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Barbarian


Hit Points

Hit Dice: d12 per Barbarian level
Hit Points at first Level: 12 + Con. mod
Hit Points at Higher Levels: 1d12 (or 6) + Con. mod

Proficiences

Armor: All light, medium, heavy armor, shields
Weapons: All Simple, Martial weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two skills plus your Wisdom modifier from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. Intimidation is considered a Strength-based skill.

Overview & Creation

Outside the shields of cities, the walls of kingdoms and barriers of empires lay down in green hills and cold mountains the few surviving tribes passing from long starvation periods to invading monstrous tribesmen destroying what remained of the tribe.    A strong man or woman, with pulsating nectar of rage and anger, enters in the story as the supreme guardian of the weak, the maintainer of their culture and slayer of monsters that frightens the members of your culture.    They never let their rage in a cage to forget it for the last of life... no... they utilize of this bloodthirsty wrath as a major source of raw power and the key to open the fear of the enemies of his people.

Warriors of the Primal

These tribal fighters are well-known by their bravery and fearless to death, but the main factor of these fierce warriors that surpasses all qualities is for their rage attacks. Instead of other martial that fight without any kind of wrath attacks, barbarians are rough as rock and deadly as metal.   Barbarians love the chaos of battle, they always find any excuse to enter in rage in any kind of battle and are deadly in rage as in their normal form -- by their hulking constitution and strength.

In the Hand of Death

Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.

Creating a Barbarian

When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common? What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee?  Perhaps you were a prisoner of war, brought in chains to “civilized” lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.


Class Features

Rage

In battle, in your 1st level, 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 armor:
  • You have an advantage in 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 (+2 in the 1st level. +1 every six levels). You have resistance to bludgeoning, piercing, and slashing damage.
If you can cast spells, you can't cast them or concentrate on them while raging.    Your rage lasts for 1 minute. lt 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.

Unarmored Defense

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

Reckless Attack

Starting at 2nd level, you can throw aside all concern for the 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 an advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have an advantage until your next turn.

Danger Sense

At 2nd level, 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, sue has traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Barbarian Archetype

At the 3rd level. you choose a path that shapes the nature of your rage. Choose the Ancient Warden, Berserker, Colossus, Fanatic, Storm MistressTotemist, and Viking, both detailed at the end of the class description. Your choice grants you features at the 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach the 4th level, and again at 8th, 12th, 16th, 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 a score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct

By the 7th level, your instincts are so honed that you have an 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

Beginning at 9th level, 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 the 13th level and three additional dice at the 17th level.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might

Beginning at 18th level, 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

At the 20th level. you embody the power of the wilds. Your Strength and Constitution scores increase by 6. Your maximum for those scores is now 24.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a great ax, (b) a greatsword or (c) any Martial melee weapon;
  • (a) 2 hand axes, (b) a club or (c) any Simple Weapon;
  • (a) an explorer's pack and 4 javelins or (b) a dungeoneer's pack and 4 light hammers.

 


Subclass Options

Ancient Warden

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.

Old Wardens

Starting when you choose this path at the 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has a disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.

Spirit Protection

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6 .   When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at the 10th level and by 4d6 at the 14th level.

Commune with the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.   After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.

Vengeful Elder Ancients

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.

Berserker

Those barbarians that believe in rage and vengeance, follow the berserker path. This path focuses on dealing bloody damage at those who ruined your life, the monsters you dream every night and the true demons you hunt in the Kamatuza landscapes. It is a sub-class that focuses on dealing huge amounts of damage using your Wrathful Rage and hunting your enemies using your Vengeful Mark.

Vengeful Mark

Starting when you choose this path at the 3rd level, you can choose a creature type (aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead) and a couple of monstrous humanoids (all goblinoids, orcs). If you attack one creature of the chosen type, you can add 2d4 on your damage roll. You can choose one more creature type at the 9th level, and your damage will increase by 3d4 in the 6th level, 4d4 in the 10th level and 5d4 in the 14th level.

Wrathful Rage

When you reach the 6th level, if you are raging, you can choose an enemy and advance towards it. It is necessary that the enemy is inside your movement speed, and using your bonus action, you can charge in direction of it. If the enemy fails a Dexterity saving throw (DC equal to 8 + your Dexterity modifier + your Strength modifier), you deal your weapon's damage adding your Strength modifier to the attack and damage roll, and pushing the enemy half your movement speed away (for example, you have 30ft of movement speed, you will push the enemy 15ft away from you). You can use this feature only in Large creatures or smaller. In the 9th level, you can add your Strength modifier two times while using this feature and you need to complete a short or long rest to use it again.

Raging Fearless

Beginning at 10th level, 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.

Retaliation

Starting at 14th level, 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.

Colossus

Colossus barbarians are siege engines in their own right, able to stand their ground and move their foes into positions of weakness. While raging, they make any battlefield their domain, shoving foes over mountainsides and destroying even the strongest structures with their attacks.

Lightning Attacks

Starting when you choose this path at the 3rd level, your rage instills you with the strength to batter around your foes, making any battlefield your domain. Once per turn while raging, when you damage a creature with a melee attack, you can force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 5 feet away from you, and you can choose to immediately move 5 feet into the target’s previous position.

Sentinel Guard

You harness your fury to anchor your feet to the earth, shrugging off the blows of those who wish to topple you. Upon choosing this path at the 3rd level, you cannot be knocked prone while raging unless you become unconscious.

Heavy Might

Beginning at 6th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks gain the siege property (your attacks deal double damage to objects and structures). Your melee attacks against creatures of the construct type deal an additional 1d8 weapon damage.

Overwhelming Hit

Upon reaching the 10th level, you wade into armies of foes, great swings of your weapon striking any who threaten you. When you make a weapon attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and range of your weapon.

Unstoppable

Starting at 14th level, you can choose to become unstoppable when you enter a rage. If you do so, for the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage. When your rage ends, you suffer one level of exhaustion.

Fanatic

Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are fanatics – warriors who channel their rage into powerful displays of divine power.

Holy Rage

Starting when you choose this path at the 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Fist of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Zealous Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rag

Wrathful Fanaticism

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain an advantage on attack rolls and saving throws until the start of your next turn.   Once you use this feature, you can’t use it again until you finish a long rest.

Undeath of Wrath

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.   While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

Storm Mistress

Storm mistresses are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm, training sorcerers with the Storm lineage and following Storm'ir, the Storm Goddess. Other storm mistresses hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

Requisite: Only female Barbarian.

Only female Barbarians can be storm mistresses.

Storm Aura

When you select this path at the 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through the total cover.   Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.   If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.   Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at the 5th level, 4 at the 10th level, 5 at the 15th level, and 6 at the 20th level.   Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at the 15th level, and 4d6 at 20th level.   Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at the 5th level, 4 at the 10th level, 5 at the 15th level, and 6 at the 20th level.

Soul of the Storm Goddess

At the 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.   Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.   Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.   Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch the water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Blessed by Stor'mir

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

Rage of the Storms

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.   Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Barbarian level.   Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.   Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

Totemist

The totemist path is a spiritual journey, as the barbarian accepts a spirit animal as a guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Shamanistic Speech

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At the 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. 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 the 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 a 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.   Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.   Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.   Wolf. While you're raging, your friends have an 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.

Primal Aspect

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at the 3rd level or a different one.   Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have an 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 a disadvantage on your Wisdom (Perception) checks.   Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.   Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.   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.

Nature Speecher

At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Totemist's Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.   Bear. While you're raging, any creature within 5 feet of you that's hostile to you has a 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 or if it can't be frightened.   Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.   Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.   Tiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.   Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.

Viking

Known as Bau'dun (literally "axy boi") in Hagravarianish, Vikings are bulky followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

Restrictions: Races with +4 Str or +4 Con only.

Only races with +4 Str or +4 Con can follow this path. The strength and resistance that Vikings need to endure is hell for weak races.

Viking Armor

When you choose this path at the 3rd level, you gain the ability to use spiked armor as a weapon.   While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.   Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

Healthy Raging

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

Hulking Charge

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

Piercing Retribution

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.


Created by

Ninijler231.

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