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 2 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 choice grants you additional features at 1st, 3rd, 6th, 9th, 13th, and 18th level.
 * A Universal Archetype

Martial Techniques
At 1st level, your martial prowess allows you to perform special techniques. You gain access to the Martial Techniques list. A technique might require prerequisites to perform, and you may need to use more than one action to perform it. Each martial technique will detail any requirements needed to use it. If a technique forces a creature to make a saving throw, then the DC for that saving throw is equal to 8 + your proficiency bonus + your Strike modifier. If the technique you are using does not require you to take the Strike action, then the DC will use your Strength or Dexterity modifier (your choice) in place of your Strike modifier.
 * Martial Die: If a technique uses a martial die then this die is a d4. Your martial die increases in strength as you gain levels in this class (see the Barbarian Feature Table).
 * Stamina: You use stamina to perform your martial techniques. You start with 4 stamina, and you gain more stamina as you gain levels in this class (see the Barbarian Feature Table). You regain any expended stamina when you finish a short or long rest.
 * Techniques Known: You know 3 techniques. You learn more techniques as you gain levels in this class (see the Barbarian Feature Table).
 * Versatile Techniques: When you finish a long rest, you can choose one technique that you know and learn a different technique that you can learn.

Rage
At 1st level, you can use 1 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 and ends early if you can no longer hear or see a creature that you consider to be dangerous or an enemy, or if you fall unconscious. You can also end your rage early using 1 action. Once you have used this feature, you cannot use it again for 10 minutes.
 * 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. You can use a shield and still gain this benefit.

Weapon Skill
At 1st level, you learn how to better use a weapon of your choice. Choose one weapon that you are proficient with and increase your skill level by 1, granting you additional effects and bonuses when using that weapon. You can see a weapons skills by clicking on a weapon name on the weapons list. You can increase your skill level with a weapon by 1 each time you gain a level in this class.

Brutal Critical
At 2nd 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).

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.

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.
 * Choose one feature from a Universal Archetype. This feature cannot be for a level that is higher than half your character level (rounded down).

Superior Attack
At 5th level, you ignore the -4 penalty to your second Attack.

Feral Instinct
At 7th level, 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.

Superior Attack II
At 10th level, the penalty for your third Attack is reduced to -4, instead of -8.

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.

Indomitable Might
At 14th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

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.

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.