Rage: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 3 bonus to the damage roll.
- You have resistance to bludgeoning, piercing, and slashing damage.
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 4 times, you must finish a long rest before you can rage again.
Unarmored Defense:While you are not wearing any armor, your
Armor Class equals 16. You can use a shield
and still gain this benefit.
Reckless Attack: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: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.
Feral Instinct: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.