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Barbarian

Barbarians can be found all over Tamriel, usually among peoples who live in tribal communities: traditionalist Orcs, Reachmen, Ashlanders, deep-forest Bosmer, and native Argonians. Also, many Nord barbarians come from the more isolated Old Holds located in northern and eastern Skyrim (Winterhold, Eastmarch, Rift, and The Pale). Barbarians do not need to come from these backgrounds, and creativity is encouraged when creating a ‘civilized barbarian’. Examples might include a burly swineherd with anger management issues, a misguided alchemist who uses homemade potions to induce their rage, or a mercenary who suffers from splitting headaches, caused by a recent blow to the head.   These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. 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.
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
armor proficiencies: Light armour, 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:
You start with the following equipment, in addition to any equipment granted to you by your background.
• (a) a iron battleaxe or (b) any martial melee weapon
• (a) two handaxes or (b) any simple weapon
• An explorer’s pack and four javelins
spellcasting:
6th level barbarian feature
If you take the Path of the Werewolf subclass detailed at the end of the class description, you gain werewolf transformation while raging as a form of wildshape, the statistics for the beast are as follows:

Werewolf CR: 3

Medium monstrosity, chaotic evil
Armor Class: 12 / 14 (unarmoured defence)
Hit Points: 58 (9d8 + 18) 9d8+18
Speed: 40 ft , climb: 30 ft

STR

16 +3

DEX

15 +2

CON

14 +2

INT

10 +0

WIS

14 +2

CHA

10 +0

Saving Throws: Strength +5, Dexterity +4
Skills: Perception +4, Stealth +4
Damage Vulnerabilities: Bludgeoning, Piercing and Slashing damage from Silver Weapons
Damage Resistances: Bludgeoning, Piercing and Slashing from all attacks not made with silver weapons (Rage Only)
Damage Immunities: Non-Magical Bludgeoning, Piercing and Slashing
Condition Immunities: Disease
Senses: darkvision 120 ft,. passive Perception 14
Languages: Common (cannot speak in Wolf Form)
Challenge Rating: 3

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Hunter. The werewolf rolls attacks with advantage against creatures who are frightened by it.   Pounce. The werewolf rolls with advantage when attempting a grapple.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werewolf lycanthropy.   Claws. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.   Roar. Uses its action to roar, forcing each creature of its choice within 30 feet of it to make the Wisdom saving throw (DC equal to 10 + Charisma modifier). On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Bonus Actions

Shove. The werewolf can shove as a bonus action.   Howl. The werewolf can howl to intimidate foes. Forcing one creature of its choice within 30 feet of it, if the creature can see or hear the werewolf, to make a Wisdom saving throw (DC equal to 10 + Charisma modifier) or be intimidated and suffer disadvantage on all attack rolls until the end of the werewolves next turn. Creatures that are immune to being frightened cannot suffer this affect (1a Totem of Fear/Choose two creatures).

Harvesting: Dog Meat (4), Human Heart, Werewolf Hide, Black Soul
class features:
Rage
1st level barbarian feature
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armour:   • You have advantage on Strength checks and Strength saving throws.   • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.   • You have resistance to bludgeoning, piercing, and slashing damage.   If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmoured Defence
1st level barbarian feature
While you are not wearing any armor, your Armour Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Reckless Attack
2nd level barbarian feature
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.  
Danger Sense
2nd level barbarian feature
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.   Primal Path:
3rd level barbarian feature
You choose a path that shapes the nature of your rage. Choose from the Path of the Berserker, Path of the Werewolf or Path of the Giant. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.   Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 15th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Extra Attack
5th level barbarian feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.   Feral Instinct
7th level barbarian feature
Your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.   Brutal Critical
9th level barbarian feature
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.   Relentless Rage
11th level barbarian feature
Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
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.   Indomitable Might
18th level barbarian feature
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.   Primal Champion
20th level barbarian feature
You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
subclass options:

Path of the Beserker: Frenzy

3rd level barbarian feature
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.   Fast Movement
5th level barbarian feature
Your movement speed increases by 10 feet while you aren’t wearing heavy armour.   Mindless Rage
6th level barbarian feature
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
10th level barbarian feature
You can use your 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 Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your 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 60 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.   Retaliation
14th level barbarian feature
When you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.   Persistent Rage
15th level barbarian feature
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.   Beserker Toughness
16th level barbarian feature
While raging, you have resistance to all damage except psychic damage. The fury of a beserker makes you tough enough to stand up to any punishment.  

Path of the Werewolf: Wolfshape

3rd level barbarian feature
Once you take this path, you can use your action to magically assume the shape of the Wolf, You can use this feature twice, these transformations are not limited by rage or restricted to night. You regain expended uses when you finish a short or long rest.   Then at 6th level: At night, using your action, you can transform into the bestial form of a werewolf during your rage, and will remain in that form for the duration of your rage, or until your werewolf form reaches 0 hit points. So long as the conditions for both transforming and raging remain met, you can use your bonus action to extend this ability for as many rages you have unlocked, as shown on the barbarian table. However once your rage ends or your werewolf form reaches 0 hit points, you must long rest before you can transform this way again.   At 11th level: Your lycanthropy is no longer restricted by the night, while raging you can transform during the day.   Beast Form Rules:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.   • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.   • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.   • You retain the benefit of any features from your class, birthsign, or other source and can use them if the new form is physically capable of doing so, racial special features however, do not carry over. You also can’t use any of your special senses, such as darkvision, unless your new form also has that sense.   • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Totem of Hircine:
3rd level barbarian feature
When you adopt this path, you must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or claws, teeth, or bones of the a wolf. Or alternatively you can drink the blood of an existing werewolf.   You can also gain minor physical attributes that are reminiscent of a wolf. Becoming unusually hairy and thickskinned, your eyes turning bright yellow. As a lycanthrope, gain Resistance to Disease and immunity to Sanguinare Vampiris (Vampiric Bloodline is locked to you.)   Then you must choose a totem of Hircine to worship, which are:   (1a) Totem of Fear: While raging, as a bonus action, you can howl to intimidate foes. 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 Charisma modifier) or be intimidated and suffer disadvantage on all attack rolls until the end of your next turn. When in Werewolf form, you may choose two creatures.   (1b) Totem of The Hunt: While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the wolf makes you into a predator who can weave through the fray with ease.   (1c) Totem of Brotherhood: While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.  
Wolf Seeker
3rd level barbarian feature
Yours is a path of communion with Hircine, giving you a kinship with wolves. When you adopt this path, you gain the ability to speak with wolves, you have advantage on rolls to track them and any wolves you encounter will also be inclined to be friendly to you, rolls to persuade on them have advantage.  
Totems of the Beast:
6th level barbarian feature
You gain a magical benefit based on the totem of your choice. You can choose the same totem you selected at 3rd level or a different one.   (2a) Totem of Fear: As a werewolf, all animals instinctually fear you, always roll with advantage to intimidate them.   (2b) Totem of Brotherhood: When outside, in nature, once per day can roll 1d4 to summon friendly wolves. They will aid in a single combat encounter before departing. Or leave when you enter a building, dungeon or settlement.   (2c) Totem of The Hunt: You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace  
Aspect of Hircine
10th level barbarian feature
When outdoors in nature you can spend 10 minutes to gain knowledge of the surrounding territory. When you do so, a spectral stag appears to you to convey the information you seek. The stag conveys up to three facts of your choice about any of the following subjects as they relate to the area:   • Terrain and bodies of water
• Prevalent plants, minerals, animals, or peoples
• Powerful daedra, giants, spriggans, atronachs, or undead
• Influence from other planes of existence
• Buildings  
Tometic Attunment:
14th level barbarian feature
You gain a magical benefit based on a totem of your choice. You can choose the same totem you selected previously or a different one.   (3a) Totem of Brotherhood: While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you.   (3b) Totem of The Hunt: While raging, your speed increases by 20 feet while you are not wearing armor or wielding a shield. This bonus applies when in Wolf or Werewolf forms, using those forms speed baseline. While raging, you also gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Stacks with Fast Movement.   (3c) Totem of Fear: While raging you can use your action to frighten someone with your werewolfs roar. 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 Charisma modifier) or the target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. While in Werewolf form, the range of this ability increases to 60 feet.  

Path of the Giant: Primal Power

3rd level barbarian feature
Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with primal power and grow in size, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, others transform more dramatically, taking on the appearance of an actual giant or a form similar to a troll.   When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Addditonally both giants and trolls you encounter are more likely to be friendly towards you.   Giant’s Havoc
3rd level barbarian feature
Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:  Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.
Giant Stature. Your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change.     Forceful Blows
6th level barbarian feature
Your bond with the might of giants grows, and you learn to infuse weapon attacks with primal energy.   When you enter your rage, you can choose one weapon that you are holding and infuse it primal energy. While you wield the infused weapon during your rage, the weapon deals an extra 1d6 force damage when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.   On a hit with the infused weapon, if the target is a creature it must succeed a saving throw or be knocked prone. The DC calculation uses your Wisdom modifier.  
Save DC = 8 + your proficency bonus +
your Wisdom modifier
  Mighty Impel
10th level barbarian feature
Your connection to giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.   If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.   Demiurgic Colossus
14th level barbarian feature
The primal power of your rage intensifies. When you rage, your reach increases by 10 feet, your size can increase to Large or Huge (your choice), and you can use your Mighty Impel to move creatures that are Large or smaller.   In addition, the extra damage dealt by your Forceful Blows feature increases to 2d6.   Persistent Rage
15th level barbarian feature
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

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