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BARBARA

Pitkä ihmisheimojen soturi astelee lumimyrskyssä, kietoutuneena turkiksiin ja heiluttaen isoistaakkaansa. Hän nauraa matkallaan kohti jäätiköllä vaeltavaa jättiläistä, joka rohkeni metsästää hänen kansansa hirvilaumaa.

Puoliorkki murisee tuoreimmalle haastajalle hänen johtajuudestaan heimossa, valmiina murskaamaan hänen niskansa paljain käsin, kuten hän teki edellisille kuudelle kilpailijalle.

Vaahdoten suusta kuin kuohuva olut, kääpiö läimäyttää kypärällään kaksi kertaa drow-vihollisen kasvoja, kääntyen sitten ajamaan panssaroitua kyynärpäätään toisen vatsaan.

Nämä barbaarit, erilaisia kuin yö ja päivä, ovat määriteltyjä raivollaan: hillittömällä, sammuttamattomalla ja ajattelemattomalla raivolla. Enemmän kuin pelkkä tunne, heidän vihansa on kuin kiukkuinen villisuden hyökkäys, myrskyn raivoava riehunta, ja meren kuohuva myllerrys.

Toisille näiden hurjapäiden raivo pulppuaa villien eläinhengitysten yhteydestä. Toiset ammentavat vihansa kuohuvasta raivosta maailmaa kohtaan, joka on täynnä tuskaa. Jokaiselle barbaarille raivo on voima, joka ei vain sytytä taisteluhurmioita, vaan myös tuottaa yliluonnollista notkeutta, sinnikkyyttä ja voimatekoja.

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Character Advancement – Gaining Levels

1st Level Barbarian

  • Initial HP = 12 + Constitution (CON) Modifier

  • Armor Proficiency: Light Armor, Medium Armor, Shields

  • Weapon Proficiency: Simple Weapons, Martial Weapons

  • Tool Proficiency: None

  • One (1) 1d12 Hit Die

  • +2 Proficiency Bonus

  • Proficiency Bonus added to STR and CON saving throws

  • Choice of Proficiency Bonus to Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival (Choose two)

  • Rage (2 total uses|+2 damage)

  • Unarmored Defense

2nd Level Barbarian

3rd Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • One (1) additional Rage use

  • Primal Path

4th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • Ability Score improvement (additional 2 points for one ability or 1 point for two abilities) OR a Feat of your choice

5th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • Extra Attack

  • Fast Movement

  • Proficiency Bonus is increased by 1

6th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • One (1) additional Rage use

  • New Primal Path Feature

7th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • Feral Instinct

8th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • Ability Score Improvement OR a Feat of your choice

9th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • Rage damage increased to +3

  • Brutal Critical

  • Proficiency Bonus is increased by 1

10th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • New Primal Path Feature

11th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • Relentless Rage

12th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • One (1) additional Rage use

  • Ability Score Improvement OR a Feat of your choice

13th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • Brutal Critical II

  • Proficiency Bonus is increased by 1

14th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • New Primal Path Feature

15th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • Persistent Rage

16th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • Rage damage increased to +4

  • Ability Score Improvement OR a Feat of your choice

17th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • One (1) additional Rage use

  • Brutal Critical III

  • Proficiency Bonus is increased by 1

18th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • Indomitable Might

19th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • Ability Score Improvement OR a Feat of your choice

20th Level Barbarian

  • Max HP increase. Add 1d12 + CON Modifier to the current total Max HP

  • One (1) additional 1d12 Hit Die

  • Unlimited Rage uses

  • Primal Champion

Character Advancement – Gaining Levels

Class Features

As a barbarian, you gain the following class features.

Hit Points

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal HandlingAthleticsIntimidationNaturePerception, 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

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’t wearing 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 blindeddeafened, or incapacitated.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. 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 8th, 12th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

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

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.

Brutal Critical

At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

This increases to three additional dice at 17th level.

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.

Brutal Critical

At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.

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.

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Optional Class Featuress

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1

Primal Knowledge

3rd-level barbarian feature
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

2

Instinctive Pounce

7th-level barbarian feature
As part of the bonus action you take to enter your rage, you can move up to half your speed.

3

Primal Knowledge

10th-level barbarian feature
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

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Primal Paths

Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.

Path of the Beast

Beast table.

Origin of the Beast

d4 Origin rolled

1 One of your parents is a lycanthrope, and you’ve inherited some of their curse.

2 You are descended from an archdruid and inherited the ability to partially change shape.

3 A fey spirit gifted you with the ability to adopt different bestial aspects.

4 An ancient animal spirit dwells within you, allowing you to walk this path.

Form of the Beast

3rd-level Path of the Beast feature

When you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon’s form each time you rage:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Bestial Soul

6th-level Path of the Beast feature

The feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

Climbing

 

You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

 

Jumping

 

When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

 

Swimming

 

You gain a swimming speed equal to your walking speed, and you can breathe underwater.

 

Infectious Fury

10th-level Path of the Beast feature

When you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

  • The target must use its reaction to make a melee attack against another creature of your choice that you can see.

  • The target takes 2d12 psychic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Call the Hunt

14th-level Path of the Beast feature

The beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

In some barbarians’ tribes, a totem animal is considered to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in the Spellcasting section.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear

 

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

 

Eagle

 

While you’re raging, 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 eagle makes you into a predator who can weave through the fray with ease.

 

Elk

 

While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

 

Tiger

 

While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

 

Wolf

 

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 the wolf makes you a leader of hunters.

 

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear

 

You gain the might of a bear. 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.

 

Eagle

 

You gain the eyesight of an eagle. 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.

 

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 (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.

 

Tiger

 

You gain proficiency in two skills from the following list: AthleticsAcrobaticsStealth, and Survival. The cat spirit hones your survival instincts.

 

Wolf

 

You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace).

 

Spirit Walker

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Bear

 

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.

 

Eagle

 

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.

 

Elk

 

While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

 

Tiger

 

While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

 

Wolf

 

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.

Path of the 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.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you 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.

Path of Wild Magic

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Magic Awareness

3rd-level Path of Wild Magic feature

As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wild Surge

3rd-level Path of Wild Magic feature

The magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Magic

d8Effect

1 Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.

2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.

4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.

5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.

6 Until your rage ends, you are surrounded by multi­colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.

7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.

 8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Bolstering Magic

6th-level Path of Wild Magic feature

You can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.

  • Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Unstable Backlash

10th-level Path of Wild Magic feature

When you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Controlled Surge

14th-level Path of Wild Magic feature

Whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Homebrew Paths
(päivitän aina kun voi)

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