5x Barbarian

Core Statistics
Class Type: Martial

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points Gained Each Level: 1d12 (or 7) + your Constitution modifier

Ability Score Proficiencies: Strength, Constitution

Armour Proficiencies: Light Armour, Medium Armour, Shields

Weapon Proficiencies: Simple Weapons, Martial Weapons

Other Proficiencies: None

Skill Proficiencies
As a Barbarian, you can choose 4 skills from the following list to become proficient with.
 * Animal Handling
 * Athletics
 * Intimidation
 * Nature
 * Perception
 * Survival

Starting Equipment
As a Barbarian, you roll 3d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Archetype Selection
At 1st level, you choose a path to follow. This path can be a Barbarian path, or a path that anyone can follow, as seen below. This choice grants you additional features at 1st, 3rd, 6th, 9th, 13th, and 17th level.
 * Path of the Dragon
 * Path of the Guardian
 * Path of the Storm Herald
 * Path of the Zealot


 * Shared - Assassin
 * Shared - Astral Force
 * Shared - Astrologer
 * Shared - Beast Blood
 * Shared - Beast Master
 * Shared - Berserker
 * Shared - Champion
 * Shared - Evoker
 * Shared - Raider
 * Shared - Warlord

Brutal Critical
At 1st level, when you make a melee attack and score a critical hit you deal an additional 1d6 weapon damage. This damage increases as you gain levels in this class (see the Barbarian Feature Table).

Rage
At 1st level, you can use your bonus action to enter a rage, allowing you to fight with primal ferocity. While raging, you gain the following effects if you are not wearing heavy armour. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also use your action to prevent your rage from ending if it would end early. You can choose to end your rage early as a bonus action. You can use this feature three times, and you regain any expended uses when you finish a long rest. The amount of times you can use this feature increases as you gain levels in this class (see the Barbarian Feature Table).
 * You have advantage on Strength checks and Strength saving throws.
 * You have resistance to bludgeoning, piercing, and slashing damage.
 * When you make a melee attack that uses Strength, you gain a bonus to the damage roll that increases as you gain levels in this class (see the Barbarian Feature Table).
 * If you can cast spells, you cannot cast them or concentrate on them.

Unarmoured Defence
At 1st level, while you are not wearing any armour, your armour class equals 10 + your Dexterity modifier + your Constitution modifier, and your speed is increased by 10 feet. You can use a shield and still gain this benefit.

Danger Sense
At 2nd level, 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, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Rage Powers
At 2nd level, your primal rage empowers you. When you gain this feature, and each time you finish a short or long rest, you can choose three rage powers from the rage powers list below. You can use your chosen rage powers only when you are raging, and you can use your rage powers a combined total of three times each time you rage.

Charge
You can take the Dash action as a bonus action. While dashing, if you move at least 10 feet in a straight line toward a creature and hit it with an attack, your attack will deal an additional 1d8 damage. If you used your bonus action to enter a rage this turn then this rage power does not require a bonus action to use.

Deathblow
As an action, you channel the power of your rage into one furious strike. You make a melee attack roll against a creature that you can reach. If this attack hits, it becomes an automatic critical strike. You cannot make this attack with advantage. After this rage power is resolved, your rage ends.

Defiance
When you make an ability check to avoid being grappled, pushed or pulled, or when you make a saving throw against being knocked prone, you can choose to make that roll with advantage (no action required).

Enemy Sense
You gain a blindsight range of 20 feet (no action required), as long as you can hear or smell. A creature can still Hide from you. You also know the direction of any creature within 60 feet of you that has less than half of it's maximum hit points, as long as you can smell. A creature with less than half of it's maximum hit points cannot Hide from you, as long as you can smell. This rage power lasts until your rage ends.

Heavy Blow
When you hit a creature with a melee attack that uses Strength, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, you can knock the target up to 10 feet away from you or you can knock the target prone (your choice). A creature that is two or more sizes larger than you automatically succeeds on this saving throw.

Primal Grip
When you hit a creature with a melee attack, you can also try to grapple the creature as part of the attack (no action required).

Savage Rend
When you hit a creature with a melee attack that uses Strength, you can force the creature to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature starts to bleed for 1 minute. Magical healing or a healer's kit will end this bleeding effect early. If you scored a critical hit with your attack, the creature automatically fails its saving throw.

Vicious Cleave
When you hit a creature with a melee attack that uses Strength, you can use your bonus action to make one additional attack against a different creature within 5 feet of the first creature that you can reach. The range of this rage power is increased to 10 feet if you make an attack with a weapon that has the reach property. If you used your bonus action to enter a rage this turn then this rage power does not require a bonus action to use.

Reckless Attack
At 2nd level, you can throw aside all concern for defence to attack with fierce determination. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee attack rolls using Strength during this turn, but attack rolls against you have advantage until the start of your next turn.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Increase one ability score by 1, and learn a feat.
 * Increase your skill level with a weapon by 1, and learn a feat.
 * Increase one ability score by 1, and increase your skill level with a weapon by 1.

Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Primal Improvement
At 7th level, you can choose one of the following primal improvements. You can choose another primal improvement at 10th and 14th level.

Feral Instinct
Your instincts are so honed that you have advantage on initiative rolls, and if you are surprised at the beginning of combat and are not incapacitated, you can act normally on your first turn, but only if you enter a rage before doing anything else on that turn. Additionally, you can move up to half your speed when you use your bonus action to enter a rage.

Fortitude
When you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Primal Knowledge
You can choose one skill that you are proficient in and become an expert in that skill. You add double your proficiency bonus to any skill that you are an expert in.

Relentless Rage
At 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're in a rage and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest the DC resets to 10.

Endless Rage
At 15th level, your rage is so intense that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might
At 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion
At 20th level, you embody all the qualities of a legend. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.