Barbarian

Description

Barbarians are men and women who thrive in the raw elementalism of nature and the looser suits of society. Fiercely savage, brave of heart, or burning with the frenzy to enter battle, they channel the primordial spirit within. Where lesser men crumble to the pressure of chaos or disrelish the fray, this is where a barbarian finds a worthy time testing their mettle.   Barbarians channel their emotions to better their fighting spirit (and consequently their fighting skill) and let equal parts of their emotions overtake them. They develop thrills and appetites for combat at any given opportunity, or atleast a degree of insensitivity towards it, for the barbarians that grow a cold, and lonely shell, can endure menial tasks and jobs ordinary people cannot.  
  • Choose from any of 3 subclasses
  • They roam the wilds, caves, frozen scapes and just about anywhere.
  • Prideful, most barbarians are ready for any fight at any time towards any one, even if the fight would not originally have included them.
 

Subclasses

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.  

Perks

  Novice
Mental Fortitude
You gain +1 on all mental spell saves. (Int/Cha/Wis)
Berserker's Rage
After making a main action attack the Berserker pushes their bodies limits taking 2d4 true damage to make an additional attack. May be used (CON+Mastery) number of times per long rest.
  Adept
Strong Willed
You gain immunity to Charm and Sleep
Desperate Retaliation
When under 50 HP while raging; you may use a free action that increases your hit by +2; and all damage you do by 1d6 true damage. You take lesser wounds; even if you win a combat.
  Expert
Unending Violence
When you reach 0 hit points; you may instead heal yourself by 2xCON+Mastery HP as a free action; this action must be used immediately upon reaching 0; and may only be used once per long rest.
  Master
Improved Desparate Retaliation
When using Desperate Retaliation; you gain +1 STR and Psychic Resistance until the end of combat; you heal 20 HP.


 

Path of the Totem

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 kin to a particular clan. In such cases, it is incredibly rare for an individual to have more than one totem animal spirit. These spirits can be any type so long as they fall under the species, for example a panda or grizzly would both be bears, and a hawk or vulture would both be under eagle.  

Perks

  Novice
Totemic Rage
Core Totem Selection
  Bear
+6 Hitpoints. Gain +2 DT while raging.   Wolf
+1 Attack. Gain 1d6 true damage on all attacks while raging.   Eagle
+1 movement; may move through allies and enemies. (Attack of Opportunity still applies.)   Elk
Increase your physical DC’s by +1. (DC’s = Shoves; Grapples; Abilities; Ext) Str/Dex/Con saves by +1. You also become resistant to elemental damage.
  Adept
Ambush Predator
+2 Initiative; Move 1 tiles in the prebuff phase; ignoring all Attack of Opportunity.
Primal Fury
Totem Selection
Select one of 4 abilities that can be used while raging; Totem must be the same as what was picked at novice.   Bear
As a Bonus Action you taunt a target; granting them -2 to hit targets other than you Lasts 2 turns. Usable twice per long rest.   Wolf
As a Bonus Action; you and two allies gain +1 movement and +2 attack for two turns. Purges Prone and Slow. Usable Twice per long rest.   Eagle
As a Bonus Action, gain +2 Movement ignoring any Attacks of Opportunity, including those from the Sentinel feat. This ability can be used once per short rest.   Elk
As a Bonus Action; target within 1 tile makes a con saving throw vs 14 + Your Mastery Level. On a failure they are prone and paralyzed for one round. Not spent on a failure. Usable once per long rest.
  Expert
Primal Fury II
Pick a second Primal Fury. (Requires Ticket)
  Master
Empowered Primal Fury
All totemic aspects can be used one additional time.


 

Path of the Zealot

Some deities inspire their followers to pitch themselves into a ferocious battle fury, calling to their chosen beliefs to empower their bodies. These barbarians are zealot warriors who channel their rage into powerful displays of divine power. A variety of gods across the world inspire their followers to embrace this path. In general, the gods who inspire zealots are deities of combat, freedom, destruction, and violence. Not all are evil, but few are good.  

Perks

  Novice
Divine Constitution
Gain the Divine constitution feat regardless of race. (+3 HP per rank of Mastery, Poison Resistance)
Divine Fury
You can channel Divine Fury into your weapon strikes. While raging and after making a successful attack, the Zealot may deal 1d8+Mastery Level Radiant Damage to the creature they hit with their weapon attack. This has a range of 5 tiles and can be used once per turn.
  Adept
Magic Weapon
Your weapon attacks count as magical.
Zealous Warcry
As a bonus Action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 6 tiles of you that can hear you gain a +1 to their Attack stat and +1 to their saving throws until their next long rest.
  Expert
Anointed Strike
While Reckless Attack is active, make an action attack against a target's AC and deal 2d8+STR radiant damage. On a successful save, the target takes half damage. This can be done one time per mastery level per long rest. When struck, the target is forced to make a strength save or be dazed for 1 turn.   This attack does not trigger Divine Fury
  Master
Blessed Fury
Divine Fury damage increases to 2d8+Mastery Level; and dazes the target on a failed con save vs DC (STR+10)


In testing and subject to change

Combative Perks

  Novice
Rage
Taking a bonus action in combat you can fly into a primal rage for 10 rounds. At each Mastery level you gain another use of this ability.   You gain the following benefits during combat while raging:
  • You have a +1 to your strength attribute for the duration of Rage, which becomes +2 to Strength at Expert and +3 to Strength at Master.
  • You gain +1 to STR and CON saving throws for the duration of Rage.
  • You gain magical resistance to Slashing, Piercing, and Bludgeoning damage as long as you are not wearing any armor.
  • Gain +1 Movement while raging
Unarmored Defense
Your AC is 10 + Dexterity modifier + Constitution modifier when you are not wearing armor. You can wear a shield and still retain this benefit.
Reckless Attack
Barbarians can choose to throw aside all concern for defense to attack with fierce desperation. As a free action you gain a +3 to hit with martial weapons until the end of your current turn in exchange for suffering a -4 to your AC and -1 on all Saving Throws for 1 round. You may only use this on your turn.
Hit Dice
You gain +12 HP when you first become a Barbarian. On each new mastery level, you gain an additional +12 to your Hit Points.
  Adept
Wild Focus
Gain +1 to STR, CON, and WIS saving throws.
Extra Attack
Once per round, you may make another weapon attack as a Free Action.
  Expert
Feral Instinct
Your instincts are so honed that you react quicker in combat than most others. You have a +2 to initiative rolls, +1 to your Dexterity saves while raging, and you may now use Rage as a pre-combat buff.
  Master
Primal Champion
Gain +1 to all physical saves (CON/DEX/STR)

Non-Combative Perks


Armor Proficiency
You can use light armor, medium armor, and shields.