# HB-Barbarian Breakdown
### Class Feature-Scratchpad
*Treat it as mainly using the LL Alternate Class*
- ~~Mindless. You have immunity to the Frightened condition.~~ (**While Raging**) #feature/addition
- [Danger Sense]You gain Advantage in Reflex saving throws against effects that you can see or hear, such as traps and spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated. #feature/change
~~- [Feral Instinct]The fury within your blood alerts you to dangers. Starting at 5th level, you have advantage on initiative rolls, and whenever you roll initiative, you can choose to Rage.
Moreover, if you are surprised when you roll initiative, you can act normally during the first round of combat so long as you Rage as part of rolling initiative. #feature/change~~
- As part of the Bonus Action you take to enter your Rage, you can move up to half your speed. #feature/addition
~~- [Relentless Rage] If you drop to 0 [Hit Points](https://5e.tools/variantrules.html#hit%20points_xphb) while your Rage is active and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, your [Hit Points](https://5e.tools/variantrules.html#hit%20points_xphb) instead change to a number equal to twice your Barbarian level.
Each time you use this feature after the first, the DC increases by 5. When you finish a [Short](https://5e.tools/variantrules.html#short%20rest_xphb) or [Long Rest](https://5e.tools/variantrules.html#long%20rest_xphb), the DC resets to 10. #feature/change ~~
- ~~**Warrior Born**~~
Also at 3rd level, the ways of combat that have come naturally to you bring new and unexpected lessons. Choose one of the following.
**Agitate**
Many battles have taught you how to spot aggressive body language like a pursed eyebrow, tensed temple, or protruding vein, and you’ve mastered using these cues to unsettle others outside of combat. Make an Intimidation check opposed by the Insight check of a creature you can see and hear within 20 feet. On a success, you subtly press the creature to act out. What exactly the creature does—back away quickly, blurt out something compromising, draw a weapon, look towards a concealed or disguised companion, protectively touch something it is carrying—is at the Narrator’s discretion.
Once you have used this feature, you cannot do so again until you finish a [short or long rest](https://a5e.tools/rules/resting "Click to view a local node.") .
**Fearsome Reputation**
Word spreads of your prodigious strength or how terrifying you can be in battle. Whenever you are in a settlement, at least one commoner approaches you with a modest gift or bribe and beseeches you to help settle a feud, move a large obstacle, or otherwise make use of your impressive might. In addition to their offering, they are eager to tell you about their home and neighbors.
**Imposing Prowess**
When an ally you can see and hear makes a Deception or Persuasion check, you can use your reaction to support them with an intimidating display of strength or unsettling glower. Your ally rerolls the check, gaining an [expertise die](https://a5e.tools/node/77 "Click to view a local node.") on the roll.
Once you have used this feature, you cannot do so again until you finish a [long rest](https://a5e.tools/rules/resting "Click to view a local node.") .
- ~~**Martial Presence**~~
At 6th level your methodology to battle seeps further into the way you interact with others—and how they interact with you. Choose one of the following:
**Forceful**
People respond favorably to your vigor. You can always choose to use Constitution when making Persuasion checks.
In addition, in every settlement you visit you inspire a number of followers equal to your proficiency bonus. Your followers perform minor tasks to help you while you are there, feed you and your allies, carry your belongings to nearby destinations, share their mount animals, reveal some of their secrets to try and gain your favor, and ask you for help before turning to the authorities with a problem
**Mighty**
You turn your toughness into a tool when imposing upon others. You can always choose to use Constitution when making Intimidation checks.
In addition, when you enter a tavern or other social gathering, you can make a DC 15 Intimidation check while loudly declaring that you are looking for something or someone. On a success, most of the people there look at and otherwise point out whoever they believe is the person you are looking for or the person most likely to know about what you are seeking.
**Scary**
It’s commonly thought that it’s best not to ask you for too much clarification or detail. You can always choose to use Constitution when making Deception checks.
In addition, when you fail a Deception check against a creature, it makes a Wisdom [saving throw](https://a5e.tools/rules/saving-throw "Click to view a local node.") against a DC equal to your passive Deception score. On a failure, it thinks twice about your dishonesty and your Deception check becomes a success.
- ~~**Advanced Battle Defense**~~
By 7th level you have doubled down on your battle defense style. Choose one of the following.
**Enhanced Vitality**
Choose Intelligence, Wisdom, or Charisma. When you make the chosen [saving throw](https://a5e.tools/rules/saving-throw "Click to view a local node.") against an effect that deals half damage on a success, you can choose to instead make a Constitution saving throw.
**Preternatural Agility**
You can evade danger to an unbelievable degree. When you make a Dexterity [saving throw](https://a5e.tools/rules/saving-throw "Click to view a local node.") against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.
- ~~**Takes One To Know One**~~
You know another warrior when you see one. When you see a creature, you know if it is proficient with more than simple weapons or has access to combat maneuvers
- **Prickly Mind**
Starting at 15th level, your reactions are so honed that you react even to magic trying to affect your mind. When you make a *Will* saving throw ~~to resist being charmed~~, you can use your reaction to deal an amount of psychic damage equal to one roll of your Exploit Die + your proficiency bonus to the creature ~~attempting to charm you~~. This backlash does not reveal the creature ~~that tried to charm you~~.
In addition, you gain proficiency with *Will* ~~Wisdom~~ [saving throws](https://a5e.tools/rules/saving-throw "Click to view a local node.") .
- ~~**Paragon of Rage**~~
At 20th level, you have reached the peak of brawn and stamina. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
In addition, while raging you gain the following benefits:
- **Your size increases by one category (from Small to Medium, or Medium to Large), to a maximum size of Large. Your size doubles in all dimensions and your weight increases eightfold.**
- You gain ~~twice as many rage hit points as normal.~~ temporary Hit Points equal to your PB when you begin Raging
- Creatures have disadvantage on saving throws made to resist your First and Second Degree Exploits.
- You deal double damage to objects and constructs.
- Your horizontal jump distance increases by 40 feet and your vertical jump distance increases by 20 feet, and you do not need a running start.
- ~~**Lead the Pack**~~
_Prerequisite: 5th level_
Your unfaltering actions inspire your teammates to greater efforts. You gain an [expertise die](https://a5e.tools/node/77 "Click to view a local node.") on Athletics or Acrobatics checks made to climb, jump, run, and swim. When your party makes a group Athletics or Acrobatics check, you may apply the results of your roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Narrator says whether you succeed or fail.
## Features-by-Level
### Legend
Features marked with
- **Rage (Level 1)**
You fight with an unchecked primal ferocity in battle. Starting at 1st level, if you are not wearing heavy armor, you can use a bonus action on your turn to enter a Rage. While your Rage lasts, you gain the benefits and drawbacks listed below:
- You have advantage on Strength and Constitution ability checks and Fortitude and Reflex saving throws.
- Whenever you hit with a weapon attack that uses your Strength, you deal a bonus 1d4 damage. At certain levels in this class, this bonus damage increases to match the Exploit Die column on the Barbarian table above.
- You resist all bludgeoning, piercing, and slashing damage.
- You have advantage on saving throws to resist being Charmed or Frightened.
- You cannot cast spells or concentrate on spells or effects.
Your Rage lasts until the end of your next turn, but it ends instantly if you are Unconscious. You extend your Rage to the end of your next turn if you do any of the following:
- make an attack roll against an enemy
- force an enemy to make a saving throw
- make a Strength check or Reflex saving throw
- use your bonus action to extend it
You can maintain your Rage for 10 minutes.
You Rage the number of times shown in the Rages column of the Barbarian table for your level. You regain one expended use of your Rage whenever you finish a short rest and all uses of your Rage when you finish a long rest.
- **Unarmored Defense (Level 1)**
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- **Reckless Attack (Level 2)**
Starting at 2nd level, whenever you make an attack on your turn using your Strength, you can make a Reckless Attack by throwing caution to the wind. If you do, you have advantage on Strength-based attacks until the beginning of your next turn, but every attack targeting you is also made with advantage until the start of your next turn.
- **Savage Exploits (Level 2)**
Also at 2nd level, your lust for battle unlocks savage abilities that enhance your martial skill, both on and off the battlefield.
- **Exploit Dice (Level 2)**
The Barbarian table shows how many Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw, and you regain all Exploit Dice when you finish a short or long rest.
Your Exploit Dice begin as d4s and increase in size as you gain levels in this class, as indicated in the Barbarian table.
- **Savage Skill (Level 2)**
Primal instinct sharpens your skills. Whenever you make an ability check with a skill from the Barbarian skill list, you can expend an Exploit Die and add it to your roll. You can do so after you roll, but before you know if you succeed or fail.
- **Exploits Known**
At 2nd level, you learn two Savage Exploits from the list at the end of this class. The Exploits Known column of the Barbarian table shows when you learn additional Exploits. To learn an Exploit you must meet any prerequisites that it may have, like a minimum ability score or Barbarian level.
Each time you gain a Barbarian level, you can replace one of the Savage Exploits you know with another Exploit of your choice, so long as you meet that Exploit's prerequisites.
- **Saving Throws**
If one of your Exploits requires a creature to make a saving throw, the Exploit saving throw DC is calculated as follows:
**Exploit save DC save DC**: Strength or Dexterity + Proficiency Bonus
- **Primal Path (Level 3)**
At 3rd level, you choose the Primal Path that best represents how your Rage manifests: Path of the Berserker, Path of the Brute, Path of the Champion, or Path of the Beast Heart.
Your Primal Path grants you features at 3rd level, and again when you reach 6th, 10th, and 14th level in this class.
- **Path Exploits**
Each Primal Path includes a list of Primal Exploits that each warrior of that Path learns at the barbarian levels noted in its description. These Exploits do not count against your total number of Exploits Known, and they can't be replaced when you gain a level in this class. If you don't meet one of your Primal Exploit's prerequisites, you learn it regardless.
- **Primal Knowledge (Level 3)**
You gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.
In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Nature, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
- **Feat (Level 4)**
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can choose a feat available to you.
- **Extra Attack (Level 5)**
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action to Dash or Disengage while Raging, you can make one weapon attack as a bonus action.
- **Danger Sense (Level 5)**
The fury within your blood alerts you to dangers. Starting at 5th level, you have advantage on initiative rolls, and whenever you roll initiative, you can choose to Rage.
Moreover, if you are surprised when you roll initiative, you can act normally during the first round of combat so long as you Rage as part of rolling initiative.
- **Takes One To Know One (Level 5)**
You know another warrior when you see one. When you see a creature, you know if it is proficient with more than simple weapons or has access to combat maneuvers
- **Warrior Born (Level 6)**
Also at 5th level, the ways of combat that have come naturally to you bring new and unexpected lessons. Choose one of the following.
**Agitate**
Many battles have taught you how to spot aggressive body language like a pursed eyebrow, tensed temple, or protruding vein, and you’ve mastered using these cues to unsettle others outside of combat. Make an Intimidation check opposed by the Insight check of a creature you can see and hear within 20 feet. On a success, you subtly press the creature to act out. What exactly the creature does—back away quickly, blurt out something compromising, draw a weapon, look towards a concealed or disguised companion, protectively touch something it is carrying—is at the Narrator’s discretion.
Once you have used this feature, you cannot do so again until you finish a short or long rest .
**Fearsome Reputation**
Word spreads of your prodigious strength or how terrifying you can be in battle. Whenever you are in a settlement where you are known, at least one commoner approaches you with a modest gift or bribe and beseeches you to help settle a feud, move a large obstacle, or otherwise make use of your impressive might. In addition to their offering, they are eager to tell you about their home and neighbors.
**Imposing Prowess**
When an ally you can see and hear makes a Deception or Persuasion check, you can use your reaction to support them with an intimidating display of strength or unsettling glower. Your ally gains a bonus to the roll equal to your Strength or Constitution modifier, whichever is higher.
Once you have used this feature, you cannot do so again until you finish a long rest.
- **Feral Instinct (Level 7)**
You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see or hear, such as traps and spells. To gain this benefit, you can't be [blinded](https://5e.tools/conditionsdiseases.html#blinded_phb), [deafened](https://5e.tools/conditionsdiseases.html#deafened_phb), unconscious, or [incapacitated](https://5e.tools/conditionsdiseases.html#incapacitated_phb).
Moreover, your Rage always lasts for its maximum duration unless you become Unconscious or you choose to end it.
- **Instinctive Pounce (Level 7)**
As part of the [Bonus Action](https://5e.tools/variantrules.html#bonus%20action_xphb) you take to enter your Rage, you can move up to half your [Speed](https://5e.tools/variantrules.html#speed_xphb).
- **Feat (Level 8)**
When you reach 8th level, and again at 12th, 16th, and 19th level, you can choose a feat available to you.
- **Improved Critical (Level 9)**
Primal fury increases the power of your strikes. Beginning at 9th level, attack rolls for your Strength-based weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
At certain Barbarian levels your critical hit range increases: at 13th level you score a critical hit on a roll of 18-20, and at 17th level you score a critical hit on a roll of 17-20.
- **Martial Presence (Level 10)**
At 10th level your methodology to battle seeps further into the way you interact with others—and how they interact with you. Choose one of the following:
**Forceful**
People respond favorably to your vigor. You can always choose to use Constitution when making Persuasion checks.
In addition, in every settlement you visit you inspire a number of followers equal to your proficiency bonus. Your followers perform minor tasks to help you while you are there, feed you and your allies, carry your belongings to nearby destinations, share their mount animals, reveal some of their secrets to try and gain your favor, and ask you for help before turning to the authorities with a problem
**Mighty**
You turn your toughness into a tool when imposing upon others. You can always choose to use Constitution when making Intimidation checks.
In addition, when you enter a tavern or other social gathering, you can make a DC 15 Intimidation check while loudly declaring that you are looking for something or someone. On a success, most of the people there look at and otherwise point out whoever they believe is the person you are looking for or the person most likely to know about what you are seeking.
**Scary**
It’s commonly thought that it’s best not to ask you for too much clarification or detail. You can always choose to use Constitution when making Deception checks.
In addition, when you fail a Deception check against a creature, it makes a Will saving throw against a DC equal to your passive Deception score. On a failure, it thinks twice about your dishonesty and your Deception check becomes a success.
- **Critical Strike (Level 11)**
You ruthlessly exploit the weakness of your foes. Starting at 11th level, when you score a critical hit with a weapon attack while you are Raging, you can use a Savage Exploit you know as part of that attack without expending an Exploit Die.
- **Unstoppable (Level 11)**
The white hot intensity of your Rage burns ever brighter. Also at 11th level, if you drop to 0 hit points while you are Raging, but you are not killed outright, you can choose to end your Rage to drop to an amount of Hit Points equal to your Barbarian level. You may use this feature once per Short or Long Rest. You can choose to gain 2 levels of Fatigue to use this feature again, up to a maximum of 5 levels of fatigue (3 times).
Also, if you make a Will saving throw while you are Raging, you gain a bonus to your roll equal to your Constitution modifier (minimum of +1).
- **Feat (Level 12)**
When you reach 12th level, and again at 16th, and 19th level, you can choose a feat available to you.
- **Improved Critical (Level 13)**
Primal fury increases the power of your strikes. Your Strength-based weapon attacks score a critical hit on a roll of 18-20, and at 17th level you score a critical hit on a roll of 17-20.
Moreover, when you score a critical hit, you regain one expended Exploit Die.
- **Lead the Pack (Level 13)**
Your unfaltering actions inspire your teammates to greater efforts. You gain Proficiency in Athletics and Acrobatics. If are already Proficient in both, you may choose one to gain Expertise in. When your party makes a group Athletics or Acrobatics check, you may apply the results of your roll to yourself and one ally. You can choose which ally to apply your result to after everyone has rolled, but must do so before the Narrator says whether you succeed or fail.
- **Persistent Rage (Level 15)**
Your Rage is a smoldering fire that never goes out. Beginning at 15th level, the duration of your Rage increases to 1 hour.
When you roll Initiative, you can regain all expended uses of Rage. After you regain uses of Rage in this way, you can't do so again until you finish a Long Rest.
- **Feat (Level 16)**
When you reach 16th level, and again at 19th level, you can choose a feat available to you.
- **Improved Critical (Level 17)**
Primal fury increases the power of your strikes. Your Strength-based weapon attacks score a critical hit on a roll of 17-20.
- **Enhanced Vitality (Level 17)**
When you are forced to make a Fortitude saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure..
- **Indomitable Might (Level 18)**
Your legendary might and endurance rival the heroes of myth. Starting at 18th level, if you make an ability check or saving throw involving Strength or Constitution and the result of your roll is lower than your Strength score, you can use your Strength score in place of the result.
- **Feat (Level 19)**
When you reach 19th level, you can choose a feat available to you.
- **Paragon of Wrath (Level 20)**
You embody the raw power of the primal wilderness, and have exceeded the physical limits of normal mortals. At 20th level, you have reached the peak of brawn and stamina. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
In addition, while raging you gain the following benefits:
- **Your size increases by one category (from Small to Medium, or Medium to Large), to a maximum size of Large. **
- You can grapple creatures that are two sizes larger than you, though they have Advantage on the saving throw roll.
- You gain temporary Hit Points equal to your PB when you begin Raging.
- Creatures have disadvantage on saving throws made to resist your First and Second Degree Exploits.
- You deal double damage to objects and constructs.
- Your horizontal jump distance increases by 40 feet and your vertical jump distance increases by 20 feet, and you do not need a running start.
## Changelog
**Using LLAB as the baseline, will be adding 5e and 5.5e features to this chassis instead.**
- Changed exploit die to be the step of double Proficiency Bonus
- [L1][Rage] Added Advantage on saving throws to resist being Frightened or Charmed when Raging
- [L1][Rage] Changed wording from “*Make a Strength check*” to “*Make a Strength check or Reflex saving throw*” for extending your rage
- [L3][Primal Knowledge] Added *Primal Knowledge* from 5.5e to level 3
- [L5][Takes One to Know One] Added narrative feature
- [L6][Warrior Born] Added narrative feature choice
- [L7][Instinctive Pounce] Added *Instinctive Pounce* feature from 5.5e to level 7
- [L10][Martial Presence] Added narrative feature choice
- [L11][Unstoppable]
- Changed hit point regen to = your Barbarian level.
- Added caveat to only use once per SR/LR. However, you can choose to take 2 levels of Fatigue to use the feature again.
- Changed wording from “*make an Intelligence, Wisdom, or Charisma saving throw*” to “*make a Will saving throw*”
- [L13][Critical Strike] Added feature that allows you to regain one expended Exploit Die when you score a critical hit
- [L13][Lead the Pack] Added narrative feature for party utility
- [L17][Enhanced Vitality] Added Evasion-like ability for Fortitude saving throws
- [L20][Paragon of Wrath] Added more features to capstone ability that enhances Rage
Feature Ct