Tuesday, 17 March 2015

5eGH Amalric PC - Reynard Mercelin, King of Carchimish, Antillian Human Rogue (RIP ca 10/3/47 BCCC)


Following the defeat of Warlord Yusan in mid 4446, Hakeem appointed his friend Rey as King of Carchimish. Rey had to marry the local princess Lyssana, but at least he got to keep Alicia Scarnetti as his 'advisor'...

10/3/47: Rey fell attempting to steal the Shield of Kainos the Warbringer, Son of Ares-Bane.

Level 12 XP 102,749/120,000

Rey ("Lord Reynard Mercelin"), Knight of Selatine, Vassal to Lords Vilius Theber & Hytirus Vex.

Human Rogue Level 12 (Proficiency +4) 
AC  20 (14 +1 mithril chain shirt, +5 dex, +1 ring of protection), 
Hit Points 81+X (10-10-10-9-6-9-4-3-5-7-8-X) 

Healing Dice 12 (6hp/d8+2), recover 5/day
STR 11 (+0) DEX 20 (+5) CON 14 (+2) INT 14 (+2) WIS 10 (0) CHA 16 (+3)


Speed 30'. Jump 15'.


Perception +4 (min 14)

Athletics +4 (min 14)
Acrobatics +9 (min 19)

SA: Expertise - (1) Persuasion (+11) (min 21) (2) Stealth (+13) (min 23) (3) Investigation (+10) (min 20) (4) Thieves' Tools (+13) (min 23)

Sneak Attack +6d6 1/turn; Thieves' Cant,
Cunning Action - take Bonus Action to Dash (move 30'), Disengage (move w/out granting free attacks), or Hide. 
Level 3: Roguish Archetype - Assassin: proficient w disguise & poison, advantage on attacks vs enemies who haven't acted in r1 of combat. Any hit vs surprised creature is a critical hit.
Level 5: Uncanny Dodge: When an attacker you can see hits you with an attack, you can use your Reaction to halve damage.
Level 7: Evasion - half damage from area effects "such as red dragon breath" - when make DEX save for half damage, half damage if fail, no damage if pass!
Level 9: Infiltration Expertise - unfailing false identity, takes 7 days and 25gp.
Level 11: Reliable Talent - treats Proficient ability check roll of 0-9 as 10.

Background: Charlatan
Equipment: rapier, burglar's pack, leather armour, two daggers, thieves' tools, fine clothes, disguise kit, signet ring of Mercellin of Mysk, an imaginary noble house, belt pouch with 4d6gp.

+1 ring of protection (attuned)
+1 rapier of Agollos, 
potion of water breathing (1 hr)
+1 mithril chain shirt
Goggles of Night - Darkvision 60'
2 Sending Stones

Attacks (+5d6 sneak attack damage 1/round if have Advantage, or if target is beside your ally)
1. +1 Rapier ATT +10 (+4 Prof +5 DEX +1 magic) dam 1d8+6. 'eldritch light' when brandished, 20' radius.  

2. Enchanted +1 dagger, sheds golden light 20' radius on command: Off hand ATT +10 (+4 Prof +5 DEX +1 magic) dam 1d4+1, main hand 1d4+6 
3. Mundane dagger ATT +9 dam 1d4+5 & bonus ATT +8 dam 1d4 rng 20'/60' - can throw 2 daggers in 1 turn if start turn with 1 in each hand.

TALE: The son of an Antillian trader and a farmer's daughter, Rey disliked farming and opted to follow his father's profession. However before he was twelve summers old his entire family was killed by pirates on an ill-fated mercantile sailing trip, while Rey was kept to be sold as a slave when it became clear he had no stomach for sailing. He was sold in Ahyf but his new owner was part of a caravan ambushed by outlaws of the Vale but a month later, and he spent his teenage years working for bandits (Marnt's Band, Carchimish) who admired his quick wits and hands, and quicker tongue. But the rewards for banditry were too meager and too risky for Rey, so he has opted to follow his own path, hopefully to riches. Also wants to make a name for himself in Ahyf.

Background: Antillian trader
Trinket: signet ring of an imaginary noble house. Rey passes himself off as an exiled noble from far Mysk, who was exiled after slaying a rival in a duel. 
Personality Trait: Cool-headed, practical, patient 
Ideal: Money, so he can live a life of luxury and ease 
Bond: Has done work for Lord Vilius of Theber in the past, though Vilius distrusts him, especially around his daughters, and recently sent him to Bratanis in attempt to recruit Lady Aeschela to Lord Vilius' planned anti-Yusan alliance. Instead he seduced(?) Lady Aeschela and 'liberated' her valuable black pearl necklace...
Flaw: Lazy, untrustworthy, hedonistic
Appearance: medium height (5'10") and slim build, long dark brown hair, neat moustache and beard, blue eyes. Takes pains to keep out of the sun whenever possible, in order to keep his skin white and more noble-like.


Property: 6-room townhouse in Selatine, renovated 22/12/4445 BCCC.

Rey's Girls

Companion-Magist Alicia Scarnetti - with Rey. A former aristocrat of Sandpoint, Golarion 4708. Slave girl & wild mage, with a keen appreciation of Lord Reynard's assets. 12/2/46 Alicia is killed by a vrock demon, but resurrected that night by Lady Meda of Thusia. Now a promising Sorceress, has developed the power of Flight.

__________________________


Lost Slave Girls (5)

4 Left by Rey in the stables at the Temple-Tomb of Belaras, 3 subsequently sold on to Ayhf slavers (late M4 4446?). Alli kept at Temple-Tomb. Lucy went with Rey to Thusia, after leaving with Orph the Bard ended up a slave in Ahyf too.

1. & 2. The Striker Twins, Annabel & Ivy - Temple-Tomb of Belaras > Ayhf.
Of Yggsburgh, 2715 AUC/YY 99
Products of a privileged and carefree upbringing as the daughters of Yggsburgh's chief banker Oswald Striker, they still seem rather dazed and bemused at their new status.


3. Cirella of Rallu. Temple-Tomb of Belaras > Ayhf.
Cirella, ex noble lady of Rallu, ex serving wench at Redeye Inn
A nubile former serving wench at Redeye Inn until purchased by Rey 8/12/4445. Once a high-born lady of Rallu's House Whitehawk, after the death of her father Octavius she was sold into slavery by her wicked stepmother and three ugly step-sisters. Dreams of a prince charming who will rescue her. Rey does a passable imitation.  The sale of Beverly to Kogor 2/12/4445 left Cirella as the only slave wench at the Inn, leaving her quite literally run off her feet, and she was glad to be acquired by the charming Lord Reynard.

4. Alli the Handmaid of Rallu. 

Temple-Tomb of Belaras serving slave.
Former maid to Lady Lucretia Alamsor. A trained masseuse.
Alli the handmaid, a gift from Bjornalf Brighteyes



Lucy Prentice - was at Thusia. 'Philosopher' (Scientist) of CHER, Cambridge, Earth 2009.
Where most of Rey's acquisitions fall eagerly into his arms, Lucy had proven rather reluctant, eventually giving in... 12/2/46 Lucy declared her intention to stay in Thusia as a free woman. She  assisted Lady Meda for awhile before running off with Orph the Bard, only to be sold back into slavery as an Ahyf coin girl.

5eGH Kjato (DECEASED) PC - Bjornalf Brighteyes, Skandik Human Warlock

Bjornalf Brighteyes

Fall of Bjornalf: http://smons.blogspot.co.uk/2015/10/session-39-2024446-fall-of-bjornalf.html

Skandik Sea Wolf of Ossuary.
Warlock of the archfey Queen of the Ocean
Level 8 (Proficiency +3)
Chaotic Neutral

STR: 11 (±0)
DEX: 16 (+3)
CON: 14 (+2)
INT: 13 (+1)
WIS: 10 (0)
CHA: 18 (+4)

Hit Points: 62 (10+7x6+10) Healing Dice: 8 (d8+2), recover 4/day

Move: 30
AC - normally AC 16 (13 + 3) with Armour of Shadows, or 14 (11 + 3) naturally

SPECIAL ABILITIES
Fey Presence: Cause Fear or Charm 10' radius (wis save or charmed/frightened to end of next turn) for each short or long rest Misty Escape 1 per short rest. In response to harm (reaction), vanish in a puff of mist and teleport up to 60' to an unoccupied space you can see. You remain invisible till your next turn, attack or spell cast.

Eldritch Invocation: 
[list=][*]Devil's Sight (120 feet darkvision), 
[*]Eldritch Sight (Detect Magic at will), 
[*]Armour of Shadows (Mage Armour at will for 8 hours), 
[*]Eyes of the Rune Keeper (can read all writing).[/list]

Pact Boon: Pact of the Blade
Create a magic weapon of own choice out of thin air as an action.

Proficiency Bonus +3
PROFICIENCIES
Armour: Light armour
Weapons: Simple weapons
Tools: None

EQUIPMENT
component pouch, scholar's pack, leather armour, two daggers (+6/1d4+2, bonus action +6/1d4), light crossbow (+6/1d8+2 piercing, 

80/320) and 20 bolts, mace (+3/1d6 bludgeoning), potion of healing.
Spell Scroll: Antimagic Field, Control Weather. Level 8 spells, casting DC 18, save dc 18, attack bonus +11.
Green Glowing Energy Crystal: +2 to Spell Level of one spell cast, or throw as grenade
Wand of Lightning Bolts Spell Level 3 - 8d6, DEX DC 15
Black Jade Ring - makes spellcasting exempt from aberrant magical effects such as from the green energy crystals.

SPELLS (ATT+7 Save DC 15: +4 CHA +3 Prof)
Cantrips: 
Poison Spray (rng 10', CON save or 1d12 dmg), 
Minor Illusion 
Mage Hand

Spell Slots: 2, cast at 4th level
Spells Known 8: 
1) Comprehend Languages, Sleep (rng 90', 5d8 hp of creatures 20' radius), Fairy Fire
2) Shatter, Suggestion
3) Gaseous Form, Dispel Magic
4) Blight

Invocations 4

BACKGROUND
Trinket: A gemstone that looks like a lump of coal to anyone but you
Background: Sailor 
Personality Trait: My friends know they can rely on me, no matter what
Ideal: Freedom - The sea is freedom, the freedom to go anywhere and do anything
Bond: In a harbour town, I have a paramour whose eyes nearly stole me from the sea
Flaw: Once I start drinking, it is hard for me to stop

Used to be a sailor of Ossuary till, in a fit of drunken rage, he killed his paramour and her husband. He should be drowned as 

punishment, but in the delirium before drowning stroke a pact with the Ocean Queen and was finally washed ashore in distant lands 

far to the south. Now, he is looking for Sapphires to sacrifice to his supernatural mistress.

PROPERTY
6-room townhouse in Selatine, renovated 22/12/4445 BCCC.
Housekeeper: Opa, a sister of Scalpy Jack; a stout, phlegmatic woman in her 60s. Pay & expenses 75 gp/year. Her husband is dead 

and her children grown up. Scalpy vouches for the quality of her chicken soup.

Vex' Gratitude: An Antillian merchant ship (formerly known as Tsamars Jewel).

Monday, 16 March 2015

5eGH Chris PC Hakeem Grey-Wolf, Exhalted Champion of Bondorr, Sword Knight of Bondorr, War Chief of Greywolf, Altanian Human Barbarian


Hakeem Grey-Wolf (Hakeem Hakem's son) of Clan Greywolf of the Midnight Goddess Hills, Sword Knight of Bondor, War Chief of Greywolf.Dragonsfoot Sheet

Altanian Barbarian 
Level 20 (Proficiency +6)

Armour Class:  AC 24 unarmoured/25 in Armour of Bondorr (10 +2 DEX +7 CON +5 for +3 shield of Kainos), Defence Class: DC 16 (8+2 DEX+6 Prof) .
Move: 40' when not in heavy armour. Jump 24'>72'.

ST: 24 (+7) IQ: 10 (+0) WI: 10 (+0) DE: 14 (+2) CO: 24* (+7) CH: 15 (+2)

Hit Points: 325. (14x20=280+5=285, +40 *Epic Fortitude = 325) 
Healing Dice: 20 (13 hp/d12+7).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.Indomitable Might (18th level) Always minimum result of 24 on all STR checks (eg Athletics rolls, jumps, grapples, bullrushes, climbing etc) - not attacks or saves.
((Bloodletter +2 Longsword (2 Attacks/Action) Attack +13 (+6 Prof +5 STR +2 magic) damage 1d8+11 1-hand raging (+5 STR +2 magic +4 rage), critical hit 5d8+11, rage 6/day. At Thusia.Wolfshead +1 Longsword, Werebane: +3d6 dmg vs Lycanthropes. At Thusia.))

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.
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.Aeanor nods: "The name is familiar... An Altanian blade, forged centuries ago, far to the south. It was wielded by... Kiris Wolfshelm, I think? Who was laid low by the treachery of his paramour.""This is what I had heard. I found it in an ancient tomb on the Korm Basin."Aeanor: "I recall a tale that his lover cursed the blade, that it would fail at the vital moment? Not a well omened blade."Equipment: Great sword, wolf skin, loin cloth, belt and money pouch, adventurers pack, silver lightning-bolt pendant - the symbol of Bondorr, Sword God of Altanis, it shows Hakeem's dedication to the mystic Way of the Sword. 
+1 wolfshead longsword, werebane (+3d6 dmg vs lycanthropes). - at Thusia.Bloodletter, +2 longsword. Altanian Warrior: +2 to Survival/Tracking (+4 Prof -1 WIS =+3).SA: L1 Rage as Bonus Action (5/day): +4 dmg, dmg resistance to pierce/slash/bludgeon, advantage on STR checks. L1 Unarmoured defence, add Con mod to AC. L2 Reckless attack (get Advantage on attack, grant Advantage). L2 Danger Sense - advantage on DEX saves vs all visible effects. L3 Primal Path: Berserker. When raging can go Berserk, bonus action attack 1/round after the round he enters rage. When berserk rage ends he suffer 1 level of exhaustion. Exhaustion: Level 1 gives disadvantage on ability checks (not attacks & saves). Level 2 halves your speed. Level 3 gives disadvantage on attacks & saves. Altanian Barbarians can recover 1 level of exhaustion with a Short Rest 3/day.L5 Extra Attack. Fast Movement 40'. L6 Mindless Rage - Cannot Be Charmed or Frightened While Raging. Any existing Charm/Fright is suspended for the duration of the Rage.L7 Feral Instinct: Advantage on all Init rolls. If Surprised he can still roll init & can act normally if he enters Rage before doing anything else.L9 Brutal Critical +1 die on critical hitsL10 Intimidating Presence - action to frighten one target within 30', WIS save DC (8+Prof+CHA) 13 or be frightened until end of your next turn (if saves, immune for 24 hrs). You can spend action to extend effect on subsequent turns. L11 Relentless Rage (DC 10 CON save to stay at 1 hp).L12 Brutal Critical (2 dice)
Weapon:  


Sword of Bondorr: +3 Dragonbane Longsword, +3d6 vs Draconics:  (2 Attacks/Action) Attack +16 (+6 Prof +7 STR +3 magic) damage 1d8+14 1-hand raging (+7 STR +3 magic +4 rage), critical hit 5d8+14, +3d6 damage vs Draconics, rage 6/day. An Exhalted Champion of Bondorr can cast a 14d6 (49 damage) lightning bolt from the sword as a bonus action 1/day. If a lightning storm is raging overhead this damage is maximised (84 damage).Lightning Sheath: As a bonus action the wielder can cause the Sword of Bondorr to crackle with lightning for 1 minute. This sheds bright light 20' & dim light another 20'. It does +1d8 lightning damage on a hit.


Weapon: Kalthalax the Demonslayer, intelligent +1 Greatsword (2 Attacks/Action) Attack: +8 (+3 prof +4 STR +1 magic) Dam: 14 (2d6 +7) (inc +2 for Rage), Bane Weapon: damage 21 (4d6+7) vs all Infernal/Aberrant/Fey.  Advantage & Resistance vs Infernal, Aberrant & Fey Magic. Requires Bonding/Atunement for full powers - returned to Lich Clevenus.MI: Boots of Striding & Springing (x3 vertical & horizontal jump range), Armour of Bondorr:   +3 breastplate AC 17 or half plate AC 18 with 5000gp  diamond;  Heal (to 70 hp) at 0 hp if not killed instantly by massive damage, consuming the diamond. The Armour grants an Exhalted Champion of Bondorr Magic Resistance (advantage on saves vs magic), Immunity to Lightning (no damage), and Resistance to Acid damage (half damage).  Bloodstone Crown of Bisgen - symbol of Altanis-Nerath. Other Items: Elven Cloak of Resistance, +1 to Saves (no attunement needed)











Background.
Hakeem is a Son of the Sword. The esoteric order of the Altanians dedicated to their warlike God, they will use no weapons but swords, preferably big swords. He has triumphed in his quest to become a Sword Knight, a quest that involved stabbing many enemies (a very loose term to Altanians) in the face - a lot. He did not think it too many...

      
Appearance: Sleek as a wolf, at 6'3" and 220lbs Hakeem stalks rather than walks through the civilized cattle of the lowlands.



Epic Boons: Fortitude +40 hp. Perfect health - immune to disease & poison, advtg on CON saves. Boon of Combat Prowess - turn a Miss into a Hit 1 per Short Rest
Attuned Items: Sword of Bondor, Armour of Bondor, Boots of Striding & Springing. 
Background:
After the death of his father in battle before Hakeem was born his mother left him to thrive or die among the demon haunted Midnight Goddess Hills. As tradition dictates the Brotherhood of the Sword sought the child after a week and finding the infant alive claimed him for their own.

Trinket:
Silver Lightning Bolt Holy Symbol.

Personality:
Positive, indomitable, masterful.

Ideal:
To destroy his enemies, the enemies of his order, the enemies of his clan and the enemies of his friends. To hear the lamentation of their women. To become A Sword Knight of Bondorr.

Bond:
He serves Bondorr and the Order of the Sword.

Flaw:
Short tempered, bigoted, xenophobic.



Bloodletter, +2 Longsword

Wife (from 17/1/4446 BCCC) and Battle-Companion is Malenn, Paladin of Mitra.
She fell pregnant on their wedding night, their child (prophesied to be a boy) is due M10 4446 BCCC.
Malenn of Mitra, +3 Wife





























Barbarian

The Barbarian
LevelProficiency BonusFeaturesRagesRage Damage
1st+2Rage, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Primal Path3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Path Feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Path feature4+3
11th+4Relentless Rage4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Path feature5+3
15th+5Persistent Rage5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Primal ChampionUnlimited+4

Class Features

As a barbarian, you gain the following class features.

Hit Points

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins

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 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 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 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.

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.

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.

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.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path o f the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

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.

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.

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.

Brutal Critical

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.

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.

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.

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.

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 Paths

Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

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.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

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.

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.

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

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.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10.

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- an amulet or similar adornment—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. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear. 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.
Eagle. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and 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.
Wolf. 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.

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.
Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).

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.

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.
Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.