0% found this document useful (0 votes)
16 views87 pages

SW5e

The document outlines the abilities and features of the Barbarian class in a role-playing game, detailing progression from level 1 to level 20. Key abilities include Rage, Reckless Attack, and various subclass features that enhance combat effectiveness and survivability. It also describes the benefits of being unarmored and the mechanics of rage, including damage resistance and attack bonuses.

Uploaded by

roll20general
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
16 views87 pages

SW5e

The document outlines the abilities and features of the Barbarian class in a role-playing game, detailing progression from level 1 to level 20. Key abilities include Rage, Reckless Attack, and various subclass features that enhance combat effectiveness and survivability. It also describes the benefits of being unarmored and the mechanics of rage, including damage resistance and attack bonuses.

Uploaded by

roll20general
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
You are on page 1/ 87

Tashas Cauldron of Everything

Level Ability
1st Rage

1st Unarmoured Defence


1st Weapon Mastery

2nd Reckless Attack

2nd Danger Sense

3rd Primal Path (Subclass Feature)

3rd Primal Knowledge (Optional)


4th ASI or Feat
5th Extra Attack
5th Fast Movement

6th Primal Path (Subclass Feature)

7th Feral Instinct


7th Instinctive pounce (Optional)

8th ASI or Feat

9th Brutal Critical (1 Die)


9th Brutal Strike
10th Primal Path (Subclass Feature)

10th Primal Knowledge (Optional)

11th Relentless Rage

12th ASI or Feat

13th Brutal Critical (2 Die)


13th Improved Brutal Strike

14th Primal Path (Subclass Feature)

15th Persistent Rage


16th ASI or Feat

17th Brutal Critical (3 Die)


17th Improved Brutal Strike

18th Indomitable Soul

19th ASI or Feat

20th Primal Champion


SRD 2014
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.


When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that incr
as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you
hostile creature since your last turn or taken damage since then. You can also end your rage on your

Once you have raged the number of times shown for your barbarian level in the Rages column of the
must finish a long rest before you can rage again.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your C
can use a shield and still gain this benefit.

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. W
attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee wea
Strength during this turn, but attack rolls against you have advantage until your next turn.

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you a
away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and sp
you can’t be blinded, deafened, or incapacitated.

When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from
to barbarians at 1st level.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability s
or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability sco
feature.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act nor
but only if you enter your rage before doing anything else on that turn.
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your spe
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability s
or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability sco
feature.

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra da
with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from
to barbarians at 1st level.

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit p
and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long re
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability s
or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability sco
feature.

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra da
with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you ch
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability s
or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability sco
feature.

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra da
with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use
the total.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability s
or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability sco
feature.

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4
those scores is now 24.
SRD 5th Revised

Ancestral Guardian
Ancestral Protectors
Starting when you choose this path at 3rd level, spectral warriors
appear when you enter your rage. While you're raging, the first
creature you hit with an attack on your turn becomes the target
of the warriors, which hinder its attacks. Until the start of your
next turn, that target has disadvantage on any attack roll that
isn't against you, and when the target hits a creature other than
you with an attack, that creature has resistance to the damage
dealt by the attack. The effect on the target ends early if your
rage ends.
Spirit Shield
Beginning at 6th level, the guardian spirits that aid you can
provide supernatural protection to those you defend. If you are
raging and another creature you can see within 30 feet of you
takes damage, you can use your reaction to reduce that damage
by 2d6.

When you reach certain levels in this class, you can reduce the
damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
Consult the Spirits
At 10th level, you gain the ability to consult with your ancestral
spirits. When you do so, you cast the Augury or Clairvoyance
spell, without using a spell slot or material components. Rather
than creating a spherical sensor, this use of clairvoyance invisibly
summons one of your ancestral spirits to the chosen location.
Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature
again until you finish a short or long rest.

Vengeful Ancestors
At 14th level, your ancestral spirits grow powerful enough to
retaliate. When you use your Spirit Shield to reduce the damage
of an attack, the attacker takes an amount of force damage that
your Spirit Shield prevents.
SRD 2014 Subclasses

Battlerager Beast
Battlerager Armour
When you choose this path at 3rd level, you gain the ability to use
spiked armor as a weapon.

While you are wearing spiked armor and are raging, you can use a
bonus action to make one melee weapon attack with your armor
spikes against a target within 5 feet of you. If the attack hits, the
spikes deal 1d4 piercing damage. You use your Strength modifier for
the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the
target takes 3 piercing damage if your grapple check succeeds.
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging,
you also gain temporary hit points equal to your Constitution modifier
(minimum of 1). They vanish if any of them are left when your rage
ends.
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a bonus
action while you are raging.

Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you
with a melee attack, the attacker takes 3 piercing damage if you are
raging, aren't incapacitated, and are wearing spiked armor.
Storm Totem
Berserker Giant Herald Warrior
Frenzy
Starting when you choose this path at 3rd level,
you can go into a frenzy when you rage. If you do
so, for the duration of your rage you can make a
single melee weapon attack as a bonus action on
each of your turns after this one. When your rage
ends, you suffer one level of exhaustion.
Mindless Range
Beginning at 6th level, 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
Beginning at 10th level, you can use your action to
frighten someone with your menacing presence.
When you do so, choose one creature that you can
see within 30 feet of you. If the creature can see
or hear you, it must succeed on a Wisdom saving
throw (DC equal to 8 + your proficiency bonus +
your Charisma modifier) or be frightened of you
until the end of your next turn. On subsequent
turns, you can use your action to extend the
duration of this effect on the 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.

If the creature succeeds on its saving throw, you


can’t use this feature on that creature again for 24
hours.

Retaliation
Starting at 14th level, when you take damage from
a creature that is within 5 feet of you, you can use
your reaction to make a melee weapon attack
against that creature.
Wild
Magic Zealot
SRD 2024
Berserker
Wild Heart World Tree
SW5e Esper GeneHyperlanes

Zealot
SRD 2014

Level Ability
1st Rage

1st Unarmoured Defence

1st Weapon Mastery

2nd Reckless Attack

2nd Danger Sense


3rd Primal Path (Subclass Feature)

3rd Primal Knowledge (Optional)

4th ASI or Feat


5th Extra Attack
5th Fast Movement
6th Primal Path (Subclass Feature)

7th Feral Instinct

7th Instinctive pounce (Optional)

8th ASI or Feat

9th Brutal Critical (1 Die)

9th Brutal Strike


10th Primal Path (Subclass Feature)

10th Primal Knowledge (Optional)

11th Relentless Rage

12th ASI or Feat

13th Brutal Critical (2 Die)

13th Improved Brutal Strike


14th Primal Path (Subclass Feature)

15th Persistent Rage

16th ASI or Feat

17th Brutal Critical (3 Die)

17th Improved Brutal Strike

18th Indomitable Soul

19th ASI or Feat

20th Primal Champion


SRD 2014
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.


When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that incr
as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you
hostile creature since your last turn or taken damage since then. You can also end your rage on your

Once you have raged the number of times shown for your barbarian level in the Rages column of the
must finish a long rest before you can rage again.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your C
can use a shield and still gain this benefit.

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. W
attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee wea
Strength during this turn, but attack rolls against you have advantage until your next turn.

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you a
away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and sp
you can’t be blinded, deafened, or incapacitated.
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from
to barbarians at 1st level.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability s
or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability sco
feature.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act nor
but only if you enter your rage before doing anything else on that turn.

At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your spe
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability s
or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability sco
feature.

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra da
with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from
to barbarians at 1st level.

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit p
and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long re
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability s
or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability sco
feature.

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra da
with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you ch
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability s
or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability sco
feature.

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra da
with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use
the total.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability s
or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability sco
feature.

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4
those scores is now 24.
SRD 5th Revised

Ancestral Guardian
Ancestral Protectors
Starting when you choose this path at 3rd level, spectral warriors
appear when you enter your rage. While you're raging, the first
creature you hit with an attack on your turn becomes the target
of the warriors, which hinder its attacks. Until the start of your
next turn, that target has disadvantage on any attack roll that
isn't against you, and when the target hits a creature other than
you with an attack, that creature has resistance to the damage
dealt by the attack. The effect on the target ends early if your
rage ends.
Spirit Shield
Beginning at 6th level, the guardian spirits that aid you can
provide supernatural protection to those you defend. If you are
raging and another creature you can see within 30 feet of you
takes damage, you can use your reaction to reduce that damage
by 2d6.

When you reach certain levels in this class, you can reduce the
damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
Consult the Spirits
At 10th level, you gain the ability to consult with your ancestral
spirits. When you do so, you cast the Augury or Clairvoyance
spell, without using a spell slot or material components. Rather
than creating a spherical sensor, this use of clairvoyance invisibly
summons one of your ancestral spirits to the chosen location.
Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature
again until you finish a short or long rest.
Vengeful Ancestors
At 14th level, your ancestral spirits grow powerful enough to
retaliate. When you use your Spirit Shield to reduce the damage
of an attack, the attacker takes an amount of force damage that
your Spirit Shield prevents.
SRD 2014 Subclasses

Battlerager Beast
Battlerager Armour
When you choose this path at 3rd level, you gain the ability to use
spiked armor as a weapon.

While you are wearing spiked armor and are raging, you can use a
bonus action to make one melee weapon attack with your armor
spikes against a target within 5 feet of you. If the attack hits, the
spikes deal 1d4 piercing damage. You use your Strength modifier for
the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the
target takes 3 piercing damage if your grapple check succeeds.
Reckless Abandon
Beginning at 6th level, when you use Reckless Attack while raging,
you also gain temporary hit points equal to your Constitution modifier
(minimum of 1). They vanish if any of them are left when your rage
ends.
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a bonus
action while you are raging.
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you
with a melee attack, the attacker takes 3 piercing damage if you are
raging, aren't incapacitated, and are wearing spiked armor.
Storm Totem
Berserker Giant Herald Warrior
Frenzy
Starting when you choose this path at 3rd level,
you can go into a frenzy when you rage. If you do
so, for the duration of your rage you can make a
single melee weapon attack as a bonus action on
each of your turns after this one. When your rage
ends, you suffer one level of exhaustion.
Mindless Range
Beginning at 6th level, 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
Beginning at 10th level, you can use your action to
frighten someone with your menacing presence.
When you do so, choose one creature that you can
see within 30 feet of you. If the creature can see
or hear you, it must succeed on a Wisdom saving
throw (DC equal to 8 + your proficiency bonus +
your Charisma modifier) or be frightened of you
until the end of your next turn. On subsequent
turns, you can use your action to extend the
duration of this effect on the 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.

If the creature succeeds on its saving throw, you


can’t use this feature on that creature again for 24
hours.
Retaliation
Starting at 14th level, when you take damage from
a creature that is within 5 feet of you, you can use
your reaction to make a melee weapon attack
against that creature.
Wild
Magic Zealot
SRD 2024
You can enter it as a Bonus Action if you aren't wearing Heavy armor.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of
the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you
regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed
Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain
levels as a Barbarian, as shown in the Rage Damage
column of the Barbarian Features table.

Strength Advantage. You have Advantage on Strength checks and Strength saving throws.

No Concentration or Spells. You can't maintain Concentration, and you can’t cast spells.

Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or
have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the
Rage for another round by doing one of the following:
• Make an attack roll against an enemy.
• Force an enemy to make a saving throw.
• Take a Bonus Action to extend your Rage.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for
up to 10 minutes.
While you aren’t wearing any armor, your base Armor Class equals 10 plus your Dexterity and
Constitution modifiers. You can use a Shield and still gain this benefit.

Your training with weapons allows you to use the mastery properties of two kinds of Simple or
Martial Melee weapons of your choice, such as Great-axes and Handaxes. Whenever you finish a
Long Rest, you can practice weapon drills and change one of
those weapon choices.
When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more
kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
You can throw aside all concern for defense to attack with increased ferocity. When you make your
first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on
attack rolls using Strength until the start of your next turn, but attack rolls against you have
Advantage during that time.

You gain an uncanny sense of when things aren't as they should be, giving you an edge when you
dodge perils. You have Advantage on Dexterity saving throws unless you have the Incapacitated
condition.
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. Stealth, or
Survival. When you use this ability, your Strength represents primal power coursing through you,
honing your agility, bearing, and senses.

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which
you qualify. You gain this feature again at Barbarian levels 8. 12. and 16.
You can attack twice instead of once whenever you take the Attack action on your turn.
Your speed increases by 10 feet while you aren't wearing Heavy armor.
Your instincts are so honed that you have Advantage on Initiative rolls.

As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which
you qualify. You gain this feature again at Barbarian levels 8. 12. and 16.

If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your
choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits,
the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike,
and you can cause one Brutal Strike effect of your choice.
You have the following effect options.
Forceful Blow.The target is pushed 15 feet straight away from you. You can then move up to half
your Speed straight toward the target without provoking Opportunity Attacks.
Hamstring Blow.The target’s Speed is reduced by 15 feet until the start of your next turn. A target
can be affected by only one Hamstring Blow at a time - the most recent one.
Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points 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 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 or Long
Rest, the DC resets to 10.

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which
you qualify. You gain this feature again at Barbarian levels 8. 12. and 16.

You have honed new ways to attack furiously. The following effects are now among your Brutal
Strike options.
Staggering Blow.The target has Disadvantage on the next saving throw it makes, and it can’t make
Opportunity Attacks until the start of your next turn.
Sundering Blow. Before the start of your next turn, the next attack roll made by another creature
against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow
bonus.
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.
In addition, your Rage is so fierce that it now lasts for 10 minutes without you needing to do
anything to extend it from round to round. Your Rage ends early if you have the Unconscious
condition (not just the Incapacitated condition) or don Heavy armor.

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which
you qualify. You gain this feature again at Barbarian levels 8. 12. and 16.

The extra damage of your Brutal Strike increases to 2dl0. In addition, you can use two different
Brutal Strike effects whenever you use your Brutal Strike feature.
If your total for a Strength check or Strength saving throw is less than your Strength score, you can
use that score in place of the total.

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which
you qualify. You gain this feature again at Barbarian levels 8. 12. and 16.
You embody primal power. Your Strength and Constitution scores increase by 4, to a maximum of
25.
Berserker
Frenzy
If you use Reckless Attack while your Rage is active,
you deal extra damage to the first target you hit on
your turn with a Strength-based attack. To determine
the extra damage, roll a number of d6s equal to your
Rage Damage bonus, and add them together. The
damage has the same type as the weapon or
Unarmed Strike used for the attack.
Mindless Rage
You have Immunity to the Charmed and Frightened
conditions while your Rage is active. If you’re
Charmed or Frightened when you enter your Rage,
the condition ends on you.
Retaliation
When you take damage from a creature that is
within 5 feet of you. you can take a Reaction to
make one melee attack against that creature, using
a weapon or an Unarmed Strike.
Intimidating Presence
As a Bonus Action, you can strike terror into others
with your menacing presence and primal power.
When you do so, each creature of your choice in a
30-foot Emanation originating from you must make a
Wisdom saving throw (DC 8 plus your Strength
modifier and Proficiency Bonus). On a failed save, a
creature has the Frightened condition for 1 minute.
At the end of each of the Frightened creature’s turns,
the creature repeats the save, ending the effect on
itself on a success.
Once you use this feature, you can’t use it again
until you finish a Long Rest unless you expend a use
of your Rage (no action required) to restore your use
of it.
Wild Heart World Tree
Animal Speaker
You can cast the Beast Sense and Speak
with Animals spells but only as Rituals.
Wisdom is your spellcasting ability for them.

Rage of the Wilds


Your Rage taps into the primal power of Vitality of he Tree
animals. Whenever you activate your Rage, Your Rage taps into the life force of the
you gain one of the following options of your World Tree You gain the following benefits.
choice. Vitality Surge. When you activate your
Bear. While your Rage is active, you have Rage, you gain a number of Temporary Hit
Resistance to every damage type except Points equal to your Barbarian level.
Force, Necrotic, Psychic, and Radiant. Life-Giving Force. At the start of each of
Eagle. When you activate your Rage, you your turns while your rage is active, you can
can take the Disengage and Dash actions as choose another creature within 10 feet of
part of that Bonus Action. While your Rage yourself to gain Temporary Hit Points. To
is active, you can take determine the number of
a Bonus Action to take both of those Temporary Hit Points, roll a number of d6s
actions. equal to your Rage Damage bonus, and add
Wolf. While your Rage is active, your allies them together.
have Advantage on attack rolls against any If any of these Temporary Hit Points remain
enemy of yours within 5 feet of you. whenyour Rage ends, they vanish.
Branches of the Tree
Whenever a creature you can see starts its
turn within 30 feet of you while your Rage is
Aspect of the Wilds active, you can take a Reaction to summon
You gain one of the following options of your spectral branches of the World Tree around
choice. Whenever you finish a Long Rest, it. The target must succeed on a Strength
you can change your choice. saving throw (DC 8 plus your Strength
Owl. You have Darkvision with a range of modifier and Proficiency Bonus) or be
60 feet. If you already have Darkvision, its teleported to an unoccupied space you can
range increases by 60 feet. see within 5 feet of yourself or in the
Panther. You have a Climb Speed equal to nearest unoccupied space you can see.
your Speed. After the target teleports, you can reduce
Salmon. You have a Swim Speed equal to its Speed to O until the end of the current
your Speed. turn.
Battering Roots
During your turn, your reach is 10 feet
greater with any Melee weapon that has the
Heavy or Versatile property, as tendrils of
the World Tree extend from
you. When you hit with such a weapon on
Nature Speaker your turn, you can activate the Push or
You can cast the Commune with Nature Topple mastery property in addition to a
spell but only as a Ritual. Wisdom is your different mastery property you're using with
spellcasting ability for it. that weapon.
Power of the Wilds
Whenever you activate your Rage, you gain
one of the following options of your choice.
Falcon. While your Rage is active, you have Travel Along the Tree
a Fly Speed equal to your Speed if you When you activate your Rage and as a
aren’t wearing any armor. Bonus Action while your Rage is active, you
Lion. While your Rage is active, any of your can teleport up to 60 feet to an unoccupied
enemies within 5 feet of you have space you can see.
Disadvantage on attack rolls against targets In addition, once per Rage, you can increase
other than you or another the range of that teleport to 150 feet. When
Barbarian who has this option active. you do so, you can also bring up to six
Ram. While your Rage is active, you can willing creatures who are within 10 feet of
cause a Large or smaller creature to have you. Each creature teleports to an
the Prone condition when you hit it with a unoccupied space of your choice within 10
melee attack. feet of your destination space.
SW5e Esper GeneHyperlanes

Zealot
Warrior of the Gods
A divine entity helps ensure you can
continue the fight. You have a pool of four
d12s that you can spend to heal yourself. As
a Bonus Action, you can
expend dice from the pool, roll them, and
regain a number of Hit Points equal to the
roll's total.
Your pool regains all expended dice when
you finish a Long Rest.
The pool's maximum number of dice
increases by one when you reach Barbarian
levels 6 (5 dice), 12 (6 dice), and 17 (7
dice).
Fanatical Focus
Once per active Rage, if you fail a saving
throw, you can reroll it with a bonus equal
to your Rage Damage bonus, and you must
use the new roll.
Zealous Presence
As a Bonus Action, you unleash a battle cry
infused with divine energy. Up to ten other
creatures of your choice within 60 feet of
you gain Advantage on attack rolls and
saving throws until the start of
your next turn.
Once you use this feature, you can't use it
again until you finish a Long Rest unless you
expend a use of your Rage (no action
required) to restore your use of it.
Rage of the Gods
When you activate your Rage, you can
assume the form of a divine warrior. This
form lasts for 1 minute or until you drop to
O Hit Points. Once you use
this feature, you can't do so again until you
finish a Long Rest.
While in this form, you gain the benefits
below.
Flight. You have a Fly Speed equal to your
Speedand can hover.
SRD 2014

Level Ability

1st
1st
1st
2nd
2nd
3rd
3rd
4th
5th
5th
6th
7th
7th
8th
9th
9th
10th
10th
11th
12th
13th
13th
14th
15th
16th
17th
17th
18th
19th
20th
SRD 2014
SRD 5th Revised

Ancestral Guardian
SRD 2014 Subclasses

Battlerager Beast
Storm Totem
Berserker Giant Herald Warrior
Wild
Magic Zealot
SRD 2024
Berserker
Wild Heart World Tree
SW5e Esper GeneHyperlanes

Zealot

You might also like