Barbarian

For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage.      

Alignment

Any.

Hit Dice

1d12

Proficiencies

 

Class Features

All of the following are features of the Barbarian class.  

Fast Movement (Ex)

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 (Ex)

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 Flat-Footed, 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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