Barbarian

Rage consumes you in battle. You delight in wreaking havoc and using powerful weapons to carve through your enemies, relying on astonishing durability without needing complicated techniques or rigid training. Your rages draw upon a vicious instinct, which you might associate with an animal, a spirit, or some part of yourself. To many barbarians, brute force is a hammer and every problem looks like a nail, whereas others try to hold back the storm of emotions inside them and release their rage only when it matters most.

Class Details

Class ID
BA
Key Abilities
Strength
Tags
Martial

Proficiencies & Hit Die

Baseline Weapon Proficiency: Martial, Simple, Unarmed.
Baseline Armor Proficiency: Light, Medium, Shield, Unarmored.

Proficiency Trained Expert Master Legendary
Armor L10
Dodge L1 L11 L18
Fortitude Save L1 L7 L13
Initiative L1 L3 L12
Perception L1 L17
Reflex Save L1 L9
Spell/DC L1 L11
Weapon L5 L13
Will Save L1 L15

Hit Die: d12

Class Features

Level 1

Barbarian Instinctual Path (BA1IPC)

Your rage wells up from a dominant instinct—one that has led you down a path that shapes the nature of your rage.
Kind
Class Feat
Scope
Subclass Choice
Usage
Active

Rage (BA1)

You can rage, doing so requires an action. You can rage as many times as you like. Once you rage however you cannot do so for another minute. In addition, raging more than <your con modifier + 1> increases your level of exhaustion by 1. This is reset on short rest. You cannot cast spells while raging


You lose rage if you do not attack an enemy or take damage since the start of your last turn. 


You gain the following benefits when raging


  • You gain temporary hit points equal to your class level. Each time you take damage gain this temporary hit point after taking damage. This temporary hitpoint can stack

  • You add your class level to damage

  • You gain +2 on all strength related checks.

  • You gain a -2 to defence, and your critical threshold gains +4



Kind
Class Trait
Scope
Class Feature
Action
One Action
Usage
Active
Formula Target
Melee Damage

Level 2

Undaunted Form (BA2UF)

You gain 5ft movement, increasing to 10ft while raging
Kind
Class Trait
Scope
Class Feature
Usage
Passive
Formula
constitution

Level 3

Barbarian Class Feat (BA3CF)

Select a barbarian class feat.

Kind
Class Feat
Scope
Class Feature
Usage
Active

Martial Mastery (BA4MM)

You gain martial mastery as stated below

Kind
Martial Mastery
Scope
Class Feature
Usage
Active
Martial Points
constitution + round_up(barbarian_level/4)
Masteries Available
round_up(barbarian_level/3) + 2

Level 4

Level 6

Level 7

Barbarian Class Feat (BA7CF)

Select a barbarian class feat.


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 8

Level 9

Barbarian Class Feat (BA9CF)

Select a barbarian class feat.


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 11

Barbarian Class Feat (BA11CF)

Select a barbarian class feat.


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 12

Level 13

Barbarian Class Feat (BA13CF)

Select a barbarian class feat.


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 14

Level 16

Barbarian Class Feat (BA16CF)

Select a barbarian class feat.


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 17

Barbarian Class Feat (BA17CF)

Select a barbarian class feat.


Kind
Class Feat
Scope
Class Feature
Usage
Active

Level 18

Level 20

Barbarian Class Feat (BA20CF)

Select a barbarian class feat.


Kind
Class Feat
Scope
Class Feature
Usage
Active

Subclasses

Path

Beastial

You shed all civilized restraint and embrace your primal nature. Your senses sharpen to an animal’s

Level 1

Beastial Connection (BA1-BS)

You can cast beast senses and speak with animals at will but only as ritual spells.





Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Level 4

Beastial Rage (BA4-BST)

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Animal

Rage bonus

Bear

Bear’s Resolve

You reduce all types of damage by your barbarian level to a maximum of half the incoming damage.

Elk

Elk’s Sense

You gain advantage on all perception checks,  even against invisible enemies. You gain a further +2 on the check

Badger

Nimble Ferociousness

You gain +2 to defence

Cheetah

Cheetah’s Speed

You gain 15 feet of movement

Eagle

Eagle’s Swiftness

Attack of opportunity have disadvantage on you

Wolf

Relentless Predator

Attacking an enemy that you have attacked since the previous turn gains you a +1 to hit

Bull


Bull’s Charge

You spend an action, limited to once per turn to knock an enemy prone. They make a fortitude save or be knocked probe. This does the same damage as an unarmed attack. this can only be done if you have moved more then 20 feet


Snake

Slippery strike

Gain +2 to reflex saves




Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Animalistic aspect (BA6-BST)

you get one of these traits based on your chosen animal


Animal

Trait 

Bear

Your carrying capacity (including maximum load and maximum lift) is doubled, and you gain +2 on Strength checks made to push, pull, lift, or break objects.

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. 

Badger

You gain 45x45ft of tremor sense. 

Cheetah

You gain 5ft of movement and increase your jump distance by 10ft

Eagle

You gain +2 for perception checks

Wolf

You can move stealthily when travelling normally, gaining +2 on stealth checks

Bull


You gain +2 on Intimidation checks

Snake

You gain +2 on Deception checks


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Animalistic Growth (BA8-BST)

When you rage, you cause animalistic parts to manifest. You gain these as unarmed attack. Using this to attack reduces multi attack penalty to 1



Animal

Weapon

Traits

Bear

Claw 1D10 Slashing

Unarmed, Agile 1

Elk

Antler 1D10 Piecing

Unarmed, Heavy

Badger

Claw 1D6 Slashing/Piercing

Unarmed, Agile 2, Lethality D8

Cheetah

Claw 1D8 Slashing

Unarmed, Agile 1, Lethality D6

Eagle

Beak 1D10 Piercing

Unarmed, Fatality D12

Wolf

Claw 1D8 Piercing

Unarmed, Agile 1, Lethality D6

Bull

Horns 1D12 Bludgeoning

Unarmed, Heavy

Snake

Bite 1D4 Piecing

Unarmed, Fatal D8, Applies Poison




Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Infectious Fury (BA12-BST)

You can curse a target you attack with your Animalistic Growth, once per short rest, you can force the target to make a fortitude saving throw.


Failure:

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
  • Target takes 3d12 psychic damage.

Success:

  • Target takes 1D12 psychic damage.




Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Active
Save (Fortitude)
Success: They take 1D12 Psyhic Damage
Failure: The target must use its reaction to make a melee attack against another creature of your choice that you can see. Target takes 3d12 psychic damage.
Level 14

Beastial walker (BA14-BST)

You fully embody the spirit of your animal



 

Animal

Walker Abilitues

Bear

Whenever you rage, enemies within 50ft must make a Will save or be frightened. They gain a -2 if you hit them and they make a repeat save. On 3 consecutive failures they are terrified

Elk

After moving more than 20ft in straight line while raging you gain +5 to damage in the next attack.

Badger

You gain +2 to attack rolls against creatures that have attacked you in the previous turn

Cheetah

While raging your sprint moved triple your movement speed instead of double. Attacks after sprinting until the end of your next then gain a +3 to hit and the roll to crit is reduce by one.

Eagle

While raging you have flying speed equal to your movement speed

Wolf

Once per turn as part of your attack, you can force a creature to be knocked prone, saving against your fortitude DC.

Bull


You always gain <your con mod> temporary hitpoints at the end of your turn while raging,

Snake

When you rage, you do not provoke opportunity attacks


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

Call of Animals (BA18-BBE)

Whenever you rage, once per short rest. You call upon all animals of your aspect within 1 kilometer to assist you.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Berserker

A blaze of fury ignites within you, driving you beyond mortal limits. You become an unstoppable tem

Level 1

Unending Anger (BA1BST)

You gain a +1 bonus to fortitude saving throws while raging.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Formula Target
Fortitude Save
Level 4

Frenzy Rage (BA4BSK)

When you rage, you can choose to enter into a frenzied rage. You gain the following benfits. When the rage ends, you gain 1 tier of exhaustion.


  • You gain -1 to defence

  • All attacks suffer one less point from the multiple attack rule

  • Successful attacks do additional damage equal to half your level.

  • You add half your strength modifier(round up) to your armor piercing score.


Kind
Class Trait
Scope
Subclass Feature
Action
Free Action
Usage
Active
Level 6

Furious Onslaught (BA6BSK)

When you miss an attack in frenzy, your subsequent attack that turn does 2 extra damage. Increasing to 4 at level 12.  That next attack also gains a +1 ro hit.




Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Mindless Rage (BA8BSK)

You are immune to charm and frightened effects while raging. The effect however takes place at the end of your rage, though you can make repeat saving throws if applicable

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 12

Impatience (BA12-BSK)

When not in melee range of an enemy at the start of your turn, you gain 10ft of movement. If you are not within range of an enemy at  the end of your turn, you gain a +1 to defence
Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Level 14

Brutal Retaliation (BA14-BSK)

When attacked in melee while raging, you may use your reaction to make an attack back as if it was an attack of opportunity

Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Level 18

Satiating Rage (BA18-BSK)

Whenever you land a successful attack, make an enemy fail a saving throw action or do damage. You gain temporary hit points equal to your constitution modifier. This temporary hitpoint can stack up to twice your level.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Zealot

Your rage is an act of sacred devotion, each strike echoing divine mandate. You blaze with holy fer

Level 1

Zealot Domain Choice (BR1-DC)

Select a divine being and a domain, follow the cleric list to gain trained proficiency in the selected domain skills, and follow its damage type.


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 4

Holy Rage (BA4-ZL)

When you rage, you will enter a holy rage, you deal additional 1D6 damage of your god favoured type in successful melee weapon attack. This increases to 1D8 at level 5, 1D10 at level 8, 1D12 at level 11 and 2D8 at level 15.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Fiery Faith (BA6-ZL)

When holy raging, you gain +1 to damage and  you reduce non-psychic damage by one for every missing 10 hitpoints.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Divine Onslaught (BA8-ZL)

When in fiery rage and below 50% hitpoints, you reduce MAP by one.

Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Level 12

Redemption through blood (BA12-ZL)

You regain temporary hitpoint on doing damage, the value is 2 temporary hit points for every missing 10 hitpoints.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 14

Faith's Rage (BA14-ZL)

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 point


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

Faith’s Satiation (BA18-ZL)

When you are under faith’s rage, damage done by holy rage heals you.


Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Wild Magic

Arcane chaos surges through your veins, your rage warping reality in unpredictable bursts. One mome

Level 1

Arcane Infused (BA1-WM)

Your proficiency becomes trained in arcana. Increasing to expert at level 8.


Kind
Modify Proficiency
Scope
Subclass Feature
Usage
Active
Proficiency Set
skill_4 → Trained
Level 4

Wild Magic Rage (BA4-WM)

When you rage, roll a D8 and gain the following effects based on your roll. You may spend an action to re-roll and change the effect during your rage.


Dice

Effect

1

Wild Step. at the end of your turn. You must teleport 15ft in any direction.

2

Explosive Force: You deal extra 1D8 force damage on melee attacks until the end of your turn, but you take half that force damage done each time you attack.

3

Spectral Weapon: You weapon gains the magical attack property.

4

Wild Growth: You lose 10ft of movement and within a 10ft radius you project an aura of difficult terrain.

5

Wild Shot: You fire a bolt of energy doing 1D10 force damage on hit, it hits the nearest creature to you at the end of your turn. The target makes a basic reflex save to avoid it.

6

Hexing Figure: Enemies who hit you gain disadvantage on all attacks until the end of their turn.

7

Leeching Aura: For each enemy you hit you gain 2 temporary hitpoints, received at the end of your turn 

8

Overload: You roll two dice and take both effects




Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Magical Sense (BA6-WM)

You can add D4 to saving throws against magic.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Arcane Unstableness (BA8-WM)

You can select a spellcaster within 20ft as an action


Select one of the following actions

Unstable Lashing

Roll 1D6, on a 1 or 2, you take <dice value>D4  points of force damage.  Else the targets takes your dice value D4 worth of force damage the next time they try to cast a spell in the next minute.


Unstable Bolstering

Roll 1D6, on a 1-2 the creature loses a spell spot equal to that roll. On a 4,5, and 6 they regain a 1.2 or 3rd level spell slot respectively


Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 12

Controlled Surge (BA12-WM)

When you roll on the wild magic table, you can roll twice and choose either effects

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 14

Magic Tuned (BA14-WM)

You gain 5 magic resistance, doubled when you rage.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

Explosive Surge (BA18-WM)

Select 3 spells from 1st to 3rd level that have the explosion and arcane trait.  whenever you rage or change your wild magic. You can expend an action to have that spell explode on you. You automatically pass the saving throw it provides.

Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Ancestral Guardian

Ancestral spirits rise when you rage, forming ethereal sentinels that shield your comrades and torm

Level 1

Ancestral Guardian (BA1-AG)

After a long rest you select a skill, you gain a +2 to all rolls for that skill.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 4

Ancestral Protectors (BA4-AG)

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. When the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack and gains a -2 to hit. The effect on the target ends early if your rage ends.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Spirit Shield (BA6-AG)

 The guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another 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 10th level and by 4d6 at 14th level.


Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Level 8

Consult the Spirits (BA8-AG)

You can cast the Augury , without using a spell slot or material components.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Uses
1
Level 12

Spirit Ward (BA12-AG)

You can use your spirit shield to add 1D4 to a saving throw when a creature has to make a saving throw. Which also applies the Spirit Shield.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 18

Ancestor Command (BA18-AG)

You can spend a reaction as your ancestor takes a blow for you. Once per rage, you can reduce incoming damage incoming to you to 0.

Kind
Class Trait
Scope
Subclass Feature
Action
Reaction
Usage
Active
Giant

You awaken the blood of titans, growing into a colossus on the battlefield. Wielding gargantuan wea

Level 1

Giant Infusion (BA1-GI)

You gain +1 to all strength related checks. You also learn giant and learn the spell tharmultugy.


Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 4

Giant Rage (BA4-GI)

When raging, you ignore penalties for weapons with the large tag, which are considered large when using them and you additional 2 damage on successful attacks with them. In addition, while raging, you can sacrifice up to 3 to your hit roll and add it to your armor piercing score instead.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 6

Crushing Throw (BA6-GI)

When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Level 8

Giant Havok (BA8-GI)

When you rage, your reach increases by 5 feet, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change.

Kind
Class Feat
Scope
Subclass Feature
Usage
Active
Level 12

Giant Fortitude (BA12-GI)

You gain resistance to bludgeoning damage and cold damage. 


Kind
Gain Resistance
Scope
Subclass Feature
Usage
Passive
Resistance Mode
Resistance (half damage)
Resistance Types
physical_bludgeoning, magical_bludgeoning, cold
Level 14

Mighty Impel (BA14-GI)

As an action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Fortitude or Reflex save to avoid the effect. Your DC for this is increased by 2 when using this action.

If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.


Kind
Class Trait
Scope
Subclass Feature
Action
One Action
Usage
Active
Level 18

Colossus (BA18-GI)

Kind
Class Trait
Scope
Subclass Feature
Usage
Passive
Formula Target
Strength

Feature / Skill Feat / Skill Point Summary by Level

Level Features Skill Feats at this Level Skill Points from this Class
L1 Path, BA1IPC–Barbarian Instinctual Path, BA1–Rage 1
L2 BA2UF–Undaunted Form 1
L3 BA3CF–Barbarian Class Feat, BA4MM–Martial Mastery 1 1
L4 Path 1
L5 1
L6 Path 1 1
L7 BA7CF–Barbarian Class Feat 1
L8 Path 2
L9 BA9CF–Barbarian Class Feat 1 2
L10 2
L11 BA11CF–Barbarian Class Feat 2
L12 Path 1 2
L13 BA13CF–Barbarian Class Feat 2
L14 Vengefull Ancestors, Path 3
L15 1 3
L16 BA16CF–Barbarian Class Feat 3
L17 BA17CF–Barbarian Class Feat 3
L18 Path 1 3
L19 4
L20 BA20CF–Barbarian Class Feat 1 4