+5 | Strength |
+1 | Dexterity |
+3 | Constitution |
+0 | Intelligence |
+1 | Wisdom |
-1 | Charisma |
+1 | Acrobatics |
+3 | Animal Handling |
+0 | Arcana |
+5 | Athletics |
-1 | Deception |
+0 | History |
+3 | Insight |
+5 | Intimidation |
+0 | Investigation |
+1 | Medicine |
+0 | Nature |
+3 | Perception |
-1 | Performance |
-1 | Persuasion |
+0 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+1 | Survival |
Weapon | Attack | Damage |
---|---|---|
Greatsword | 1d20+5 | 2d6+3 S |
Quarterstaff | 1d20+5 | 1d6+3 B |
Javelin | 1d20+5 | 1d6+3 P |
Bite | 1d20+5 | 1d6+3 P |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Level | Proficiency Bonus | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defense | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Primal Path | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Path Feature | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Path Feature | 4 | +3 |
11th | +4 | Relentless Rage | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Path Feature | 5 | +3 |
15th | +5 | Persistent Rage | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Primal Champion | ∞ | +4 |
Rage
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 Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.
Barbarian Level | Feature |
---|---|
3rd | Lingering Magic, Wild Surge |
6th | Magic Reserves |
10th | Arcane Rebuke |
14th | Chaotic Fury |
d20 | Effect |
---|---|
1 | You unleash an explosion in a 20-foot radius centered on yourself. Creatures in the area, including you, must make a Dexterity saving throw, and you roll a number of d10s equal to your Rage Damage. A creature takes fire damage equal to the total on a failed save, or half as much damage on a successful one. |
2 | (Persistent) You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action. |
3 | Energy floods into your body. You can immediately take one additional action, which can only be used to take the Attack or Dash action. |
4 | (Persistent) Plant life temporarily grows around you; the ground within 10 feet of you is difficult terrain, and you do not suffer penalties to your movement to move through it. |
5 | Healing energy radiates from you. Roll a number of d12s equal to your Rage Damage. You restore up to the total as hit points, divided as you choose amount any number of creatures that you can see within 30 feet of you. |
6 | (Persistent) You are borne aloft. You gain a flying speed equal to your walking speed. |
7 | You conjure 1d4 intangible spirits in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode. Roll a number of d8s equal to your rage damage. Each creature within 5 feet of one or more of the spirits must succeed on a Dexterity saving throw or take force damage equal to the total. |
8 | (Persistent) You and anything you are wearing or carrying become invisible. This effect ends early when you attack. |
9 | A beam of brilliant light lances from your chest in a line 5-feet-wide and 60-feet-long. Roll a number of d8s equal to your Rage Damage. Each creature in the line must succeed on a Constitution saving throw or take radiant damage equal to the total and be blinded until the start of your next turn. |
10 | (Persistent) Shadows weave around a weapon of your choice that you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a range of 20/60. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn. |
11 | Necrotic energy bursts from you. Roll a number of d6s equal to your Rage Damage. Each other creature within 30 feet of you takes necrotic damage equal to the total, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures. |
12 | (Persistent) Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to two times your Rage Damage. |
13 | Strong winds blast out from you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed away from you a number of feet equal to five times your Rage Damage, and fall prone. |
14 | (Persistent) your body becomes wreathed in flames. You shed bright light in a 30-foot radius and dim light for an additional 30 feet, and your melee attacks deal an additional amount of fire damage equal to your Rage Damage. If another creature touches you or hits you with a melee attack while within 5 feet of you, roll a number of d4s equal to your Rage Damage. That creature takes fire damage equal to the total. |
15 | Your visage becomes terrifying. Creatures within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. |
16 | (Persistent) Your eyes can pierce through illusions. You gain truesight to a range of 60 feet. |
17 | Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw, or you see a glimpse of the creature's thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn. |
18 | (Persistent) Your body can move much faster than usual. Your movement speed increases by 10 feet, and your movement doesn't provoke opportunity attacks. |
19 | You disrupt magic around you. Creatures within 30 feet of you that are concentrating on a spell must succeed on a Constitution saving throw or lose concentration on the spell. The DC is equal to 10 + the spell's level. |
20 | (Persistent) You become the center of a storm. Once per turn, when you successfully hit a creature with a melee attack, lightning leaps from your weapon to another creature of your choice within 30 feet. Roll a number of d6s equal to your Rage Damage. The target creature must succeed on a Dexterity saving throw or suffer lightning damage equal to the total. |
Credit to Wizards of the Coast for the original UA Path of the Wild Soul Barbarian Credit to /u/Hageshii01 for this revised version None of this is my own content, except for my note(s)
Statblocks for your familiars, mounts etc.
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Statblocks for race/species of the character.
Darkvision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Shifting: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can't do so again until you finish a short or long rest. Subrace: The beast within shapes each shifter physically and mentally. The four major subraces of shifter include: beasthide, longtooth, swiftstride, and wildhunt. Choose a subrace for your shifter.
Languages. Common
Fierce: You have proficiency in the Intimidation skill.
Shifting Feature: While shifted, you can use your
elongated fangs to make an unarmed strike as a bonus
action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.