#class
# Short Description
A fierce warrior of primitive background who can enter a battle rage.
# Short Features
- **Hit Die:** D12.
- **Primary Ability:** Strength.
- **Saving Throws:** Strength & Constitution.
- **Equipment Proficiencies:** Light and Medium armor, Shields, Simple and Martial weapons.
# Quick Build
###### Lost, but want to use barbarian? Start Here.
**Highest Ability Score:** Strength.
**Second Highest Ability Score:** Constitution.
**Suggested Background:** Outlander.
# Quick Table
| LVL | Proficiency Bonus | Features | Rages | Rage DMG |
| :--- | :---------------- | :---------------------------- | :---- | :------- |
| 1st | +2 | Rage, Unarmored Defense | 2 | +2 |
| 2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
| 3rd | +2 | Primal Path | 3 | +2 |
| 4th | +2 | Ability Score Improvement | 3 | +2 |
| 5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
| 6th | +3 | Path Feature | 4 | +2 |
| 7th | +3 | Feral Instinct | 4 | +2 |
| 8th | +3 | Ability Score Improvement | 4 | +2 |
| 9th | +4 | Brutal Critical (1 Die) | 4 | +3 |
| 10th | +4 | Path Feature | 4 | +3 |
| 11th | +4 | Relentless Rage | 4 | +3 |
| 12th | +4 | Ability Score Improvement | 5 | +3 |
| 13th | +5 | Brutal Critical (2 Dice) | 5 | +3 |
| 14th | +5 | Path Feature | 5 | +3 |
| 15th | +5 | Persistent Rage | 5 | +3 |
| 16th | +5 | Ability Score Improvement | 5 | +4 |
| 17th | +6 | Brutal Critical (3 Dice) | 6 | +4 |
| 18th | +6 | Indomitable Might | 6 | +4 |
| 19th | +6 | Ability Score Improvement | 6 | +4 |
| 20th | +6 | Primal Champion | ∞ | +4 |
# Full Description
Barbarians are a strong and furious adventurer who taps into an unrelenting force of anger to fend off foes. Some barbarians draw rage from a communion with fierce animals. It is not just a frenzy barbarians can spark but a time of high reflexes, resilience, and strength. Barbarians often embrace a solitary and animalistic nature in their lives. They typically come alive in combat. Barbarians are typically uncommon even in “barbarian” tribes typically playing a role of sole protector of its people. Courage is what builds a barbarian’s true background.
# Full Features
### Hit Points
**Hit Dice:** 1d12 per level.
**Hit Points at LVL 1:** 12 + Your Constitution Modifier.
**Hit Points at Higher LVLs:** 1d12 (or 7) + Your Constitution Modifier per LVL past LVL 1.
### Proficiencies
**Armor:** Light armor, Medium armor, and Shields.
**Weapons:** Simple weapons & Martial weapons.
**Tools:** None
**Saving Throws:** Strength & Constitution.
**Skills:** *Choose 2;*
- Animal Handling
- Athletics
- Intimidation
- Nature
- Perception
- Survival
### Equipment
**You start with following equipment, in addition to other equipment granted by background.**
- (a) a Greataxe or (b) any Martial Melee weapon.
- (a) two Handaxes or (b) any Simple weapon.
- An Explorer’s Pack and four Javelins.
### Abilities
**All abilities you gain as a barbarian as you level up.**
#### Rage (LVL 1)
- *In battle, On your turn you may enter rage as a bonus action*
- While raging without wearing HEAVY armor you gain the following benefits;
- Advantage on Strength Checks and Strength Saving Throws.
- When you make a Melee weapon attack using Strength, you gain bonus damage that scales as you level up.
- You have resistance to bludgeoning, piercing, and slashing damage. (1/2 incoming damage)
- You are unable to cast/concentrate on spells during raging.
- Rage lasts 1 minute (10 combat rounds), ending early if;
- Knocked unconscious.
- Turn ends and you haven’t attacked a hostile creature or taken damage since previous turn.
- End rage early at cost of bonus action.
- Once you have raged number of times shown for your LVL, you must long rest before raging again.
#### Unarmored Defense (LVL 1)
- While not wearing any armor;
- Armor class = 10 + Dexterity Modifier + Constitution Modifier.
- You may use a shield and retain this.
#### Reckless Attack (LVL 2)
- *When you first attack on your turn, you can choose to attack recklessly. Attacking recklessly provides;*
- +Advantage on Melee weapon attack rolls using strength during turn.
- -Attack rolls AGAINST you will have advantage until your next turn.
#### Danger Sense (LVL 2)
- While not blinded, deafened, or incapacitated, You have advantage on Dexterity saving throws on effects you can see such as traps & spells.
#### Primal Path (LVL 3)
- Choose a path that grants you extra features at higher levels.
##### Path of The Berserker
**This path is a path of pure fury and full of bloodshed. You enjoy the chaos of battle, ignoring your own health & wellbeing.**
###### Frenzy (LVL 3)
- *When you rage, you may enter a frenzied rage instead*
- During this frenzied rage you gain the benefit;
- You can make a single Melee weapon attack as a Bonus Action on each of your turns after this turn.
- When your frenzied rage ends, you suffer one level of exhaustion.
###### Mindless Rage (LVL 6)
- During rage you gain the benefits;
- You are no longer capable of being charmed or frightened.
- If you are previously charmed or frightened prior to rage, you suspend the condition until rage ends.
###### Intimidating Presence (LVL 10)
- *You can use your action to frighten someone*
- Choose one creature within line of vision and 30 feet, if can see or hear you. It must succeed a Wisdom Saving Throw at a DC = (8 + Proficiency Bonus + Charisma Modifier) or else it will be frightened until the end of your next turn.
- You may use your action to extend this duration of frightened on the creature until end of your next turn.
- This effect ends if creature ends turn out of line of sight or more than 60 feet away.
- If the creature succeeded on its Wisdom Saving Throw you can’t use this feature on it for another 24 hours.
###### Retaliation (LVL 14)
- When you take damage from a creature within 5 feet, you can use your Reaction to make a Melee weapon attack against creature.
##### Path of The Totem Warrior
**This path is that of a spiritual journey. The barbarian accepts a spiritual animal as a guide, protector, and inspiration. While in battle it will fuel your rage enhancing your might. Some tribes a totem animal is considered to be kin. It is unusual to have more than one totem spirit.**
###### Spirit Seeker (LVL 3)
- You gain the ability to cast the following spells as a ritual;
- *Beast Sense*
- *Speak With Animals*
###### Totem Spirit (LVL 3)
- Choose a totem Spirit, gaining its feature & minor physical attribute at choice (Such as thick skin or bright yellow eyes).
- You must acquire a physical totem object similar to an amulet or other adornment, It must incorporate fur, feathers, claws, teeth, or bones of the totem animal.
- **Bear.** While raging, gain resistance to all damage except psychic damage.
- **Eagle.** While raging without heavy armor, other creatures have disadvantage on opportunity attacks against you. You may also use Dash as a Bonus Action.
- **Wolf.** While raging, allies have advantage on Melee attack rolls on hostile creatures within 5 feet of you.
###### Aspect of The Beast (LVL 6)
- Choose a totem animal that is different or same as last gaining a magical benefit.
- **Bear.** Your carrying capacity (incl. maximum load and lift.) Is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.
- **Eagle.** You can see up to 1 mile away without difficulty. Dim light does not give disadvantage on Wisdom (Perception) checks.
- **Wolf.** You can track other creatures while traveling at a fast pace and move stealthily while traveling at a normal pace.
###### Spirit Walker (LVL 10)
- You can cast *Commune With Nature* spell as a ritual.
- When doing so a spiritual version of animal you chose will appear and convey the information to you.
###### Totemic Attunement (LVL 14)
- Choose a totem animal that is different or same as last gaining a magical benefit.
- **Bear.** While raging, any hostile creature within 5 feet has Disadvantage on targets other than you. This does not work if the creature can’t
- **Eagle.** While raging, you have flying speed equal to walking speed. However you fall if you end your turn in the air and nothing is holding you up.
- **Wolf.** While you’re raging, You can use a bonus action to knock a creature large or smaller prone when you hit it with a Melee weapon attack.
#### Ability Score Improvement (LVL 4, LVL 8, LVL 12, LVL 16, LVL 19)
- At these 5 separate levels, you can either;
- (a) Increase one main ability score of your choice by 2.
- (b)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 (LVL 5)
- You can attack twice, instead of once whenever you Attack on your turn.
#### Fast Movement (LVL 5)
- Your speed is increased by 10 feet while you are not wearing heavy armor.
#### Feral Instinct (LVL 7)
- You have advantage on Initiative rolls.
- Additionally if you are surprised at the beginning of combat and not incapacitated, you can act normally if you enter rage before doing anything else your turn.
#### Brutal Critical (LVL 9, LVL 13, LVL 17)
- You can roll one additional weapon damage die when you get a critical hit with a Melee attack per each of these levels reached.
#### Relentless Rage (LVL 11)
- If you drop to 0 hit point while raging, you can make a DC 10 Constitution Saving Throw;
- Succeeding put you at 1 hit point instead.
- Each time you use this feature after first, the DC increases by 5 until you finish a short/long rest, in which it resets back to 10.
#### Persistent Rage (LVL 15)
- Rage only ends if you choose to end it, or if you fall unconscious now.
#### Indomitable Might (LVL 18)
- If your total for a Strength check is les than your Strength score, you can use your score in place of the total.
#### Primal Champion (LVL 20)
- Your Strength and Constitution scores both increase by 4.
- Your maximum for these scores is now 24.
# Bonus Information