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.
BA
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
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
constitutionSelect a barbarian class feat.
You gain martial mastery as stated below
constitution + round_up(barbarian_level/4)round_up(barbarian_level/3) + 2Select a barbarian class feat.
Select a barbarian class feat.
Select a barbarian class feat.
Select a barbarian class feat.
Select a barbarian class feat.
Select a barbarian class feat.
Select a barbarian class feat.
You shed all civilized restraint and embrace your primal nature. Your senses sharpen to an animal’s
You can cast beast senses and speak with animals at will but only as ritual spells.
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 |
you get one of these traits based on your chosen animal
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
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:
Success:
You fully embody the spirit of your animal
Whenever you rage, once per short rest. You call upon all animals of your aspect within 1 kilometer to assist you.
A blaze of fury ignites within you, driving you beyond mortal limits. You become an unstoppable tem
You gain a +1 bonus to fortitude saving throws while raging.
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.
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.
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
When attacked in melee while raging, you may use your reaction to make an attack back as if it was an attack of opportunity
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.
Your rage is an act of sacred devotion, each strike echoing divine mandate. You blaze with holy fer
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.
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.
When holy raging, you gain +1 to damage and you reduce non-psychic damage by one for every missing 10 hitpoints.
When in fiery rage and below 50% hitpoints, you reduce MAP by one.
You regain temporary hitpoint on doing damage, the value is 2 temporary hit points for every missing 10 hitpoints.
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
When you are under faith’s rage, damage done by holy rage heals you.
Arcane chaos surges through your veins, your rage warping reality in unpredictable bursts. One mome
Your proficiency becomes trained in arcana. Increasing to expert at level 8.
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.
You can add D4 to saving throws against magic.
You can select a spellcaster within 20ft as an action
Select one of the following actions
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.
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
When you roll on the wild magic table, you can roll twice and choose either effects
You gain 5 magic resistance, doubled when you rage.
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.
Ancestral spirits rise when you rage, forming ethereal sentinels that shield your comrades and torm
After a long rest you select a skill, you gain a +2 to all rolls for that skill.
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.
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.
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.
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.
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.
You awaken the blood of titans, growing into a colossus on the battlefield. Wielding gargantuan wea
You gain +1 to all strength related checks. You also learn giant and learn the spell tharmultugy.
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.
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.
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.
You gain resistance to bludgeoning damage and cold damage.
physical_bludgeoning, magical_bludgeoning, coldAs 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.
| 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 |