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Feat: Chef:

• Increase your Wisdom score by 1. You gain proficiency with cook's utensils if you don't already have it. As part of a short rest, you can cook special
food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your
proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an
extra 1d8 hit points. With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These
special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your
proficiency bonus.
Psionic Reach:
• This gift allows you to cast the telekinesis spell once per long rest (or more if you have the requisite 5th level spell slots) using either Intelligence,
Wisdom, or Charisma as your spellcasting modifier. You also gain resistance to psychic damage.
Feat: Crusher:
• Increase your Constitution by 1. Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an
unoccupied space, provided the target is no more than one size larger than you. When you score a critical hit that deals bludgeoning damage to a
creature, attack rolls against that creature are made with advantage until the start of your next turn.
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Rage:
• You can imbue yourself with a primal power that is called your Rage, a force that grants you extraordinary might and resilience. You can enter it as
a Bonus Action, provided you aren’t wearing Heavy Armor. While active, your Rage has the following effects:
• Damage Resistance: You have resistance to Bludgeoning, Piercing, and Slashing damage.
• Rage Damage: When you make an attack with a weapon or an Unarmed Strike using Strength and deal damage to the target, you gain a
bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian table (+3).
• Strength Advantage: You have advantage on Strength checks and Strength saving throws.
• No Concentration or Spells: You can’t maintain Concentration, and you can’t cast spells.
• The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or have the Incapacitated condition. If your Rage is still
active on your next turn, you can extend the Rage for another round by doing one or more of the following:
• Make an attack roll against an enemy.
• Force an enemy to make a saving throw.
• Take a Bonus Action to extend your Rage.
• Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes. You can enter your Rage the
number of times shown for your Barbarian level in the Rages column of the Barbarian table (5). You regain one expended use when you finish a
Short Rest, and you regain all expended uses when you finish a Long Rest.
Unarmored Defense:
• While you aren’t wearing any armor, your base Armor Class equals 10 + your Dexterity and Constitution modifiers. You can use a Shield and still
gain this benefit.
Weapon Mastery:
• Your training with weapons allows you to use the Mastery property of different kinds of Simple or Martial melee weapons of your choice.
Whenever you finish a Long Rest, you can practice weapon drills and change the kinds of melee weapons you chose. When you reach certain levels
in this class, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian
table (4).
Primal Knowledge:
• You gain proficiency in another skill of your choice from the list of skills available to Barbarians at 1st level. In addition, while your Rage is active,
you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make
it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability,
your Strength represents primal power coursing through and around you.
Reckless Attack:
• You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack roll on your turn, you can decide to
attack recklessly. Doing so gives you Advantage on attack rolls using Strength during this turn, but attack rolls against you have Advantage until the
start of your next turn.
• If you use Reckless Attack, you can forgo Advantage on the next attack roll you make on your turn with a Strength-based attack. If that attack hits,
the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your
choice. You have the following effect options:
• Forceful Blow: The target is pushed 15 feet straight away from you. You can then Move up to half your Speed straight toward the target
without provoking Opportunity Attacks.
• Hamstring Blow: The target’s Speed is reduced by 15 feet until the start of your next turn.
• Staggering Blow: The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of
your next turn.
• Sundering Blow: Your blow leaves an opening in the creature’s defense for an ally until the start of your next turn. The next attack roll
made by another creature against the target gains a bonus to that roll equal to your Rage Damage.
Frenzy:
• You can go into a frenzy in battle. If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn
with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The
damage has the same type as the weapon or Unarmed Strike used for the attack.
Extra Attack:
• You can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement:
• Your speed increases by 10 feet while you aren’t wearing Heavy Armor.
Mindless Rage:
• You have immunity to the Charmed and Frightened conditions while your Rage is active. If you are Charmed or Frightened when you enter your
Rage, that condition ends on you.
Feral Instinct:
• Your instincts are so honed that you have Advantage on Initiative rolls and Dexterity saving throws.
Indomitable Might:
• If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Retaliation:
• When you take damage from a creature that is within 5 feet of you, you can use your Reaction to make one melee attack against that creature,
using a weapon or an Unarmed Strike.
Persistent Rage:
• When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can’t do so again until you finish a
Long Rest. In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do anything to extend it from round to round.
The Rage still ends if you have the Incapacitated condition or don Heavy Armor.
Intimidating Presence:
• As an action, you can strike terror into others with your menacing presence, as you swell with primal power. When you do so, each creature of your
choice within 30 feet of you — or 60 feet of you if your Rage is active — must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus
+ your Strength modifier), provided the creature isn’t behind Total Cover. On a failed save, a creature has the Frightened condition for 1 minute. At
the end of each of the Frightened creature’s turns, the creature repeats the saving throw, ending the effect on itself on a successful save. Once you
use this feature, you can’t use it again until you finish a Long Rest. If you’ve run out of uses of this feature, you can expend a use of your Rage,
choosing not to activate the Rage and activating Intimidating Presence instead.
Relentless Rage:
• Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make
a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level. Each time you
use this feature after the first, the DC increases by 5. When you finish a Short Rest or Long Rest, the DC resets to 10.

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