Path Feature

  • casting timePassive
  • rangeSelf

  • componentsBarbarian Core
  • durationPermanent

At 10th level, you gain a feature granted by your chosen Primal Path.

Barbarian 10th

Use Magic Device

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Activate magic items regardless of class, race, or level requirements, broadening access to magical tools.

Rogue 10th

Improved Cunning Strike

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking

You may apply two effects from Cunning Strike to a single attack. Effects still cost Sneak Attack dice as normal.

Rogue 11th

Relentless Rage

  • casting timeWhen Reduced to 0 HP
  • rangeSelf

  • componentsBarbarian Core
  • durationWhile Raging

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. 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.

Barbarian 11th

Devious Strikes - Daze

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking

Daze (Cost: 2d6).
The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.

Rogue 14th

Devious Strikes - Knock Out

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking

Knock Out (6d6)
The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Rogue 14th

Devious Strikes - Obscure

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking

Obscure (3d6).
The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.

Rogue 14th

Path Feature

  • casting timePassive
  • rangeSelf

  • componentsBarbarian Core
  • durationPermanent

At 14th level, you gain a feature granted by your chosen Primal Path.

Barbarian 14th

Thief's Reflexes

  • casting timeAction
  • rangeSelf

  • components
  • durationOnce Per Combat

Take two turns during the first round of combat. Your second turn occurs at your initiative minus 10.

Rogue 14th
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Persistent Rage

  • casting timePassive
  • rangeSelf

  • componentsBarbarian Core
  • durationWhile Raging

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Barbarian 15th

Slippery Mind

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Gain proficiency in both Wisdom and Charisma saving throws, reinforcing your resilience against mental and magical effects.

Rogue 15th

Indomitable Might

  • casting timePassive
  • rangeSelf

  • componentsBarbarian Core
  • durationPermanent

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use your Strength score in place of the total.

Barbarian 18th

Epic Boon

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Choose an Epic Boon, such as Boon of the Night Spirit, granting resistance to all damage except psychic and radiant in darkness, and invisibility as a bonus action.

Rogue 19th

Rage

  • casting timeBonus Action
  • rangeSelf

  • componentsBarbarian Core
  • duration1 Minute

In battle, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a Barbarian.
- You have resistance to bludgeoning, piercing, and slashing damage.
Your rage 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 as a bonus action.

Barbarian 1st

Thieves' Cant

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Learn Thieves' Cant, a secret language used by rogues. Gain an additional language proficiency, reflecting your dealings in the underworld.

Rogue 1st

Unarmored Defense

  • casting timePassive
  • rangeSelf

  • componentsBarbarian Core
  • durationPermanent

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.

Barbarian 1st

Weapon Mastery

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

At 1st level, choose two weapons to gain mastery properties. These can be changed after a long rest, allowing rogues to adapt their fighting style. For example, Daggers gain the "Nick" mastery, enabling an additional attack without using a bonus action.

Rogue 1st

Primal Champion

  • casting timePassive
  • rangeSelf

  • componentsBarbarian Core
  • durationPermanent

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Barbarian 20th
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Stroke of Luck

  • casting timeReaction
  • rangeSelf

  • components
  • durationOnce Per Long Rest

Transform a failed d20 roll into a natural 20, affecting attack rolls, saving throws, or ability checks. Attack rolls become critical hits.

Rogue 20th

Danger Sense

  • casting timePassive
  • rangeSelf

  • componentsBarbarian Core
  • durationPermanent

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.

Barbarian 2nd

Reckless Attack

  • casting timeWhen Attacking
  • rangeSelf

  • componentsBarbarian Core
  • durationUntil Next Turn

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.

Barbarian 2nd

Arcane Barrier

  • casting timeBonus Action
  • rangeSelf

  • components2 of 20
  • durationWhile Raging

A shimmering shield of energy envelops you. You gain temporary hit points equal to your Barbarian level + Constitution modifier.

Barbarian 3rd

Ancestral Roots

  • casting timeBonus Action
  • rangeSelf

  • components1 of 20
  • durationWhile Raging

You sprout spectral vines around you. Until your rage ends, the ground in a 10-foot radius becomes difficult terrain for creatures other than you.

Barbarian 3rd

Arcane Whirlwind

  • casting timeBonus Action
  • rangeSelf

  • components14 of 20
  • durationWhile Raging

A vortex of magic swirls around you. At the start of each of your turns, roll 1d4: 1: Gain temporary hit points equal to your proficiency bonus. 2: Deal 1d4 force damage to all creatures within 5 feet. 3: All creatures in a 10-foot radius must succeed on a Dexterity saving throw or fall prone. 4: Gain advantage on the next attack roll you make this turn.

Barbarian 3rd

Cataclysmic Surge

  • casting timeBonus Action
  • rangeSelf

  • components20 of 20
  • durationWhile Raging

Magic surges uncontrollably within you. Roll twice on this table and apply both results (rerolling duplicates).

Barbarian 3rd

Chaotic Growth

  • casting timeBonus Action
  • rangeSelf

  • components3 of 20
  • durationWhile Raging

Your size doubles for the duration of your rage. Your weapon attacks deal an extra 1d4 damage as long as your larger size persists.

Barbarian 3rd

Chaos Pulse

  • casting timeBonus Action
  • range15 feet

  • components18 of 20
  • durationInstantaneous

A surge of chaotic energy explodes outward. Each creature in a 15-foot radius takes 1d8 damage of a random type (roll 1d6: 1=acid, 2=cold, 3=fire, 4=lightning, 5=necrotic, 6=poison).

Barbarian 3rd
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Eldritch Eyes

  • casting timeBonus Action
  • rangeSelf

  • components4 of 20
  • duration1 Minute

Your eyes glow with an eerie light. For the next minute, you can see invisible creatures and objects, and your weapon attacks deal force damage instead of their normal type.

Barbarian 3rd

Explosive Recoil

  • casting timeReaction
  • rangeSelf

  • components6 of 20
  • durationWhile Raging

When you hit with a melee attack, you and your target are blasted 10 feet apart unless you succeed on a Strength saving throw (DC 12).

Barbarian 3rd

Ethereal Wings

  • casting timeBonus Action
  • rangeSelf

  • components17 of 20
  • durationWhile Raging

You sprout glowing, magical wings that give you a flying speed equal to your walking speed until your rage ends.

Barbarian 3rd

Feral Speed

  • casting timeBonus Action
  • rangeSelf

  • components5 of 20
  • durationWhile Raging

Your legs pulse with chaotic energy, doubling your movement speed and allowing you to dash as a bonus action while raging.

Barbarian 3rd

Fast Hands

  • casting timeBonus Action
  • rangeSelf

  • components
  • durationWhile Acting

Use your bonus action to disarm traps, open locks, or Use an Object. Expanded versatility reflects the Thief's nimbleness.

Rogue 3rd

Flickerstep

  • casting timeFree Action
  • range20 feet

  • components10 of 20
  • durationWhile Raging

You teleport up to 20 feet to an unoccupied space you can see at the start of each of your turns while raging.

Barbarian 3rd

Gravity Flux

  • casting timeBonus Action
  • range15 feet

  • components8 of 20
  • durationInstantaneous

Gravity twists around you. Each creature in a 15-foot radius must succeed on a Dexterity saving throw (DC 8 + proficiency bonus + Constitution modifier) or be pulled 10 feet closer to you.

Barbarian 3rd

Living Weapon

  • casting timeBonus Action
  • rangeSelf

  • components19 of 20
  • durationWhile Raging

Your melee weapon or unarmed strikes transform into a chaotic force of nature, dealing 2d6 damage of a random type (roll 1d6: 1=acid, 2=cold, 3=fire, 4=lightning, 5=necrotic, 6=poison) for the duration of your rage.

Barbarian 3rd

Primordial Fire

  • casting timeBonus Action
  • rangeSelf

  • components9 of 20
  • durationWhile Raging

Flames engulf you harmlessly, but nearby foes feel the burn. Each creature within 10 feet takes fire damage equal to your Rage bonus damage at the start of their turn.

Barbarian 3rd

Primal Path

  • casting timePassive
  • rangeSelf

  • componentsBarbarian Core
  • durationPermanent

At 3rd level, you choose a Primal Path that shapes the nature of your rage. Choose from options such as the Path of the Berserker, Path of the Totem Warrior, or Path of Wild Magic. The features from your chosen path are detailed in their respective sections.

Barbarian 3rd

Spectral Wolves

  • casting timeBonus Action
  • rangeSelf

  • components15 of 20
  • duration1 Minute

Two translucent spectral wolves appear in adjacent spaces. They act on your turn, obeying your mental commands. Each lasts for 1 minute or until reduced to 0 hit points.

Barbarian 3rd

Second-Story Work

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Climbing does not cost extra movement. Additionally, you can jump further based on your Dexterity modifier.

Rogue 3rd

Storm Burst

  • casting timeBonus Action
  • range15 feet

  • components12 of 20
  • durationInstantaneous

Lightning arcs out from you. Each creature of your choice within 15 feet must succeed on a Constitution saving throw (DC 8 + proficiency bonus + Constitution modifier) or take 1d6 lightning damage.

Barbarian 3rd

Steady Aim

  • casting timeBonus Action
  • rangeSelf

  • components
  • durationUntil End of Turn

Use your bonus action to gain advantage on your next attack roll. Your speed is reduced to 0 for the turn, ensuring focus on a single precise strike.

Rogue 3rd

Spectral Guardian

  • casting timeBonus Action
  • range10 feet

  • components7 of 20
  • duration1 Minute

A glowing, incorporeal entity appears in a space within 10 feet of you and follows you for 1 minute, imposing disadvantage on one attack roll per turn against you or an ally within 10 feet.

Barbarian 3rd

Shadow Veil

  • casting timeBonus Action
  • rangeSelf

  • components13 of 20
  • durationWhile Raging

Your form becomes hazy and indistinct. Attack rolls against you have disadvantage until your rage ends.

Barbarian 3rd

Time Ripple

  • casting timeBonus Action
  • rangeSelf

  • components16 of 20
  • durationInstantaneous

Time warps briefly around you. Reroll your initiative, taking the new position immediately.

Barbarian 3rd

Wild Charge

  • casting timeReaction
  • rangeSelf

  • components11 of 20
  • durationWhile Raging

You can use your reaction to move up to your speed when a creature ends its turn within 10 feet of you.

Barbarian 3rd

Ability Score Improvement

  • casting timeWhen Leveling
  • rangeSelf

  • componentsBarbarian Core
  • durationPermanent

When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.

Barbarian 4th

Cunning Strike - Poison

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking

Poison (Cost: 1d6).
You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.
To use this effect, you must have a Poisoner's Kit on your person.

Rogue 5th

Cunning Strike - Withdraw

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking

Withdraw (Cost: 1d6).
Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Rogue 5th

Cunning Strike - Trip

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking

Trip (Cost: 1d6).
If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Rogue 5th

Cunning Strike

  • casting timeWhen Attacking
  • rangeSelf

  • components
  • durationWhile Attacking

Trade Sneak Attack damage dice for effects like poisoning (1d6), tripping (1d6), or withdrawing without provoking opportunity attacks (1d6). Effects require saving throws based on your Dexterity score.

Rogue 5th

Extra Attack

  • casting timeWhen Attacking
  • rangeSelf

  • componentsBarbarian Core
  • durationWhile Attacking

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Barbarian 5th

Fast Movement

  • casting timePassive
  • rangeSelf

  • componentsBarbarian Core
  • durationPermanent

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Barbarian 5th

Path Feature

  • casting timePassive
  • rangeSelf

  • componentsBarbarian Core
  • durationPermanent

At 6th level, you gain a feature granted by your chosen Primal Path.

Barbarian 6th

Supreme Sneak

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Gain advantage on Dexterity (Stealth) checks if you move no more than half your speed on the same turn.

Rogue 6th

Feral Instinct

  • casting timePassive
  • rangeSelf

  • componentsBarbarian Core
  • durationPermanent

By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Barbarian 7th

Reliable Talent

  • casting timePassive
  • rangeSelf

  • components
  • durationPermanent

Roll a minimum of 10 for any ability check that adds your proficiency bonus. Moved from level 11 to level 7, providing earlier skill reliability.

Rogue 7th

Brutal Critical

  • casting timeWhen Critically Hitting
  • rangeSelf

  • componentsBarbarian Core
  • durationWhile Attacking

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.

Barbarian 9th