THE SHARED REFERENCE Adventurer

Class

Barbarian

Official reference · PHB · 2014

Hit die
12
Subclass title
Primal Path

Level progression

LevelProficiency BonusRagesRage Damage
1+22+2
2+22+2
3+23+2
4+23+2
5+33+2
6+34+2
7+34+2
8+34+2
9+44+3
10+44+3
11+44+3
12+45+3
13+55+3
14+55+3
15+55+3
16+55+4
17+66+4
18+66+4
19+66+4
20+6Unlimited+4

Class features

LEVEL 1

Rage

In battle, you fight with primal ferocity. On your turn, 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 +2 bonus to the damage roll. This bonus increases as you level.
  • 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.

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.

Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

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.

LEVEL 2

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.

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.

LEVEL 3

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Primal Knowledge

3rd-level barbarian optional feature

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.

LEVEL 4

Ability Score ImprovementASI

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.

LEVEL 5

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.

LEVEL 6

Path Feature

At 6th level, you gain a feature from your Primal Path.

LEVEL 7

Feral Instinct

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.

Instinctive Pounce

7th-level barbarian optional feature

As part of the bonus action you take to enter your rage, you can move up to half your speed.

LEVEL 8

Ability Score ImprovementASI

When you reach 8th 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.

LEVEL 9

Brutal Critical (1 die)

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.

LEVEL 10

Path feature

At 10th level, you gain a feature from your Primal Path.

LEVEL 11

Relentless Rage

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.

LEVEL 12

Ability Score ImprovementASI

When you reach 12th 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.

LEVEL 13

Brutal Critical (2 dice)

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

This increases to three additional dice at 17th level.

LEVEL 14

Path feature

At 14th level, you gain a feature from your Primal Path.

LEVEL 15

Persistent Rage

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.

LEVEL 16

Ability Score ImprovementASI

When you reach 16th 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.

LEVEL 17

Brutal Critical (3 dice)

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

LEVEL 18

Indomitable Might

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

LEVEL 19

Ability Score ImprovementASI

When you reach 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.

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

LEVEL 20

Primal Champion

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.

Primal Path

Path of the Berserker

Level 3 · Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Level 6 · Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Level 10 · Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Level 14 · Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Path of the Totem Warrior

Level 3 · Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Level 6 · Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Level 10 · Spirit Walker

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Level 14 · Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Path of the Battlerager

Level 3 · Path of the Battlerager

Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

Level 6 · Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

Level 10 · Battlerager Charge

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

Level 14 · Spiked Retribution

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.

Path of the Ancestral Guardian

Level 3 · Path of the Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.

Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

Level 6 · Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Level 10 · Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

Level 14 · Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.

Path of the Storm Herald

Level 3 · Path of the Storm Herald

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.

Level 6 · Storm Soul

At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.

Level 10 · Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

Level 14 · Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

Path of the Zealot

Level 3 · Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots—warriors who channel their rage into powerful displays of divine power.

A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

Level 6 · Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Level 10 · Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Level 14 · Rage beyond Death

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.

Path of the Beast

Level 3 · Path of the Beast

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

Origin of the Beast

d4Origin
1One of your parents is a lycanthrope, and you've inherited some of their curse.
2You are descended from an archdruid and inherited the ability to partially change shape.
3A fey spirit gifted you with the ability to adopt different bestial aspects.
4An ancient animal spirit dwells within you, allowing you to walk this path.

Level 6 · Bestial Soul

6th-level Path of the Beast feature

The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

  • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
  • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.

Level 10 · Infectious Fury

10th-level Path of the Beast feature

When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • The target takes 2d12 psychic damage.

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.

Level 14 · Call the Hunt

14th-level Path of the Beast feature

The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).

You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

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.

Path of Wild Magic

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.

Level 6 · Bolstering Magic

6th-level Path of Wild Magic feature

You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature's choice). Once a creature receives this benefit, that creature can't receive it again until after a long rest.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 10 · Unstable Backlash

10th-level Path of Wild Magic feature

When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Level 14 · Controlled Surge

14th-level Path of Wild Magic feature

Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Path of the Giant

Level 3 · Path of the Giant

Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more dramatically, taking on the appearance of an actual giant or a form similar to an Elemental, wreathed in fire, frost, or lightning.

Level 6 · Elemental Cleaver

6th-Level Path of the Giant Feature

Your bond with the elemental might of giants grows, and you learn to infuse weapons with primordial energy.

When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon's damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon's benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon's current damage type to another one from the damage type options above.

Level 10 · Mighty Impel

10th-Level Path of the Giant Feature

Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.

If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

Level 14 · Demiurgic Colossus

14th-Level Path of the Giant Feature

The primordial power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller.

In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.

Path of the Cirque

Level 3 · Path of the Cirque

The sand of the arena, the dirt and cobblestone of the streets, the creaking boards of a makeshift stage – these liminal spaces amidst the margins of civilization are your home. The crowds that encircle you demand entertainment, and by the gods, you will give it to them. They won't know what hit them.

You are a barbarian not of the natural wilds but of the wilds of society. Perhaps you are a street performer, performing feats of strength and acrobatics for passersby, or perhaps you are a professional fighter in the style of the Roman gladiators and charioteers of old, meting out death and destruction amidst the braying chants of a ravenous crowd.

The Revel

Instead of the Rage ability of other Barbarians, you have an ability called Revel. You channel your focus and talent for crowd work into a frenzied, ecstatic performative state. Wherever your Barbarian abilities mention Rage, you will use your Revel instead, but there is no fundamental difference between the two. For example, when entering your Revel state, you still do extra damage, but instead it is referred to as "Revel bonus damage." Moreover, your Revel state will grant you many abilities at Level 3, 6, 10, and 14.

Level 3 · Natural Showstopper

At 3rd level, you are used to having eyes on you, and your inner power is put onto the stage more easily. You have access to these features:

  • When you choose this Primal Path, you may add your Charisma modifier instead of Dexterity to your Unarmored Defense.
  • You gain proficiency in two of these skills: Performance, Persuasion, or Intimidation.
  • You know the thaumaturgy cantrip. Charisma is your spellcasting ability for this and other spells.
  • While in your Revel, you can make a Performance, Persuasion, Intimidation, Acrobatics, or Athletics check with Advantage. This Advantage can be used once per Revel.

Level 3 · Signature Move

You are becoming famous enough that the crowd knows to look out for the special flourishes in your performance. Choose two features from the list below. These become your Signature Moves. You can use a Signature Move a number of times equal to your Charisma modifier. You regain one expended use when you enter Revel, and you regain all expended uses when you finish a long rest.

Cheap Shot: As an opponent moves into your melee range, you can use a reaction to use an unarmed strike against them to throw their attack off balance. On a hit, you deal damage as normal and impose Disadvantage on their next attack roll until the start of your next turn.

Exquisite Punch: If you move at least 10 feet before attacking, you can perform a flying punch. Make an unarmed strike as one of your attacks, but your unarmed strike deals 1d8 bludgeoning damage rather than 1. If you roll a 16 or higher on the d20, the enemy is stunned until it takes damage or until the start of its next turn. You must hit the creature for this effect to work.

Skewer: If you move at least 10 feet before attacking, you can perform a diving tackle on a target no larger than one size above yours. On a hit, you deal 1d6 force damage. If you roll a 15 or higher on the d20, the enemy falls prone. You must hit the creature for this effect to work.

Flying Kick: If you move at least 10 ft. before attacking, you can perform a diving two-footed kick. On a hit, you deal 1d8 bludgeoning damage and can push the target up to 10 ft. away if you roll a 15 or higher on the d20. You must hit the creature for this effect to work.

Rhythm of the Crowd: You can activate this ability when you enter a Revel. Until the end of your Revel, moving through crowds of people does not count as difficult terrain for you, and you can take the Dash action as a bonus action.

Blend In: You can expend a use of your Signature Moves andgain a +10 bonus to your Stealth checks. If you attack while in Stealth and gain an Advantage on the attack roll due to being hidden from your enemy, you can reroll one of the d20s. You can do this once per day.

For the purposes of this ability and the following ones in this subclass, "crowd" or "audience" or "onlookers" is defined as non-hostile creatures who can see you and are not involved in the fight or action you are undertaking. For instance, if your adventuring companions are engaged in the same combat as you, they are not part of the audience. Additionally, the audience members must have Intelligence scores of 4 or higher. You cannot perform your abilities in front of a herd of cows, for instance.

Level 6 · Revel and Ruin

At 6th level, your abilities grow ever stronger and you are more confident in your talents. You gain one more Signature Move and add it to your repertoire. In addition, you gain the following benefits:

Stage Spirit: You grow ever more powerful while basking in the adoration, horror, and fascination of your audience. If you have an audience, you deal more damage for each successive hit until the end of your Revel. Add +1 to your Revel damage for each hit after the first, up to a total of +5 bonus. If you miss, this resets.

Fear and Inspiration: Your stage presence strikes fear in the heart of some, and elation in the hearts of others. Choose either the bane or bless spell. You can cast this spell once per day without needing a spell slot or material components. You cannot cast it while in Revel, but you can cast it beforehand and maintain concentration while in the Revel.

Warm up Routine: You can undergo a rehearsal to attempt to rally a crowd, or at least the sensation of performing in front of a crowd, when you are in the absence of one. You must spend at least 10 minutes preparing a small area to perform – work with the GM on what this would look like, but some suggestions would be candles, a block of pine resin, and sand to spread on the ground. You must then engage in physical activity (stretching, lifting, running, etc.); after that, you are "fired up" and may take actions as if you have an audience for the next hour.

Level 10 · Are You Not Entertained?

Your frenzied energy has the potential to spread like wildfire through a crowd. You can attempt to influence others to fight with a devil-may-care disregard: you can spur your allies to fight harder, or turn a crowd into a brawl. During your Revel, you can use your bonus action to choose 6 creatures within 30 feet of you; they can each use your Reckless Attack feature before the end of your next turn. You can do this a number of times equal to your Charisma modifier (minimum of 1) before a long rest.

Alternatively, you can choose up to 6 creatures within 30 feet of you; they must make a Wisdom saving throw (DC equal to 8 + your Charisma modifier + your proficiency bonus) or become entranced by you. On a failed save, their speed becomes 0, they are considered charmed, and they spend their turns watching you do your work. A creature with immunity to charms or a creature with an Intelligence score less than 4 automatically succeeds on the saving throw. Affected targets may repeat the saving throw at the end of each of their turns, and the effect ends if any of them take damage or when your Revel ends.

Level 14 · Champion of Revels

Your ability to ignite the energy of a crowd and incite it into a conflagration have reached legendary status.

  • Your charm effects on other creatures negate any Advantages against being charmed. For example, creatures with Fey Ancestry do not have Advantage against your charm effect.
  • You can cast mass suggestion once per day without needing a spell slot or material components.
  • Your Revel and Ruin ability now does even more damage. With each successive hit while Reveling and while in front of an audience, add +2 to your Revel damage bonus. This resets if you miss. You can go up to +10 bonus. If you already boost your damage from feats or other features, you must choose one.
  • You may choose one more Signature move. All rolls for Signature moves cannot be lower than 10.

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