While active, your Rage follows the rules below.
Danage 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, (+2lv1/+3lvl9/+4lvl16)
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 armoror have the Incapacitated condition. If your Rageis 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.
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 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 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
• Survival
When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
Feral Instinct: Your instincts are so honed that you have Advantage on Initiative rolls.
Instinctive Pounce: As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed in addition to normal speed.
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 touch a willing Beast. For the duration, you can perceive through the Beast's senses as well as your own. When perceiving through the Beast's senses, you benefit from any special senses it has.
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.
Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
Your Rage taps into the primal power of animals. Whenever you activate your Rage, you gain one of the following options of your choice.
Bear: While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.
Eagle: When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those actions.
Wolf: While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.
You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.
Owl: You have Darkvision with a range of 60 feet. Ifyou already have Darkvision, its range increases by 60 feet.
Panther: You have a Climb Speed equal to your Speed.
Salmon: You have a Swim Speed equal to your Speed.
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 5 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements.
Choose three of the following facts