Barbarians
Drawn from the wilds, the inflicted, the isolated, and the mad, barbarians are uncouth warriors who, when pushed to their limit, snap into deadly rages.
Barbarian Heroes
Prerequisite: 12 ConstitutionStarting Hit Points: 12 + your Constitution modifier
Hit Die: d12
Proficiencies: You are Trained in Dodge, Initiative, Weapons, light and hide Armor, and Martial Maneuvers.
Skills: You possess the Endurance skill and can select 3 other Skills.
Barbarian Features
The Barbarian
Level | Benefit | Hero’s Surges | Title |
---|---|---|---|
1 | Barbarian Features, Devastating Blows, Mobility, Rage, Reckless Attacks | 4 | Brute |
2 | Brutal Expertise, Haul the Scruff, Long Strides | 5 | |
3 | Path of Blood, Trap Sense | 5 | Savage |
4 | Boon, Brutal Legend | 6 | |
5 | Valor | 6 | |
6 | Path of Blood Benefit | 7 | Bloodthirster |
7 | Boon | 7 | |
8 | Path of Blood Benefit | 8 | Juggernaut |
9 | Boon | 8 | |
10 | Heroism | 9 |
LEVEL 2 Barbarian
For every level your Strength rank exceeds Trained, increase the creature size you can target with this feature by one.
LEVEL 3 Barbarian
Berserkers
You are a whirlwind of devastation, a fearless conqueror of the battlefield who leaves no enemy standing.
LEVEL 3 Berserker
- Choose an additional type of to add to weapons you wield.
- Apply Trip or Push features to ranged attacks.
LEVEL 6 Berserker
LEVEL 8 Berserker
Feral Blood Barbarians
Your blood, through exposure to lycanthropy, disease, experimentation, or some other factor, is twisted with bestial traits. When your fury breaks forth from it, so do terrifying mutations.
Prerequisite: 12 Constitution
LEVEL 3 Feral Blood
- Activate two manifestations simultaneously.
- Learn an additional Primal Manifestation.
LEVEL 6 Feral Blood
LEVEL 8 Feral Blood
Feral Blood Barbarian Primal Manifestations
Manifestation | Benefit | Rage Breaker (Level 6) |
---|---|---|
Protractile Claws | You gain claws that function as non-finesse melee weapons you are Trained in and deal 1d6 slashing damage. If you already possess natural claws, instead increase their damage die by one size. Once per turn when you use an Attack action while raging, you can make an additional claw attack, provided you have an empty hand to do so with. | Carcajou's Frenzy: After taking damage, you can spend a hero's surge to regain hit points equal to your Constitution modifier at the start of each of your turns. This effect lasts for a number of rounds equal to your level, until you've regained more than ¼ of your maximum hit points through this effect, or until your enraged condition ends. If you begin your turn with your hit points at maximum or if this condition ends, your enraged condition ends. |
Forked Tongue | You gain Blindsight equal to the distance of your Long Stride bonus speed. While raging, this distance is doubled. | Viper Strikes: As an action, you can spend a hero's surge to attack all adjacent creatures. If you kill all adjacent creatures during this attack, you can move and attack all adjacent creatures again. After taking this action, your enraged condition ends. |
Spiked Tail | You gain a tail of a length equal to half your height. If you already possess a natural tail, it instead becomes prehensile. Your tail grants you Reliability on Dexterity (Balance) checks. While raging, your tail counts as a non-finesse melee weapon you are Trained in that deals 1d8 piercing damage. | Komodo's Sweep: As an action, you can spend a hero's surge to make a spiked tail attack against all creatures within a range equal to your Long Stride movement bonus. Any target you critically hit with this attack is knocked prone. After taking this action, your enraged condition ends. |
Spined Scales | Reduce your choice of slashing, piercing, or bludgeoning damage by 1. While raging, reduce all Physical Damage by 1. | Moloch's Embrace: When you Grapple a creature or are grappled by a creature, you can spend a hero's surge to deal piercing damage to the creature equal to your Constitution modifier. You can repeat this damage once per turn and at the end of the target's turn while the grapple persists. If you end a turn while not grappling a creature, your enraged condition ends. |
Vestigial Wings | You take no falling damage and when falling, you can glide a distance equal to the distance you fall. While raging, you can fly at a speed equal to your Long Stride bonus speed. | Sparrow Bee's Sting: As an action or when an enemy within 30' feet makes an attack, you can spend a hero's surge to hurl the weapons you wield at the triggering enemy or a target within 30' with Advantage and Reliability. After taking this action, your enraged condition ends. |
Wild Blood Barbarians
You survived a powerful spell, curse, or encounter with an arcane entity, and when you rage, the magic seared in your blood tears free to wild, devastating force.
LEVEL 3 Wild Blood
Speak Magic: You become Trained in Arcane Magic and its Detect Magic feature and learn an arcane cantrip of your choice.
Boon Option: Learn an additional arcane cantrip.
Boon Option: Gain both Magic Blood features.
LEVEL 6 Wild Blood
LEVEL 8 Wild Blood
Wild Magic Barbarian Wild Magic Rages
1d100 | Wild_Magic_Rage | Benefit |
---|---|---|
1 | Contagious | Your critical hits cause your target to become Enraged until the end of their next turn. A target with more hit points than your maximum can spend an attack to end this effect. |
2-5 | Dispelling | All magic items and effects on you are suppressed and your melee attacks dispel a 1st level magic effect on your target on a normal success, a 2nd level effect or two 1st level effects on a major, or a 3rd level effect or combination of 1st and 2nd level effects totaling up to 3 on a critical. |
6-11 | Magnetic | Attacks with metal weapons against you have Reliability and if an adjacent creature is hit by a metal weapon, you can cause that attack to hit you instead. |
12-19 | Necromantic | When you critically hit an enemy, dead creatures within a distance equal to your Long Stride movement bonus stand up, move up to your Long Stride bonus speed, and make a melee attack against your target before collapsing back to death. If no creature is within their reach, they attack you instead. |
20-24 | Silent | You become incapable of making a sound and when you hit a target with an attack, it is Silenced until the end of its next turn. A target with more hit points than your maximum can spend an attack to end this effect. |
25-29 | Blood | Your weapon attacks deal an additional 2 damage while dealing 1 True Damage to you |
30-39 | Burning | At the end of each of your turns, you burn for 1d4 damage. In addition, creatures who hit you with melee attacks take 1d4 fire damage for each odd level you possess. |
40-49 | Frigid | Ice forms around your skin. You suffer Vulnerability to cold damage but gain Resistance to fire and Damage Reduction against physical attacks equal to your number of odd levels. |
50-59 | Electric | You gain Resistance to lightning and your critical hits arc lightning between you and every creature or corpse you've hit since the start of the rage, dealing 1d4 lightning damage per odd level you possess. |
60-69 | Thunderous | Your critical hits detonate, pushing all creatures within your Long Stride movement bonus of the target you struck a distance equal to your Long Stride movement bonus. |
70-79 | Fading | You gain Invisibility at the start of every turn. If you attempt to attack a creature while invisible and roll a 1, it also gains this effect. |
80-88 | Astral | When you hit an enemy, you can teleport a distance equal to your Long Stride movement bonus |
89-94 | Divining | Your vision pierces any magical effect, from fog cloud to invisible creatures to those that have been polymorphed |
95-99 | Displacing | You become displaced in space and time. When a creature or object attempts to interact with you, make a Luck Roll. If you are lucky, you vanish and reappear where you were after the interaction. On a 1, this effect is transferred to your attacker. |
100 | Temporal | At the beginning of your first turn while raging, take two turns. Each turn must utilize different movements and actions. Make separate attempts for each turn. After determining the effects of each turn, choose which turn comes into play. Each round thereafter, make a luck roll. On a 1, you lose your turn. On a lucky result, repeat this effect. On a 20, repeat this effect but choose from three turns. |
Wild Magic Barbarian Disrupt Magic
1d100 | Disruption_______ | Effect |
---|---|---|
1 | Detonated | The magic effect explodes in a 5' sphere per spell level, dealing force damage to those that don't resist, and half that damage to those who do. Make a Luck Roll. If the result is lucky, it deals 2d6 per spell level. On a 20, it deals 1 per spell level. If the result is unlucky, it deals 3d6 per spell level. On a 1, it deals 4d6 per spell level. |
2-5 | Awakened | The magic effect becomes intelligent and selects any effect on this table it desires |
6-11 | Maximized | Any randomly determined effects of the magic effect are maximized |
12-17 | Empowered | Any static effects of the magic effect, such as range, duration, or number of targets affected, are doubled. |
17-22 | Piercing | If the magic effect offers a chance to resist its effects, the first such chance is always failed |
23-28 | Altered: Necrotic | Any typeable effect of the magic effect becomes a necrotic effect |
29-34 | Altered: Force | Any typeable effect of the magic effect becomes a force effect |
35-39 | Altered: Poison | Any typeable effect of the magic effect becomes a poison effect |
40-44 | Altered: Fire | Any typeable effect of the magic effect becomes a fire effect |
45-49 | Altered: Cold | Any typeable effect of the magic effect becomes a cold effect |
50-54 | Altered: Acid | Any typeable effect of the magic effect becomes an acid effect |
55-59 | Altered: Radiant | Any typeable effect of the magic effect becomes a radiant effect |
60-64 | Altered: Lightning | Any typeable effect of the magic effect becomes a lightning effect |
65-69 | Altered: Healing | Any damage the magic effect would have dealt is changed to healing |
70-74 | Delayed | The magic unleashes at a later time. The DM secretly rolls 1d100 and determines what the result means. |
75-82 | Weakened | All numeric effects of the magic effect are halved |
83-88 | Suppressed | The magic effect is suppressed for a number of rounds equal to your level |
89-94 | Dispelled | The magic effect is dispelled |
95-99 | Manipulated | You gain the ability to manipulate the magic effect, as per Manipulate Magic |
100 | Dominated | You absorb the magic effect, gaining the ability to recast it on a target or space you can see as an action before your next long rest. |
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