Danger Sense. The barbarian has advantage on any Dexterity saving throw against an effect that it can see. To gain this benefit, it can't be blinded, deafened, or incapacitated.
Reckless Attack. At the start of its turn, the barbarian 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.
Greataxe (Requires Two Hands). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 9 (1d12+3) slashing damage, or 11 (1d12+5) slashing damage while raging.
Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6+3) slashing damage, or 8 (1d6+5) slashing damage with a melee attack while raging.
Rage (2/Day). The barbarian enters a rage that lasts for one minute, ending early if the barbarian is knocked unconscious, incapacitated, or fails to make an attack roll or take damage on its turn. While raging, it has advantage on Strength ability checks and saving throws; resistance to bludgeoning, piercing, and slashing damage; and +2 to damage rolls of melee weapon attacks.
Description
Barbarians wield the primal essence of rage and adrenaline in combat. Their most valuable aspect is unrivaled survivability and high mobility. These vicious few are often found among tribal societies where resources are scarce and one must hone their own body to perfection in order to win.
Lair and Lair Actions
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