Remove these ads. Join the Worldbuilders Guild

Barbarian

Barbarians can be found all over Tamriel, usually among peoples who live in tribal communities: traditionalist Orcs, Reachmen, Ashlanders, deep-forest Bosmer, and native Argonians. Also, many Nord barbarians come from the more isolated Old Holds located in northern and eastern Skyrim (Winterhold, Eastmarch, Rift, and The Pale). Barbarians do not need to come from these backgrounds, and creativity is encouraged when creating a ‘civilized barbarian’. Examples might include a burly swineherd with anger management issues, a misguided alchemist who uses homemade potions to induce their rage, or a mercenary who suffers from splitting headaches, caused by a recent blow to the head.   These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
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
armor proficiencies: Light armour, medium armour, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Strength, Constitution
skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
starting equipment:
You start with the following equipment, in addition to any equipment granted to you 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:
At 6th-level, if you take the Path of the Werewolf subclass detailed at the end of the class description, you gain werewolf transformation while raging as a form of wildshape, the statistics for the beast are as follows:

Werewolf CR: 3

Medium beast, chaotic evil
Armor Class: 14
Hit Points: 58hp (9d8+18) 9d8+18
Speed: 40 ft , climb: 40 ft

STR

16 +3

DEX

15 +2

CON

14 +2

INT

10 +0

WIS

14 +2

CHA

10 +0

Saving Throws: Strength +5, Dexterity +4
Skills: Perception +4, Stealth +4
Damage Vulnerabilities: Bludgeoning, Piercing and Slashing damage from Silver Weapons
Damage Resistances: Bludgeoning, Piercing and Slashing
Damage Immunities: Non-Magical Bludgeoning, Piercing and Slashing
Condition Immunities: Disease
Senses: passive Perception 14
Languages: Common (cannot speak in Wolf Form)
Challenge Rating: 3

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Superior Darkvision. The werewolf can see in dim light within 120 feet of it as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of gray.   Hunter. The werewolf rolls attacks with advantage against creatures who are frightened by it.   Pounce. The werewolf rolls with advantage when attempting a grapple.

Actions

Multiattack. The werewolf makes up to two attacks: one with its bite, or two with its claws. (This does not stack with extra attack.)   Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.   Claws. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: (1d4 + 3) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.   Roar. Uses its action to roar, forcing each creature of your choice within 30 feet of it to make the Wisdom saving throw (DC equal to 12 + Charisma modifier). On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Bonus Actions

Shove. The werewolf can shove as a bonus action.   Howl. The werewolf can howl to intimidate foes. forcing each creature of your choice within 30 feet of it, if the creature can see or hear the werewolf, to make a Wisdom saving throw (DC equal to 12 + Charisma modifier) or be intimidated and suffer disadvantage on all attack rolls until the end of the werewolves next turn.

class features:
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.   Unarmoured Defence While you are not wearing any armor, your Armour 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.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 15th, 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.   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.   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.
subclass options:
Primal Path: At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Werewolf. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
Path of the Beserker: 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.   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.   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.   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.   Beserker Toughness Starting at 16th level, while raging, you have resistance to all damage except psychic damage. The fury of a beserker makes you tough enough to stand up to any punishment.   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.
Path of the Werewolf: Once you take this path at 3rd level. You can use your action to magically assume the shape of the Wolf, You can use this feature twice, these transformations are not limited by rage or restricted to night. You regain expended uses when you finish a short or long rest. Then at 6th level. At night, when ethier of the moons of Mundus are visible. With your action, you can transform into the bestial form of a werewolf during your rage, and will remain in that form for the duration of your rage, or until your werewolf form reaches 0 hit points. So long as the conditions for both transforming and raging remain met, you can use your bonus action to extend this ability for as many rages you have unlocked, as shown on the barbarian table. However once your rage ends or your werewolf form reaches 0 hit points, you must long rest before you can transform this way again.   At 11th level, the moons need no longer be visable to use this ability, though it must still be night. At 14th level, your lycanthropy is no longer restricted by the moons at all, while raging you can transform during the day.   Beast Form Rules: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. • You retain the benefit of any features from your class, birthsign, or other source and can use them if the new form is physically capable of doing so, racial special features however, do not carry over. You also can’t use any of your special senses, such as darkvision, unless your new form also has that sense. • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Totem of Hircine: At 3rd level, when you adopt this path, you must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur or claws, teeth, or bones of the a wolf. Or alternatively you can drink the blood of an existing werewolf.   You can also gain minor physical attributes that are reminiscent of a wolf. Becoming unusually hairy and thickskinned, your eyes turning bright yellow. As a lycanthrope, gain Resistance to Disease and immunity to Sanguinare Vampiris (Vampiric Bloodline is locked to you.)   Then you must choose a totem of Hircine to worship, which are:   (1a) Totem of Fear. While raging, as a bonus action, you can howl to intimidate foes. 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 intimidated and suffer disadvantage on all attack rolls until the end of your next turn.   (1b) Totem of The Hunt. 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 wolf makes you into a predator who can weave through the fray with ease.   (1c) Totem of Brotherhood. 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.  
Wolf Seeker Yours is a path of communion with Hircine, giving you a kinship with wolves. 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 on wolves. Any wolves you encounter will also be inclined to be friendly to you, and rolls to persuade on them have advantage.  
Totems of the Beast: At 6th level, you gain a magical benefit based on the totem of your choice. You can choose the same totem you selected at 3rd level or a different one.   (2a) Totem of Fear. As a werewolf, all animals instinctually fear you, always roll with advantage to intimidate them.   (2b) Totem of Brotherhood. When outside, in nature, once per day can roll 1d4 to summon friendly wolves. They will aid in a single combat encounter before departing. Or leave when you enter a building, dungeon or settlement.   (2c) Totem of The Hunt. 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  
Aspect of Hircine At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spectral stag appears to you to convey the information you seek.  
Tometic Attunment: At 14th level, you gain a magical benefit based on a totem of your choice. You can choose the same totem you selected previously or a different one.   (3a) Totem of Brotherhood. 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.   (3b) Totem of The Hunt. While raging, your speed increases by 20 feet while you are not wearing armor or wielding a shield. This bonus applies when in Wolf or Werewolf forms, using those forms speed baseline. While raging, you also gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Stacks with Fast Movement.   (3c) Totem of Fear. While raging you can use your action to frighten someone with your werewolfs roar. 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.

Created by

ShireLord.

Statblock Type

Class Features

Link/Embed