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
+2 Nature and +2 Survival skill
Feral Claws
While raging and unarmed, you may use Natural Weapon attacks with your feral claws to deal 1d8+STR or DEX hitpoints of damage. These claws do not carry any additional bonuses such as keen, reach, etc.
Beast's Fury
As a bonus action make a natural weapon attack with jagged feral claws. On hit deal 1d6+Str or Dex Slashing damage and reduce the target’s DT by 2. This lasts 2 turns and cannot be performed when wielding an offhand weapon. Usable a number of times equal to Mastery per rest.

  Adept
Bestial Soul
You gain the Rending Grip and Aquatic Adaptation abilities. Rending Grip: You gain the ability to climb at full speed until your next long rest. This ability is mutually exclusive with Aquatic Adaptation and may NOT be used as a pre-buff, but can be used outside of combat.
  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
As an action, select 1 target within 4 tiles and close the distance to make a natural weapon attack against them, moving to within 1 tile. If successful, deal 1d10+STR or DEX Slashing damage and heal yourself for 1d6+Mastery.
  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
Action: Select 1 target within 1 tile and make a natural weapon attack against them. If successful, they take 1d8+STR/DEX Slashing damage and are forced to make an additional WIS saving throw against a DC 14+Mastery.
  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
Roll back your head and call out in animalistic tones urging all who hear you to follow suit. As a free action, select up to 5 targets. Each gains +1 to hit and +2 true damage to their melee attacks. This lasts for the duration of combat and can be used once per long rest. Unarmed natural weapon attacks also receive an additional +1 true damage while Call the Hunt is active on Beast Barbarians only.
  This ability can be used as a pre-combat buff.

  Master
Feral Hunter
Your Ravenous Hunger ability grows from a D6 to a D8 HP heal. Call the Hunt increases to +3 true damage.



 

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
You gain +1 on all mental spell saves. (Int/Cha/Wis)
Berserker's Rage
After making a main action attack the Berserker pushes their bodies limits taking 3d4+Mastery true damage to make an additional attack. If successful, you deal 3d4+Mastery True damage to the target.
  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
You gain immunity to Charm and Sleep
Desperate Retaliation
When under 50 HP while raging; you may use a free action that increases your hit by +2; and all damage you do by 1d6 true damage and gain +1 DT until the end of combat. You take lesser wounds; even if you win a combat.

  Expert
Unending Violence
When you reach 0 hit points; as a free action you may instead heal yourself by 2xCON+Mastery HP; this action must be used at the start of your next turn upon reaching 0; and may only be used once per long rest.

  Master
Improved Desparate Retaliation
When using Desperate Retaliation; you gain +1 STR and Psychic Resistance until the end of combat; you heal 20 HP.



 

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
You gain the Aquatic perk, as well as resistance to Lightning and Thunder damage.
Storm Aura
After activating Reckless Attack, as a Free Action select up to 3 targets within 2 tiles. Force them each to make a CON saving throw vs a DC 14+Mastery. On a failed save, they each take 1d4+Mastery Lightning damage and have their AC reduced by -1 for 2 rounds. This effect does not stack. This ability can be used each time you activate Reckless Attack.
 

  Adept
Storm Charged
You gain resistance to Cold damage and +2 Lightning damage on all weapon attacks.
Thunderous Blow
As a Bonus Action, select up to 2 targets within 2 tiles. Force them each to make a STR saving throw against a DC 14+Mastery. On a failed save, they take 1d6 Thunder and 1d6+Mastery Force damage, are pushed 2 tiles in a direction of your choosing, and are knocked Prone. Half damage, 1 tile forced movement and no Prone on a successful save. This ability can be used a number of times equal to your Mastery level per rest.

  Expert
Raging Storm
Raging Storm - Leap
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
The AC penalty of Storm Aura is increased to -2 AC. The AC penalty of Reckless Attack is reduced to -2 and the saving throw penalty to 0.



 

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
Core Totem Selection

  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
+2 Initiative; Move 1 tiles in the prebuff phase; ignoring all Attack of Opportunity.
Primal Fury
Totem Selection
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
You may select a second Primal Fury from the list.

  Master
Empowered Primal Fury
All totemic aspects can be used one additional time.



 

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.
 
Please take careful consideration when choosing the deity of your cleric. If unsure which god suits the character you intend to whitelist please open a lore-inquiry ticket within the DM section or the staff handling your whitelist.
  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
Gain the Divine constitution feat regardless of race. (+3 HP per rank of Mastery, Poison Resistance)
Divine Fury
You can channel Divine Fury into your weapon strikes. While raging and after making a successful attack, the Zealot may deal 1d8+Mastery Level Radiant Damage to the creature they hit with their weapon attack. This has a range of 2 tiles and can be used once per turn.

  Adept
Unyielding Faith
Free Action: Your divine empowerment renders you immune to Blighted effects. This ability can be used whenever you are Blighted to immediately remove the effect. This ability can be used outside of turn order and multiple times per round, provided you have the Blighted status effect.
Zealous Warcry
While Raging, as a bonus Action, you unleash a battle cry infused with divine energy. Up to 4 other creatures of your choice within 6 tiles of you that can hear you gain a +1 to their Attack stat and +1 to their saving throws until the end of combat.
  This ability may be used during the pre-buff round with Rage at Expert.
 

  Expert
Anointed Strike
While Reckless Attack is active, make an action attack against a target's AC and deal 2d8+STR radiant damage. On a successful save, the target takes half damage. This can be done one time per mastery level per long rest. When struck, the target is forced to make a strength save or be dazed for 1 turn.
  This attack does not trigger Divine Fury

  Master
Blessed Fury
Divine Fury damage increases to 2d8+Mastery Level; and dazes the target on a failed con save vs DC (STR+10)


Combative Perks

  Novice
Rage
Taking a bonus action in combat you can fly into a primal rage for 10 rounds. At each Mastery level you gain another use of this ability.   You gain the following benefits during combat while raging:
  • 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
Your AC is 10 + Dexterity modifier + Constitution modifier when you are not wearing armor. You can wear a shield and still retain this benefit.

Note: Racial Bonuses do not contribute to the calculation of AC.
Reckless Attack
Barbarians can choose to throw aside all concern for defense to attack with fierce desperation. As a free action you gain a +3 to hit with martial weapons until the end of your current turn in exchange for suffering a -3 to your AC and -1 on all Saving Throws for 1 round. You may only use this on your turn.
Hit Dice
You gain +12 HP when you first become a Barbarian. On each new mastery level, you gain an additional +12 to your Hit Points.
  Adept
Wild Focus
Gain +1 to STR, CON, and WIS saving throws.
Extra Attack
Once per round, you may make another weapon attack as a Free Action.
  Expert
Feral Instinct
Your instincts are so honed that you react quicker in combat than most others. You have a +2 to initiative rolls, +1 to your Dexterity saves while raging, and you may now use Rage as a pre-combat buff.
  Master
Primal Champion
Gain +1 to all physical saves (CON/DEX/STR)

Non-Combative Perks


Armor Proficiency
You can use light armor, medium armor, and shields.