The chaos of the battlefield is the birth of combat. It is the chaos of the soul that gives rise to the barbarian. Barbarians reach deep inside themselves and give in to the anger within, in order to bring about extreme reserves of strength in combat.Show spoiler
Barbarian Level Up Benefits
Preferred Stats: Strength, Dexterity, Constitution
Starting Gold: 6d4x10; or by level.
HP: (5+Con Mod)*level.
Starting Age: Basic
|1st||Fast Movement, Rage 1/day|
|16th||DR 4/--, Rage 5/day|
|20th||Mighty Rage, Rage 6/day, Capstone|
Class Skills: Athletics (Str), Craft (Int), Handle Animal (Cha), Navigate (Dex), Perception (Wis), Persuasion (Cha), and Survival (Wis).
Chosen Skills: 4+ Int Mod
Base Attack Bonus: Good
Saves: Fortitude (good), Reflex (poor), Will (poor)
Weapon And Armor Proficiency: Barbarians are proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields).
Fast Movement: Barbarians gain an additional +10 to their base speed when wearing up to medium armor, and not carrying a heavy load. This bonus is applied before modifying speed due to load carried or armor worn. This bonus is doubled while raging.
At 15th level, this bonus is increased to +20.
At 18th level, this bonus is increased to +30.
Rage: A number of times per day, barbarians temporarily gain +4 Strength, +4 Constitution, +2 morale bonus on Will saves, and a -2 penalty to AC. HP gained from constitution increases are lost after all other HP has been expended. Because of this, a barbarian can fall unconscious or even die if they are not careful while raging.
Barbarians cannot use Charisma, Dexterity or Intelligence based checks, (except for Balance, Escape Artist, and Persuasion (while intimidating), Concentration, or any abilities that require patience or concentration. He cannot cast spells or active items that require a command word, spell trigger, or spell completion to function. Can use any feats, other than those which require magic to use, or requires focus in a battlefield.Rage lasts for a number of rounds equal to 1/2 the barbarians Constitution score before raging. Barbarian may end their rage at any point, for any reason even if it is not their turn. At that point, they become fatigued (-2 STR, -2 DEX, cannot run/charge) for the duration of the current encounter.
Barbarians get 1 use of rage per day at 1st level, and a 2nd at 4th level, with an additional use every 4 levels.
Entering a rage is a free action able to be taken only on their turn, or after taking lethal damage from any source outside of their turn. A barbarian cannot enter a rage while they are unconscious or are at 0 hit points or less.
Evasion: At second level, a barbarian retains their Dexterity bonus to AC even if caught flat footed, or struck by invisible attacker. They still loses their dexterity bonus to AC if immobilized. In addition, a barbarian can avoid magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals damage on a successful hit, the barbarian instead takes no damage.
If gaining evasion from a different class, they gain improved evasion.
Evasion can only be used when wearing medium or lighter armor.Trap Dodging: Barbarians gain advantage when rolling to avoid traps or trap affects.
Improved Evasion: Upon reaching 5th level, a barbarian can no longer be flanked. They can react to opponents on opposite sides of them as easily as they can react to a single attack. Rogues can no longer gain a sneak attack against the barbarian, unless they have more levels in classes with Evasion than the barbarian does.
In addition, any failed reflex saves against spells or spell like effects only take half damage on a failed save, or no damage on a passed save.
Barbarian Focus: Upon reaching 6th level, a barbarian chooses a focus from the following list. This cannot be changed at a later time.
Ancestor: Choose a skill. You may use that skill at a +2 bonus while raging, and can even use that skill during a rage, ignoring rage restrictions for skills during that time. This ability upgrades to +4 with Greater rage, and +6 with Mighty Rage.
Clarity: Replace a bonus to Strength with a bonus to Dexterity instead while raging. Expend an additional use of rage to gain true seeing OR darkvision. Expend two additional uses for both.
Frenzied Berzerker: Double the benefits and penalties of raging, but you cannot choose to end the rage until it naturally expires. Does not get capstone ability.
Magebreaker: Can expend a use of rage to completely negate a spell cast equal to 1/2 of your level. Does not work against rituals.
Warseeker: Double the length of time the barbarian remains in a rage, but only gain 1/2 of the benefits and penalties for raging.
Damage Reduction: At 7th level, the barbarian can shrug off damage from all sources of attacks. The barbarian gains Damage reduction 1/--. This protection upgrades every 3 levels.
Greater Rage: Bonuses to STR and CON while raging increase to +6. Will bonus increases to +3. AC penalty unchanged at -2.
Indomitable Will: At 14th level, barbarians recieve an additional +4 bonus on will saves when raging, to resist enchantment spells.
Tireless Rage: At 17th level, a barbarian no longer gets fatigued while raging.
Mighty Rage: at 20th level Bonuses while raging increase to +8. Will saves increases to +4. AC penalty remains at -2.
Capstone: Upon reaching 20th level, a barbarian chooses a capstone ability for raging.
Careful: No longer gets a penalty to AC while raging, can use feats which require focus on the battlefield, and gains an additional +2 to AC while raging.
Power Reserve: Rage lasts until the barbarian chooses to end it, but otherwise can last forever.
Tough: Gain an additional DR 3/-- on top of current DR.