Barbarians in Iroa typically come from hill, forest or island tribes that have not fallen under the sway of one of the major city states. However,
Pelekys has a small unit of soldiers who believe they commune with the martial spirit of that polis, and who invoke their "rage" by giving themselves over to that spirit as it infuses their being. There may be similar soldiers or wardens in other towns or poleis.
Errata
TCoE lists the following changes to Barbarians.
Primal Knowledge is granted to all Barbarians.
Instinctive Pounce is granted to Barbarians whose subclass does not already trigger a special ability on the act of entering Rage. So for instance, the Path of Wild Magic barbarian
does not get Instinctive Pounce, because they
already get a bonus effect that happens as part of the action to enter Rage.
Barbarian Changes
The Berserker subclass is deleted and folded into the base Barbarian. Additionally, Barbarians are full martials with access to
Martial Exploits. As part of major adjustments, several abilities see changes in scope or level. The Barbarian otherwise functions as published.
"Melee Attack"
All class features that can only be used with a melee attack as published can now also be used with a thrown weapon, or with a melee / 5 foot range cantrip.
Rage
Rage
does not prevent you from casting or concentrating on spells, but it
does impose disadvantage on concentration checks.
Also, instead of adding a flat damage number to your attacks when raging, you roll and add your exploit die to damage on a hit (which does not expend a die).
Finally, you now get to recover one of your daily rages after a
short rest, so a low level barbarian doesn't have to stop being a barbarian after one encounter.
Mindless Rage
At 4th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Intimidating Presence
Beginning at 9th level, you can use your bonus action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength or Charisma modifier) or be frightened of you until the end of your next turn.
On subsequent turns, you can use your bonus action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 120 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Frenzy
At 13th level, you can go into a deeper state of frenzy when you rage. If you do so, you can make a single additional melee or thrown weapon attack when you take the attack action or opportunity attack reaction for the duration of your rage, and you are barred from casting or concentrating on spells or using exploits or stances for the duration of your rage.
When your rage ends, you suffer one level of exhaustion. This latter drawback is removed at 19th level.
Extra Attack
Starting at 17th level, you may take three attacks with the Attack action, instead of only two.
Subclasses
All subclasses from the PHB, XGtE, and TCoE are allowed, except the Berserker as noted above.
The Heraklean Path is also added as a subclass you can choose.
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