Brutal Critical. The barbarian rolls two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Feral Instincts. The barbarian has advantage on initiative rolls.
Rage (5/day). As a bonus action, the barbarian chooses to enter an enraged state. While in this state the barbarian gains the following benefits:
- The barbarian has advantage on Strength checks and Strength saving throws.
- When the barbarian make a melee weapon attack using Strength, it gains a +3 bonus to the damage roll.
- The barbarian has resistance to bludgeoning, piercing, and slashing damage.
The enraged state lasts for 1 minute and ends early if the barbarian falls unconscious, or if its turn ends and it hasn’t attacked a hostile creature since its last turn or taken damage since then.. It can also choose to end the state on its turn as a bonus action.
Unarmored Defense & Movement. While the barbarian is wearing no armor, its AC includes its Constitution modifier(calculated in with its AC), and its speed increases by 10 feet(included in its speed).
Multiattack. The barbarian makes two melee attacks or two ranged attacks.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
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