Barbarian in Aerith | World Anvil
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Barbarian

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. While there are many barbarian cultures on Starhelm, those that embrace the natural fury of the elements, of death, or of the spirits can tap into some fundamental forces that power a whole host of abilities and skills.   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, while the strangest call upon their ancestry with the Demon Wolf tribe to fuel their fury. Or some, even still are the guardians of the spirits of their tribe. For every Barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.  

The Primal Path of a Barbarian

Starting at 3rd level you choose which Primal Path you wish to take. On Starhelm Barbarians follow many paths, most of which can be found in the Player’s Handbook or Xanathar’s Guide. The additional options available for Starhelm Barbarians include the Cursed Soul, and the Deathwalker path detailed below, as well as the additional choices for Totem Warrior. The available Primal Paths for Barbarians are as follows: Ancestral Guardian, Berserker, Cursed Souls, Deathwalker, Storm Herald, Totem Warrior, or the Zealot.  

Ancestral Guardian

The Barbarians who take this path revere the ancestors of their past, calling on their aid or channeling their spirit. Some Barbarians also tap into Luminare Primes of varying power to fuel their rage and grant them their strength. In the old and destroyed remains of Barrowhaven, where the northern Human kingdom of barbarians stood, there linger many spirits that seek life renewed in the service and aid of the living rage of the Northguard tribes.

Berserker

Berserkers exist in most barbarian tribes throughout Starhelm, though some tribes shun them as mindless, killing machines. Most tribes utilize them to great effect on the front lines, against overwhelming odds.

Cursed Soul

Originally descended from the Demon Wolf tribe, the first tribe who fought alongside Bruges and ate of his first kill, these Barbarians have cursed blood flowing in their veins. Their ability to transform into a Dire Wolf and their kinship with those creatures makes the Cursed Souls even more feral than other Barbarians. Many steer clear of these Barbarians, even members of their own tribe. The curse does not necessarily flow from father to son and many families have been torn asunder under the weight of the cursed blood.   There is a similar group of Goblins who have the blessings of Golzect that allows them to function as Cursed Souls, but they do not descend from the Demon Wolf Tribe, nor do they possess true lycanthropy.   Natural Fighter At 3rd level your unarmed strikes are considered weapon attacks.   Cursed Blood Also, at 3rd level you can channel your cursed heritage to gain some of the features of a Dire Wolf. When you rage you can choose to alter your form to access some of these features. While some minor changes may differ with each Cursed Soul, typically teeth and claws sharpen, the hair becomes bristly, and the senses sharpen. You also gain the following benefits:  
  • Your unarmed strikes deal 2D4 + your Strength modifier slashing damage.
  • If you take the dash action towards a creature you can use your bonus action to make 1 unarmed attack
  • Creatures do not gain flanking or the benefits of pack tactics while you are not incapacitated
  Blood Lust When you reach 6th level, while you are raging, when you drop a creature to 0 hit points, you may take a free Dash action towards another hostile creature. If the initial creature was dropped to 0 hit points due to a critical hit, you may make an additional unarmed strike as part of the dash action.   Reckless Abandon Upon reaching 10th level, when you use your reckless attack, you can cause the first attack you hit this turn to deal maximum damage. After using this ability, the first attack made against you automatically hits   Form of the Demon Wolf Beginning at 14th level the Cursed Soul has achieved greater control over their connection to the Dire Wolf. While you are raging you can use your bonus action to enter the form of a Dire Wolf. When you do you gain the following features:  
  • You can only make unarmed attacks and cannot use items.
  • Gain a number of temporary hit points equal to your Barbarian level + your constitution score
  • Your unarmed strikes deal 2D6 damage instead of 2D4
  • You can forgo an attack to automatically succeed a grapple against a creature until the end of your next turn

Deathwalker

To Barbarians death is something they bring about on a daily basis, but they rarely come so close to it themselves. To a Deathwalker, death is something they neither revere nor fear. They just accept it, embrace it, and they plan to bring as many foes with them as they can.   Deathwalkers have a special kinship with Morthos, but unlike a cleric or a paladin of Morthos, a Deathwalker is someone who looks to Morthos as someone to both conquer and admire at the same time. A Deathwalker is one of the most feared and misunderstood creatures on Starhelm.   Force of Death Starting at 3rd level, while raging, if you drop to 0 hit points you can choose to not fall unconscious. Death saves are still required as usual, following those same rules, but you may act normally as if you were conscious. If you fail all your Death saving throws you die as per the normal rules. This effect does not take place if you die instantly. Once you use this ability you must take a short or long rest before you can use it again.   Fuel of Death Upon reaching 6th level, when you hit a creature with a weapon attack you can choose to reduce your hit point maximum up to 0 hit points, to deal an equal amount of damage to the target of your attack as you reduced. This damage cannot be reduced or ignored by any means.   Soul Renewal Also, at 6th level you have learned how to return your soul back to its full potential. You can spend 30 minutes meditating and conducting a ritual to reset your hit point maximum. This can be done during a short or long rest.   Life of Battle Upon reaching 10th level, when you get hit by an attack you can use your reaction to take maximum damage on that attack to deal that same amount to a creature within 5 ft of you.   Roar of Death At 14th level a Deathwalker is so prepared to take on death that they refuse to lay down and die. When your persistent rage feature activates, you regain a number of hit points equal to your Barbarian level. In addition your hit point maximum increases to match your Barbarian level if it is lower. Deathwalker To Barbarians death is something they bring about on a daily basis, but they rarely come so close to it themselves. To a Deathwalker, death is something they neither revere nor fear. They just accept it, embrace it, and they plan to bring as many foes with them as they can.

Path of the Three Pillars

As Barbarians tend to revere and appreciate the natural world, it is no surprise that many of them tap into the primal nature of the Three Pillars to draw their power skills. Three Pillar Barbarians can be found all across Starhelm, and some tribes even worship the Three Pillars entirely, with these blessed individuals set up as leaders and chieftains.   Three Pillars Attack When you reach 3rd level your attacks are fueled by the Three Pillars. You can reckless attack any weapon attack not just melee weapons. Also when you make a reckless attack, you can push the target 10ft. in any direction, and when you do you can move to stay within 5ft. of them without provoking an opportunity attack. You can only do this once a turn. When you reach 5th, 9th, 13th, and 17th level you can push them an additional 5ft.   Universal Strength Upon reaching 6th level when you enter a rage you can target up to two creatures within 30ft. of you, those creatures gain the effects of your rage while they are within 30ft. of you and you are raging. If a creature is unwilling, they have to make a wisdom saving throw, DC equals 8+ your constitution modifier+ your proficiency bonus. [Note: Creatures in a rage can’t cast or concentrate on spells.]   Primordial Channel Starting at 10th level while you are raging you can use your bonus action to channel one of the Three Pillars through you. Until the end of your next turn, you can give yourself one of the following benefits:  
  • Force: when take the dodge action if a creature hits you with an attack, you can deal 1d6+ your constitution modifier to the creature.
  • Time: When you take the ready action, you can move as part of the action.
  • Movement: When you take the dash action you can give yourself a burrowing, climbing, flying, or swimming speed.
  Arm of the Three Pillars Upon reaching 14th level when a creature you can see takes damage you can use your reaction to dash towards the creature, and if you get within 5ft. of them you can take the damage instead. If you have resistance to the damage type you can apply it to this damage.

Storm Herald

Storm Heralds on Starhelm tap into the specific and unique nature of the Luminare Primes, particularly of Ignis, Anamare, and Aquios. They revere the elemental nature of the natural world and can often be seen aiding Druids, Rangers, or Elves of the Southguard Plains. While Storm Heralds can be found everywhere on Starhelm, there are a large number of them in the Southguard Plains, and in the north, near Denethen’s Helm.

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.   Most barbarian tribes consider a totem animal to be akin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. If you follow this path on Starhelm the following options are also available: Dinosaurs; Horses, Elk/Stag; Displacer Beast   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.  
  • Allosaurus: While raging gain the ability to attack enemies from all angles. You can make one additional attack against a creature you haven't attacked this turn.
  • Pteranodon: While raging if you hit a creature with a melee weapon attack you can attempt to grapple them until the end of your turn. When you do it doesn’t cost you extra movement to move with the creature.
  • Horse: While raging, when you dash your movement speed is doubled for the distance you can travel.
  • Elk: While raging and you are not wearing heavy armour, your movement speed increases by 15 ft.
  • Displacer Beast: While you are raging, when you succeed a saving throw to take half damage, you take no damage instead.
  Aspect of the Beast At 6th leveI, 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.  
  • Allosaurus: You have an exceptional sense of smell. You gain advantage on perception checks that rely on smell and can attempt to track a creature that you have met within the last month.
  • Pteranodon: You are accustomed to higher altitudes. You don’t suffer the effects of being above 10,000 ft. in the air. In addition, you don’t suffer the effects of being in a lightly obscured area such as fog or mist.
  • Horse: During a forced march for longer than 8 hours, you and up to 10 companions within 60 ft of you do not suffer the effects of exhaustion. If you move at half your movement speed you can also take a short rest during that time.
  • Elk: Whether mounted or on foot your travel pace is doubled for you and up to 10 companions while they are within 60 ft. of you and you are not incapacitated.
  • Displacer Beast: while you are travelling for more than an hour, when you are engaged in other activities, (such as foraging, navigating, or tracking), you remain alert to danger.
  Totemic Attunement At 14th leveI, 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.  
  • Allosaurus: While raging, as a bonus action you can move up to 15 ft. towards a creature. If you can make an attack you may add an extra damage die to the attack.
  • Pteranodon: While raging, you can high jump a number of feet equal to your Strength score (rounded up to the nearest 5 ft.). If you are falling you can use your reaction to slow your descent to 60 feet per round and not take any falling damage this turn.
  • Horse: While raging you can move into the space of a hostile prone creature. When you do you can use your bonus action to make one melee weapon attack against them. If you are still in their space when they stand up they must use their whole movement to stand and you are pushed to the nearest space of your choice.
  • Elk: While raging you can use your bonus action during your movement to pass through the space of a large or smaller creature. That creature must make a Strength saving throw (DC= 8+ Strength modifier + proficiency bonus) or be knocked prone and 1D12+ your Strength modifier in bludgeoning damage.
  • Displacer Beast: While you are raging, while you are moving a grappled creature, the creature takes 1d4 slashing damage for every 5ft. you force them to move.

Zealot

Any Barbarian who channels their god into righteous fury is considered to be following the path of the Zealot. Many gods inspire zealotry in their primal warriors, but in particular are a few who develop these Barbarians into fearsome instruments of destruction. Golzect, Bruges, and Yeenoghu include a large number of Zealots amongst their ranks, but they are not the only ones.

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