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Barbarian
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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.