8
While active, your Rage follows the rules below.
Damage Resistance: You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Rage Damage: When you make an attack using Strength- with either a weapon or an Unarmed Strike-and deal damage to the target, you gain a bonus to the damage(+2).
Strength Advantage: You have Advantage on Strength checks and Strength saving throws.
No Concentration or Spells:
You can't maintain Concentration, and you can't cast spells.
*Duration can be extended by:
Making an attack roll against an enemy.
Forcing an enemy to make a saving throw.
Taking a Bonus Action to extend your Rage.
UNARMORED DEFENSE: While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers.
WEAPON MASTERY: You gain the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
DANGER SENSE: You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
PRIMAL KNOWLEDGE: While your Rage is active whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability:
Acrobatics,
Intimidation,
Perception,
Stealth,
or Survival.
In addition you gain proficiency in another skill of your choice from the skill list available to Barbarians at level 1.
You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus(2d6), and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.
Discount: Whenever you buy a nonmagical item,you receive a 20 percent discount on it.
Fast Crafting: When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart
Darkvision: You have Darkvision with a range of 120 feet.
Dwarven Resilience: You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Dwarven Toughness: Your Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
Stonecunning: As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.