Class; Barbarian. The Barbarian is considered a 10th Level Barbarian.
Brutal Critical. The Barbarian Rolls 1 Additional Damage Die 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.
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), and They Wear a Belt of Hill Giant Strength (Their Strength Score without this Belt is 16)
Extra Attack. The Barbarian makes two attacks.
Berserker Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d12+6) Slashing damage.
Rage (4/Day). The Barbarian enters a State of Rage for 1 Minute ending Early if they are Knocked Unconscious, or They haven't attacked a Hostile Creature and They haven't Taken Damage since their last Turn, During this Rage they are under the Following effects:
- They gain advantage on Strength Checks and Strength Saving Throws.
- They gain a +3 Bonus to Damage from Melee Weapons.
- They gain Resistance to Bludgeoning, Piercing, and Slashing Damage.
- They cannot Cast or Concentrate on Spells
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 Wrath Masters for Most are the End of a Barbarians Adventuring Career, The Source of their Rage Fully known and For the Most Part Completely Understood Wrath Masters Reach a Point in their Journey where The Full Power of their Rage has Imbued itself Upon their Weapons For many This Results in the Creation of a Berserkers Axe a Cursed Weapon Imbued w/ the power of their Rage Due to the fact that these Axes were Made From the same source as the Barbarians Rage the Barbarian in Turn does Not suffer the effects of the Axes Curse.
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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