The Barbarian Class
Level | Proficiency Bonus | Rage Uses | Rage Bonus Damage | Features |
---|---|---|---|---|
1 | +2 | 2 | +2 | Rage, Unarmored Defense, Violent Brutality |
2 | +2 | 2 | +2 | Reckless Attack, Danger SEnse |
3 | +2 | 3 | +2 | Subclass Feature |
4 | +2 | 3 | +2 | Ability Score Improvement |
5 | +3 | 3 | +2 | Extra Attack, Fast Movement |
6 | +3 | 4 | +3 | Subclass Improvement |
7 | +3 | 4 | +3 | Feral Instinct, Brutal Critical |
8 | +3 | 4 | +3 | Ability Score Improvement |
9 | +4 | 4 | +3 | Subclass III |
10 | +4 | 5 | +4 | Brutal Critical |
11 | +4 | 5 | +4 | Relentless Rage |
12 | +4 | 6 | +4 | Ability Score Improvement |
Basic Stats:
Level 1 HP = 12 + your Constitution Modifier; Gaining an additional [1d12 (or 7) + your Constitution Modifier] HP with every additional Barbarian Level
Proficiencies
Armor: Light Armor, Medium Armor, Bucklers, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saves: Proficiency with Strength and Constitution Saving Throws
Skills: Choose 3 from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival to become Proficient with
a Two-Handed Martial Weapon or 2 Martial Weapons
2 Hand Axes and a Shield or Buckler
Any Simple Armor of your choice or another 2 Hand Axes
a Backpack w/ a Bedroll, a Saex, a Mess Kit, a Tinderbox, 10 Torches, 10 Day of Rations, a Waterskin, and a 15m bundle of Hempen Rope
Features:
Rage - If you are conscious and not wearing heavy armor you can use a Bonus Action to go into a Rage, letting bloodlust overcome you
This Rage lasts for up to a minute and ends if you drop to 0 HP, do not deal Damage, take Damage, or use your Bonus Action to maintain your Rage before your next turn
You gain Resistance to all non-magical Bludgeoning, Piercing, or Slashing Damage, deal bonus Damage with Melee Attacks according to the Table above, and you have Advantage on Strength Checks and Strength Saving Throws
The number of times this Feature can be used depends on your Barbarian Level, shown in the table above, regaining all uses upon finishing a Long Rest, or a single use after finishing a Short Rest. You can’t cast Spells or Concentrate on them while raging if you have gained that ability
Unarmored Defense
When you are not wearing any kind of Armor (not including Shields) your Base AC = 10 + Dexterity Modifier + Constitution Modifier
Violent Brutality
When you use a Weapon with the Heavy Property you treat its Damage Die as 1 higher (d10 to d12 and 2d6 to 2d8 etc)
Characters can utilize Weapons two sizes larger than them without penalties. For instance, characters with a Small Size can utilize Weapons with the Large Property without a penalty
When you would utilize the Intimidation Skill you add your Strength Modifier to the Roll
Reckless Attack
When you take the Attack Action on your turn you can choose to make it a Reckless Attack, granting yourself Advantage on your Attacks this turn but until the start of your next turn all Attacks made against you are also made with Advantage
Danger Sense
You have an uncanny sense for your surroundings, so if you see something coming and it forces you to make a Dexterity Saving Throw, you have Advantage on the roll
Ability Score Improvement
When you reach a Level with this Feature you can increase any Ability Score by +2 or two separate Ability Scores by +1 each
Extra Attack
When you make an Attack Action you can Attack twice
Feral Instinct
You gain Proficiency with Initiative Checks
You cannot be Surprised
You can move up to your Movement Speed when you Rage
Brutal Critical
If your Attack Roll is greater than your target's AC by 10 or more then you count that as a critical hit
When you score a Critical Hit you Roll an additional 2 Damage Dice, if your Weapon already utilizes multiple Damage Die you roll 3 additional Dice
Relentless Rage
While Raging you gain resistance to Death. If you are Raging when you are reduced to 0HP you can make a DC10 Constitution Saving Throw. On a Success you instead return to 1HP. If this happens again you can make this Save again, but the DC is increased by 5. This continues to increase until you either fail or you take a Long Rest, resetting the DC back to 10. In addition, if you are required to make a Wisdom Saving Throw while raging you have a bonus to the Roll equal to your Constitution Modifier
Subclass - As a Barbarian gains more and more power they can hone a specific type of power, some connecting to the natural forces of the world while others lose themselves completely in their fury. Each of these methods gaining additional abilities at 6th and 9th Levels.
Ancestral Guardian: Some barbarians hail from cultures that revere their ancestors as beings that can still actively affect the world around them, guiding the living. When a barbarian who follows this path rages, the barbarian contacts these spirits and calls on them for aid. Some even display this commitment, covering themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
I
Feature: Ancestral Warriors
While you're raging you summon echoes of your ancestors to assist you. Every turn the first creature you hit with an Attack becomes the target of your ancestors which hinder its attacks. Until the start of your next turn that target has Disadvantage on Attack Rolls you and when the target hits a creature other than you with an Attack that creature has Resistance to the damage dealt. The effect on the target ends early if your rage ends.
Ancestral Defender
When you activate your Rage you gain Shielding equal to twice your Proficiency Bonus
II
Healing Spirit
Once per Short Rest you can entreat your ancestors to help regenerate wounds of your allies. You spend 10 minutes connecting to their ancient magics by marking off a basic 6m radius circle on the ground around you. When this time is up all Creatures within the circle regain 2d12 + your Constitution Modifier HP
This increases to 3d12 at Barbarian Level 9 and to 4d12 at Barbarian Level 12
Guardian Spirit
When you are Raging and an ally within 10m of you is hit by an Attack you can use your Reaction to send out your ancestors’ magic to defend. They reduce the Damage taken by an amount equal to 2d6 + your Proficiency Bonus. The Damage reduced increases to 4d6 and the range increases to 30m as 9th Level
III
Ancestral Guidance
Once per Short Rest you can cast either of the Augury or Clairvoyance Spells without using a Spell Slot or needing any components. In doing so one of your ancestors comes to give you their best guidance.
When you utilize the Guardian Spirit Reaction to protect an ally you deal Force Damage back to the Attacker of the same amount equal to what you rolled to reduce the damage
Beastheart - When the power of nature flows through a Barbarian they gain their powers and become a Beastheart. This path grants a Barbarian enhances abilities with the wild flowing through them
I
Spirit Seeker
You gain Proficiency with Nature Checks
You can cast Beast Sense and Speak with Animals Spells as Rituals using your natural connection with Nature each once per Short Rest
Spirit Animal I - Your animalistic influences form into distinct Spirits based on that animal’s abilities, which you gain additional tiers of as you level up in this class. In addition every time you gain a Level in this Class you can change out any number of your Spirits that you have access to, but can only have 1 from each tier
Bear - While Raging you have Resistance against all Damage Types except for Psychic
Elk - While not wearing armor you have an additional 4m of Movement Speed and can count both your Dexterity and Strength Modifiers for calculating jump distance. If this would increase your Jump Distance to more than your normal Movement Speed you can make the full Jump as if that is your Movement Speed
Hawk - You can see up to 1 mile away without difficulty and can make out very fine details on things up to 30m away, if you make a Perception Checks that relies on Sight within 30m and roll a 9 or less, treat it as if you rolled a 10. You also gain +2 to all Attack Rolls with Ranged or Thrown Weapons
Tiger - You can Dash as a Bonus action and enemies have Disadvantage on Opportunity Attacks against you
Wolf - When an Ally is adjacent to an Enemy and you Attack them you both have Advantage on your Attack Rolls against them and your ally gains this bonus on their Attacks. If either of you hit you can each deal Bonus Damage equal to your Rage Bonus Damage that turn. If you are already Raging, apply this bonus twice
II
Spirit Animal II - Choose 1 of the 5 options Below
Armadillo - When not wearing armor or using a shield you gain natural armor while Raging that gives you +2 AC
Cougar - You gain Proficiency with Stealth and Survival Checks
Horse - You can carry up to twice your normal amount without being encumbered.
In addition, Melee Weapon Attacks against you now provoke a type of Opportunity Attack, done so by kicking your Attacker, called “Horse Kick”.
The Attack Roll for this Reaction uses your Strength Modifier and your Proficiency Bonus, while the Damage Roll is 1d6 + your Strength Modifier + your Proficiency Bonus + your Rage Bonus Damage regardless if you’re Raging or not. If you are Raging you can apply your Rage Bonus Damage twice
Shark - You can breathe water like air and have a Swimming Speed equal to your Movement Speed, you have Advantage on Athletics Checks in the water and always make Attacks at Advantage while swimming, in addition if you draw blood from a Creature with Blood while in water you can result track them if they are also in water for up to 10km away for the next Hour and deal double your Rage Bonus Damage while they continue to bleed
Owl - You gain Proficiency with Stealth and 20m of Low Light Vision. In addition if you Attack an unaware enemy and hit you treat the Attack as a Critical Hit regardless of the number rolled
III
Spirit Animal III - Choose 1 of the 5 options Below
Badger - When you strike an enemy with a Melee Weapon Attack while Raging you can force them to make a Constitution Saving Throw = [8 + your Proficiency Bonus + your Strength Modifier] and on a Failure they fall Prone. You can utilize this ability once per turn.
Cobra - If you’re Raging and enter into Melee Range with an enemy they have Disadvantage on all Attacks against Creatures other than you. This effect doesn’t work if the target is immune to the Frightened Condition
Hawk - While Raging you gain a Flying Speed equal to your Movement Speed but will fall at the end of your turn regardless of the height
Ox - While you're raging, if you move at least 5m in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it. This Bonus Action Attack forces them to make a Dexterity Saving Throw, being knocked back 2m and gaining the Flat-Footed Condition on a Failure
Panther - When you Surprise an enemy and make a Melee Weapon Attack on your first turn after Raging you make all Attacks on that first turn with Advantage. Any that hit you can add your Proficiency Bonus to the Damage Roll
Berserker: For some barbarians, rage is a means to an end – that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy
Whenever you use your Bonus Action to Rage you can choose to Frenzy instead, costing 2 uses of Rage. This grants you the effects below
When you take the Attack Action you can make an additional Weapon Attack as a part of that Action
If you utilize your Reckless Attack Feature you deal additional Damage equal to your Proficiency Bonus whenever you hit
If a Creature has Resistance to non-magical Weapon Damage you ignore it while in a Frenzy
You do not have the negative effects from Exhaustion while in a Frenzy
When activating this ability you can choose take 1 Level of Exhaustion and reduce this ability’s Rage cost to 1
II
Mindless Rage
While Frenzied you cannot be Blinded, Charmed, Dazed, Deafened, Frightened, Possessed, or Stunned and if you were under the effect of any of these Conditions you can still enter a Frenzy to end that effect. In addition, you also have Advantage on Wisdom Saving Throws while Raging
III
Bloody Rage
Whenever you are in a Rage or Frenzy your bloodlust generates resistance to Damage, giving you 1d4 Shielding every time you hit with a Melee Attack. This Shielding stacks with itself but any Shielding generated on your turn dissipates at the start of your next
Whenever you kill a Creature with your Attack you double the amount rolled on your d4
If you are hit by a Melee Attack whenever you have Shielding from this Feature active you can make an Attack Roll against your attacker with Advantage, dealing additional damage equal to your Barbarian Level
Storm Herald: You pull parts of the most hostile bits of Nature to be your guide, your rage granting them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
I - Herald of Storms - Choose the Climate you wish to channel from the list below. These are triggered automatically when you begin a Rage and you can utilize your Bonus Action to retrigger these effects again on your future turns.
These effects utilize a Save DC = 8 + your Proficiency Bonus + your Constitution Modifier when requested. You can change which of these climates you channel whenever you finish a Long Rest by completing a 1 Hour Ritual of meditation in a rural area.
Desert
Clouds of hot sand gather around you while raging, all Creatures and Objects within 3m of you take Fire Damage equal to your Barbarian Level whenever you start your turn.
In addition, any flammable Objects that are destroyed by this magic have a chance to ignite. Your GM decides how likely this is based on the object but in general roll a d6, with it igniting on a 1
Sea
Lightning erupts from you while raging, you can send out a bolt of lightning at an enemy up to 3m away that you can see with your Bonus Action. They must make a Dexterity Saving Throw, on a Failure they take 1d12 Lightning Damage or half as much on a Success
This increases to 2d12 Damage at 7th Level and 3d12 Damage at 10th Level.
Tundra
A thin sheet of ice forms around you when you begin to Rage and maintains a strong mist that intercepts harmful effects. You Gain 10 Shielding whenever you begin a Rage
This increases to 20 Shielding a 7th Level and to 30 Shielding at 10th Level
II: Enhanced Storm - Your Primordial Storm increases in power
Desert
You gain Resistance to Fire Damage and do not gain Exhaustion from being in places that are too hot.
You can touch flammable objects to light them on fire with an Action
Sea
You gain Resistance to Lightning Damage and can breathe underwater as if it’s air
You gain a Swimming Speed equal to twice your Movement Speed.
Tundra
You gain Resistance to Cold Damage and do not gain Exhaustion from being in places that are too cold
You can also easily cool objects that you hold at will and can douse fires that are a size Small or smaller with an Action
III: Final Storm - Your Primordial Storm increases in power
Desert
You gain Immunity to Fire Damage
While Raging if you are hit by a Weapon Attack you can use your Reaction to force the Attacker to take your Herald of Storms Fire Damage. If a different Creature strikes you in this way you can activate this ability again but can only apply to one Creature per turn
Any allies within 10m gain Resistance to Fire Damage and are immune to the Damage from your Rage ability
Sea
You gain Immunity to Lightning Damage
Any allies within 10m gain Resistance to Lightning Damage
When you hit a Creature with a Weapon Attack they have Disadvantage on the Dexterity Saving Throw against your Lightning and on a Failure they are pushed back 4m and knocked prone
Tundra
You gain Immunity to Cold Damage
Any allies within 10m gain Resistance to Cold Damage
Once per Rage select a Creature you can see within 3m, they must make a Strength Saving Throw, and on a Failure they are Restrained as their lower body turns to Ice. This lasts for up to 1 minute or if they use their Action to make a Strength Check against your Herald DC to escape
Zealot: Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots – warriors who channel their rage into powerful displays of divine power. A variety of gods across Til inspire their followers to embrace this path. The greatest of which is the Tempest, inspiring powerful people to explore the places others haven’t. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
I
Divine Favor
Your blessing provides you defenses, select one between Necrotic or Radiant Damage and gain Resistance to this Damage Type. You can change this Type every time you complete a Long Rest. At Barbarian Level 8 you gain the other Resistance as well
Divine Warrior
Once per turn you can fuel your strikes with your latent energies, dealing additional Damage equal to 1d6 + your Constitution Modifier of a Type from your Divine Favor feature. In addition, if a Spell such as “Revivify” or “Raise Dead” is cast to bring you back to life it doesn’t require material components
This damages increases to 2d6 at Barbarian Lv.7, and to 3d6 at Barbarian Level 11
II
Fanatical Survivability
When you are at 0HP or below any healing that is given to you gives you twice the HP. In addition, if you Roll a 1 on a Death Saving Throw you only take 1 Failure instead of 2 and you succeed on a Death Save on a 6-9 as well. Finally, if you are Raging and Fail any Save you can use this ability to reroll that Save, which you can do so once per Rage. If you still Fail then you do not expend a use of this ability
Infectious Fury
Once per Short Rest you can focus your fury and unleash a horrendous scream that can be heard up to 1km away as an Action. Any Creatures you choose within 30m must make a Wisdom Saving Throw (DC = [8 + your Proficiency Bonus + your Strength Modifier]), becoming enraged by you for the next minute. Creatures affected by this ability must try to stay within 30m of you and have Disadvantage on all Attacks against Creatures other than you while they have Advantage on Attacks against you. This effect lasts for up to 1 minute and a Creature can remake this Save at the end of its turn
If they target a Creature other than you with an effect that requires a Save then that Creature has Advantage on the Save
If you desire you can expend a use of your Rage upon activating this ability to give all Creatures affected Disadvantage on their Wisdom Saving Throws
If you hit a Creature with a Melee Attack affected by this Infectious Fury and utilize your Divine Warrior feature you roll an additional d6
III
Rage Unstopping
While you're raging, having 0 HP doesn’t knock you unconscious. You still must make Death Saves, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points
During this dying Fury you always have Advantage on Attack Rolls and Damage Rolls, critically strike on a 18-20, have doubled Movement Speed, and cannot be Blinded, Deafened, Paralyzed, Stunned, or knocked Unconscious by magical means