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Extra Attack

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You can attack twice, instead of once, whenever you take the Attack action on your turn.

Feral Instinct

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You have advantage on initiative rolls. Also, if you are surprised at the beginning of combat but not incapacitated, you can act normally on your first turn if you enter a rage before doing anything else.

Danger Sense

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You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.

Reckless Attack

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When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.

Thaumaturgy

  • casting time 1 Action
  • range 30 ft

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You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.

Giant Stature

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While raging, your reach increases by 5 ft., and if you are smaller than Large and there is enough room for you to increase your size, you become Large, along with anything you are wearing.

Crushing Throw

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While raging, when you make a successful ranged attack with a thrown weapon using Strength, you can add +2 to the attack’s damage roll.

Rage

  • casting time 1 Bonus Action
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As a bonus action enter a rage for up to 1 minute (10 rounds).

You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage 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 as a bonus action.

4/per day

Elemental Cleaver

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When you enter your rage, you can choose one weapon that you are holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.


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