Player Cheat Sheet · Combat Reference
Barbarian
Zealot · Level 4 · Kobold
Played by:
At a Glance
Saves you're proficient in: STR +4, CON +4. (Others: DEX +2, INT −1, WIS +1, CHA 0.)
Best skills: Athletics +4, Intimidation +2, Perception +3.
Your Turn
Action
Attack, Reckless Attack, Dash, Help, etc.
Bonus
Enter Rage (the big one)
Reaction
Opportunity Attack
Free
Draw weapon, open door, etc.
Your Big Move — Rage
RageBonus Action · 3/long rest · 1 minute
Enter a furious state. While raging:
- +2 damage on STR-based weapon attacks
- Resistance to bludgeoning, piercing, slashing damage (take half)
- Advantage on STR checks and STR saves
- Can't cast spells (you don't have any anyway)
- Ends if you knock out everyone and don't attack a hostile creature on your turn — keep swinging to keep it
Actions
BattleaxeAction · main weapon
+4 to hit, reach 5 ft. 1d10+2 slashing (two-handed). +2 more damage while raging.
JavelinAction · ranged
+4 to hit, range 30/120 ft. 1d6+2 piercing.
Reckless AttackAction · choose at start
Declare it before your first attack. Until your next turn:
- Your melee STR attacks have advantage
- Attack rolls against you have advantage too — risky.
Best when you're raging (you'll resist most damage anyway).
Divine Fury (Zealot)Once per turn · while raging
When you hit with a weapon attack, add 1d6+2 radiant or necrotic damage (your choice). Free — no resource cost. Just don't forget!
Reactions
Opportunity AttackReaction
When an enemy moves out of your reach (5 ft), spend your reaction to make one melee attack against them.
Always-On Traits
- Danger Sense — advantage on DEX saves vs effects you can see (traps, fireballs, etc.)
- Pack Tactics — advantage on attacks if any ally is within 5 ft of your target
- Sunlight Sensitivity — disadvantage on attacks and sight-Perception in direct sunlight
- Darkvision 60 ft
- Grovel, Cower, & Beg 1/short rest — cower as an action; allies within 10 ft get advantage on attacks vs creatures that see you, until end of your next turn
Track Your Resources
Rage Uses
3 per long rest
Hit Dice
4d12 · spend on short rest to heal
Grovel/Cower/Beg
1 per short rest
If you want to…
- Hit a tough enemy → Reckless Attack (advantage). Even better with an ally adjacent (Pack Tactics already gives advantage — Reckless Attack stacks the chance).
- Survive heavy damage → Rage immediately. Resist B/P/S = take half. Plus +2 damage out.
- Add holy fire → Divine Fury once per turn while raging. Don't forget the +1d6+2 radiant/necrotic.
- Heal mid-fight → Wait for a short rest and spend a Hit Die (1d12+2). Or ask the Paladin for Lay on Hands.
- Run away or reposition → Take the Dash action. You move 60 ft. Or Disengage if enemies are adjacent.
- Help an ally drop a foe → Stand within 5 ft of their target — they get Pack Tactics. Or use the Help action for guaranteed advantage.
- Frighten a Bluescale → Use Grovel/Cower/Beg to give the team advantage. Counterintuitive but effective.
In short
Enter Rage on round 1 (bonus action) and start swinging. Use Reckless Attack to make sure your hits land. Don't forget Divine Fury once per turn for bonus damage. Stay near allies for Pack Tactics. You're a damage sponge — let the enemies waste attacks on you.