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Barbarian

“When the rage rises, nothing stops them.”

Description

What the class is, and what it becomes as the levels pass.

The Barbarian is a warrior driven by primal rage — ferocity, fury and raw power. That rage takes a different face for each of them: an ancestral spirit, the magic of nature, spilled blood. Protector of their clan or lone blade, they throw themselves into danger where others step back.

Hit die
d12
Primary ability
STR
Saving throws
STR · CON

Armor proficiencies

Light ArmorMedium ArmorShields

Weapon proficiencies

Simple WeaponsMartial Weapons

Progression tree

Build your character: the tree then shows only the chosen branches. Tap a level to read its details.

Origin
Archetype
Paths (2)
Levels
Custom ·

Caster tier Non-caster at every level.

Summary of levels 1 to 20

Features18
Origin0
Archetype12
Techniques0
Spells0
Choices3

At level 20 — Technique Slots: 4·3·3·3·3·2·2·1·1 · Spell Slots: none

ClassOriginArchetypeTechniqueSpellChoice level

Hover an item to read its description; expand a level to see everything at once. TS / SS = Technique / Spell Slots, by degree.

LevelClassOriginArchetypePaths
RageRageAs a bonus action, enter a rage that lasts 1 minute. It ends early if you are Stunned or Paralyzed, fall unconscious, or neither attack nor take damage for a full turn. While raging, you have resistance to bludgeoning, piercing and slashing damage, you add the Rage Damage bonus to the damage of your Strength-based melee attacks, and you have advantage on Strength tests and saving throws; you can't cast spells or concentrate. Rage Damage bonus: +2 (levels 1-8), +3 (levels 9-15), +4 (levels 16-20). Uses per Long Rest: 2 (levels 1-5), 3 (levels 6-11), 4 (levels 12-16), 5 (levels 17-20).Unarmored DefenseUnarmored DefenseWhile you aren't wearing armor, your DEF equals 10 plus your Dexterity modifier plus your Constitution modifier. You can still use a shield.
Origin — choose 1 of 3Origin — choose 1 of 3Choose one of the origins: North & Mountain, Desert & Marsh, Plain & Forest.
Paths — 2 of 4Paths — 2 of 4Choose 2 paths among: Path of Carnage, Path of the Rock, Path of the Hunt, Path of the Clan.

Select 1 to 2 paths to show their techniques and spells.

Danger SenseDanger SenseYou have advantage on Dexterity saving throws against effects you can see, unless you are Stunned or Paralyzed.Reckless AttackReckless AttackYou can make your first attack of your turn with advantage, but attack rolls against you also have advantage until your next turn.
Primal KnowledgePrimal KnowledgeGain proficiency in one additional skill of your choice among Might, Endurance, Survival, Perception, Intimidation and Animal Handling.
Archetype — choose 1 of 4Archetype — choose 1 of 4Choose one of the archetypes: Brute, Child of Nature, Ancestral Gate, Bloodcursed.Brute · Overwhelming MightBrute — Overwhelming MightWhile raging, the barbarian's carrying capacity and the weight they can push, drag, or lift are doubled, and they gain advantage on Might tests.Child of Nature · Primal MagicChild of Nature — Primal MagicWhile raging, the barbarian can call on a small reserve of primal magic to strike a foe, ward an ally, or steady their own body, usable a number of times per rest equal to their Constitution modifier (minimum 1).Ancestral Gate · Ancestral WardAncestral Gate — Ancestral WardWhile raging, once per turn when an ally within 3 meters takes damage, the barbarian can reduce that damage by an amount equal to their Rage Damage bonus.Bloodcursed · Blood SacrificeBloodcursed — Blood SacrificeWhile raging, once per turn the barbarian can take damage equal to one of their unrolled Hit Dice to add the same amount to a melee attack's damage.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Extra AttackExtra AttackYou can attack twice, instead of once, whenever you take the Attack action on your turn.Fast MovementFast MovementYour speed increases by 3 meters while you aren't wearing heavy armor.
Brute · Unbreakable BodyBrute — Unbreakable BodyThe barbarian's maximum hit points increase by 1 per barbarian level.Child of Nature · Restorative FuryChild of Nature — Restorative FuryOnce per turn while raging, the barbarian can spend one use of Primal Magic to regain a number of hit points equal to their barbarian level.Ancestral Gate · Words of the EldersAncestral Gate — Words of the EldersOnce per rest, the barbarian can commune with their ancestors for guidance, functioning as a minor divination — the GM provides a short, true clue about the immediate situation or the challenge ahead.Bloodcursed · Vampiric WoundBloodcursed — Vampiric WoundWhenever the barbarian deals damage with Blood Sacrifice, they regain hit points equal to half the extra damage dealt.
Feral InstinctFeral InstinctYou have advantage on Initiative rolls.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Brutal StrikeBrutal StrikeOnce per turn, when you use Reckless Attack, you can forgo its advantage on one attack; if that attack hits, it deals an extra 1d10 damage.
Relentless RageRelentless RageIf you drop to 0 hit points while raging, you can make a Constitution saving throw (DC 10) to drop to 1 hit point instead. The DC increases by 5 each time you use this feature, until you finish a Short or Long Rest.
Brute · Beyond LimitsBrute — Beyond LimitsOnce per rest, while raging, the barbarian can push their body beyond exhaustion to gain an extra action on their turn, usable only to make an attack or to move.Child of Nature · Nature's VengeanceChild of Nature — Nature's VengeanceWhen the barbarian spends a use of Primal Magic to attack, the damage dealt is increased by their Rage Damage bonus.Ancestral Gate · Lend a SpiritAncestral Gate — Lend a SpiritOnce per rest, the barbarian can lend the protection of an ancestral spirit to an ally within 9 meters for 1 minute; while the spirit lingers, that ally gains the benefit of Ancestral Ward as if they were the barbarian.Bloodcursed · BloodlustBloodcursed — BloodlustAfter using Blood Sacrifice three times during the same rage, the barbarian partially loses control: on their next turn they must move toward and attack the nearest creature, ally or enemy, and cannot willingly flee combat until the rage ends.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Persistent RagePersistent RageYour rage no longer ends because you did not attack or take damage. Once per Long Rest, when you roll Initiative, you regain all your expended uses of Rage.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Indomitable MightIndomitable MightIf the total of a Strength test is lower than your Strength score, you can use that score in place of the total.
Ability Score ImprovementAbility Score ImprovementIncrease one ability score by 2, or two ability scores by 1 each. Repeats at levels 8, 12, 16 and 19.
Primal ChampionPrimal ChampionYour Strength and Constitution scores increase by 4, to a maximum of 24.