Barbarian
Base Class: Barbarian

When you play as an axe lord, you can not have levels in any other class.
The axe lord is intended to be played as a unique class, not as a barbarian subclass.

Grudge of the People

The rage of an axe lord stems from the people they represent. Anger, fear, hatred, grudges, it all combines to fuel the strength of the axe lord. Many Reclaimers, having to face down uncountable hordes of enemies, travel down the path of the axe lord. One after the other, enemies fall down at your feet.

Creating an Axe Lord

The axe lord is a trained warrior not intended to be played at low levels. The axe lord is intended for a campaign with a heavy, almost exclusive, focus on combat and resource management and thus might not be suitable to be played in a normal adventuring campaign.

When creating an axe lord character, think about what drives them. Where does your character come from? Why are they filled with rage? Talk with your DM about the setting and find an appropriate origin for your axe lord. Did you join the party to gain experience? Are you on the way to a fallen hold that needs to be reclaimed? Were you the only survivor of an attack and do you need to recover your strength to settle your grudge?

QUICK BUILD

You can make an axe lord quickly by following these suggestions: First, put your highest ability score in Strength, followed by Constitution, followed by Dexterity. Second, choose the gladiator background. (If your campaign allows it)

The Axe Lord Table

Level Proficiency Bonus Features Base Rage Points Rage Damage
1st +2 Grudge Rage, Axe Fighting Style, Second Wind 2 +2
2nd +2 Extra Attack, Reckless Attack 2 +2
3rd +2 Enraged Spellcasting, 1st-level Spells 2 +2
4th +2 Ability Score Improvement 2 +2
5th +2 Cleaving Strike 3 +2
6th +2 Forceful Strike, Extra Attack (2) 3 +2
7th +3 Fuelled by Fury 3 +2
8th +3 Ability Score Improvement 3 +3
9th +3 2nd-level Spells 4 +3
10th +3 Strike First 4 +3
11th +3 Extra Attack (3) 4 +3
12th +4 Ability Score Improvement 4 +3
13th +4 Relentless Rage, Unphased 4 +4
14th +4 Grudgement 5 +4
15th +4 3rd-level Spells 5 +4
16th +4 Ability Score Improvement 5 +4
17th +4 Unmatched Strength 5 +4
18th +5 Indomitable Might 5 +4
19th +5 Ability Score Improvement 6 +5
20th +5 Extra Attack (4) 6 +5

Class Features

As an axe lord, you gain the following class features.

Hit Points

Hit Dice: 1d10 per axe lord level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per axe lord level after 1st

Proficiencies

Armor: Medium armor, heavy armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics and Intimidation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a battleaxe or (b) a greataxe or (c) a halberd
  • (a) two handaxes or (b) a battleaxe
  • (If your background is not Reclaimer) An explorer's pack
  • Hide armor

Grudge Rage

In battle, your strength is amplified by the fury of your people. On your turn, you can spend a rage point to enter a rage as a bonus action. Your base number of rage points is shown for your axe lord level in the Base Rage Points column of the Axe Lord table.

While raging, you gain the following benefits:

  • You have advantage and gain a +1 on Strength checks and Strength saving throws.
  • You have advantage on Constitution saving throws.
  • You gain a +1 on Dexterity saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as an axe lord, as shown in the Rage Damage column of the Axe Lord table.

You will also gain the following benefits if you aren't wearing heavy armor:

  • You gain a +1 bonus to AC, to a maximum of 17.
  • Your speed increases by 5 feet.

If you are able to cast spells, you can't concentrate on them while raging.

Your rage lasts for 2 minutes. It ends early if you are knocked unconscious or if your turn ends, since the end of your last turn, you haven't attacked a hostile creature or taken damage. It also ends early if, since starting your rage, you take more than half your maximum Hit Points in damage. You can also end your rage at any point as a free action.

Once you have spent all your rage points, you will need to rest to recover them. Finishing a short rest will let you regain 1 rage to a maximum of your base rage points. Finishing a long rest will let you regain all your rage points plus an additional 1d(0 + your Constitution modifier) on top of your base rage points. Any additional rage points are lost upon taking your next rest.

You will gain an additional rage point whenever you gain a level of exhaustion.

Axe Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d6 + your axe lord level. Once you use this feature, you must finish a short or long rest before you can use it again.

Extra Attack

Starting at 2nd level, you can attack twice, instead of once, whenever your take the Attack action on your turn.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Enraged Spellcasting

Starting at 3rd level, you gain the ability to channel your fury through the many runes that adorn your armor and weapons, which allows you to unleash devastating magical attacks. However, doing so takes a heavy toll on your stamina. See Spells Rules for the general rules of spellcasting and for your spells, see the axe lord spell list below. Axe lords do not have any spell slots.

Rage Casting

To cast any spells, you will have to spend rage points equivalent to the spell's level. While you are raging, you can choose to channel your rage into any spell you are casting, this lowers the rage point cost of the spell by 1, but it also ends your rage before you start casting.

Spells Known

You know all spells you have access to at the spell level unlocked by your axe lord level as shown in the Axe Lord table. Any cantrip an axe lord has access to is treated as being a 1st-level spell.

Spellcasting Ability

Strength is your spellcasting ability for your axe lord spells, since the power of your magic relies on your ability to force the rage from your body into the world. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for an axe lord spell you cast and when making an attack roll with one.

Spell save DC = 5 + your proficiency bonus + your Strength modifier

Spell attack modifier = your proficiency bonus + your Strength modifier

Spellcasting Focus

You use your rune-engraved equipment to focus your magic, if you do not have this equipment available, you are unable to cast spells.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Cleaving Strike

Starting at 5th level, your rage becomes powerful enough that striking an enemy will not stop your axe. When you make your first attack on your turn, while raging, you can decide to attack with a cleaving strike. Your rage will end if the cleaving strike damages fewer than 4 creatures.

Choose a creature within melee range, then choose either clockwise or counterclockwise. Perform a normal attack roll against this creature. Should the attack roll succeed and damage the creature, you can continue to the next creature in melee range in the direction you chose. This creature also needs to be within 5 feet of the previous creature. If there are no creatures that meet these criteria, your cleaving strike ends. Perform an attack roll against this new creature, this time subtracting 2 from the total value of your attack roll. If you are successful in damaging this creature, you can continue in the same way you did before, subtracting an additional 2 from the attack roll total for every creature hit (attack roll total - 2 * creatures hit).

Should you make it back around to the original creature, your cleaving strike ends without hitting the original creature again.

Forceful Strike

Starting at 6th level, you can attack with such force that it moves your enemies. When you make your first attack on your turn, while using a heavy melee weapon, you can decide to attack with a forceful strike. If you are able to damage a creature with this attack, you make an Athletics check contested by the creature's Athletics or Acrobatics check (the target chooses the ability to use). If you win the contest, you can move that creature up to 5 feet.

Should a creature be moved into an occupied space due to this effect, the creature is knocked prone instead.

  • If the occupant of the target space is a creature, it must make a Dexterity saving throw, or both creatures take 1d4 damage.
  • If the occupant of the target space is a structure, the creature takes 1d6 + 2 damage.

Should a creature be moved over a drop due to this effect, it will fall.

Extra Attack

Starting at 6th level, you can attack three times instead of twice, whenever your take the Attack action on your turn.

Fuelled by Fury

Starting at 7th level, your rage starts to hunger for the blood of your enemies. While raging, whenever you successfully damage an enemy with your axe, you can make a DC 20 Constitution check. On a successful check, you regain 1d4 health.

Strike First

Starting at 10th level, your rage and hunger for battle give you advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you gain an additional rage point.

Extra Attack

Starting at 11th level, you can attack four times instead of three times, whenever your take the Attack action on your turn.

Relentless Rage

Starting at 13th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Unphased

Starting at 13th level, opportunity attacks made against you are made at disadvantage.

Grudgement

Starting at 14th level, you gain the ability to, once per turn, spend a rage point as a bonus action to heal yourself by 1d(8 + your Constitution modifier).

Fast Movement

Starting at 15th level, your speed increases by 10 feet.

Unmatched Strength

Starting at 17th level, melee weapons with the trait two-handed can be used as if they were one-handed.

Indomitable Might

Starting at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Extra Attack

Starting at 20th level, you can attack five times instead of four times, whenever your take the Attack action on your turn.

The Axe Lord Spells Table

Spell Slot Level Spells
1st Axe Burst, Compelled Duel, Kneel, Relentless Advance, Rooted by Fear, Vicious Mockery, Wrathful Smite
2nd Blur, Incite Fury, Rumble, Spiritual Weapon
3rd Aura of Vitality, Conjure Barrage, Dispel Magic

Path of the Axe Lord Features

Choosing the path of the axe lord, you gain the following path features.

Barbarian Level Features
3rd Enraged Spellcasting, 1st-level Spells
6th Forceful Strike, 2nd-level Spells
10th Cleaving Strike
14th Grudgement, 3rd-level Spells

Bonus Proficiencies

Starting when you choose this path at 3rd level, you gain proficiency with heavy armor and Intimidation.

Enraged Spellcasting

Starting at 3rd level, you gain the ability to channel your fury through the many runes that adorn your armor and weapons, which allows you to unleash devastating magical attacks. However, doing so takes a heavy toll on your stamina. See Spells Rules for the general rules of spellcasting and for your spells, see the axe lord spell list below. Axe lords do not have any spell slots.

Rage Casting

To cast any spells, you will have to spend rage points equivalent to the spell's level. While you are raging, you can choose to channel your rage into any spell you are casting, this lowers the rage point cost of the spell by 1, but it also ends your rage before you start casting.

Spells Known at 3rd and Higher Levels

You know all spells you have access to at the spell level unlocked by your barbarian level as shown in the Path of the Axe Lord table. Any cantrip an axe lord has access to is treated as being a 1st-level spell. At 6th level, you unlock 2nd-level Spells. At 14th level, you unlock 3rd-level Spells.

Spellcasting Ability

Strength is your spellcasting ability for your axe lord spells, since the power of your magic relies on your ability to force the rage from your body into the world. You use your Strength whenever a spell refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for an axe lord spell you cast and when making an attack roll with one.

Spell save DC = 5 + your proficiency bonus + your Strength modifier

Spell attack modifier = your proficiency bonus + your Strength modifier

Spellcasting Focus

You use your rune-engraved equipment to focus your magic, if you do not have this equipment available, you are unable to cast spells.

1st-level Spells

When choosing this path at 3rd level, you gain access to the 1st-level Spells listed in the Axe Lord Spells table.

Forceful Strike

Starting at 6th level, you can attack with such force that it moves your enemies. When you make your first attack on your turn, while using a heavy melee weapon, you can decide to attack with a forceful strike. If you are able to damage a creature with this attack, you make an Athletics check contested by the creature's Athletics or Acrobatics check (the target chooses the ability to use). If you win the contest, you can move that creature up to 5 feet.

Should a creature be moved into an occupied space due to this effect, the creature is knocked prone instead.

  • If the occupant of the target space is a creature, it must make a Dexterity saving throw, or both creatures take 1d4 damage.
  • If the occupant of the target space is a structure, the creature takes 1d6 + 2 damage.

Should a creature be moved over a drop due to this effect, it will fall.

2nd-level Spells

Starting at 6th level, you gain access to the 2nd-level spells listed in the Axe Lord Spells table.

Cleaving Strike

Starting at 10th level, your rage becomes powerful enough that striking an enemy will not stop your axe. When you make your first attack on your turn, while raging, you can decide to attack with a cleaving strike. Your rage will end if the cleaving strike damages fewer than 4 creatures.

Choose a creature within melee range, then choose either clockwise or counterclockwise. Perform a normal attack roll against this creature. Should the attack roll succeed and damage the creature, you can continue to the next creature in melee range in the direction you chose. This creature also needs to be within 5 feet of the previous creature. If there are no creatures that meet these criteria, your cleaving strike ends. Perform an attack roll against this new creature, this time subtracting 2 from the total value of your attack roll. If you are successful in damaging this creature, you can continue in the same way you did before, subtracting an additional 2 from the attack roll total for every creature hit (attack roll total - 2 * creatures hit).

Should you make it back around to the original creature, your cleaving strike ends without hitting the original creature again.

Grudgement

Starting at 14th level, you gain the ability to, once per turn, spend a rage point as a bonus action to heal yourself by 1d(8 + your Constitution modifier).

3rd-level Spells

At 14th level, you gain access to the 3rd-level Spells listed in the Axe Lord Spells table.

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