
Abilities
Class Features
Brutal Critical - Class Feat, Barbarian
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Danger Sense - Class Feat, Barbarian
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.
Fast Movement - Class Feat, Barbarian
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
Feral Instinct - Class Feat, Barbarian
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 normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Instinctive Pounce - Class Feat, Barbarian
At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed.
Persistent Rage - Class Feat, Barbarian
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Primal Knowledge - Class Feat, Barbarian
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
Rage - Class Feat, Barbarian
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 increases as you gain levels 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 haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Reckless Attack - Class Feat, Barbarian
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Relentless Rage - Class Feat, Barbarian
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging 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.
Unarmored Defense - Class Feat, Barbarian
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Action Surge - Class Feat, Fighter
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Extra Attack - Class Feat, Fighter
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable - Class Feat, Fighter
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Martial Versatility - Class Feat, Fighter
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
- Replace a fighting style you know with another fighting style available to fighters.
- If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Second Wind - Class Feat, Fighter
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your level.
You can use this feature twice between rests starting at 20th level
Fighting Style - Class Feat, Fighter/Ranger
Feats
Fury of the Frost Giant - Feat
Prerequisite: 4th Level, Strike of the Giants (Frost Strike) Feat
You’ve manifested the icy might emblematic of frost giants, granting you the following benefits:
- Ability Score Increase: Increase your Strength, Constitution, or Wisdom score by 1, to a maximum of 20.
- Born of Ice: You have resistance to cold damage.
- Frigid Retaliation: Immediately after a creature you can see within 30 feet of you hits you with an attack roll and deals damage, you can use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a failed save, the creature takes cold damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Great Weapon Master - Feat
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Strike of the Giants - Feat
Prerequisite: Martial Weapon Proficiency or Giant Foundling Background
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
- Cloud Strike: The target takes an extra 1d4 thunder damage. If the target is a creature, it must succeed on a Wisdom saving throw, or you become invisible to it until the start of your next turn or until immediately after you make an attack roll or cast a spell.
- Fire Strike: The target takes an extra 1d10 fire damage.
- Frost Strike: The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw, or its speed is reduced to 0 until the start of your next turn.
- Hill Strike: The target takes an extra 1d6 damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.
- Stone Strike: The target takes an extra 1d6 force damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet from you in a straight line.
- Storm Strike: The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw, or it has disadvantage on attack rolls until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Tough - Feat
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.