ғᴇᴀᴛᴜʀᴇs ᴀɴᴅ ᴛʀᴀɪᴛsFᴇʏ Aɴᴄᴇsᴛʀʏ: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Dᴀʀᴋᴠɪsɪᴏɴ: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Bʏ Pᴏᴘᴜʟᴀʀ Dᴇᴍᴀɴᴅ: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Rᴀɢᴇ: 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. At level 3: 3 total rages, +2 rage damage.
• 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.
Rᴇᴄᴋʟᴇss Aᴛᴛᴀᴄᴋ: Starting at 2nd level, 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.
Dᴀɴɢᴇʀ Sᴇɴsᴇ: At 2nd level, 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.
Pʀɪᴍᴀʟ Pᴀᴛʜ ᴏғ ᴛʜᴇ Aɴᴄᴇsᴛʀᴀʟ GᴜᴀʀᴅɪᴀɴAɴᴄᴇsᴛʀᴀʟ Pʀᴏᴛᴇᴄᴛᴏʀs: Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.