Barbarian
For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
Career
Qualifications
You must have a strength of 13 or higher to enroll in this class.
Gnomes and Halflings cannot be barbarians.
Career Progression
Level 1 - You can use rage: you have an advantage on strength checks and strength saving throws, you gain a bonus to your damage roll when in battle proportional to your level, and you gain resistance to physical damage. Lasts for 1 minute. Also, you can use unarmored defense: where when you are not wearing any armor your armor class is calculated as 10 + dexterity + constitution
Level 2 - You can use danger sense: makes you more likely to dodge out of range of traps and ambushes and gives you a bonus to your dexterity saving throws. Also, you can use reckless attack: if you choose to utilize this ability then for that turn you get a bonus to your attacks for that turn but you take a penalty to your defense for that same turn.
Level 3 - You can choose to specialize into one of the advanced classes: ancestral guardian, battlerager(dwarves only), berserker, storm herald, totem soul, or zealot.
Operations
Tools
As a barbarian, you gain the following class features.
Hit Points
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Materials
You start with the following equipment, in addition to the equipment granted by your background:
Type
Illicit
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