Go Dungeons Class Barbarian

Barbarian Primary

 * Rage - You can activate rage mode.
 * During this, you gain extra damage and take less damage on physical attacks.
 * Rage ends when you go unconscious or if your turn ends and you failed to attack something.
 * You can choose to end Rage mode as a bonus action
 * Rage only lasts for around 1 min. If used all 1 min Raged, you lose rage mode and lose a turn due to exhaustion.
 * Feral Instinct - Gain Advantage in initiative rolls.
 * Extra Attack - You gain an extra attack.
 * You can select a different target or hold it to use another time during the round.
 * If unused until next turn, you lose the extra attack.
 * Reckless Attack - You stop caring about defense and hit a target.
 * This target needs to be in range and cannot dodge or block the attack.
 * After this, even if missed, your AC is cut in half until you are able to re position yourself.

Barbarian Secondary
Back to main page
 * Brutal Critical - When you roll a successful critical, You add an extra damage dice to your total damage.
 * Relentless Rage - Rage lasts longer. When you reach 0 HP while raging, you gain 1 HP and don't go unconscious.
 * Primal Path - Chose how your rage is shaped
 * Ancestral Guardian - Draw power from ancestors.
 * After attacking a target, you can summon a spirit warrior to attack the same target on the next turn.
 * Spirit Warriors have the same damage as you and will disappear if got hit.
 * Can stack with multiple targets. 1 spirit warrior per target.
 * If a spirit warrior is present, you can command it to protect a creature as long as it's not you.
 * The creature takes half damage and the spirit warrior disappears.
 * The attacker takes the other half of it's damage as it's own damage
 * Berzerker - Violent rage allows you to enter Frenzy state.
 * You can choose to attack as a bonus action.
 * You can counter attack someone who hits you in melee range.
 * You can't be charmed or frightened.
 * You can use your action to frighten a target with your presence.
 * Target needs to be able to see or hear you.
 * Target must succeed a WIS saving throw 10 + your Mental Resistance modifier
 * If target fails, they will be frightened until you can no longer be seen
 * If target succeeds, you can't try this again on the same target
 * Storm Herald - Able to harness and materialize the rage within.
 * You have a magical aura around you while you rage. You can chose 1 environment only. Typically an environment that you are very familiar with.
 * You can also choose to move the aura to surround another creature
 * Desert
 * All creatures around you take fire damage each turn.
 * You gain resistance to fire damage.
 * You can set something on fire.
 * Sea
 * All creatures around you take lightning damage each turn.
 * You gain resistance to lightning damage.
 * You can electrocute something
 * Tundra
 * All creatures around you take ice damage each turn.
 * You gain resistance to cold damage.
 * You can freeze something
 * Totem Warrior
 * You gain a Spirit Animal. You must be wearing a physical totem with that animal.
 * You are able to communicate with the animal chosen.
 * If the animal isn't listed above, then you can chose the closest beast representing the one you chose and gain the same skill set.
 * Bear
 * Resistant to physical damage.
 * You gain advantage on Brute Force checks.
 * Creatures around you gain disadvantage on their attack rolls.
 * Eagle
 * Able to dodge. Take half damage if successful.
 * Advantage on Perception checks.
 * You are able to fly during the duration of your rage.
 * Elk
 * Increase movement speed to next tier.
 * Advantage on Athletics checks.
 * Headbutt as a bonus attack which will prone the enemy.
 * Tiger
 * Increase damage.
 * Advantage in Acrobatics checks.
 * Increase your attack range by jumping to the target.
 * Wolf
 * Allies have advantage on attack rolls within your range..
 * Advantage in Stealth checks.
 * Howl to give allies +2 attack bonus.