Barbarians

Barbarians are primal warriors, who embrace the power of their rage to fight more ferociously. Barbarians are mostly found in Urtz and the surrounding plains and deserts, travelling in hoardes or fighting in the pits, and are most commonly Humans, Gnomes and Dwarves, especially Desert Dwarves or Hill Dwarves. Barbarians rely on brute strength over strategy, but are remarkable fighters in their own way. Barbarians are rarely of lawful alignment.

Barbarians don't tend to follow religion, but those that do will usually multiclass as a follower of Peilzrit. Another common multiclass for Barbarians is the Fighter class.


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Barbarians

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 armour, medium armour
weapon proficiencies: Club, greatclub, handaxe, light hammer, mace, spear, unarmed strike, dart, sling, battleaxe, greataxe, whips, blowguns
tools: None
saving throws: Strength, Constitution
skills: Intimidation, Survival
starting equipment:
spellcasting:

None.

class features:

Level 1

Rage

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 starts at 2 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

While you are not wearing any armour, your Armour Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

 

Level 9

Brutal Critical

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.

subclass options:

Level 2

You have 2 class points.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your barbarian level.

Once you use this feature, you must finish a short or long rest before you can use it again.

 

Reckless Attack

You can throw aside all concern for defence 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

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 an 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.

 

Action Surge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

 

Level 3

You gain 1 class point.

 

Optional Abilities

Frenzy

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.

 

Spirit Seeker

You must make or acquire a physical totem object - an amulet or similar adornment - that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle. 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 eagle makes you into a predator who can weave through the fray with ease.

Wolf. 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.

 

Born to the Saddle

Your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

 

Fueled by Fury

If you inflict a killing blow on an enemy whilst raging, your lust for the battle fuels you on. Afteryou have taken your action and any bonus actions available to you, you may take one additional action to attack any enemy within 5ft of either you or the slain enemy. On a hit, you cause additional damage equal to your barbarian level + your Strength modifier.

 

Adrenaline

When you enter combat, your body instantly responds to your battle urges, releasing a heavy dose of adrenaline into your system. After rolling your Initiative roll, you gain temporary hit points equal to your barbarian level.

 

Level 5

You gain 2 class points.

 

Optional Abilities

Extra Attack

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

 

Level 6

You gain 1 class point.  

Optional Abilities

Mindless Rage

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.

 

Aspect of the Beast

You gain a magical benefit based on the totem animal of your choice. If you also have the Totem Spirit ability, you do not have to use the same animal.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Wolf 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.

 

Level 7

You gain 1 class point.

 

Optional Abilities

Feral Instinct

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.

 

Mighty Influence

Your strength speaks for itself. You can add your Strength modifier to your Charisma (Intimidation) checks.

 

Level 9

You gain 1 class point.

 

Optional Abilities

Unbreakable Hold

Your immense strength grants you an unbreakable hold. You gain the following features:

  • The size of creatures that you can grapple increases by one size. When you grapple a creature more than one size larger than you, it can move as normal, but you move with it so long as there is an unoccupied space adjacent to it.
  • While you are dragging a grappled creature that is one size larger than you or smaller, your speed isn't reduced.
  • You gain advantage on Strength checks when attempting to grapple a creature.
 

Level 10

You gain 1 class point.

 

Optional Abilities

Intimidating Presence

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.

 

Level 11

You gain 1 class point.

 

Optional Abilities

Relentless Rage

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.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Retaliation

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.

 

Rampage

Once per turn, when you take the Attack action while raging and miss a creature with an attack, you can repeat the attack against a different target within 10 feet of the original target, if it is within your reach or range, without using an action.

 

Level 15

You gain 1 class point.

 

Optional Abilities

Persistant Rage

Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Avatar of Battle

You gain resistance to bludgeoning, piercing, and slashing damage, even when not raging.

 

Indomitable Might

If your total for a Strength check is less than your Strength score, you can use that score in place of the total.

 

Survivor

You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

 

Stunning Critical

When you deal critical damage, the target is stunned.

 

Last Resort

Your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can’t use it again until you finish a long rest.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Primal Champion

Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

 

Barbarian Table

LevelClass PointsAbilitiesOptional AbilitiesRagesRage Damage
10Rage, Unarmoured Defence---2+2
22---Second Wind, Reckless Attack, Danger Sense, Action Surge2+2
33---Frenzy, Spirit Seeker, Born to the Saddle, Fueled by Fury, Adrenaline3+2
43Ability Score Improvement---3+2
55---Extra Attack3+2
66---Mindless Rage, Aspect of the Beast4+2
77---Feral Instinct, Mighty Influence4+2
87Ability Score Improvement---4+2
98Brutal CriticalUnbreakable Hold4+3
109---Intimidating Presence4+3
1110---Relentless Rage4+3
1210Ability Score Improvement---5+3
1310Brutal Critical Improvement---5+3
1411---Retaliation, Rampage5+3
1512---Persistant Rage5+3
1612Ability Score Improvement---5+4
1712Brutal Critical Improvement---6+4
1813---Avatar of Battle, Indomitable Might, Survivor, Stunning Critical, Last Resort6+4
1913Ability Score Improvement---6+4
2014---Primal ChampionUnlimited+4

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