Barbarian
Description
Barbarians are men and women who thrive in the raw elementalism of nature and the looser suits of society. Fiercely savage, brave of heart, or burning with the frenzy to enter battle, they channel the primordial spirit within. Where lesser men crumble to the pressure of chaos or disrelish the fray, this is where a barbarian finds a worthy time testing their mettle.Barbarians channel their emotions to better their fighting spirit (and consequently their fighting skill) and let equal parts of their emotions overtake them. They develop thrills and appetites for combat at any given opportunity, or atleast a degree of insensitivity towards it, for the barbarians that grow a cold, and lonely shell, can endure menial tasks and jobs ordinary people cannot.
- Choose from any of 5 subclasses
- They roam the wilds, caves, frozen scapes and just about anywhere.
- Prideful, most barbarians are ready for any fight at any time towards any one, even if the fight would not originally have included them.
Subclasses
Path of the Beast
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. This allows them to manifest feral power in the most literal sense, adopting aspects of their primal power in the form of predatory claws, vicious maws, and instincts that tread the lines between personhood and beast.Perks
Novice
Natural Born Survivor
Feral Claws
Beast's Fury
Adept
Bestial Soul
Aquatic Adaptation: You gain the benefits of the Aquatic perk until your next long rest. This ability is mutually exclusive with Rending Grip and may NOT be used as a pre-buff, but can be used outside of combat.
Ravenous Hunger
This ability does NOT grant immunity to Attacks of Opportunity and can be used a number of times equal to Mastery. It will break Grapple and Entangled statuses and move you to the intended target regardless of whether the subsequent attack is successful or not.
The movement from this ability cannot be used to bypass solid objects or to climb vertically.
Infectious Fury
If this additional save fails, they take 1d4+Mastery Psychic damage and are required to spend their Reaction to make an attack of opportunity against another target of the caster's choice within range.
This ability has a 1 turn cooldown, can be used a number of times equal to Mastery, and shares charges with Ravenous Hunger.
Expert
Call the Hunt
This ability can be used as a pre-combat buff.
Master
Feral Hunter
Path of the 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.Perks
Novice
Mental Fortitude
Berserker's Rage
This ability can only be used after using Reckless Attack and can be used (CON+Mastery) number of times per long rest.
Adept
Strong Willed
Desperate Retaliation
Expert
Unending Violence
Master
Improved Desparate Retaliation
Path of the Storm Herald
Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead 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.
Perks
Novice
Elemental Body
Storm Aura
Adept
Storm Charged
Thunderous Blow
Expert
Raging Storm
As an Action, select 1 target within 6 tiles and leap directly to within 1 tile of them. After concluding this movement, you are required to use the Raging Storm - Land ability to force them and all targets within 2 tiles of you to make a STR saving throw against a DC 14+Mastery. On a failed save, they each take 1d6+Mastery Lightning and 1d6 Force damage, as well as an additional 1d4+Mastery Lightning damage per turn, for 2 turns. Half damage and no DOT on a failed save.
The movement from this ability has true Attack of Opportunity immunity, including against those from the Sentinel feat.
Raging Storm - Land
After concluding your 6 tiles of direct movement to within 1 tile of the target of your Raging Storm - Leap, you are required to use this Free Action ability to force them and all targets within 2 tiles of you to make a STR saving throw against a DC 14+Mastery. On a failed save, they each take 1d6+Mastery Lightning and 1d6 Force damage, as well as an additional 1d4+Mastery Lightning damage per turn, for 2 turns. Half damage and no DOT on a failed save.
Master
Thunderlord
Path of the Totem
The Path of the Totem Warrior is a spiritual journey, as the Barbarian accepts a spirit animal as guide, protector, and Inspiration. In battle, your Totem Spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most Barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is incredibly rare for an individual to have more than one totem animal spirit. These spirits can be any type so long as they fall under the species, for example a panda or grizzly would both be bears, and a hawk or vulture would both be under eagle.Perks
Novice
Totemic Rage
Bear
+6 Hitpoints. Gain +2 DT and resistance to Fire, Lighting, Acid, Thunder, Cold and Poison damage while raging.
Wolf
+1 Attack. Gain 1d6 true damage on all attacks while raging.
Eagle
+1 movement; may move through allies and enemies. (Attack of Opportunity still applies.)
Elk
Increase your physical DC’s by +1. (DC’s = Shoves; Grapples; Abilities; Ext) Str/Dex/Con saves by +1. You also gain resistance to Radiant, Necrotic and Psychic damage while raging.
Adept
Ambush Predator
Primal Fury
You gain one of 4 abilities that can be used while raging; The primal fury you receive will match the Totem you selected at Novice.
Bear
Ursine Protector: As a Bonus Action, select up to 2 targets within 2 tiles. Force them to make separate CON and WIS saving throws against a DC 14+Mastery. On a failed CON save, they suffer -1 Attack and -1 Spell DC for 2 turns. On a failed WIS save, they are Frightened for 2 turns. This ability can be used twice per rest.
Wolf
Strength of the Pack: As a Bonus Action; you and two allies gain +1 movement and +2 attack for two turns. Purges Prone and Slow. Usable Twice per long rest.
Eagle
Eagle's Dive: As a Bonus Action, gain +2 Movement ignoring any Attacks of Opportunity, including those from the Sentinel feat. This ability can be used once per short rest.
Elk
Elk Charge: As a Bonus Action; target within 1 tile makes a con saving throw vs 14 + Your Mastery Level. On a failure they are prone and paralyzed for one round. Not spent on a failure. Usable once per long rest.
Expert
Primal Fury II
Master
Empowered Primal Fury
Path of the Zealot
Some deities inspire their followers to pitch themselves into a ferocious battle fury, calling to their chosen beliefs to empower their bodies. These barbarians are zealot warriors who channel their rage into powerful displays of divine power. A variety of gods across the world inspire their followers to embrace this path. In general, the gods who inspire zealots are deities of combat, freedom, destruction, and violence. Not all are evil, but few are good.This is a divinely empowered class and requires a deity active as of 5E.
To change deity as a cleric requires a minimum of 3x 1 hour sessions of RP. To maximize the mastery retained please open a lore-inquiry ticket about long term story progression exploring these changes.
Perks
Novice
Divine Constitution
Divine Fury
Adept
Unyielding Faith
Zealous Warcry
This ability may be used during the pre-buff round with Rage at Expert.
Expert
Anointed Strike
This attack does not trigger Divine Fury
Master
Blessed Fury
Combative Perks
Rage
- You have a +1 to your strength attribute for the duration of Rage, which becomes +2 to Strength at Expert and +3 to Strength at Master.
- You gain +1 to STR and CON saving throws for the duration of Rage.
- You gain magical resistance to Slashing, Piercing, and Bludgeoning damage while unarmored, or while wearing light or medium armor.
- Gain +1 Movement while raging
- You are not able to flee while raging
Unarmored Defense
Note: Racial Bonuses do not contribute to the calculation of AC.

