Primary Briefing
Originally from Haruberg.
A warrior from a small tribe of hobgoblins who were barely scraping by.
Following a conflict over territorial issues, Uq picks up a small amulet (still to be fully defined) from a pedestal, which, whenever he rages, triggers effects that Uq is unable to choose.
Uq does not view this as magic emanating from the amulet, but rather as a sign that he has improved as a warrior.
After a while, while on a mission to gather supplies, Uq's group finds itself enveloped in a fog much thicker than usual. The next thing Uq remembers is waking up in Treftiel.
Or so Uq thinks
Imported Mechanics
Species, birthright, background, class, subclass, and feat entries already uploaded to Shivath are pulled in here automatically for quick reference.
🧬HobgoblinsSpecies
Core Traits
- Creature Type: Humanoid
- Size: Medium
- Speed: 30 feet
Creature Type
You are a Humanoid. You are also considered a goblinoid for any prerequisite or effect that requires you to be a goblinoid.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Fey Ancestry
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fey Gift
You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Starting at 3rd level, choose one of the options below each time you take the Help action with this trait:
Hospitality. You and the creature you help each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus.
Passage. You and the creature you help each increase your walking speeds by 10 feet until the start of your next turn.
Spite. Until the start of your next turn, the first time the creature you help hits a target with an attack roll, that target has disadvantage on the next attack roll it makes within the next minute.
Fortune from the Many
If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +3). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Languages
You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
§SoldierBackground
- Ability Scores:. Strength, Dexterity, Constitution
- Feat:. Savage Attacker
- Skill Proficiencies:. Athletics, Intimidation
- Tool Proficiency:. Choose one kind of Gaming Set
- Equipment:. Choose A or B: (A) Spear, Shortbow, Arrow, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP
Barbarian
Source: Player's Handbook (2024) (2024-09-17)
Class Progression
| Level | PB | Features | Rages | Rage Damage | Weapon Mastery |
|---|---|---|---|---|---|
| 1st | +2 | Rage; Unarmored Defense; Weapon Mastery | 2 | {"type":"bonus","value":2} | 2 |
| 2nd | +2 | Danger Sense; Reckless Attack | 2 | {"type":"bonus","value":2} | 2 |
| 3rd | +2 | Barbarian Subclass; Knowledge | 3 | {"type":"bonus","value":2} | 2 |
| 4th | +2 | Ability Score Improvement | 3 | {"type":"bonus","value":2} | 3 |
| 5th | +3 | Extra Attack; Fast Movement | 3 | {"type":"bonus","value":2} | 3 |
| 6th | +3 | Subclass Feature | 4 | {"type":"bonus","value":2} | 3 |
| 7th | +3 | Feral Instinct; Instinctive Pounce | 4 | {"type":"bonus","value":2} | 3 |
| 8th | +3 | Ability Score Improvement | 4 | {"type":"bonus","value":2} | 3 |
| 9th | +4 | Brutal Strike | 4 | {"type":"bonus","value":3} | 3 |
| 10th | +4 | Subclass Feature | 4 | {"type":"bonus","value":3} | 4 |
| 11th | +4 | Relentless Rage | 4 | {"type":"bonus","value":3} | 4 |
| 12th | +4 | Ability Score Improvement | 5 | {"type":"bonus","value":3} | 4 |
| 13th | +5 | Improved Brutal Strike | 5 | {"type":"bonus","value":3} | 4 |
| 14th | +5 | Subclass Feature | 5 | {"type":"bonus","value":3} | 4 |
| 15th | +5 | Persistent Rage | 5 | {"type":"bonus","value":3} | 4 |
| 16th | +5 | Ability Score Improvement | 5 | {"type":"bonus","value":4} | 4 |
| 17th | +6 | Improved Brutal Strike | 6 | {"type":"bonus","value":4} | 4 |
| 18th | +6 | Indomitable Might | 6 | {"type":"bonus","value":4} | 4 |
| 19th | +6 | Epic Boon | 6 | {"type":"bonus","value":4} | 4 |
| 20th | +6 | Primal Champion | 6 | {"type":"bonus","value":4} | 4 |
Features
Level 1: Rage
You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.
You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
While active, your Rage follows the rules below.
Damage 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, as shown in the Rage Damage column of the Barbarian Features table.
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 armor or have the Incapacitated condition. If your Rage is 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.
Level 1: Unarmored Defense
While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
Level 1: Weapon Mastery
Your training with weapons allows you to use the weapon mastery properties of two kinds of Simple or Melee weapons of your choice, such as Greataxe and Handaxe. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Barbarian levels, you gain the ability to use the weapon mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.
Level 2: Danger Sense
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.
Level 2: Reckless Attack
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.
Level 3: Primal Knowledge
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, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility, bearing, and senses.
Path of Wild Magic (Barbarian)
Source: Tasha's Cauldron of Everything (2020-11-17)
Subclass Progression
| Level | Features | Source |
|---|---|---|
| 3rd | Path of Wild Magic; Magic Awareness; Wild Surge | TCE |
| 6th | Bolstering Magic | TCE |
| 10th | Unstable Backlash | TCE |
| 14th | Controlled Surge | TCE |
Level 3: Path of Wild Magic
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.
Magic Awareness
3rd-level Path of Wild Magic feature
As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind Cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wild Surge
3rd-level Path of Wild Magic feature
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.
Wild Magic
| d8 | Magical Effect |
|---|---|
| 1 | 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. |
| 2 | 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. |
| 3 | 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. |
| 4 | 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. |
| 5 | 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. |
| 6 | 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. |
| 7 | Flowers and vines temporarily grow around you. Until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies. |
| 8 | 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. |
