Class; Barbarian. The Barbarian is considered a 20th Level Barbarian.
Brutal Critical. The Barbarian Rolls 3 Additional Damage Dice when they Roll a Critical Hit.
Danger Sense. The Barbarian has advantage on Dexterity Saving throws against effects that it can see, to gain this benefit they cannot be Blinded, Deafened, or Incapacitated.
Feral Instincts. If the Barbarian has advantage on Initiative Rolls, additionally if the Barbarian is Surprised at the Beginning of Combat (provided they aren't Incapacitated) they can Use their Rage Bonus action and Act Normally on their 1st turn.
Indomitable Might. If the Barbarian Rolls a Strength Check and the total is Less than 23, they can Instead Treat the total as 23.
Powerful Weapon Master. The Barbarian has advantage on attacks made with Weapons that Possess the Heavy or Two Handed Properties.
Reckless Attack. Before the Barbarian Attacks they can choose to attack Recklessly Granting them Advantage on On Strength Based Melee Attacks But Doing so Grants others advantage on attack Rolls Made against them.
Unarmored Defense. While Not wearing Any Armor the Barbarians AC Includes their constitution Modifier.
Special Equipment. The Barbarians Greataxe is a Berserker Axe (they Do not Suffer the effects of this Axes Curse), Wears Bracers of Defense, and they Possess An Iron Horn of Valhalla.
Extra Attack. Thr Barbarian makes two attacks.
Berserker Greataxe. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (1d12+7) Slashing damage.
Rage. The Barbarian enters a State of Rage for 1 Minute ending Early if they are Knocked Unconscious, or they choose to end it early During this Rage they are under the Following effects:
- They gain advantage on Strength Checks and Strength Saving Throws.
- They gain a +4 Bonus to Damage from Melee Weapons.
- They gain Resistance to Bludgeoning, Piercing, and Slashing Damage.
- They cannot Cast or Concentrate on Spells
- If they drop to 0 Hitpoints they must make a DC 10 Constitution Saving Throw dropping to 1 Hitpoint on a Success, after this happens the DC increases by 5 each Time they drop to 0 Hitpoints again Resting to 0 on a Short or Long Rest.
Description
Primal Instinct
People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
Barbarian Primal Champions are Avatars of Rage and Might, Their Strength Awesome and Godlike. Immortalized as Guardians of the Wild they are Champions if Not Embodiments of Nature's Wrath as it comes Crashing Down on their Enemies whether they be Civilization itself, Those who Threaten the Balance of the World, or those who wish to Invade it and Conquer it from beyond the Material Primal Champions Represent Power Incarnate.
Variants
Some Barbarians Gain Knowledge with Their Rage, Such Barbarians Gain Primal Knowledge Granting them Proficiency in Two of the Following Skills: Animal Handling, Nature, Perception, Survival.
Other Barbarians Instead Learn how to Perform an Instinctive Pounce Allowing them to Move up to Half their Speed without Expending Movement as soon as they enter their Rage.
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