People who are this class
As a barbarian, you gain the following class features.
Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorer's pack and four javelins
Rage
Used as a bonus action and gained the following benefits if not wearing heavy armor:
-ADV on Strength checks and saving throws
-When making a melee weapon attack using Strength, gain a bonus to the damage roll that increases as you level up as a Barbarian
-You have resistance to bludgeoning, piercing and slashing damage
*If you are able to cast spells, you can't when raging
*Lasts for a minute (10 rounds), and if you end early, you are knocked unconscious, or if you haven't attacked a hostile creature since your last turn, you can use a bonus action to end it*
Unarmored Defense
When not wearing armor, your armor class equals 10 + your Dex modifier + Con modifier. Can still gain this benefit with shields
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.
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.
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Path, Source
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.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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 normally on your first turn, 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 speed.
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.
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.
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.
Beginning 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.
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Legendary Class
LV 21: Legendary Feat, Principles of Wrath, Ancient Marks
LV 22: Brutality, Savage Agony
LV 23: Forced Rage
LV 24: Legendary ASI/Feat
LV 25: Extra Attack
LV 26: Enduring Agony
LV 27: Principles of Wrath, Brutality
LV 28: Legendary ASI/Feat
LV 29:-------
LV 30: Primal Force
Principles of Wrath
You have begun to make use of your wrath in unique ways. You may choose a Combat Trait from the options listed later
Ancient Marks
You have begun to augment yourself with powerful symbols. You start baring 3 of these marks, which you may choose from the options listed later. Marks grant you two benefits: Their innate benefit and their rage benefit, a Barbarian can use a marks innate benefit at any time, while the rage benefit is only active while the Barbarian is raging
Brutality
Your critical hit range is increased by 1 (From 20 to 19-20 for example) Additionally, whenever you score a critical hit with a weapon attack, you can roll an additional die for determining the damage of the critical hit. At 27rd level, you gain this feature a second time.
Savage Agony
Agony Pool:
Whenever you suffer damage, you may add the damage taken to a temporary pool known as your Agony Pool. At the end of your turn, all damage stored in your Agony Pool is lost and the pool returns to 0. If you regain hit points, you lose an equal amount of damage stored in your Agony Pool equal to the hit points regained (Your Agony Pool can not go below 0)
Savagery:
Using the pain stored from your Agony Pool, you are capable of producing powerful effects known as Savageries. You start knowing 2 of these techniques, the ones you can learn can be found later in this document. You learn additional savageries as shown in the Savageries Known column in the Barbarian class table. Each savagery has its own rules detailed in its description. Often they will require some kind of action (Whether it be bonus action, reaction, action or in place of an attack) And in order to use them, you must expend an appropriate amount of points from your Agony Pool. Whenever you gain a level in this class, you may exchange on savagery you know for another
Forced Rage
You are capable of entering your rage even when it is unavailable to you. If your rage is currently still recovering due to you having used it too recently, you may still enter it at the start of your turn as normal. If you do so, you gain a level of exhaustion after 1 minute and the rage automatically ends if it is still active
Enduring Agony
Your Agony Pool is no longer emptied at the end of your turn, it instead lasts until initiative ends. Additionally, whenever you regain hit points, instead of losing points in your Agony Pool equal to the health regained, you lose points equal to half the health regained (Rounded up)
Primal Force
When your rage ends, you must wait a number of rounds equal to the number of rounds your rage was active before entering it again. You still factor in time augmentations such as the Darastrix or Jotun marks and the Frenzy subclass feature. Persistent Rages duration reduction no longer applies. Your Strength and Constitution scores and their maximums are increased by 8
Bare the Marks
Choose any ancient mark that you do not currently have. You gain the benefits of the chosen mark and it does not count against your marks bared.
You may select this trait as many times as you wish.
Battlefield Cleaner
When you hit a creature with a weapon attack, the creature takes extra damage equal to your fury die if it is below half its hit point maximum. A creature may only be afflicted with this damage once per round.
Brutal Blows
Whenever you damage a creature with a melee weapon attack that deals bludgeoning or slashing damage, all creatures of your choice within 5-feet of that creature suffer damage equal to your Strength modifier (Minimum of 1) This damage is the same type as your weapon.
If a targeted creature has an AC higher than the attack roll you used to hit the initial creature, they do not suffer this damage.
Colossus Toppler
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Critical Improvement
Your critical hit range for weapon attacks is increased by 1 (From 20 to 19-20 for example)
If you have at least 15 levels in this class, you may select this feature a second time. If you have at least 27 levels in this class, you may select this feature a third time.
Danger Sense
You have advantage on Dexterity saving throws against effects you can see, such as traps and spells. To gain this benefit, you can't be both blinded and deafened, or incapacitated.
Dual Wielder
When you engage in two weapon fighting, you may make your offhand attack as apart of your attack action rather than as a bonus action. If you do so, you are unable to use your bonus action to make any sort of attack.
Additionally, you may add your ability modifier to your offhand attack if you were not already.
Duelist
When you are wielding a melee weapon in one hand and no other weapons, you gain a bonus to that weapons damage rolls equal to half your proficiency bonus (Rounded up)
Feral Instincts
You have advantage on initiative checks. Additionally, if you are surprised, you may still act normally during the surprise round provided you enter your rage at the start of your turn.
Forceful Shot
When using a Shortbow or Longbow, you may use your Strength modifier instead of your Dexterity modifier.
When attacking with a bow while using this feature, you have a -1 penalty to your attack rolls with them; however you also have a +2 bonus to damage rolls with them.
Furious Power
Whenever you make an attack roll using a weapon in which you are proficient in, you may choose to use your fury die in place of the weapons normal damage die.
(This includes unarmed strikes)
Gaze of Wrath
While you are raging, you are immune to effects that only work if they would require you to see them (Such as a Wizards Hypnotic Gaze feature, or a Medusas stare)
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Horde Breaker
Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Marked Knowledge
Choose your Intelligence, Wisdom, or Charisma score. Whenever you make a Mark Attack or calculate the DC for the abilities of your marks, you use your chosen score instead of your Constitution score. If a mark ever refers to your Constitution score, it instead uses the chosen ability score.
Offensive Shields
You gain proficiency with shields as a martial melee weapon, which deals 1d6 bludgeoning damage on a hit. If a shield has a magical bonus to its AC, that bonus is also applied to its attack and damage rolls.
On a successful hit with a shield, instead of dealing damage you may push them up to 5-feet away from you.
Pounce
When a creature moves to a space within 20-feet of you, you may use your reaction to immediately move up to your speed, you must end this movement within 5-feet of the offending creature. You may then make a single melee attack as apart of the same reaction.
You cannot use this feature if the offending creature was already within 20-feet of you when they started their movement.
Pursue the Cowards
When a creature damages you from outside your melee weapon attack range, you may use your reaction to immediately move up to half your speed without provoking attacks of opportunity. If this movement brings you within attack range of the creature who damaged you, you may make a weapon attack against them.
Recklessness
At the start of your turn before doing anything else, you may decide to either Recklessly Attack or Recklessly Defend. You do not need to do either, although if you choose to do neither you cannot change your mind later in the turn.
Reckless Attack. You have advantage on all attack rolls you make until the start of your next turn, however all attack rolls made against you also have advantage until the start of your next turn.
Reckless Defense. You have disadvantage on all attack rolls you make until the start of your next turn, however all attack rolls made against you also have disadvantage until the start of your next turn.
Resilient Body
Your HP maximum increases by an amount equal to five times your level in this class. Everytime you gain a Barbarian level, your maximum HP increases by an additional 5 HP. You may select this trait multiple times.
Sharpened Fury
Whenever you roll your Fury Die during your rage, you gain a +2 bonus to the result of the roll. Examples of when you roll your Fury Die include when adding damage to weapon attacks, rolling it for specific marks, or rolling it for specific savageries.
If you are at least 15th level in this class, you may select this trait a second time, increasing the bonus to +4. If you are at least 27th level in this class, you may select this trait a third time, increasing the bonus to +6.
Sieger
You deal double damage against objects and structures.
If you are at least 15th level in this class, you may select this trait a second time, causing you to deal triple damage against objects and strucutres. If you are at least 27th level in this class, you may select this trait a third time, causing you to deal quadruple damage against objects and structures.
Sightless Warrior
You have blindsight with a range equal to 5 times your proficiency bonus in feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Skirmisher
When an attack misses you, you may move up to half of your speed as a reaction. This movement does not provoke attacks of opportunity.
Versatile Warrior
While wielding a single weapon with the versatile property and no shield, you gain the following benefits depending on whether you are wielding it in one or two hands.
One Hand. You gain a +2 bonus to your Armor Class.
Two Hands. You gain a +3 bonus to the weapons damage rolls.
Weapon Juggler
You can draw a weapon that has the thrown property as apart of the attack you make with the weapon.
Additionally, if you hit an attack made with the thrown property of a weapon and the target is within your weapons short range, you may cause it to bounce off the target and return to your hand.
Wrathful Sniper
While you are raging, you may now add your Fury Die to the damage rolls of your ranged weapon attacks.
Endurance
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
Persistent Mark
Choose an Ancient Mark you bare that is not the Darastrix or Jotun marks. You gain the benefits of that marks Rage effects even while you are not raging.
You may disable or re-enable the marks rage ability as a bonus action on your turn.
If you are at least 21st level in this class, you may choose a second mark you know to apply this benefit to. When disabling or re-enabling a marks rage effect, you can choose to do it to both with a single bonus action.
Critical Agony
When you score a critical hit against a creature, your Agony Pool gains points equal to half the damage dealt (Rounded down)
Totemic Merging
Your spirit totem has fused with another, choose any spirit totem other than the one you chose at 1st level. You gain that totems 1st level benefits in addition to your current totems (In the case of bear, you only select three damage types)
If you are at least 27th level in this class, you may select this combat trait a second time. If you do so, you gain the 9th level benefits of the spirit totem gained from this trait
Achauk
A draconic mark that represents the chromatic color green.
Innate. You may use your Strength modifier in place of your Dexterity modifier whenever making Stealth checks.
Rage. You have resistance to poison damage, if you are already resistant to poison damage, you are instead immune.
Arcaniss
A draconic mark that represents magic.
Innate. You may attune to one additional magic item.
Rage. You have advantage on Intelligence, Wisdom and Charisma saving throws made against spells.
Aujir
A draconic mark that represents the metallic color bronze.
Innate. As a bonus action you may cause a thunderous boom to emanate from you, which can be heard from up to 120-feet away. All creatures within 10-feet of you must succeed on a Constitution saving throw or suffer thunder damage equal to one roll of your fury die on a failed save. You do not add your Constitution modifier to this damage roll.
Rage. This marked thunderous boom deals damage equal to two rolls of your fury die instead of one. Creatures who fail their saving throw against it by 5 or more are deafened until the end of their next turn.
Auraj
A draconic mark that represents the metallic color brass.
Innate. You may use your Strength modifier in place of your Charisma modifier whenever making Persuasion checks.
Rage. When a creature makes a melee weapon attack against you, you can use your reaction to babble and talk about nonsensical things, forcing them to have disadvantage on the attack roll.
Aurix
A draconic mark that represents the metallic color gold.
Innate. You may use your Strength modifier in place of your Dexterity modifier whenever making Initiative checks.
Rage. Afterimages blur around you as you act, all attack rolls have disadvantage against you. Once you are hit by an attack roll, this effect ends until the start of your next turn.
Aussir
A draconic mark that represents the chromatic color white.
Innate. You can move across and climb icy surfaces without needing to make an ability check. Additionally, you may ignore difficult terrain made of ice or snow.
Rage. A chilling mist wafts from you, the ground within 15-feet of you is considered to be difficult terrain made of ice. Additionally, you are considered to be lightly obscured.
Blod
A giant mark that represents blood.
Innate. Whenever you would expend a Barbarian hit die during a short rest, if the die result is less than your Constitution modifier, you may instead treat the die as if you had rolled an amount equal to your Constitution modifier.
Rage. While at or below half your hit point maximum, you may add half your proficiency bonus (Rounded up) to the damage rolls of your melee weapon attacks.
Charir
A draconic mark that represents the chromatic color red.
Innate. When you hit a target with a melee weapon attack or damage them with a savagery, you may convert any amount of the damage into fire damage. If the target suffers any of this damage, roll your fury die. At the start of their next turn, they suffer damage equal to the number rolled (You do not add your Constitution modifier to this damage)
This can stack with itself.
Rage. Fire damage you deal ignores resistance to fire damage (But not immunity)
Darastrix
A draconic mark that represents a dragon.
Innate. At the end of each long rest, you may choose any Draconic mark you are not currently baring. This mark gains the innate properties of the chosen mark. If you are baring any Giant marks, you are unable to use this feature.
Rage. Upon entering your rage, you may choose to grow scales across your flesh and allow dragon wings to grow from your back. You cannot manifest the wings while wearing armor, and they will destroy any clothing not made to accommodate them.
While the scales are manifested, you gain a +1 bonus to your AC. Everytime your fury die size increases (Levels 7, 13, 19, 25) this bonus is increased by 1 (+2 bonus, +3 bonus, +4 bonus, and +5 bonus respectively) While the wings are manifested, you gain a flying speed equal to your walking speed.
When your rage ends, your scales and wings retract-if you had manifested either effect, the duration before you can enter your rage again is multiplied by 10 (For example, if you had been in your rage for 5 rounds, normally that'd mean you couldn't enter it again for 5 minutes. If you had manifested these effects however, you could not enter it again for 50 minutes)
You cannot benefit from this effect and the Jotun marks rage effect at the same time.
Dod
A giant mark that represents death.
Innate. After you damage a creature, the next source of healing they receive before the start of your next turn is halved (Rounded down)
Rage. Once per round, you may receive the healing reduced with this mark's innate effect.
Ferd
A giant mark that represents a journey.
Innate. While traveling at a fast pace, you do not suffer a penalty to perception checks. Additionally, you can undergo a Forced March for 16 hours without needing to make saves against exhaustion instead of 8.
Rage. Your movement speed is increased by 10-feet.
Fjel
A giant mark that represents a mountain.
Innate. You have a climbing speed equal to your walking speed.
Rage. You are able to move up, down and across vertical surfaces and upside down along ceilings, while leaving at least one hand free.
Frahr
A draconic mark that represents breathing.
Innate. As an action (Or as a legendary action by expending 3 legendary actions) You may exhale destructive energy in an area in front of you, dealing damage equal to a number of rolls of your Fury Die equal to your proficiency bonus. Creatures can attempt a saving throw to only take half damage on a successful save.
When you use this feature, you must choose a draconic mark you bare to base it off of. You are unable to use this feature if you are not bearing any suitable draconic marks. The area this affects, the damage type it deals and the type of saving throw it forces are all dependent on what mark you chose to base it off of.
Achauk. The area this affects is a 15-foot cone, it deals poison damage and is a Constitution saving throw.
Aujir/Uljar. The area this affects is a 30-foot long line that is 5-feet wide, it deals lightning damage and is a Dexterity saving throw.
Auraj/Aurix/Charir. The area this affects is a 15-foot cone, it deals fire damage and is a Dexterity saving throw.
Aussir/Orn. The area this affects is a 15-foot cone, it deals cold damage and is a Constitution saving throw.
Rach/Vutha. The area this affects is a 30-foot long line that is 5-feet wide, it deals acid damage and is a Dexterity saving throw.
Once you use this feature, you cannot do so again until a number of rounds have passed equal to 10 - Your Constitution modifier (Minimum of 1 round)
Rage. The range of this marked breath weapon is doubled (30-foot cone/60-foot long line that is 5-feet wide) And at the start of each of your turns, if it is not available, you may roll 1d6. On a roll of 6, you regain usage of it.
Haug
A giant mark that represents a hill.
Innate. For every pound of food you eat, you recover 1 hit point.
Rage. As a bonus action, you may drink a potion or eat a number of pounds of food up to your Constitution modifier (Minimum of 1) You must have the food on you in order to do so.
Instead of recovering 1 hit point per pound of food, you recover 2 hit points per pound of food.
Hellig
A giant mark that represents something sacred.
Innate. When a Fiend or Undead forces you to make a saving throw, you may use your reaction to add your fury die to the saving throws result. You may do so after seeing the roll but before you know whether or not you succeed.
Rage. Fiends and Undead within 15-feet of you must subtract your fury die from all weapon attack rolls they make.
Hlar
A draconic mark that represents a roar.
Innate. As an action (Or as a legendary action by expending 3 legendary actions) you can let out a horrific roar. All creatures who can hear you within 60-feet of you must succeed on a Wisdom saving throw, on a failed saving throw a creature is Frightened of you for 1 minute.
A creature may repeat the saving throw at the end of their turn, ending the effect on a successful save.
Rage. Creatures who fail their saving throw also subtract your fury die from the next attack roll, ability check or saving throw they make. If a creature is immune to being frightened and they fail the saving throw, they are still affected by this.
Ild
A giant mark that represents fire.
Innate. Your hands are superheated, once per turn you may touch a creature to deal fire damage to them equal to one roll of your fury die (No action required) You do not add your Constitution modifier to this damage roll.
Rage. You have resistance to Fire damage, if you are already resistant to fire damage, you are instead immune.
Irisv
A draconic mark that represents healing.
Innate. Whenever you receive magical healing (Such as from a spell or potion) You may roll your fury die and add it to the healing received.
Rage. If a creature would roll dice to heal you, they may instead use the maximum result of those dice when healing you.
Ise
A giant mark that represents frost.
Innate. When you hit a target with a melee weapon attack, you may convert any amount of the damage into cold damage. If the target suffers any of this damage, roll your fury die. The target's movement speed is reduced by an amount equal to 5 times half the die result (Rounded up. If you rolled a 3 for example, their movement speed would be reduced by 10-feet)
This reduction lasts until the start of your next turn, and a creature can only suffer this reduction once per turn.
Rage. You have resistance to Cold damage, if you are already resistant to cold damage, you are instead immune.
Jotun
A giant mark that represents a giant.
Innate. At the end of each long rest, you may choose any Giant mark you are not currently baring. This mark gains the innate properties of the chosen mark. If you are baring any Draconic marks, you are unable to use this feature.
Rage. Upon entering your rage, you may choose to grow one size category (From Medium to Large for example) causing your size to double in all dimensions, and your weight to be multiplied by eight. If you lack the proper space to grow, you instead grow to the maximum size you can given the space.
While enlarged, your melee weapon attacks deal additional damage equal to your fury die (Meaning you add it twice since you already add it once while raging) And your reach is increased by 5-feet. You subtract your fury die from all Dexterity checks and saving throws you make while enlarged however.
When your rage ends, you return to normal size-if you had enlarged, the duration before you can enter your rage again is multiplied by 10 (For example, if you had been in your rage for 5 rounds, normally that'd mean you couldn't enter it again for 5 minutes. If you had enlarged however, you could not enter it again for 50 minutes)
You cannot benefit from this effect and the Darastrix marks rage effect at the same time.
Kong
A giant mark that represents a king.
Innate. Whenever you make a Charisma check, you may roll your fury die and add it to the checks roll. You may do so after seeing the result, but before you know whether or not you succeed.
You may do so a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.
Rage. While raging, you also have advantage on Charisma checks and saving throws. Making a Charisma check prompted by the DM is enough to prolong your rage for 1d4 rounds.
Krig
A giant mark that represents war.
Innate. When you roll your fury die and the result is less than your Constitution modifier (Minimum of 2) You may instead treat the result as if it were equal to your Constitution modifier (Minimum of 2)
You may do so a number of times equal to your proficiency bonus, and you regain all expended uses upon completing a long rest.
Rage. When you make an attack roll, you may choose to roll your fury die and add it to the attack roll's result (Which you must choose to do before rolling) If you do so, you do not add your fury die to the attack's damage.
Kurik
A draconic mark that represents slaughter.
Innate. If you have dealt weapon damage to a creature in the past hour, they cannot be hidden from you by any means, and you know their exact location.
Rage. When you kill a creature (Typically by reducing it to 0 HP) You may immediately make a single melee weapon attack.
Liv
A giant mark that represents life.
Innate. For every 5 years that pass, you only age 1 year. Additionally, regardless of your age you are considered to be in perfect physical condition, meaning you suffer none of the frailty of old age.
Rage. Whenever you kill a creature of CR 1/4 or higher, your lifespan is increased by 1 day (Which is effectively 5 days given this marks innate effect)
Orn
A draconic mark that represents the metallic color silver.
Innate. As a reaction to a creature within 30-feet hitting you with an attack, you may force them to make a Constitution saving throw against your mark DC. On a failed saving throw, they become Restrained, which lasts until the end of their next turn or until you hit them with a melee weapon attack.
Rage. Whenever you make an attack roll against a creature who is grappled or restrained, you may add your fury die to the attack roll.
Rach
A draconic mark that represents the metallic color copper.
Innate. As a bonus action, you may tell a horrid joke to a creature within 30-feet of you that can hear you. It must succeed on a Wisdom saving throw against your mark DC or suffer psychic damage equal to your fury die. A creature who takes this damage also subtracts the damage taken from the next ability check or saving throw they make before the end of your next turn.
Rage. You may target three different creatures with this marked innate ability as a part of one bonus action, all must be within range.
Skold
A giant mark that represents a shield.
Innate. You may wield two shields at a time, gaining the AC from each.
Rage. For each shield you are wielding, you gain a bonus on saving throws against being knocked prone or moved against your will equal to your fury die.
Skye
A giant mark that represents a cloud.
Innate. You fall at a rate of 60-feet per round and are immune to fall damage.
Rage. You are capable of walking on air as if it were solid ground, leaving behind visible wisps of air where you walk using this feature. You cannot gain height from this walking, and if you fall prone or are moved against your will, it immediately ends.
Stein
A giant mark that represents stone.
Innate. As an action, you can reach into a solid surface of earth and stone to create a throwing rock. You may have any number of these throwing rocks created at a time. The rocks have a range of 30/90-feet, and they deal bludgeoning damage on hit equal to your fury die. You may use your Strength modifier for the attack and damage rolls of these rocks.
Only barbarians who possess this mark can use these stones in this way, for anyone else they are regular rocks. If a barbarian other than the creator is using the stone, they use the creator's fury die for the damage roll.
Rage. Once per turn when you make an attack, you can instead create a throwing rock as per the innate portion of this mark and throw it, making an attack with it.
Stig
A giant mark that represents light.
Innate. You can see in dim light and darkness within 60-feet of you as if it were bright light. You are capable of making out color in this range, unlike darkvision.
Rage. The area within 15-feet of you is considered to be bright light. Creatures cannot benefit from being hidden or invisible while within this bright light.
Strix
A draconic mark that represents invigoration.
Innate. As a bonus action, you let out a howl of invigoration. You and all creatures of your choice within 30-feet of you gain temporary hit points equal to one roll of your fury die. While these temporary hit points persist, a creatures speed is increased by 10-feet.
Rage. When you use the innate portion of this mark, you instead roll two fury die instead of one, and you may add your Constitution modifier (Minimum of 1) to the temporary hit points gained.
Sveargith
A draconic mark that represents bravery.
Innate. When you succeed on a saving throw against being frightened, or a creature attempts to frighten you when you are immune to the creature, the creature who attempted to frighten you must succeed on a Wisdom saving throw against your mark DC or become frightened of you until the end of your next turn.
Rage. You cannot be Frightened, any effects causing you to be Frightened when you enter your rage are suspended for the duration, only resuming once your rage ends.
Troth
A draconic mark that represents protection.
Innate. When an attack hits you, you may use your reaction to roll your fury die and add the result to your AC, potentially causing the attack to miss. Your AC remains increased until the start of your next turn.
You may use this feature a number of times equal to your Constitution modifier (Minimum of 1) Regaining all expended uses upon completing a long rest.
Rage. When you are hit by a weapon attack while under this mark's innate effects AC increase, your AC is increased by 1 until the start of your next turn.
The total AC increase from this feature cannot exceed the maximum result your fury die can roll (For example, if your fury die is a d6 and you roll a three, your AC could be increased three times total before it can no longer be increased)
Uljar
A draconic mark that represents the chromatic color blue.
Innate. As a bonus action on your turn, you may move up to 15-feet in a straight line without expending any movement. Throughout this movement, you burrow through the ground without disturbing the material you pass through, meaning you do not provoke attacks of opportunity (However, you are also unable to use this movement if you lack the ground to burrow into)
Rage. When you enter your rage, you call forth 3 mirages of sand alongside you. Whenever you would be hit by an attack, you can instead sacrifice one of these mirages to cause the attack to miss you (No action required) Any remaining mirages dissipate at the end of your rage.
Uvar
A giant mark that represents a storm.
Innate. Once per round when you would make an attack, you can manifest lightning in a free hand and throw it at a foe instead. Make a ranged mark attack against a target within 60-feet of you, on a hit the target suffers lightning damage equal to two rolls of your Fury die.
Rage. You have resistance to Lightning or Thunder damage (You choose upon entering your rage) If you are already resistant to the chosen damage type, you are instead immune.
Uven
A giant mark that represents the enemy.
Innate. As a bonus action, you may target a creature within 30-feet of you that you can see and make an Insight check, with a DC equal to 5 + their Deception bonus. On a successful check, you determine whether or not they have hostile intentions towards you.
Rage. When you reduce a creature to below half their hit point maximum for the first time, you may force them to make a Wisdom saving throw against your mark DC. On a failed saving throw, they are unable to tell friend from foe for the next minute. Whenever they suffer damage, they may repeat this saving throw, ending this effect on a successful save.
You may only have this effect active on one creature at a time. If you attempt to use it on another creature, the creature currently under its effects is immediately freed (Regardless of whether the new creature succeeds on their saving throw or not)
Venn
A giant mark that represents friends.
Innate. You may choose to make any damage you deal with weapons or savageries nonlethal. When you would reduce a creature to 0 HP, you can instead choose to leave them at 1 HP.
Rage. When you start your turn within 5-feet of an allied creature, or a creature you have chosen to use the innate portion of this mark on in the past minute, you gain advantage on all attack rolls until the end of your turn.
Veschik
A draconic mark that represents replenishment.
Innate. You are able to eat anything without any negative effects, including ingested poisons, acid and even lava.
Rage. Once per turn when you hit a creature with a melee weapon attack, you may regain hit points equal to one roll of your fury die. This cannot heal you above half your hit point maximum.
Vind
A giant mark that represents wind.
Innate. As a bonus action, you may create a small blast of wind. One creature of your choice within 30-feet of you must succeed on a Strength saving throw against your mark DC or be pushed 5-feet away from you.
Rage. Wind roars around you in a 10-foot radius, ranged weapon attack rolls have disadvantage if they pass in or out of this wind.
Vutha
A draconic mark that represents the chromatic color black.
Innate. Once per round when you would make an attack, you can instead regurgitate foul water and project it at a foe instead. Make a ranged mark attack against a target within 60-feet of you, on a hit the target suffers poison damage equal to one roll of your fury die and become Poisoned until the end of their next turn.
Rage. You have resistance to Acid damage, if you are already resistant to acid damage, you are instead immune
Annihilate
You channel all of your pain into your fist and unleash a single, brutal blow.
Usage. Action
Cost. 1+
You expend agony points and then make a melee attack against a creature within your unarmed strikes reach. On a hit, the target suffers bludgeoning damage equal to the amount of agony points expended. If you miss, you recover half the agony points expended (Rounded down)
If you score a critical hit, instead of dealing additional damage, the target is Stunned until the end of your next turn.
Blood Bath
You injure yourself in order to better fuel your savagery.
Usage. Once per turn (No action required)
Cost. None
You grievously wound yourself, you may roll your Fury Die a number of times up to your proficiency bonus, and you suffer damage equal to the amount rolled. This damage ignores any resistances or immunities you may possess, and you cannot be vulnerable to it.
The damage taken from this is stored within your Agony Pool as normal.
Chest Pound
You strike your chest like a drum, unleashing a wave of sound around you.
Usage. Action; Or in place of 1 attack
Cost. 5+
All creatures within 30-feet of you must succeed on a Constitution saving throw, suffering 1d6 + Your Strength modifier thunder damage on a failed saving throw, or half as much on a successful one.
For every 5 agony points beyond the initial 5 you expend on this savagery, it deals an additional 1d6 damage.
Execute
You destroy the weak who stand in your way.
Usage. Bonus Action
Cost. 1+
Target a creature within your reach, if the target's CR is less than or equal to your proficiency bonus, and their current HP is less than or equal to the amount of agony you expended on this ability, they are instantly killed.
Ground Grip
You grip the earth beneath you and lift up the material, causing a shockwave.
Usage. Action; Or in place of 2 attacks
Cost. 25+
All creatures in a 100-foot line that is 10-feet wide in a direction of your choice must succeed on a Strength saving throw, suffering 4d12 + Your Strength modifier force damage on a failed saving throw.
Creatures who succeed their saving throw must move to an unoccupied space not within the line, and they may move up to 15-feet to do so. If they are unable to do so, they are considered to have failed the saving throw.
Creatures who fail this saving throw are hurled 30-feet into the air before falling down, suffering falling damage as normal.
For every 10 agony points beyond the initial 25 you expend on this savagery, it deals an additional 1d12 force damage and the distance creatures are hurled upwards is increased by 10-feet.
Guttural Scream
you scream as loud as your lungs can handle.
Usage. Bonus Action
Cost. 15
All creatures within 120-feet of you that can hear you must succeed on a Constitution saving throw or become Deafened for the next minute. Creatures concentrating (Such as on concentration spells) immediately lose their concentration.
Immovable Object
You stand firmly, unflinching and unbreakable.
Usage. Once per turn (No action required)
Cost. 1+
You expend agony points to initiate a stance of pure endurance. While in this stance, you cannot be moved against your will, and you cannot become Grappled, Restrained, or be knocked Prone. Any creature that would attempt to do so suffers psychic damage equal to half the amount of agony points you expended to use this feature (Rounded down, minimum of 1) As their mind reels from your impossibility.
If a creature under the effects of Unstoppable Force walks into you while this is active, both effects end and you both become Stunned until the end of each of your turns.
Impossible Leap
You leap to punch the clouds.
Usage. Once per turn (No action required)
Cost. 1+
You expend agony points, for every point expended, you gain a flying speed of 2-feet which you must immediately use. Once you stop moving after using this feature, you fall if you are airborne and nothing else is holding you aloft.
Overpowering Flex
You flex your muscles to overcome puny magic affecting you.
Usage. Reaction
Cost. 8
When you fail a saving throw against a spell or spell-like effect (Such as a Mind Flayer's mind blast) You can use this ability to immediately attempt the saving throw again, applying whatever penalties or bonuses you had for the initial saving throw.
Seismic Strike
You strike the ground in a swift, brutal strike.
Usage. Action; Or in place of 1 attack
Cost. 5+
All creatures within 10-feet of you that are standing on the ground must succeed on a Strength saving throw, suffering 1d10 + Your Strength modifier bludgeoning damage on a failed saving throw, or half as much on a successful one.
For every 5 agony points beyond the initial 5 you expend on this savagery, it deals an additional 1d10 damage.
Unstoppable Force
You move forwards, nothing capable of standing in your way.
Usage. Once per turn (No action required)
Cost. 3+
You expend agony points, for every 3 points expended, you may move 1-foot (Which does not count against your normal movement) You are capable of walking through solid material and any object during this movement (Even through things such as a Wall of Force)
Objects and material you walk through leaves a hole in your shape behind as you pass through them.
If you attempt to walk into a creature under the effects of Immovable Object, both effects end and you both become Stunned until the end of each of your turns.
Wind Clap
You channel your anger and clap your hands, releasing a fearsome gale.
Usage. Action; Or in place of 2 attacks
Cost. 10+
All creatures in a 30-foot cone in a direction of your choice must succeed on a Strength saving throw, suffering 2d8 + Your Strength modifier bludgeoning damage on a failed saving throw, or half as much on a successful one.
Creatures who fail their saving throw additionally fall prone. Flying creatures are unable to fly towards you within the cones area until the end of your next turn, regardless of whether they succeeded or not.
For every 5 agony points beyond the initial 10 you expend on this savagery, it deals an additional 1d8 damage and the cones area is increased by 10-feet.