# Barbarian
## Class Features
As	a	barbarian,	you	gain	the	following	class	features.

#### Hit Points
___
- **Hit Dice:** 1d12 per barbarian level
- **Hit Points at 1st Level:** 12 + your Constituion modifier
- **Hit Points at Higher Levels:** 1d12 (or 7) + your Constituion 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

<div class='classTable wide'>
##### The Barbarian
| Level |  Features                    | Rages     | Rage Damage |
|:----:|:------------------------------|:---------:|:-----------:|
|  1st | Rage, Unarmored Defense       | 2         | +2          |
|  2nd | Reckless Attack, Danger Sense | 2         | +2          |
|  3rd | Primal Path                   | 3         | +2          |
|  4th | Ability Score Improvement     | 3         | +2          |
|  5th | Extra Attack, Fast Movement   | 3         | +2          |
|  6th | Path feature                  | 4         | +2          |
|  7th | Feral Instinct                | 4         | +2          |
|  8th | Ability Score Improvement     | 4         | +2          |
|  9th | Brutal Critical (1 die)       | 4         | +3          |
| 10th | Path Feature                  | 4         | +3          |
| 11th | Relentless Rage               | 4         | +3          |
| 12th | Ability Score Improvement     | 5         | +3          |
| 13th | Brutal Critical (2 dice)      | 5         | +3          |
| 14th | Path Feature                  | 5         | +3          |
| 15th | Persistant Rage               | 5         | +3          |
| 16th | Ability Score Improvement     | 5         | +4          |
| 17th | Brutal Critical (3 dice)      | 6         | +4          |
| 18th | Indomitable Might             | 6         | +4          |
| 19th | Ability Score Improvement     | 6         | +4          |
| 20th | Primal Champion               | Unlimited | +4          |

</div>



\page

### Rage
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.

### Unarmored Defense
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.

### Reckless Attack
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.

### Danger Sense
At	2nd	level,	you	gain	an	uncanny	sense	of	when	things	nearby	aren’t	as	they	should	be,	giving	you	an	edge	when	you	dodge	away	from danger.
You	have	advantage	on	Dexterity	saving	throws	against	effects	that	you	can	see,	such	as	traps	and	spells.	To	gain	this	benefit,	you	can’t	be	blinded,	deafened,	or	incapacitated.

### Primal Path
At	3rd	level,	you	choose	a	path	that	shapes	the	nature	of	your	rage.	Choose	the	Path	of	the	Berserker	or	the	Path	of	the	Totem	Warrior,	both	detailed	at	the	end	of	the	class	description.	Your choice	grants	you	features	at	3rd	level	and	again	at	6th,	10th,	and	14th	levels.


```
```

### Ability Score Improvement
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.

### Extra Attack
Beginning	at	5th	level,	you	can	attack	twice,	instead	of	once,	whenever	you	take	the	Attack	action	on	your turn.

### Fast Movement
Starting	at	5th	level,	your	speed	increases	by	10	feet	while	you	aren’t	wearing	heavy	armor.

### Feral Instinct
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.

### Brutal Critical
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.

### Relentless Rage
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.

### Persistent Rage
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.

### Indomitable Might
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.

### Primal Champion
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.



\page

## Path of the Berserker
For	some	barbarians,	rage	is	a	means	to	an	end — that	end	being	violence.	The	Path	of	the	Berserker	is	a	path	of	untrammeled	fury, slick	with	blood.	As	you	enter	the	berserker’s	rage,	you	thrill	in	the	chaos	of	battle,	heedless	of	your	own	health	or	well-being.

### 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	(as	described	in	appendix	PH-A).

### Mindless Rage
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.


## Path of the Gun Toting Maniac
For some barbarians, rage is a means to an end-—that end being violence. The Path of the Gun Toting Maniac is a path of gun smoke, loud noises, and the screams of those around you. As you enter the maniac’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

___
*Prerequisites:* To follow the path of the Gun Toting Maniac the Barbarian must come from a background which includes firearms.

*Added Proficiencies:* Barbarians following the path of the Gun Toting Maniac gain Proficiency with Ultralight Armor and Ballistic Weapons.

**Errata.** For the purpose of Unarmored defense, wearing Ultralight armor counts as not wearing any armor.

### Tommy-gun Tornado
Starting when you choose this path at 3rd level, you can go into a Tommy-gun Tornado when you rage. If you do so, for the duration of your rage you can fire two ballistic weapons with the burst quality in burst mode as a single attack action. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

### Mania
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. This effect ends if you choose to take cover for any reason.


### The Fear Effect
Beginning at 10th level, you can adopt an intimidating firing position in order to frighten everyone with your menacing presence. When you do so, any creature that can see you and is within 100 feet of you who has not previously been affected by your intimidation is affected. The creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier + 5 for each weapon you burst fired in the last round) or be frightened of you until the end of your next turn. On subsequent turns, those frightened can attempt a new saving throw at the same difficulty. 

### Machine Gun Madness
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 an attack against that creature. Expend ammunition as you normally would for burst fire (ie 10 pieces of ammunition per gun). Roll to hit once versus the target's AC, then 1d10 per gun fired to determine how many of the 10 shots hit the target. 

<img 
  src='http://i613.photobucket.com/albums/tt213/kanaellars/gunner.jpg' 
  style='position:absolute; top:620px; right:90px; width:280px' />