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Barbarian

Core Barbarian Traits
Primary Ability Strength
Hit Point Die 1D12
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 2: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival.
Weapon Proficiencies Simple and Martial weapons
Tool Proficiencies -
Armor Training Light and Medium armor and Shields
Starting Equipment 75 GP

Class Features
LevelProficiency BonusFeaturesRagesRage DamageWeapon Mastery
1+2Rage, Unarmored Defense, Weapon Mastery2+22
2+2Danger Sense, Reckless Attack2+22
3+2Barbarian Subclass, Primal Knowledge3+22
4+2Ability Score Improvement (Feat)3+23
5+3Extra Attack, Fast Movement3+23
6+3Subclass Feature4+23
7+3Feral Instinct, Instinctive Pounce4+23
8+3Ability Score Improvement (Feat)4+23
9+4Brutal Strike4+33
10+4Subclass Feature4+34
11+4Relentless Rage4+34
12+4Ability Score Improvement (Feat)5+34
13+5Improved Brutal Strike5+34
14+5Subclass Feature5+34
15+5Persistent Rage5+34
16+5Ability Score Improvement (Feat)5+44
17+6Improved Brutal Strike6+44
18+6Indomitable Might6+44
19+6Epic Boon6+44
20+6Primal Champion6+44

Level 1: Rage

You can imbue yourself with a primal power called Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action if you aren't wearing Heavy armor.

You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian Features table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. While active, your Rage follows the rules below.

Damage Resistance
You have Resistance to Bludgeoning, Piercing, and Slashing damage.

Rage Damage
When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian Features table.

Strength Advantage
You have Advantage on Strength checks and Strength saving throws.

No Concentration or Spells
You can't maintain Concentration, and you can't cast spells.

Duration
The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Level 1: Unarmored Defense

While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a shield and still gain this benefit.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Barbarian levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian Features table.

Spells

Test

Details

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Subclasses

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[blocklink:
Path of the Berserker

Class: Barbarian

Features

Level 3: Frenzy
If you use Reckless Attack while your Rage is active, you deal extra damage to the first target you hit on your turn with a Strength-based attack. To determine the extra damage, roll a number of d6s equal to your Rage Damage bonus, and add them together. The damage has the same type as the weapon or Unarmed Strike used for the attack.

Level 6: Mindless Rage
You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.

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notzrpg.

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