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Hit Points

Hit Dice 1d12 per niveau

Vaardigheden

STR , CON

Barbarian

Niveau Proficiency Bonus Eigenschappen Rages Rage Damage Brutality Points Brutalities Mastered
1 + 2 Rage Unarmored Defense Brutality Brutalities Primal Path 2 +2 3 2
2 + 2 Rage Unarmored Defense Brutality Brutalities Primal Path 2 +2 4 2
3 + 2 Rage Unarmored Defense Brutality Brutalities Primal Path 3 +2 5 3
4 + 2 Rage Unarmored Defense Brutality Brutalities Primal Path 3 +2 6 3
5 + 3 Rage Unarmored Defense Brutality Brutalities Primal Path 3 +2 7 3
6 + 3 Rage Unarmored Defense Brutality Brutalities Primal Path 4 +2 8 4
7 + 3 Rage Unarmored Defense Brutality Brutalities Primal Path 4 +2 9 4
8 + 3 Rage Unarmored Defense Brutality Brutalities Primal Path 4 +2 10 4
9 + 4 Rage Unarmored Defense Brutality Brutalities Primal Path 4 +3 11 4
10 + 4 Rage Unarmored Defense Brutality Brutalities Primal Path 4 +3 12 5

Klasse-eigenschappen

Niveau 1

Rage
Unarmored Defense
Brutality
Brutalities
Primal Path

Niveau 10

Mastered Rage
Primal Path Feature

Niveau 2

Survival Instincts
Reckless Attack

Niveau 3

Primal Path Feature

Niveau 4

Ability Score Improvement

Niveau 5

Extra Attack
Feral Movement
Greater Brutalities

Niveau 6

Primal Path Feature

Niveau 7

Feral Instinct

Niveau 8

Greater Ability Score Improvement

Niveau 9

Brutal Critical
Superior Brutalities

Vaardigheden

Armor

light

medium

shield

Weapons

simple

martial

Skills

Startuitrusting

(a) a greataxe or (b) any martial melee weapon.
(a) two handaxes or (b) any simple weapon.
Four javelins.
Als alternatief kun je beginnen met: 2d4*10|2d4 x 10|Starting Gold

Klasse-eigenschappen

Rage (Level 1)

You are able to enter a rage that pushes your physical strength beyond its normal limits.

You can spend a bonus action to enter a rage that lasts for up to 1 minute. While raging, you gain the following benefits if you are not wearing heavy armor:

  • Brutal Strength: You have advantage on Strength checks and Strength saving throws.

  • Rage Damage: When you make a melee weapon attack using Strength, you gain a bonus to the damage roll as shown in the Rage Damage column of the Class Features (Barbarian) table.

  • Thick Skin: You have resistance to bludgeoning, piercing, and slashing damage from both magical and non-magical sources.

You can use this feature a limited number of times, as shown in the Rages column of the Class Features (Barbarian) table. You recover all expended uses when you finish a long rest.

Spellcasting

During a rage, you can't cast spells or concentrate on magic. If you are concentrating on a spell when you enter a rage, that concentration ends immediately.

Magic Items:

Some items allow you to trigger magic effects—scrolls, wands, etc. You can activate these items unless it is specified that you are casting a spell.

Ending a Rage

Your rage lasts for 1 minute. It ends early if any of the following situations apply:

  • Blackout: You are knocked unconscious.

  • Passive Aggression: Your turn ends and either (a) you haven't attacked a hostile creature or (b) you haven't taken any damage since the end of your previous turn.

  • Serenity Now: You spend a bonus action on your turn to end your rage.

Unarmed Attacks

An unarmed attack (such as a punch, kick, headbutt, etc) counts as a melee weapon attack—it gains the benefit of your rage damage.

Unarmored Defense (Level 1)

While you are not wearing any armor, your armor class equals 10 + your Constitution modifier + either (a) your Dexterity modifier or (b) your Intelligence modifier—you may choose which modifier to use. You can use a shield and still gain this benefit.

Unarmored AC

Brutality (Level 1)

You have a number of brutality points, as shown in the Brutality Points column of the Class Features (Barbarian) table. You can spend brutality to overwhelm your enemies with brutalities—and you may learn other applications from your Primal Path.

You recover all expended brutality points when you finish a long rest.

Brutalities (Level 1)

At 1st-level, you have mastered two brutalities of your choice. You master additional brutalities as you gain more barbarian levels, as show in the Brutalities Known column of the Class Features (Barbarian) table.

Once per turn, you may spend one brutality point to use one of your mastered brutalities.

Replacing a Brutality:

Whenever you finish a long rest, you may replace one of your mastered brutalities with another brutality.

Saving Throws:

Use your Strength modifier to determine the saving throw DC for your brutalities.

Brutality

Cleave

When you hit a creature with a melee weapon attack, you can attempt to damage another nearby creature. Choose a creature that is (a) within 5 ft of the original target and (b) within your reach. If the original attack roll would hit the second creature, that creature takes 1d6 damage. The damage is of the same type dealt by the original attack, and can't exceed the total damage dealt by the original attack.

Greater Cleave:

(5th-level) The damage increases from 1d6 to 2d8.

Superior Cleave:

(9th-level) The damage increases from 2d8 to 3d10.

Grab

When you hit an adjacent creature with an opportunity attack and you have at least one hand free, you can attempt to grab hold of the creature. If the creature is Large or smaller, it must make a Strength or Dexterity saving throw—the target may choose which. On a failed save, the creature is grappled by you.

Greater Grab:

(5th-level) You can use this brutality against Huge creatures.

Superior Grab:

(9th-level) You can use this brutality against Gargantuan creatures.

Headbutt

When you hit an adjacent creature with a melee weapon attack, you can use a bonus action to attempt to knock the creature down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Greater Headbutt:

(5th-level) You can use this brutality against Huge creatures.

Superior Headbutt:

(9th-level) You can use this brutality against Gargantuan creatures.

Kick

When you hit an adjacent creature with a melee weapon attack, you can try to kick it away from you. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the creature back up to 10 ft.

Greater Kick:

(5th-level) You can use this brutality against Huge creatures.

Superior Kick:

(9th-level) You can use this brutality against Gargantuan creatures.

Roar

When you hit an adjacent creature with a melee weapon attack, you can attempt to frighten the creature. The creature must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Greater Roar:

(5th-level) You can target one additional creature that is within 5 ft of you.

Superior Roar:

(9th-level) You can target one additional creature that is within 10 ft of you.

Smash

When you hit a creature with a melee weapon attack, you can momentarily weaken its defenses. Until the start of your next turn, the next attack roll made against the creature by an attacker other than you has advantage.

Greater Smash:

(5th-level) The creature grants advantage to the next two attack rolls made against it before the start of your next turn.

Superior Smash:

(9th-level) The creature grants advantage to the next three attack rolls made against it before the start of your next turn.

Primal Path (Level 1)

A fierce rage burns deep in your heart—a white-hot fire that can push you above and beyond your mortal limitations. But without control, your greatest strength can become your greatest weakness.

To help you master your rage—for good or ill—you must choose a Primal Path. Walk this path to discover your own unique strength and how to wield it.

You gain features from your Primal Path at 1st, 3rd, 6th, and 10th-level.

Primal Brutalities

You gain access to four unique brutalities from your Primal Path. Add these to your list of brutality options.

Survival Instincts (Level 2)

Choose one of the following options.

Danger Sense

You have advantage on Dexterity saving throws against effects that you can see—such as traps, spells, and attacks. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Primal Knowledge

You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Reckless Attack (Level 2)

Before you make your first attack on your turn, you can choose to attack recklessly. You have advantage on all melee weapon attack rolls using Strength until the end of your turn. But in return, all attack rolls made against you have advantage until the start of your next turn.

Reckless Brutalities:

While you are being reckless, you can't use a mastered brutality unless that brutality specifies otherwise.

Primal Path Feature (Level 3)

At 3rd level, you gain a feature from your Primal Path.

Ability Score Improvement (Level 4)

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Extra Attack (Level 5)

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Feral Movement (Level 5)

Choose one of the following options.

Fast Mover

Your natural speed increases by 10 ft while you're not wearing heavy armor. If you have multiple forms of innate movement—such as climbing, flying, swimming, etc—each movement speed increases by 10 ft.

Unnatural Movement:

If you gain a movement speed through an external effect—such as an item, feature, or spell—that speed doesn't increase with this feature.

Leap

When a creature ends its turn within 15 ft of you, you can spend your reaction to move up to half your speed to a space closer to the creature. This movement doesn't provoke opportunity attacks.

Greater Brutalities (Level 5)

At 5th level, your mastered brutalities become more effective.

Primal Path Feature (Level 6)

At 6th level, you gain a feature from your Primal Path.

Feral Instinct (Level 7)

You have advantage on your initiative rolls. If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn—but only if you enter your rage before doing anything else on that turn.

Greater Ability Score Improvement (Level 8)

At 8th-level, you gain another ability score improvement.

You can increase one ability score of your choice by +2, or two ability scores of your choice by +1. You can't increase an ability score above 20 using this feature.

Brutal Critical (Level 9)

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Brutality:

Whenever you reduce a creature to 0 hit points with a critical hit from a melee attack, you regain 1 expended brutality point.

Superior Brutalities (Level 9)

At 9th level, you have reached the full potential of your mastered brutalities.

Mastered Rage (Level 10)

When you enter a rage, you may choose to master it. Each time you do so, pick one of the following options—you gain this in addition to the other features granted by your rage ability.

You can use this feature once, and you regain expended uses when you finish a long rest.

Fast

For the duration of your mastered rage, your natural speed increases by 10 ft. If you have multiple forms of innate movement—such as climbing, flying, swimming, etc—each movement speed increases by 10 ft.

Fast Mover:

If you have the Fast Mover trait, this benefit stacks.

Fierce

For the duration of your mastered rage, double the damage bonus granted by your Rage Damage.

Focused

For the duration of your mastered rage, you may cast and concentrate on spells as normal.

Frightening

For the duration of your mastered rage, your proficiency bonus is doubled for any ability check you make that uses Intimidation or Athletics.

Primal Path Feature (Level 10)

At 10th level, you gain a feature from your Primal Path.

Multiklassen

Multiklasse-vereisten

{"str":13}

Verworven Vaardigheden

Armor shield
Weapons simple , martial

Subklasses

Path of the Berserker
GCC
Path of the Brawler
AACC
Path of the Conqueror
GCC
Path of the Fanatic
GCC

Subklasse-eigenschappen

Path of the Berserker

Path of the Berserker (Level 1)

The Path of the Berserker is a path of untrammeled fury, slick with blood. Your rage is a means to an end—that end being brutal violence.

As you enter the berserker's rage, you thrill in the wild chaos and bloodshed of battle—heedless of your own health or well-being.

Primal Brutalities


Add the following four brutalities to your list of brutality options: bloodlust, charge, ferocity, and relentless.

Bloodlust

When you reduce a creature to 0 hit points with a melee weapon attack while raging, you can attempt to move and attack another creature. You may spend a bonus action to move up to half your speed towards another creature. If the creature is (a) within your reach and (b) your original attack would hit it, that creature takes 1d6 damage. The damage is of the same type dealt by the original attack, and can't exceed the total damage dealt by the original attack.

Greater Bloodlust:

(5th-level) The damage increases from 1d6 to 2d8.

Superior Bloodlust:

(9th-level) The damage increases from 2d8 to 3d10.

Charge

When you move at least 20 ft straight towards a creature while raging and hit it with a melee weapon attack, you can deal 1d6 extra damage with your attack. The damage is of the same type dealt by the original attack, and can't exceed the total damage dealt by the original attack.

Greater Charge:

(5th-level) The damage increases from 1d6 to 2d8.

Superior Charge:

(9th-level) The damage increases from 2d8 to 3d10.

Ferocity

When you make an ability check and use Athletics or Intimidation, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this brutality, but you must decide before the GM says whether your check succeeds or fails.

Greater Ferocity:

(5th-level) Your bonus increases from 1d6 to 1d8.

Superior Ferocity:

(9th-level) Your bonus increases from 1d8 to 1d10.

Relentless

When you are reduced to 0 hit points while raging but not killed outright, you can drop to 1 hit point instead. You can't use this brutality again until you finish a long rest.

Greater Relentless:

(5th-level) You can use this brutality two times per long rest.

Superior Relentless:

(9th-level) You can use this brutality three times per long rest.

Frenzy (Level 3)

When you rage, you may choose to go into a frenzy. If you do so, for the duration of your rage you can make one additional melee weapon attack once per turn when you take the Attack action.

When your frenzied rage ends, you must immediately do one of the following:

  • Spend one of your hit die.

  • Spend two points of brutality.

  • Suffer one level of exhaustion.

Mindless Rage (Level 6)

You can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence (Level 10)

You can use your action to frighten someone. Choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) to avoid being frightened.

If the Creature Succeeds:

The creature is immune to your Intimidating Presence for the next 24 hours.

If the Creature Fails:

The creature is frightened of you until the end of your next turn. On subsequent turns, you can spend 1 action to extend the duration of this effect on one frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

Path of the Brawler

Path of the Brawler (Level 1)

To barbarians on the Path of the Brawler, a weapon is merely a tool for the weak. These barbarians embrace a primal fury that allows them to use their body as the weapon, and give them the tools to push their enemies around with brutal efficiency.

Primal Brutalities


Add the following four brutalities to your list of brutality options: Constrict, Drop, Resilience, Thrash.

Constrict

When you hit a creature you have grappled and you have a hand free, you can attempt to restrict them further. The target must make a Strength or Dexterity saving throw (the target may choose which). On a failed save, the target is constricted and gains the Restrained condition until the grapple ends.

Greater Constrict

Starting at 5th level, you can attempt to restrict a creature without a free hand.

Superior Constrict

Starting at 9th level, when you successfully constrict a creature they are also knocked Prone.

Drop

When you fall and hit a creature with a melee weapon attack on the same turn, you can use the momentum to deal extra damage with your attack. If you fell at least 5 ft, your attack deals an additional 1d6 damage. The damage is of the same type dealt by the original attack, and cannot exceed the total damage dealt by the original attack.

Greater Drop

Starting at 5th level, the damage increases from 1d6 to 2d8.

Superior Drop

Starting at 9th level, the damage increases from 2d8 to 3d10.

Resilience

When you take damage while raging and under half of your maximum hit points, you can reduce the damage dealt by 1d6. This reduction applies after resistance.

Greater Resilience

Starting at 5th level, your reduction increases from 1d6 to 1d8.

Superior Resilience

Starting at 9th level, your reduction increases from 1d6 to 1d10.

Thrash

When you hit a creature you are grappling with a melee weapon attack, you can attempt to damage it further or cleave to another creature you are grappling. Choose either the creature you hit with the original attack, or another creature you are grappling. If the original attack roll would hit the creature, that creature takes 1d6 damage. The damage is of the same type dealt by the original attack, and cannot exceed the total damage dealt by the original attack.

Greater Thrash

Starting at 5th level, the damage increases from 1d6 to 2d8.

Superior Thrash

Starting at 9th level, the damage increases from 2d8 to 3d10.

Brawler's Fury (Level 3)

At 3rd level, you can use your rage to turn yourself into a fearsome weapon. While raging your unarmed attacks that use Strength deal 1d10 bludgeoning damage and you can use your bonus action to take the grapple or shove action.

The damage of your unarmed strikes increases to 1d12 when you reach 9th level.

Titan Wrestler (Level 6)

At 6th level, you gain the ability to topple giants. While raging you can grapple or shove creatures up to two sizes larger than you. In addition, when you successfully grapple or shove a creature, or stop a creature escaping a grapple, you can deal damage to them equal to your rage damage.

Grabbing Riposte (Level 10)

When you reach 10th level, your mastery of grappling is such that you can grab those who fail to strike you. When a Large or smaller creature within your reach misses a melee attack against you, you can use your reaction to attempt to grapple the creature.

Path of the Conqueror

Path of the Conqueror (Level 1)

The Path of the Conqueror is a path of authority and subjugation. You are destined—or determined—to rule. Where you lead, others follow. Where you wage war, others flee—or fall.

Primal Brutalities


Add the following four brutalities to your list of brutality options: decree, command, prevail, and proclaim.

Decree

When you hit a creature with a weapon attack, you can decree that an ally moves. Choose one friendly creature that is (a) within 30 ft of you or the creature you hit, (b) can hear you, and (c) has a movement speed greater than 0—that creature may spend its reaction to move up to 10 ft. This movement does not provoke opportunity attacks from the creature you hit.

Greater Decree:

(5th-level) The distance increases from 10 ft to 15 ft.

Superior Decree:

(9th-level) The distance increases from 15 ft to 20 ft.

Command

When you hit a creature with a weapon attack, you can command a nearby ally. Choose one friendly creature that can see and hear you. That creature may spend its reaction to make a weapon attack against the same target. If the attack hits, it deals an additonal 1d6 damage.

Greater Command:

(5th-level) The damage increases from 1d6 to 1d8.

Superior Command:

(9th-level) The damage increases from 1d8 to 1d10.

Prevail

When an ally misses with a weapon attack, you can order them to prevail and try again. If your ally can see and hear you, that ally can reroll their attack—if the attack hits, it deals 1d6 extra damage.

Greater Prevail:

(5th-level) The damage increases from 1d6 to 1d8.

Superior Prevail:

(9th-level) The damage increases from 1d8 to 1d10.

Proclaim

When you make an ability check and use Persuasion or Intimidation, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this maneuver, but you must decide before the GM says whether your check succeeds or fails.

Greater Proclaim:

(5th-level) Your bonus increases from 1d6 to 1d8.

Superior Proclaim:

(9th-level) Your bonus increases from 1d8 to 1d10.

Voice of Authority (Level 3)

You gain proficiency in either a) Intimidation or b) Persuasion. Your proficiency bonus is doubled for ability checks with that skill.

Subjugate the Fallen (Level 3)

You can turn a fallen enemy into subjugated vassal by offering them a choice—serve me or die.

Once per turn, while you are raging and would reduce a Medium or smaller creature to 0 hit points with a melee weapon attack, you can attempt to subjugate it. The creature must be able to see, hear, and understand you. If it resists, it must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. The creature gains a saving bonus equal to half it's CR (rounded down).

If it fails—or otherwise chooses to conceed—the creature is reduced to 1 hit point and is Subjugated by you, becoming your vassal.

Subjugation
Saving Throw

Subjugated

You are subjugated by another creature. You are their vassal, obeying their orders for as long as your loyalty holds true.

  • Tame: The subjugator has advantage on any ability check to interact socially with you.

  • Reverent: You can't attack your subjugator or target them with harmful abilities or magical effects.

  • Obediant: You follow the commands of your subjugator.

  • Loyal: When you are first subjugated, you gain 1d4 loyalty points. When your loyalty is reduced to 0, you are no longer subjugated.

You can subjugate one creature at a time, and you may dismiss a vassal from your service as a bonus action. When you dismiss a vassal in this fashion, it loses one point of loyalty towards you.

Immunities:

Undead creatures, constructs, and creatures that are immune to Frightened automatically succeed on their attempt to resist subjugation.


Taking Actions

Your vassal acts immediately after your turn, following your commands as best it can. If you are incapacitated or otherwise absent, the vassal acts on its own as befits its current loyalty.


Loyalty (Level 3)

Loyalty is a measurement of trust and obediance—the more loyalty your vassal has towards you, the more likely it is to follow your commands and resist stabbing you in the back at the first opportunity.

When you first subjugate a vassal, it has 1d4 points of loyalty towards you. A vassal can have a maximum amount of loyalty equal to your barbarian level, and that loyalty determines its attitude towards you—resentful, accepting, motivated, or devoted.

Attitudes
LoyaltyAttitude

0

Rebellious: The vassal is no longer subjugated by you—so watch your back.

1-2

Resentful: The vassal resents being subjugated by you and won't obey life-threatening commands.

If it refuses to follow an order, you must make a DC 16 Charisma (Persuasion or Intimidation) ability check to command it.

3-6

Tolerant: The vassal is more accepting of your dominion, though it will still preserve its own life.

If it refuses to follow an order, you must make a DC 14 Charisma (Persuasion or Intimidation) ability check to command it.

7-9

Motivated: The vassal actively wants you to succeed in your efforts.

If it refuses to follow an order, you must make a DC 12 Charisma (Persuasion or Intimidation) ability check to command it.

10

Devoted: The vassal is devoted to your cause and will put itself in harms way at your command.

If you take damage from a weapon attack while adjacent to the vassal, it can spend its reaction to take the damage on your behalf.

Vassal Independance

A subjugated vassal retains its own will, wants, and wishes. Though it may follow your commands, some orders may be so antithetical that it will always refuse or perform badly—no matter how high you roll.

Keep in mind the character of your vassal—subjugate creatures that are a good match for your own goals, attitudes, and alignment.


Gaining Loyalty

Loyalty is gained through kindness, kinship, and material rewards. A vassal gains one point of loyalty when:

  • It is given a meaningful reward by its subjugator.

  • The subjugator helps it to complete a personal goal.

  • It is treated exceptionally well or made to feel valued.

Losing Loyalty

Loyalty is lost through greed, insensitivity, and vanity. A vassal loses one point of loyalty when:

  • It takes damage from its subjugator or their allies.

  • It is made to feel unvalued or unwanted.

  • It is reduced to 0 hit points.

  • It is made to act against something it cares about—a person, a faction, a belief, etc.

Natural Rebels:

Chaotic creatures are, by their nature, disinclied to follow orders and remain loyal. When a creature with a chaotic alignment loses loyalty, it loses twice as much as it normally would.

Rule of Iron (Level 6)

When you take the Attack action while you are raging, your vassal can spend its reaction to make a weapon attack.

Conqueror's Will (Level 10)

You roar a conquering command to your allies. As a bonus action, choose up to twelve creatures within 60 ft of you that can both see and hear you. Until the start of your next turn, these creatures gain advantage on attack rolls and saving throws.

You can use this feature once, and you regain expended uses when you finish a long rest.

Path of the Fanatic

Path of the Fanatic (Level 1)

The Path of the Fanatic is a path of zealous belief and fervor. With your righteous rage, you punish the blasphemous and inspire the faithful.

Fanaticism

You believe in someone—or something—with a burning passion. Choose one of the following damage types to represent the power—and theme—of your fanaticism:

Fanaticism

  • Acid

  • Cold

  • Fire

  • Force

  • Necrotic

  • Lightning

  • Poison

  • Psychic

  • Radiant

  • Thunder

Primal Brutalities


Add the following four brutalities to your list of brutality options: convert, judge, preach, and punish.

Convert

When an adjacent Large or smaller creature makes a weapon attack against you, you can spend a reaction to convert it before it makes the attack roll. The creature must make a Charisma saving throw. On a failed save, the creature is Charmed by you until the start of your next turn.

Greater Convert:

(5th-level) You can use this brutality against Huge creatures.

Superior Convert:

(9th-level) You can use this brutality against Gargantuan creatures.

Judge

When you hit a creature with a weapon attack, you can mark the creature with a fanatical judgement. Until the end of your next turn, the first time the creature either a) makes a weapon attack or b) casts a spell, it takes 1d6 fanaticism damage. This damage occurs after the inciting action takes place, and a creature can be marked by only one judgement at a time.

Greater Judge:

(5th-level) The damage increases from 1d6 to 2d8.

Superior Judge:

(9th-level) The damage increases from 2d8 to 3d10.

Preach

When you make an ability check and use Religion or Persuasion, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this brutality, but you must decide before the GM says whether your check succeeds or fails.

Greater Preach:

(5th-level) Your bonus increases from 1d6 to 1d8.

Superior Preach:

(9th-level) Your bonus increases from 1d8 to 1d10.

Punish

When a creature hits either a) you or b) an ally within 10 ft of you with a weapon attack, you can spend your reaction to make a weapon attack against the creature. If the attack hits, you deal an extra 1d6 fanaticism damage.

Greater Punish:

(5th-level) The damage increases from 1d6 to 2d8.

Superior Punish:

(9th-level) The damage increases from 2d8 to 3d10.

Righteous Rage (Level 3)

When you enter a rage, you may choose one of the following righteous effects:

  • Righteous Fury: Once during your turn, when you hit a creature with a weapon attack, you can deal additional fanaticism damage equal to 1d6 + your barbarian level.

  • Righteous Protection: You have immunity to the damage type of your fanaticism.

This effect lasts for the duration of your rage. You may spend one hit die and a bonus action during your rage to change the currently active effect.

Unrelenting (Level 6)

When you are reduced to 0 hit points while raging but not killed outright, you can drop to 1 hit point instead. In addition, you gain temporary hit points equal to four times your barbarian level.

You can use this feature once, and you regain expended uses when you finish a long rest.

Fanatical Crusade (Level 10)

You roar a battle cry to inspire fanaticism in your allies. As a bonus action, choose up to twelve creatures within 60 ft of you that can both see and hear you. For the next minute, these creatures deal an additional 1d6 fanaticism damage the first time they hit a target with a weapon attack each turn.

You can use this feature once, and you regain expended uses when you finish a long rest.