Barbarian
Base Class: Barbarian

Barbarians who walk the path of the trained form are dedicated to rigorous training of their body, combining trained form with the unyielding might of their rage, making them a force to be reckoned with.

Better Critical

Through your training, you've added more consistency to your chances of causing devastating attacks. When you choose this primal path at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Trained Form

Learning from the civilized warriors who can't hit as hard, and as such, much hit better, you gain a fighting style of your choice from the Fighter fighting style list, so you can hit harder, and better.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

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

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

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.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Unbeatable Athlete

Through your constant honing of your capabilities, you've gained an innate skillfulness in any form of physical exertion. Starting at 6th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Superior Critical

Through your mastery of the martial ways, you've learned to hit your most brutal blows even more commonly. Starting at 10th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor

At 14th level, your training of your body has allowed you to become the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.