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5th Lvl Improvents

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.

Barbarian Lvl 5

Form of the Beast

When you enter your rage, you transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon, and you add your Strength modifier to attack and damage rolls as normal.

You choose the weapon's form each time you rage:

Bite: Your mouth transforms into a bestial muzzle or great mandibles. It deals 1d8 piercing damage on a hit. Once per turn, when you damage a creature with this bite, you regain hit points equal to your proficiency bonus if you have less than half your hit points.

Claws: Each hand transforms into a claw, which you can use as a weapon if empty. It deals 1d6 slashing damage on a hit. Once per turn, when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail: You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has reach. If a creature within 10 feet hits you with an attack, you can use your reaction to swipe your tail and roll a d8, applying the number rolled as a bonus to your AC, potentially causing the attack to miss.

Barbarian Lvl 3 (Path of the Beast)

Ability Score Improvement

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Barbarian Lvl 4

Primal Knowledge

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.

Barbarian Lvl 3

Wild Surge (8)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Barbarian Lvl 3 (Path of Wild Magic)

Wild Surge (7)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.

Barbarian Lvl 3 (Path of Wild Magic)

Wild Surge (6)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Until your rage ends, you are surrounded by multi colored, protective lights, you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.

Barbarian Lvl 3 (Path of Wild Magic)

Wild Surge (5)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.

Barbarian Lvl 3 (Path of Wild Magic)

Wild Surge (4)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.

Barbarian Lvl 3 (Path of Wild Magic)

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Wild Surge (3)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.

Barbarian Lvl 3 (Path of Wild Magic)

Wild Surge (2)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Barbarian Lvl 3 (Path of Wild Magic)

Wild Surge (1)

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.

Barbarian Lvl 3 (Path of Wild Magic)

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