Barbarian

Barbarians are fighters, warlords and vagabonds, wielding wild tactics and ancient fury. Barbarians embody the free spirit of chaos, the exhilaration of bloodshed, or the glory of a hard battle fought. They fight like the ancients of old, tapping into internal supernatural powers, bolstering their strengths and powering through blows that would be fatal to lesser mortals. Barbarians oft walk a spiritual path of growth, usually based on tales of their ancestral gods and heroes.

Barbarian Table

Level

Attribute Points (Total)

Skill Points (Total)

Saving Throw Points (Total)

Features

1

-

2 (2)

Ancient Way, Rage

2

1 (1)

1 (3)

Unarmored Defense

3

1 (2)

1 (4)

1 (1)

Recklessness, Inner Strength

4

1 (3)

1 (5)

Keystone Feature

5

1 (4)

1 (6)

Ancient Way Feature

6

2 (6)

2 (8)

1 (2)

Unladen, Wilder Instinct

7

2 (8)

2 (10)

Rage II

8

2 (10)

2 (12)

Keystone Feature

9

2 (12)

2 (14)

1 (3)

Ancient Way Feature

10

2 (14)

2 (16)

Savage Strikes, Inner Strength II

11

2 (16)

2 (18)

Attack Efficiency

12

3 (19)

3 (21)

1 (4)

Keystone Feature

13

3 (22)

3 (24)

Ancient Way Feature

14

3 (25)

3 (27)

Rage III

15

3 (28)

3 (30)

1 (5)

Unrelenting Rage

16

3 (31)

3 (33)

Keystone Feature

17

3 (34)

3 (36)

Ancient Way Feature

18

4 (38)

4 (40)

1 (6)

Brutal Criticals

19

4 (42)

4 (44)

True Might, Inner Strength III

20

4 (46)

4 (48)

Keystone Feature

21

4 (50)

4 (52)

1 (7)

Rage IV, Strength of the Ancients

Class Features

Starting Vitality

As a Barbarian at level 1, you start with 25+1d12+CON Vitality.

See: Vitality

Starting Skills

As a Barbarian, you start with 2 Skill Points.

Additionally, you start with a +1 bonus to your Athletics and Endurance skills.

Weapon Proficiencies

All Melee and Thrown Ranged Weapons.

Armor Proficiencies

Light Armor, Fur Armor.

Starting Equipment & Gold

When creating your character, you may choose from the following equipment, as well as what is granted:

  • A two handed melee weapon worth no more than 70 gold, or 30 gold.

  • 2 one handed melee weapons, or 10 gold.

  • 5 javelins and a javelin bag, or 5 gold.

  • A belt and 10 throwing axes, or 2 gold.

  • An empty rucksack, or 2 gold.

  • Cloth Armor, or Fur Armor, or 1 gold.

  • A waterskin and 10 copper pieces, or 1 gold.

  • Cold weather clothes, or 3 gold.

  • An effigy of a god or spirit, or 5 gold.

  • 50 gold

  • 15d10 gold.

You can use any gold you have to purchase items and add them to your inventory before you finalize your character.

Ancient Way

As a barbarian, you will hone yourself into a weapon of the ancient ways. Your decision will determine your future abilities, and shape how you approach combat.

Below are a list of Ancient Ways. You can have only one Ancient Way. You gain Ancient Way features at level 1, 5, 9, 13, and 17.

Berserker

The Berserker wields fury and strength, entering a form of trance to prepare for battles on their Path of Blood. They are no stranger to bloodshed, and their rituals are a powerful sight to behold.

Spiritbreaker

Those that walk the Path of the Broken Spirit are warriors gifted with an ancient power: The ability to project their spirit into the form of magic forces. This includes magic wards and empowered strikes, and the ability to capture a small amount of a dying creatures lifeforce for their own protection. With these ancient magics, Spiritbreakers make for sturdy warriors, capable of completely shrugging off attacks that could be deadly to others.

Ironhide

Those that walk the Path of Iron seek the secrets of flesh and steel. They employ heavy armors, powerful, armor shredding attacks, and vigilant defensive strategies. The Path of Iron has long since been a journey made alongside allies.

Ashbringer

Ashbringers are barbarians whose inner powers manifest as a raging flame. Those that walk the Scorched Path are destructive by nature and channel their fury into an infernal onslaught.

Rage

At level 1, you fight with primal ferocity. On your turn, you can enter a rage for 0 AP.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength Checks and Strength Saving Throws

  • When you make a melee attack, you gain a +2 bonus to the damage roll. This bonus increases as you level. +3 at 7th, +4 at 14th, and +5 at 21st.

  • 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.

While you are raging, you have disadvantage on Arcana, Religion and Obscura Skill Checks, as well as all Charisma based Skill Checks.

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious, if you die, or if your turn ends and you haven't attacked an enemy since your last turn or taken damage since then. You can also end your rage on your turn for 0 AP.

Once you have raged the maximum number of times for your Barbarian level, you must finish a Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 7th, 4 at 14th, and 5 at 21st.

Unarmored Defense

At level 2, while you are not wearing any armor, your AC equals 10 + your Dexterity bonus (Maximum 5) + your Constitution bonus. You can use a Shield and still gain this benefit.

Recklessness

At level 3, if you have not yet acted, at the start of your turn you can choose to become Reckless. Until the start of your next turn, your attacks are made at advantage, and attacks made against you are at advantage.

Inner Strength

At level 3, you have discovered a power within yourself unknown to others, known as a boon, or Inner Strength. You cannot gain the same boon twice.

You gain an additional boon at level 10 and 19.

Will: You lose 2 AC. You roll your Vitality dice 3 times, and gain that much Vitality.

Heft: You have advantage on saving throws and checks made for the purpose of resisting being shoved, staggered or knocked prone, and can choose to move half the distance of any forced movement that is imposed upon you.

Demystify: You lose 1 of every magic attribute, and gain a +2 bonus to all magical attribute saving throws.

Fury: You gain a +2 bonus to damage dealt with melee weapons.

Mysticism: You lose 3 points of a mental attribute of your choice, and you gain 3 attribute points towards a magic attribute of your choice.

Hard: You gain a +1 bonus to your AC.

Balanced: Your Offhand Weapon may be any one handed weapon.

Wrath: You can choose to make an attack at Disadvantage with a Heavy weapon. You add your STR bonus as additional damage for this attack.

Unrelenting: You gain an additional Reaction.

Unladen

At level 6, you gain 10 feet of extra movement when you are not wearing armor.

Wilder Instinct

At level 6, you gain the ability to sense those around you, like the beasts of the wilds. You gain advantage on Perception rolls for the sake of discovering hiding enemies. You gain advantage on Initiative rolls as well.

Savage Strikes

At level 10, you add an additional damage dice to critical hits made by your weapon attacks.

Attack Efficiency

At level 11, your Attack action costs 1 less action point.

Unrelenting Rage

At level 15, your rage does not end unless you die or choose to end it.

Brutal Criticals

At level 18, your critical range is increased by 1.

True Might

At level 19, you may use your Strength Attribute value as the result of Athletics and Strength checks, and you may use your Constitution Attribute value as the result of Endurance and Constitution checks.

Strength of the Ancients

At level 21, your Strength and Constitution Attributes are increased by 4, and their standard maximums are now 34.