Barbarian
Base Class: Barbarian

The practical Tvar spend long days in their fields, growing food and raising sheep, horses, and other livestock essential to sustaining the clans. Yet these homesteads are often isolated and an individual Tvar might be called upon to protect a sheep herd, farmhouse, or trapping cabin. Most learn at an early age how to fight effectively when outnumbered. Some among them take to this path with exceptional passion.

Though the farmers and smiths of the Tvar are often considered among the most cordial of the raiders, when pushed too hard, the Provoked barbarian retaliates swiftly and with no measure of mercy. Some who have witnessed such unleashed carnage swear they see two warriors, standing back-to-back like the god twins, Gnark and Idin.

Strength of One

While you're raging, your critical hit range with melee weapon attacks increases by 1 for each hostile creature within 5 feet of you, to a maximum increase equal to your proficiency bonus.

Additionally, choose one of the following options, which represents your fighting style when cornered:

Stoic Strength. You stand firm in the face of danger and use your wits to guide you through battle. When you take damage from a creature, you can use your reaction to move up to half your speed toward that creature without provoking opportunity attacks and make one melee weapon attack against it.

Wrathful Strength. Your fury knows no bounds—when injured, you channel that pain into devastating strikes. While raging, when you take damage from a hostile creature, you can use your reaction to gain one Provoked die (a d6). When you hit with a melee weapon attack, you can expend any number of Provoked dice to add them to the damage roll. You can have a maximum number of Provoked dice equal to your proficiency bonus, and you lose all unexpended Provoked dice when your rage ends.

Wild Strength. No enemy is safe when near you. When you take the Attack action, you can replace one attack with a wild swing that threatens all nearby foes. Each creature of your choice within your weapon's reach must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they take damage equal to your weapon's damage dice + your Strength modifier.

 

Stoic Strength

You stand firm in the face of danger and use your wits to guide you through battle. When you take damage from a creature, you can use your reaction to move up to half your speed toward that creature without provoking opportunity attacks and make one melee weapon attack against it.

Wild Strength

No enemy is safe when near you. When you take the Attack action, you can replace one attack with a wild swing that threatens all nearby foes. Each creature of your choice within your weapon's reach must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, they take damage equal to your weapon's damage dice + your Strength modifier.

Wrathful Strength

Your fury knows no bounds—when injured, you channel that pain into devastating strikes. While raging, when you take damage from a hostile creature, you can use your reaction to gain one Provoked die. When you hit with a melee weapon attack, you can expend any number of Provoked dice to add them to the damage roll. You can have a maximum number of Provoked dice equal to your proficiency bonus, and you lose all unexpended Provoked dice when your rage ends.

Dominant of Will

You've learned to focus your will when circumstances might hinder a lesser warrior. You gain one of the following benefits based on your 3rd-level choice (or choose a different option):

Stoic Dominance. While raging, you have advantage on saving throws against being charmed or frightened, and you automatically succeed on saving throws against illusion spells.

Wrathful Dominance. You gain expertise in Intimidation (double your proficiency bonus for Intimidation checks). Additionally, while you're prone or restrained, you don't have disadvantage on melee weapon attacks.

Wild Dominance. While raging, you can take the Dash action as a bonus action. When you Dash this way, difficult terrain doesn't cost you extra movement.

Stoic Dominance

While raging, you have advantage on saving throws against being charmed or frightened, and you automatically succeed on saving throws against illusion spells.

Wild Dominance

While raging, you can take the Dash action as a bonus action. When you Dash this way, difficult terrain doesn't cost you extra movement.

Wrathful Dominance

You gain expertise in Intimidation (double your proficiency bonus for Intimidation checks). Additionally, while you're prone or restrained, you don't have disadvantage on melee weapon attacks.

Violent Response

While raging, when a creature hits you with an attack or forces you to make a saving throw, you can use your reaction to mark that creature until the end of your next turn. The next time you hit the marked creature with a melee weapon attack before the mark ends, you deal maximum damage with that attack instead of rolling.

Once you use this feature, you can't use it again until you finish a long rest, or until you finish a short rest (no action required).

Reckoning of Choice

You've learned to turn desperation into devastating power. You gain one of the following benefits based on your previous choices (or choose a different option):

Stoic Reckoning. When you make a reckless attack, you gain resistance to one damage type of your choice until the start of your next turn, and you can't be stunned until the start of your next turn.

Wrathful Reckoning. When you make a reckless attack, you can make one additional melee weapon attack as part of the same action.

Wild Reckoning. While raging, you can use your action to make a single devastating melee weapon attack, forgoing all other attacks you could make that turn. If you hit, you deal maximum damage instead of rolling. Additionally, the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature is stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Stoic Reckoning

When you make a reckless attack, you gain resistance to one damage type of your choice until the start of your next turn, and you can't be stunned until the start of your next turn.

Wild Reckoning

While raging, you can use your action to make a single devastating melee weapon attack, forgoing all other attacks you could make that turn. If you hit, you deal maximum damage instead of rolling. Additionally, the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature is stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Wrathful Reckoning

When you make a reckless attack, you can make one additional melee weapon attack as part of the same action.

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