
12th | +4 | Ability Score Improvement, Mastery | 5 | +3 | 4 |
13th | +5 | Brutal Critical (2 dice) | 5 | +4 | 5 |
14th | +5 | Primal Path feature | 5 | +4 | 5 |
15th | +5 | Persistent Rage | 6 | +4 | 5 |
16th | +5 | Ability Score Improvement, Mastery | 6 | +4 | 5 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 | 6 |
18th | +6 | Indomitable Might | 6 | +4 | 6 |
19th | +6 | Ability Score Improvement, Mastery | 6 | +5 | 6 |
20th | +6 | Primal Champion | 6 | +5 | 6 |
Class Features
As a barbarian, you gain the following class features.
Hit Points
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
Proficiencies
Armor: light armor, medium armor, shields
Weapons: 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 items, plus anything provided by your background.
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- An explorer's pack, and four javelins
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- Your jumping distance is tripled.
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level, as shown in the Rage Damage column of the Barbarian table.
- You have resistance to bludgeoning, piercing, and slashing damage.
- If you are able to cast spells, you can't cast them or concentrate on them while raging.
- You deal double damage to objects and structures.
Your 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.
Once you have raged the maximum 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.
Wraths
You have developed primal connections that enable you to use your rage in new ways, showcasing your strength and skill. You learn a Wrath of your choice, which is listed in the "Wrath Options" section at the end of the class description. You gain the benefits of your wrath only while you are raging; some of these wraths are always active during your rage, while others can be activated by choice.
You gain additional wraths when you reach certain levels in this class, as shown in the Wraths Known column of the Barbarian table.
Unarmoured Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier or Strength modifier. You can use a shield and still gain this benefit.
(Optional) Primal Weave
Replaces Unarmoured Defense
You learn 2 cantrips from the druid spell list. Strength is your spell casting modifier for those spells. You can replace one of those cantrips by an other cantrip from the druid spell list when you gain a level in this class.
You can cast cantrips while raging, and when you cast a cantrip from the druid spell list while raging, you can add your rage damage to the damage dealt.
Thick Skin
At 2nd level, your physical prowess often outweighs your need to avoid danger, you can use your strength modifier in place of dexterity when calculating your dexterity saving throws.
(Optional) Danger Sense
Replaces Thick Skin
At 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.
Reckless Attack
Starting 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.
Primal Path
At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Tribal Knowledge
When you reach 3rd level and again at 10th level, you gain proficiency in two skills of your choice from the list of skills available to barbarians at 1st level.
(Optional) Old Rites
Replaces Tribal Knowledge
You learn two ritual spells from the druid spell list. Those spells must be of a level that you as a druid could cast. You can cast them as ritual and Strength is your spellcasting modifier for those spells.
When you reach 7th-level in this class, you learn two additional ritual spells from the druid spell list. You can change one of these spells when you gain a level.
Ability Score Increase
When 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.
Mastery
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you gain mastery of two weapons or armour of your choice.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
Feral Instinct
By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, 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.
Show of Strength
Starting at 7th level, as a bonus action you can contract your whole body to display a spectacular feat of strength. Until the end of the turn, you can carry, lift, push or pull twice as much weight as you normally do. Moreover, when you make a Strength check, you can add your Strength modifier to the result of your check twice instead of once.
You can use this feature twice, and you regain all expended uses when you finish a long rest.
When you reach 10th level in this class, you now regain all your expended uses of this feature when you finish either a short or a long rest.
Brutal Critical
Beginning at 9th level, you 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, your rage can keep you fighting despite grievous wounds. 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. If you succeed, you drop to 1 hit point instead. Each 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.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Indomidable Might
Beginning 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.
Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4, as does your maximum for those scores.
Wraths
If a Wrath has prerequisites, you must meet them in order to learn it. You can learn a Wrath at the same time you meet its prerequisites. Unless noted otherwise, you can't learn the same rage power more than once.
Blood Barrier
Prerequisite: 9th level
When a hostile creature damages you while you are raging, reduce the damage by 1 (to a minimum of 0 damage).
You can learn this Wrath a second time starting at 13th level, and a third time starting at 17th level, increasing the damage reduction by 1 each time.
Barbaric Resilience
Prerequisite: 9th level
When you fail a saving throw while raging, you can use your reaction to automatically succeed instead. If you do so, you rage immediately ends.
Bulwark
When a creature within 30 feet of you is hit by an attack while you are raging, you can use your reaction to dash to the space of the creature you targeted, leaping in the way, and, if the attack would hit you, suffering the damage yourself. Once you use this power, you can't use it again until your rage ends.
Disciplined Rage
Prerequisite: 6th level
Choose one of the following Fighting Styles. While you are raging, you gain the benefits of your chosen style. You can't take a Fighting Style option more than once, even if you later get to choose again. Enlightened Combatant, Dual Wielding Expert, Dueling, Knight, Great Weapon Fighting, Mariner, Thrown Weapon Expert, Predator or Pugilist
Focused Blow
When you make a weapon attack roll using Strength on your turn while raging, you can gain a bonus to the attack roll. The bonus equals your Constitution modifier (minimum of +1). Once you use this power, you can't use it again until your rage ends.
Heightened Reflexes
Prerequisite: 6th level
While raging, you gain an additional reaction, but you can't use both of your reactions on the same turn.
Wild Throw
While raging, any one-handed melee weapon you are wielding gains the thrown property, with a normal range of 20 feet and a long range of 60 feet.
Inescapable
Prerequisite: 6th level
While you are raging, other creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Overturn
When you are attacked by a creature you can see while raging, you can use your reaction to gain temporary hitpoints equal to your barbarian level + your Constitution modifier. If you do so, your rage immediately ends.
Rapid Strike
When you take the Attack action on your turn while raging and make a melee weapon attack, you can make one additional melee weapon attack as part of the same action. Once you use this power, you can't use it again until your rage ends.
Primal Vigor
As a bonus action while raging, or as part of the rage bonus action, you can spend one Hit Die and roll it, regaining hit points equal to the roll + your Constitution modifier (minimum of 1 hit point). Once you use this power, you can't use it again until your rage ends.
Primal Blow
Prerequisite: 6th level
When you hit a creature with a melee weapon attack while raging, you can deal extra damage to the target equal to your barbarian level. Once you use this power, you can't use it again until your rage ends.
Raging Pounce
Prerequisite: 6th level
As part of the bonus action you take to enter your rage, you can move up to your speed without provoking opportunity attacks.
Renewed Vigor
At the start of each of your turns while raging, you regain 1 hit point if you have no more than half your hit points left. You don't gain this benefit if you have 0 hit points. You can learn this power more than once, increasing the number of hit points you regain by 1 each time.
Animalistic Resilience
You gain a climbing and swimming speed equal to your walking speed. You ignore the effects of exhaustion while raging.
Wild Brutality
You grow claws, fangs, spines, horns, or a different natural weapon of your choice.
Witch Slayer
You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Path of the Dreadnought
Dreadnoughts are the encapsulation of a walking siege engine, unstoppable in their force, obliterating anything in their path and being unrelenting in the process. A dreadnought makes the battlefield their playground, and reaves through the battlefield as if it was so.
Ironclad
When you select this path at 3rd level, you gain proficiency in heavy armour, and you ignore heavy armour restrictions on barbarian class features.
Siege Engine
Also at 3rd level, your very being becomes an unstoppable force, establishing your presence without resistance.
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Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier).
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On a failure, you move the target 5 feet into an unoccupied space of your choice, and you can choose to immediately move 5 feet into the target’s previous position.
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Aditionally, while you are raging, your attacks deal additional damage equal to your Dread level.
Walking Fortress
Starting at 6th level, your sheer bulk turns you into a walking fortress.
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You cannot be knocked prone while raging, and you are immune to any effect that would forcibly move you while raging.
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You have immunity to all bludgeoning, slashing and piercing damage unless you take an amount of damage from a single attack or effect equal to or exceeding half your barbarian level, in which case you take the damage as normal.