Class Features
All of the following are features of the Barbarian class.
Fast Movement ()
A barbarian's base speed is faster than the norm for their race by 10 feet. This benefit applies only when they are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's base speed.
Rage ()
A barbarian can call upon inner reserves of strength and ferocity, granting them additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + their
Constitution modifier. For each level after 1st that they possess, the barbarian can rage for 2 additional rounds per day. Temporary increases to
Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a
Free Action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a barbarian gains a +2 bonus on
Melee Attack rolls, melee damage rolls, thrown weapon damage rolls, and Will
Saving Throws. In addition, they take a –2 penalty to
Armor Class. They also gain 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of their previous rage. While in a rage, a barbarian cannot use any
Charisma-,
Dexterity-, or
Intelligence-based skill (except
Acrobatics,
Fly,
Intimidate, and Ride) or any ability that requires patience or
Concentration (such as spellcasting).
A barbarian can end their rage as a
Free Action, and is
Fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while
Fatigued or
Exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls
Unconscious, their rage immediately ends.
Rage Powers
As a barbarian gains levels, they learn to use their rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a
Rage Power. A barbarian gains the benefits of
Rage Powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Some
Rage Powers are Stances. Activating a stance rage power is a
Move Action. A barbarian can't have more than one stance rage power active at a time. If they activate a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian's turn as a
Free Action; otherwise, it lasts until the rage ends.
Details can be found in the
Rage Powers article.
Uncanny Dodge
At 2nd level, a barbarian gains the ability to react to danger before their senses would normally allow them to do so. They cannot be caught , nor do they lose their
Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose their
Dexterity bonus to AC if an opponent successfully uses the
Feint action against them.
If a barbarian already has uncanny dodge from a different class, they automatically gain improved uncanny dodge (see below) instead.
Danger Sense
At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1
Dodge Bonus to AC against attacks by traps. In addition, they gain a +1 bonus on
Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (up to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).
Improved Uncanny Dodge
At 5th level, a barbarian can no longer be
Flanked. This defense denies enemies the ability to sneak attack the barbarian by
Flanking them unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels.
If the barbarian also has uncanny dodge from another class, levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the barbarian.
Damage Reduction
At 7th level, a barbarian gains
Damage Reduction. Each time the barbarian takes damage from a weapon or natural attack, subtract 1 from the damage taken. At 10th level and every 3 levels thereafter, this
Damage Reduction rises by 1 point (up to 5 points at 19th level).
Damage Reduction can reduce damage to 0, but not below 0.
Greater Rage
At 11th level, a barbarian's bonus on
Melee Attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.
Indomitable Will
At 14th level, the barbarian gains a +4 bonus on Will saves to resist enchantment spells while raging. This bonus stacks with all other
Modifiers, including the
Morale Bonus on Will saves they gain during their rage.
Tireless Rage
At 17th level, a barbarian is no longer
Fatigued at the end of their rage. If they enter a rage again within 1 minute of ending a rage, they don't gain any temporary hit points from their rage.
Mighty Rage
At 20th level, a barbarian’s bonus on
Melee Attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die.
Barbarian Variants
Many variations exist that alter or replace aspects of the Barbarian class.
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