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- "value": "<table>\n<tr><th>Level</th><th>Class Features</th></tr><tr><td>1</td><td>Rage (PHB p46)<br>Unarmored Defense (PHB p46)<br></td></tr>\n<tr><td>2</td><td>Danger Sense (PHB p46)<br>Reckless Attack (PHB p46)<br>Survival Instincts (UAClassFeatureVariants p1)<br></td></tr>\n<tr><td>3</td><td>Primal Knowledge (TCE p24)<br>Primal Path (PHB p46)<br></td></tr>\n<tr><td>4</td><td>Ability Score Improvement (PHB p46)<br>Proficiency Versatility (UAClassFeatureVariants p1)<br></td></tr>\n<tr><td>5</td><td>Extra Attack (PHB p46)<br>Fast Movement (PHB p46)<br>Instinctive Pounce (UAClassFeatureVariants p1)<br></td></tr>\n<tr><td>6</td><td>Path Feature (PHB p46)<br></td></tr>\n<tr><td>7</td><td>Feral Instinct (PHB p46)<br>Instinctive Pounce (TCE p24)<br></td></tr>\n<tr><td>8</td><td>Ability Score Improvement (PHB p46)<br>Proficiency Versatility (UAClassFeatureVariants p1)<br></td></tr>\n<tr><td>9</td><td>Brutal Critical (1 die) (PHB p46)<br></td></tr>\n<tr><td>10</td><td>Path feature (PHB p46)<br></td></tr>\n<tr><td>11</td><td>Relentless Rage (PHB p46)<br></td></tr>\n<tr><td>12</td><td>Ability Score Improvement (PHB p46)<br>Proficiency Versatility (UAClassFeatureVariants p1)<br></td></tr>\n<tr><td>13</td><td>Brutal Critical (2 dice) (PHB p46)<br></td></tr>\n<tr><td>14</td><td>Path feature (PHB p46)<br></td></tr>\n<tr><td>15</td><td>Persistent Rage (PHB p46)<br></td></tr>\n<tr><td>16</td><td>Ability Score Improvement (PHB p46)<br>Proficiency Versatility (UAClassFeatureVariants p1)<br></td></tr>\n<tr><td>17</td><td>Brutal Critical (3 dice) (PHB p46)<br></td></tr>\n<tr><td>18</td><td>Indomitable Might (PHB p46)<br></td></tr>\n<tr><td>19</td><td>Ability Score Improvement (PHB p46)<br>Proficiency Versatility (UAClassFeatureVariants p1)<br></td></tr>\n<tr><td>20</td><td>Primal Champion (PHB p46)<br></td></tr>\n</table><p>A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people's elk herd.</p>\n<p>A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.</p>\n<p>Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.</p>\n<p>These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.</p>\n<p>For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.</p>\n<h2>Subclasses</h2><ul><li> Path of the Berserker (PHB p49)</li>\n<li> Path of the Totem Warrior (PHB p50)</li>\n<li> Path of the Battlerager (SCAG p121)</li>\n<li> Path of the Ancestral Guardian (UA) (UABarbarianPrimalPaths p1)</li>\n<li> Path of the Storm Herald (UA) (UABarbarianPrimalPaths p1)</li>\n<li> Path of the Zealot (UA) (UABarbarianPrimalPaths p2)</li>\n<li> Path of the Ancestral Guardian v2 (UA) (UARevisedSubclasses p1)</li>\n<li> Path of the Ancestral Guardian (XGE p9)</li>\n<li> Path of the Storm Herald (XGE p10)</li>\n<li> Path of the Zealot (XGE p11)</li>\n<li> Path of the Wild Soul (UA) (UABarbarianAndMonk p1)</li>\n<li> Path of the Beast (UA) (UA2020SubclassesPt1 p1)</li>\n<li> Path of the Beast (TCE p24)</li>\n<li> Path of Wild Magic (TCE p25)</li>\n<li> Path of the Giant (UA) (UA2022GiantOptions p1)</li>\n</ul>",
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- "chat": "",
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- "chat": "",
- "unidentified": ""
- },
- "source": "MPMB",
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- "chat": "",
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- "source": "MPMB",
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- },
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- "name": "Class Feature: Arcane Recovery [2 levels of spell slots, 1× per long rest]",
- "type": "feat",
- "system": {
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- "chat": "",
- "unidentified": ""
- },
- "source": " PHB 115) [2 levels of spell slots",
- "activation": {
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- },
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- },
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- },
- "requirements": "Wizard 1",
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- },
- {
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- "name": "Class Feature: Spellcasting [3 cantrips known]",
- "type": "feat",
- "system": {
- "description": {
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- "chat": "",
- "unidentified": ""
- },
- "source": " PHB 114) [3 cantrips known]",
- "activation": {
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- },
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- },
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- },
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- },
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- },
- "requirements": "Wizard 1",
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- "charged": false
- },
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- },
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- "effects": null,
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- },
- {
- "id": null,
- "name": "Class Feature: Arcane Deflection ",
- "type": "feat",
- "system": {
- "description": {
- "value": "As a reaction when I'm hit by an attack, I can gain +2 to my AC against that attack\nAs a reaction when I fail a save, I can gain +4 bonus to that saving throw\nAfter I do either, I can't cast spells other than cantrips until the end of my next turn\n",
- "chat": "",
- "unidentified": ""
- },
- "source": " XGtE 59)",
- "activation": {
- "type": "reaction",
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- },
- "source": "PHB",
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- },
- {
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- "name": "Magic Missile",
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- "value": "<p><b>Casting Time:</b> 1 action <br><b>Range:</b> Point: 120 feet<br><b>Duration:</b> Instant<br></p><p>You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals [[/r 1d4]] + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.<br></p><p><b>Higher Levels. </b>When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.<br></p>",
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- },
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- "(1d4 + 1) * (2 + @item.level)",
- "force"
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- "img": "icons/magic/light/projectiles-star-purple.webp",
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- },
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- "type": "self"
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- "name": "Tenser's Floating Disk",
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- "value": "<p><b>Casting Time:</b> 1 action <br><b>Range:</b> Point: 30 feet<br><b>Duration:</b> Timed: 1 hour<br><b>Material components:</b> A drop of mercury<br></p><p>This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.<br>The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.<br>If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.<br></p><p></p>",
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- "name": "Burning Hands",
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- "value": "<p><b>Casting Time:</b> 1 action <br><b>Range:</b> Cone: 15 feet<br><b>Duration:</b> Instant<br></p><p>As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes [[/r 3d6]] fire damage on a failed save, or half as much damage on a successful one.<br>The fire ignites any flammable objects in the area that aren't being worn or carried.<br></p><p><b>Higher Levels. </b>When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d6]] for each slot level above 1st.<br></p>",
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- "name": "Chromatic Orb",
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- "value": "<p><b>Casting Time:</b> 1 action <br><b>Range:</b> Point: 90 feet<br><b>Duration:</b> Instant<br><b>Material components:</b> A diamond worth at least 50 gp<br></p><p>You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes [[/r 3d8]] damage of the type you chose.<br></p><p><b>Higher Levels. </b>When you cast this spell using a spell slot of 2nd level or higher, the damage increases by [[/r 1d8]] for each slot level above 1st.<br></p>",
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- "name": "Find Familiar",
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- "value": "<p><b>Casting Time:</b> 1 hour <br><b>Range:</b> Point: 10 feet<br><b>Duration:</b> Instant<br><b>Material components:</b> 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier<br></p><p>You gain the service of a familiar, a spirit that takes an animal form you choose: @creature[bat], @creature[cat], @creature[crab], @creature[frog] (toad), @creature[hawk], @creature[lizard], @creature[octopus], @creature[owl], @creature[poisonous snake], fish (@creature[quipper]), @creature[rat], @creature[raven], @creature[sea horse], @creature[spider], or @creature[weasel]. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.<br>@note[Additional {@filter animal form choices|bestiary|Miscellaneous=Familiar] may be available at the DM's discretion.}<br>Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.<br>When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.<br>While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are @condition[deafened||deaf] and @condition[blinded||blind] with regard to your own senses.<br>You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.<br>Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.<br></p><p></p>",
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- "name": "Scorching Ray",
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- "value": "<p><b>Casting Time:</b> 1 action <br><b>Range:</b> Point: 120 feet<br><b>Duration:</b> Instant<br></p><p>You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.<br>Make a ranged spell attack for each ray. On a hit, the target takes [[/r 2d6]] fire damage.<br></p><p><b>Higher Levels. </b>When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.<br></p>",
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- {
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- "name": "Web",
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- "value": "<p><b>Casting Time:</b> 1 action <br><b>Range:</b> Point: 60 feet<br><b>Duration:</b> Timed: 1 hour<br><b>Material components:</b> A bit of spiderweb<br></p><p>You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are @quickref[difficult terrain||3] and lightly obscure their area.<br>If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.<br>Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is @condition[restrained] as long as it remains in the webs or until it breaks free.<br>A creature @condition[restrained] by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer @condition[restrained].<br>The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing [[/r 2d4]] fire damage to any creature that starts its turn in the fire.<br></p><p></p>",
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