Ruleset: Barbarian

 

Barbarian


Level Rages Rage Damage Features
1 2 +2 Rage, Unarmored Defense
2 2 +2 Reckless Attack, Danger Sense
3 3 +2 Primal Path
4 3 +2 Ability Score Improvement
5 3 +2 Extra Attack, Fast Movement
6 4 +2 Path feature
7 4 +2 Feral Instinct
8 4 +2 Ability Score Improvement
9 4 +3 Brutal Critical (1 die)
10 4 +3 Path feature
11 4 +3 Relentless Rage
12 5 +3 Ability Score Improvement
13 5 +3 Brutal Critical (2 dice)
14 5 +3 Path feature
15 5 +3 Persistent Rage
16 5 +4 Ability Score Improvement
17 6 +4 Brutal Critical (3 dice)
18 6 +4 Indomitable Might
19 6 +4 Ability Score Improvement
20 Unlimited +4 Primal Champion

 

Hit Points

Hit Points: 1d8 + CON per Barbarian Level
Barrier: 1d4 per Barbarian Level

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your 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

Spellcasting

A Barbarian is a partial caster and adds one third its barbarian level (rounded up) to his caster level in order to determine spells per day, cantrips known, and spells known. See the Caster Level section to learn more about caster level.

 

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’twearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

 

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

 

PrimalPath

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Berserker or the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

 

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or 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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

 

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

 

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

 

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

 

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

 

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

 

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

 

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

 

Berserker


For some barbarians, rage is a means to an end-—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

 

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

 

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. Ifyou are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

 

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence.

When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

 

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creature.

 

Totem Warrior


A totem warrior is a barbarian who has lost their ability to cast spells and now allows a spirit to live within themselves to gain greater power. They are essentially a spiritualist with a more martial bend to their powers.

 

Magical Domination

At 3rd level, due to the nature of the Totem Warrior it requires that the character is incapable of utilizing magic. As such, if the character had any levels in another class prior to taking the Totem Warrior level they lose all the spellcasting abilities of those classes unless they are spirit magic.

 

Totem Spirit

At 3rd level, when you adopt this path a spirit has possessed you and now grants you a small aspect of its powers. If you are currently a spiritualist you must select the same type of spirit that you had chosen as your Spirit Aspect.

Your spirit is usually associated with one of a few temperaments leaning it’s aid towards one of a few fighting styles. Choose one of these temperaments which becomes permanent when you take this path.

Battle. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of battle makes you a leader of hunters.

Fiend. While raging, you have resistance to all damage except psychic damage. The spirit of the fiend makes you tough enough to stand up to any punishment.

Storm. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the storm makes you swift as the wind as your movements allow you to push through all that stand in your way.

 

Aspect of the Beast

At 6th level, you gain a magical benefit based on the spirit of your choice. You must choose the same spirit you selected at 3rd level.

Battle. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

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

Storm. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

 

Spirit Walker

At 10th level, you can cast the commune with spirits as a 3rd level spell but only to commune with your spirit aid.

 

Totemic Attunement

At 14th level, you gain a magical benefit based on the spirit of your choice. You must choose the same spirit you selected at 3rd level.

Battle. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Fiend. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

Storm. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

 

Spirit Guardian


For some barbarians, rage is a means to an end-—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.

 

Storm Herald


Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who become Storm Heralds learn instead to transfer this rage to their barrier, causing it to furiously attack those around.

 

 

Storm Spellcasting

A Storm Herald becomes a martial caster and now adds half its barbarian level (rounded up) to his caster level in order to determine spells per day, cantrips known, and spells known. This ability replaces the spellcasting ability of the barbarian. See the Caster Level section to learn more about caster level.

 

Storm of Fury

When you select this path at 3rd level, while raging, you emanate an aura in a 10-foot radius as long as your barrier is active. At the end of each of your turns, you can choose a creature in your aura, other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 damage typed to your barrier on a failed save, and half as much damage on a successful one.

This damage increases to 3d6 at 10th level and to 4d6 at 15th level.

 

Shield of the Storm

Beginning at 6th level, your barrier becomes more difficult to take down. While you are conscious and raging, your barrier recovers 1d6 damage at the start of each of your turns.

 

Storm Soul

Beginning at 10th level your storm aura gains additional benefits based on the element your barrier is aspected to.

Wood.
Fire.
Earth.
Metal.
Water.

 

Raging Storm

At 14th level, the power of the storm you channel grows mightier as your aura gains additional benefits based on the element your barrier is aspected to.

Wood.
Fire.
Earth.
Metal.
Water.

Ruleset: Barbarian

Tan Suo Gelatos