Path of Refinement Barbarian Subclass

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Barbarian: Path of Refinement

Having seen the culture and civility of upper class ladies and gentleman, some barbarians
choose to turn their back on their old ways and turn to good manners and chivalry instead.

Anger Management
Starting when you choose this path at 3rd level, the standard Barbarian Rage is replaced with a
more refined rage.

Refined Rage (Replaces the standard Rage)


In battle, you fight with controlled anger. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits:

 You have advantage on Charisma checks and Charisma saving throws.


 When you make an attack, you gain a bonus to the damage roll that increases as you gain
levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
 You are resistant to psychic damage, and 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.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious. You can also end your
rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the
Barbarian table, you must finish a long rest before you can rage again.

Well-mannered Raging
Beginning at 6th level, when you rage, you can add your Charisma modifier to the attack and
damage rolls instead of Strength or Dexterity.
While you are wearing no armor (including shields), you can also add your Charisma bonus to your
Armor Class.

Couth Barbarian
Beginning at 10th level, you can use your action to charm someone. 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
charmed by 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 charmed 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.

Avoid Retaliation
Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you have
advantage on attacks against any other creature but the one that attacked you until the end of your
next turn.

Culture Champion (replacement for Primal Champion)


At 20th level, you embody your passion for health and leadership. Your Charisma and Constitution
scores increase by 4. Your maximum for those scores is now 24.

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