Go Dungeons Class Barbarian

+ Rage ends when you go unconscious or if your turn ends and you failed to attack something.
	+ You can choose to end Rage mode as a bonus action
	+ Rage only lasts for around 1 min. If used all 1 min Raged, you lose rage mode and lose a turn due to exhaustion.
* **Feral Instinct** - Gain Advantage in initiative rolls.
* **Extra Attack** - You gain an extra attack.
	+ You can select a different target or hold it to use another time during the round.
	+ If unused until next turn, you lose the extra attack.
* **Reckless Attack** - You stop caring about defense and hit a target.
	+ This target needs to be in range and cannot dodge or block the attack.
	+ After this, even if missed, your AC is cut in half until you are able to re position yourself.

#### **Barbarian** **Secondary**

* **Brutal Critical** - When you roll a successful critical, You add an extra damage dice to your total damage.
* **Relentless Rage** - Rage lasts longer. When you reach 0 HP while raging, you gain 1 HP and don't go unconscious.
* **Primal Path** - Chose how your rage is shaped
	+ **Ancestral Guardian** - Draw power from ancestors.
		- After attacking a target, you can summon a spirit warrior to attack the same target on the next turn.
			* Spirit Warriors have the same damage as you and will disappear if got hit.
			* Can stack with multiple targets. 1 spirit warrior per target.
		- If a spirit warrior is present, you can command it to protect a creature as long as it's not you.
			* The creature takes half damage and the spirit warrior disappears.
			* The attacker takes the other half of it's damage as it's own damage
	+ **Berzerker** - Violent rage allows you to enter Frenzy state.
		- You can choose to attack as a bonus action.
		- You can counter attack someone who hits you in melee range.
		- You can't be charmed or frightened.
		- You can use your action to frighten a target with your presence.
			* Target needs to be able to see or hear you.
				+ Target must succeed a WIS saving throw 10 + your Mental Resistance modifier
				+ If target fails, they will be frightened until you can no longer be seen
				+ If target succeeds, you can't try this again on the same target
	+ **Storm Herald** - Able to harness and materialize the rage within.
		- You have a magical aura around you while you rage. You can chose 1 environment only. Typically an environment that you are very familiar with.
		- You can also choose to move the aura to surround another creature
			* **Desert**
				+ All creatures around you take fire damage each turn.
				+ You gain resistance to fire damage.
				+ You can set something on fire.
			* **Sea**
				+ All creatures around you take lightning damage each turn.
				+ You gain resistance to lightning damage.
				+ You can electrocute something
			* **Tundra**
				+ All creatures around you take ice damage each turn.
				+ You gain resistance to cold damage.
				+ You can freeze something
	+ **Totem Warrior**
		- You gain a Spirit Animal. You must be wearing a physical totem with that animal.
		- You are able to communicate with the animal chosen.
		- If the animal isn't listed above, then you can chose the closest beast representing the one you chose and gain the same skill set.
			* **Bear**
				+ Resistant to physical damage.
				+ You gain advantage on Brute Force checks.
				+ Creatures around you gain disadvantage on their attack rolls.
			* **Eagle**
				+ Able to dodge. Take half damage if successful.
				+ Advantage on Perception checks.
				+ You are able to fly during the duration of your rage.
			* **Elk**
				+ Increase movement speed to next tier.
				+ Advantage on Athletics checks.
				+ Headbutt as a bonus attack which will prone the enemy.
			* **Tiger**
				+ Increase damage.
				+ Advantage in Acrobatics checks.
				+ Increase your attack range by jumping to the target.
			* **Wolf**
				+ Allies have advantage on attack rolls within your range..
				+ Advantage in Stealth checks.
				+ Howl to give allies +2 attack bonus.

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