Barbarian

> *"Some will see your outbursts as mere anger, hate even. I see something far greater burning within you. So go forth, I tell you, and let your searing ambition lead you to ever greater heights!"*
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To choose barbarian as a second class, one must have a strength score of 13 or higher.

## Class Basis

### Hit Points

* **Hit Dice**: 1d12 per barbarian level.
* **Hit Points at level 1**: 24 + your constitution modifier.
* **Hit Points at higher levels**: 1d12 + your constitution modifier, rerolling any 1s.

### Proficiency

* **Armor**: Light armor, Medium armor.
* **Weapons**: Simple weapons, Martial melee weapons.
* **Saving Throws**: Strength, Constitution
* **Skills**: Two from the following: Acrobatics, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

Your base equipment contains an additional simple melee weapon of your choice and 2d6+28 gp.

## Class Features

### Rage

As a bonus action you can enter a raging state to overcome a hurdle of some kind, giving you an array of advantages and disadvantages during encounters.

* You have advantage on all strength checks and saving throws.
* When you hit a creature with a melee attack, the damage of the attack is increased by an amount equal to your rage damage, which is dependent on your barbarian level, as shown above.
* You have resistance to bludgeoning, piercing and slashing damage.
* You lose any heavy armor proficiency you may have and cannot cast spells or concentrate on them.

Your rage lasts for 10 minutes, until you are inflicted with the charmed or unconscious condition, or until there is no way for your to further your overcoming of the hurdle you chose when you entered the rage, for example when every member of a group of foes has been defeated. The number of times you can rage are shown above, and you regain all expended uses when you finish a long rest.

### Unarmored Defense

While you aren't wearing armor other than shields, your AC is increased by an amount equal to your constitution modifier.

### Hot-Headed Resolve

You can expend one use of a rage, or end a rage your are currently in, to give yourself advantage on one Acrobatics, Athletics, Intimidation, Medicine, Persuasion, Stealth or Survival check. You can activate this ability up to 5 times per long rest.

### Danger Sense

Your experience with combat has honed your instincts. Starting at 2nd level, you gain advantage on the first dexterity saving throw you make each turn, if you can see the effect. Additionally, while raging, you are immune to the frightened condition, and any frightened condition you are suffering from ends.

### Battle Stances

At 2nd level, you have learned to employ stances during combat, each providing specific strengths and weaknesses. Whenever you finish a long rest, you choose one of the following stances, which you can enter at the start of your turn as a free action until you choose another. Stances last until the start of your next turn, and provide their effects for that duration.

* **Reckless Warrior**: You gain a bonus to your attack rolls equal to your constitution modifier. Your AC cannot be higher than 0.
* **Crushing Arrow**: You can add your rage damage to ranged weapon attacks, and ranged attacks cannot suffer disadvantage caused by the distance between you and the target. Creatures within 5 feet of you have advantage on melee attacks made against you.
* **The Wall**: Your AC is increased by an amount equal to your proficiency bonus. AS a reaction, you can cause an attack made against a creature within 5 feet of you to automatically hit you instead. Any damage you deal is halved.
* **Daredevil**: Your critical hit rate is increased by 10%, and your critical hits ignore damage resistances and reductions. Attacks made against you have their critical hit rate increased by 10%, and ignore damage resistances and reductions on a critical hit.
* **Storming Bull**: When you take the dash action as an action, you can make a single melee weapon attack as part of the same action, and the damage of attacks made this way is increased by 1 for every 5 feet moved towards the target in a straight line before hitting the creature, up to a maximum increase of 10. Ranged attacks made against you are made at advantage.

### Primal Path

At 3rd level, you can choose a primal path, specializing in a specific form of barbarism, which will grant you further class features at level 3, 6, 9, 14 and 17.

 Berserker
 Juggernaut
 Primordial Zealot
 Spirit Beast
 Totem Shaman

### Raucous Revelry

Starting at 3rd level, you have learned how to keep spirits high. When you make a short rest and don’t spend any hit dice, you can choose to revel with your companions. You and all companions that join you in your celebration consume half a days worth of food when you do so. At the end of that rest, you and your companions gain temporary hit points equal to twice your proficiency modifier for 8 hours. While a creature has these temporary hit points, it has advantage on saving throws against being frightened or charmed. If you or any companion consumed at least half a litre of some alcoholic beverage, the temporary hit points gained by that creature is doubled, but the creature has disadvantage on any Initiative and Dexterity checks it makes for the next 8 hours.

### Ability Score Improvement (1)

At 4th level, you gain an ability score improvement, allowing you to either increase one ability score of your choice by 2, or two ability scores of your choice by 1. Alternatively, you can learn a feat. As normal, you can't increase an ability score above 20 using this feature.

### Extra Attack

Starting at level 5, you are starting to master the fundamentals of battle. When you take the attack action as an action, you can attack twice instead of once.

### Fast Movement

Your mobility has gone past it's previous limits once you reach level 5, increasing your base movement speed by 10, or 5 while wearing or using any heavy armor.

### Feral Instinct

You have learned to feel the tension in the air. Starting at level 7, you can no longer be inflicted with the surprised condition while conscious, and you gain advantage on any initiative rolls you make.

### Ability Score Improvement (2)

At 8th level, you gain an ability score improvement, allowing you to either increase one ability score of your choice by 2, or two ability scores of your choice by 1. Alternatively, you can learn a feat. As normal, you can't increase an ability score above 20 using this feature.

### Ability Score Improvement (3)

At 10th level, you gain an ability score improvement, allowing you to either increase one ability score of your choice by 2, or two ability scores of your choice by 1. Alternatively, you can learn a feat. As normal, you can't increase an ability score above 20 using this feature.

### Indomitable Might

Your strength has reached grand reliability. Starting at 11th level, you can replace the result of any strength check you make with a 15.

### Ability Score Improvement (4)

At 12th level, you gain an ability score improvement, allowing you to either increase one ability score of your choice by 2, or two ability scores of your choice by 1. Alternatively, you can learn a feat. As normal, you can't increase an ability score above 20 using this feature.

### Grudgeholder

At 13th level, you have mastered close quarter combat, greatly improving your odds when trading blows. When a creature deals damage to you or afflicts you with a negative effect, you have advantage on atatck rolls made against that creature until you deal damage to it, or until another creature deals damage to you or afflicts you with a negative effect.

### Relentless Rage

Starting at 15th level, you are able to push past your limits during combat. If you drop to 0 hit points while raging and don't die, you can make a DC 5 constitution saving throw. On a sucessful saving throw, you don't fall unconscious, and instead drop to 1 hit point. Each time you drop to 0 hit points, you suffer a -5 penalty to all constitution saving throw, which is reduced by 5 whenever you finish a short rest. When you complete a long rest, the penalty falls away.

### Ability Score Improvement (5)

At 16th level, you gain an ability score improvement, allowing you to either increase one ability score of your choice by 2, or two ability scores of your choice by 1. Alternatively, you can learn a feat. As normal, you can't increase an ability score above 20 using this feature.

### Primal Feast

At 18th level, you have learned to treasure moments of calm, and use them to prepare more efficiently. Whenever you use your raucous revelry, the temporary hit points you grant are increased to 4 times your proficiency modifier, and the first ability check, attack roll or saving throw a creature makes after gaining these temporary hit points is made at advantage.

### Ability Score Improvement (6)

At 19th level, you gain an ability score improvement, allowing you to either increase one ability score of your choice by 2, or two ability scores of your choice by 1. Alternatively, you can learn a feat. As normal, you can't increase an ability score above 20 using this feature.

### Primal Champion

At 20th level, you have reached the pinnacle of bodily strength. Your strength and constitution scores are increased by 6, and the maximum of these scores is increased to 26.