Class Features
Barbarian
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.
Fighter
Fighting Style - Archery, you get a +2 bonus to ranged attack rolls
Second Wind - You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge - You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Fighting Spirit - Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Race
Stand Firm -
Whenever an effect would force you to move or knock you prone, you can roll a DC 15 Strength, Dexterity, or
Constitution saving throw to ignore the movement or prone effect.
Vim & Vigor -
Whenever you roll Hit Dice to heal, add +2 to the result of each die. Whenever you gain temporary hit points, add +2 to the amount received.
Strong Back -
Your speed is not reduced by wearing heavy armor in which you are proficient, and your carrying capacity, and lift, push, and pull limits are increased by 50%.
Toughness - Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you have a bonus Hit Die at level 1, which is 1d10 in size. You do not add it to your maximum HP, but you can use it during short rests to heal.