#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