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Barbarian

Barbarian Primary

  • Rage - You can activate rage mode.
    • During this, you gain extra damage and take less damage on physical attacks.
    • Rage ends when you go unconscious or if your turn ends and you failed to attack something.
    • You can choose to end Rage mode as a bonus action
    • Rage only lasts for around 1 min. If used all 1 min Raged, you lose rage mode and lose a turn due to exhaustion.
  • Feral Instinct - Gain Advantage in initiative rolls.
  • Extra Attack - You gain an extra attack.
    • You can select a different target or hold it to use another time during the round.
    • If unused until next turn, you lose the extra attack.
  • Reckless Attack - You stop caring about defense and hit a target.
    • This target needs to be in range and cannot dodge or block the attack.
    • After this, even if missed, your AC is cut in half until you are able to re position yourself.

Barbarian Secondary

  • Brutal Critical - When you roll a successful critical, You add an extra damage dice to your total damage.
  • Relentless Rage - Rage lasts longer. When you reach 0 HP while raging, you gain 1 HP and don't go unconscious.
  • Primal Path - Chose how your rage is shaped
    • Ancestral Guardian - Draw power from ancestors.
      • After attacking a target, you can summon a spirit warrior to attack the same target on the next turn.
        • Spirit Warriors have the same damage as you and will disappear if got hit.
        • Can stack with multiple targets. 1 spirit warrior per target.
      • If a spirit warrior is present, you can command it to protect a creature as long as it's not you.
        • The creature takes half damage and the spirit warrior disappears.
        • The attacker takes the other half of it's damage as it's own damage
    • Berzerker - Violent rage allows you to enter Frenzy state.
      • You can choose to attack as a bonus action.
      • You can counter attack someone who hits you in melee range.
      • You can't be charmed or frightened.
      • You can use your action to frighten a target with your presence.
        • Target needs to be able to see or hear you.
          • Target must succeed a WIS saving throw 10 + your Mental Resistance modifier
          • If target fails, they will be frightened until you can no longer be seen
          • If target succeeds, you can't try this again on the same target
    • Storm Herald - Able to harness and materialize the rage within.
      • You have a magical aura around you while you rage. You can chose 1 environment only. Typically an environment that you are very familiar with.
      • You can also choose to move the aura to surround another creature
        • Desert
          • All creatures around you take fire damage each turn.
          • You gain resistance to fire damage.
          • You can set something on fire.
        • Sea
          • All creatures around you take lightning damage each turn.
          • You gain resistance to lightning damage.
          • You can electrocute something
        • Tundra
          • All creatures around you take ice damage each turn.
          • You gain resistance to cold damage.
          • You can freeze something
    • Totem Warrior
      • You gain a Spirit Animal. You must be wearing a physical totem with that animal.
      • You are able to communicate with the animal chosen.
      • If the animal isn't listed above, then you can chose the closest beast representing the one you chose and gain the same skill set.
        • Bear
          • Resistant to physical damage.
          • You gain advantage on Brute Force checks.
          • Creatures around you gain disadvantage on their attack rolls.
        • Eagle
          • Able to dodge. Take half damage if successful.
          • Advantage on Perception checks.
          • You are able to fly during the duration of your rage.
        • Elk
          • Increase movement speed to next tier.
          • Advantage on Athletics checks.
          • Headbutt as a bonus attack which will prone the enemy.
        • Tiger
          • Increase damage.
          • Advantage in Acrobatics checks.
          • Increase your attack range by jumping to the target.
        • Wolf
          • Allies have advantage on attack rolls within your range..
          • Advantage in Stealth checks.
          • Howl to give allies +2 attack bonus.

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