Yton

Short Rest    Long Rest
Half-Orc
  • add_circle_outline bookmark_add Darkvision: 60 feet
  • add_circle_outline bookmark_add Relentless Endurance: Once per long rest, when you are reduced to 0 hit points, but not killed outright, you can drop to 1 hit point instead.
  • add_circle_outline bookmark_add Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage from the critical hit.
Barbarian
  • add_circle_outline bookmark_add Rage: You can enter a rage as a Bonus Action. 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.

    While raging, you gain the following benefits if you aren’t wearing heavy armor:

    * When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
    * You have advantage on Strength Checks and Strength Saving Throws.
    * 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.
  • add_circle_outline bookmark_add 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.
  • add_circle_outline bookmark_add 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.
  • add_circle_outline bookmark_add 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.
  • add_circle_outline bookmark_add Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
  • add_circle_outline bookmark_add Fast Movement: Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
  • add_circle_outline bookmark_add Primal Knowledge (Optional): When you reach 3rd level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
Path Of The Totem Warrior
  • add_circle_outline bookmark_add Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.
  • add_circle_outline bookmark_add Totem Spirit: At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. Your totem animal might be an animal related to those listed here but more appropriate to your homeland.
    • bookmark_addBear: While raging you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
    • bookmark_addEagle: While you're raging and aren't wearing heavy armor other creatures have disadvantage on opportunity attack rolls against you. You can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
    • bookmark_addWolf: While you're raging your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Outlander
  • add_circle_outline bookmark_add Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
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