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Barbarian

From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless, warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These “barbarians,” however, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistence, and mercilessness.

Barbarian

Free of the comforts and constraints of civilization, barbarians survive in lands that civilized folk only dwell in when they can hide behind high walls. The cosmopolitan nature of some parts of Faerûn is confusing to barbarians, but city folk are used to odd sights and usually accept barbarians without batting an eye.

Most Faerûnian barbarians are humans or half-orcs. They come from places such as the Cold Lands, the North, the High Moors, Rashemen, and tribes ranging across the Western Heartlands. Dwarven barbarians come from icy wastes of the north, the jungles of Chult, and hidden pockets in remote mountains and hills. Elven barbarians are usually wild elves from the warm southern forests, such as the Wealdath or the Chondalwood. The only known barbarian halfling tribes live deep in the Chondalwood, rarely venturing out of the forest’s green embrace.

Barbarians of other cultures are unusual, but not unheard of. Halfelven barbarians are sometimes found among human tribes native to the North or in Western Heartlands, or in the Yuirwood where humans and elves lived together in the wild for generations. Drow, moon elven, sun elven, gnome, or planetouched barbarians are generally individuals who for some reason were raised among barbaric peoples.

hit dice: 1d12
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
armor proficiencies: Light and Medium armor and Shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:

Choose A or B: (A) Greataxe, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP



spellcasting:

You do not gain any spells.

class features:

Level 1: Fast Movement

Your speed increases by 10 feet while you aren’t wearing any armor.

Level 1: Rage

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren’t wearing Heavy armor.

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain all expended uses when you finish a Long Rest.

While active, your Rage follows the rules below.

Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

Strength Advantage. You have Advantage on Strength checks and Strength saving throws.

No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.

Duration. The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Level 2: Danger Sense

When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).

You also have Advantage on Dexterity saving throws unless you have the Incapacitated condition.

Level 2: Reckless Attack

You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.

Level 3: Trap Sense

You have advantage on Wisdom (Perception) checks made to detect the presence of secret doors.

You have advantage on saving throws made to avoid or resist traps.

You have resistance to the damage dealt by traps.

Level 4: Rage 2/day

You can use your rage two times per day.

Level 5: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Feral Instinct

Your instincts are so honed that you have Advantage on Initiative rolls.

Level 6: Damage Reduction

Subtract 2 points of damage whenever you are hit by a weapon attack.

Level 7: Instinctive Pounce

As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.

Level 8: Rage 3/day

You can use your rage three times per day.

Level 9: Brutal Strike

If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn’t have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have the following effect options.

Forceful Blow. The target is pushed 15 feet straight away from you. You can then move up to half your Speed straight toward the target without provoking Opportunity Attacks.

Hamstring Blow. The target’s Speed is reduced by 15 feet until the start of your next turn. A target can be affected by only one Hamstring Blow at a time—the most recent one.

Staggering Blow. The target has Disadvantage on the next saving throw it makes, and it can’t make Opportunity Attacks until the start of your next turn.

Sundering Blow. Before the start of your next turn, the next attack roll made by another creature against the target gains a +5 bonus to the roll. An attack roll can gain only one Sundering Blow bonus.

Level 10: Relentless Rage

Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level.

Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.

subclass options:

Battlerager

Giant-Killer

Level

Proficiency BonusBarbarian Class FeaturesRageRage Damage

1

+2Rage, Fast Movement1+2

2

+2Danger Sense, Reckless Attack1+2

3

+2Trap sense1+2

4

+2Rage 2/day2+2

5

+3Extra Attack, Feral Instinct2+2

6

+3Damage reduction2+2

7

+3Instinctive Pounce2+2

8

+3Rage 3/day3+2

9

+4Brutal Strike3+3

10

+4Relentless Rage3+3


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