Brutal Critical. The barbarian rolls two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Danger Sense. The barbarian has advantage on Dexterity saving throws against effects that it can see while it is not blinded, deafened, or incapacitated.
Feral Instinct. The barbarian has advantage on initiative rolls.
Reckless. 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.
Relentless Rage. If the barbarian fall to 0 hit points while raging and aren't killed outright, it makes a DC 10 Constitution saving throw. On a success, the barbarian drops to 1 hit point instead. On each successive attempt, the DC increases by 5 until after a short of long rest.
Diving Fury. The barbarian channels divine fury into their weapon strikes. While raging, the first creature they hit on each of their turns with a weapon attack takes 7 extra radiant damage.
Rage Beyond Death (Undead variant only). Divine power fuels the barbarians rage, allowing them to shrug off fatal blows. While raging, having 0 hit points doesn't kill them until the start of their turn in the next round of combat if they still have 0 hit points.
Multiattack. The barbarian makes two attacks with its greataxe.
Greataxe. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 13 (1d12+7) slashing damage.
Rage (5/day). For one minute, the barbarian gains advantage on Strength checks and Strength saving throws, deals an extra 3 damage on weapon attacks (included in the attack), and has resistance to bludgeoning, piercing, and slashing damage.
Previous Versions
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3/13/2024 5:18:10 PM
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4/2/2024 1:34:14 PM
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Coming Soon
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