Brutal Critical. The barbarian champion rolls one additional weapon damage die when determining extra damage for a critical hit with a melee attack.
Reckles. At the start of its turn, the barbarian champion can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The barbarian champion makes two maul attacks or two longbow attacks.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, or 14 (2d6 + 7) bludgeoning damage while raging.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Rage (Recharges after a Short or Long Rest). As a bonus action, the barbarian champion can enter a rage at the start of its turn. The rage lasts for 1 minute or until the barbarian champion is incapacitated. While raging, the barbarian champion gains the following benefits:
• The barbarian champion has advantage on Strength checks and Strength saving throws.
• When it makes a melee weapon attack, the barbarian champion gains a +3 bonus to the damage roll.
• The barbarian champion has resistance to bludgeoning, piercing, and slashing damage.
• The barbarian champion can make a single melee weapon attack as a bonus action.
• The barbarian champion can't be charmed or frightened.
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