Barbarian
Base Class: Barbarian

Primal Path

It takes more than just strength to live in the places furthest from civilization. Any tribeman or wanderer worth their salt would tell you that the greatest heroes are strong and wise, and an adventurer who wants to survive seeing the darkest and furthest reaches of the world better have a few tricks up their sleeves. Prepared for anything: go and see what’s at the top of the tower. And destroy anything that gets in your way. 

Frontier Competence
To you, being mighty simply isn’t enough to thrive in the wilderness, but being wise and clever is just as important to survival. You’ve learned various tricks and skills that might surprise others who are expecting the typical barbarian. You gain proficiency in the Persuasion and Survival skills, as well as proficiency in the use of Thieve’s Tools. Finally, you can expend a use of your Rage feature whenever you make an ability check with a skill that you have Proficiency to instead have Expertise. You can continue to roll with Expertise in that skill for 10 minutes.

Outlands Exposure
At 6th level, your temperance to the things in wilderness and civilization alike has given you fortitude against the worst it has to offer. You gain resistance to poison damage, and training in Intelligence and Wisdom saving throws.

Hedge Magic
At 10th level, your experiences and perceptions of the world around you have given you insights into minor bits of magic and lore. You gain the Magic Initiate feat, and you add half your proficiency rounded down to Arcana, History, Nature, and Religion checks.

Brutal Adventurer
At 14th level, you’ve honed your savage instincts and practical wit to a ruthless edge. Whenever you have advantage on an attack, if both the d20s would hit, then the hit is a critical. Any time you successfully hit and the attack isn’t a critical you deal one additional die of that weapon’s damage.

Frontier Competence

To you, being mighty simply isn’t enough to thrive in the wilderness, but being wise and clever is just as important to survival. You’ve learned various tricks and skills that might surprise others who are expecting the typical barbarian. You gain proficiency in the Persuasion and Survival skills, as well as proficiency in the use of Thieve’s Tools. Finally, you can expend a use of your Rage feature whenever you make an ability check with a skill that you have Proficiency to instead have Expertise. You can continue to roll with Expertise in that skill for 10 minutes.

Outlands Exposure

At 6th level, your temperance to the things in wilderness and civilization alike has given you fortitude against the worst it has to offer. You gain resistance to poison damage, and training in Intelligence and Wisdom saving throws.

Hedge Magic

At 10th level, your experiences and perceptions of the world around you have given you insights into minor bits of magic and lore. You gain the Magic Initiate feat, and you add half your proficiency rounded down to Arcana, History, Nature, and Religion checks.

Brutal Adventurer

At 14th level, you’ve honed your savage instincts and practical wit to a ruthless edge. Whenever you have advantage on an attack, if both the d20s would hit, then the hit is a critical. Any time you successfully hit and the attack isn’t a critical you deal one additional die of that weapon’s damage.

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