Barbarian
In Dungeons & Dragons, a barbarian is a warrior class that uses primal rage to fuel their combat prowess, making them excel at melee damage and taking hits. They are characterized by high health, using Strength and Constitution, and are often portrayed as fierce, uncivilized outsiders from the wild. Key class features include the ability to enter a state of Rage for increased strength and durability.
Barbarian

Barbarians are driven by an intense, primal rage that fuels their power in battle, granting them superhuman strength and resilience. Their fury stems from sources like animal spirits or deep anger at the world's harshness.
Rejecting civilization's values, they embrace their instincts and thrive in the wild. As rare leaders and protectors in their tribes, barbarians face danger fearlessly. Their courage makes them natural adventurers, often forming close bonds with their companions.
Novice
Skills
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Proficiency in saving throws Strength +2 and Constitution +2
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Proficiency in Athletics +2 and Survival +2
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Proficient in Light/Medium Armor, Shields
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Proficiency in Simple and Martial weapons
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Health increase of 12 per rank.
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Rage:
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3 uses per long rest. Provides a +2 bonus to damage with Strength-based weapons, +2 on Strength checks and saving throws, and resistance to bludgeoning, piercing, and slashing damage. Rage last 5 turns or until you are not attacked or attack someone on one of your turns, then it ends.
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Unarmored Defense:
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AC = 10 + Dexterity modifier + Constitution modifier.
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Reckless Attack:
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​All your attacks can be made with +3 but you lose -3 AC until your next turn
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Danger Sense:
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​Provides +3 to Dexterity saving throws against effects you can see.
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Adept
Skills
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Extra attack:
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Has an extra attack
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Fast Movement:
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​+1 tile of movement
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Rage:
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Increases to 4 uses per long rest.
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Expert
Skills
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Brutal Critical:
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Roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
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Relentless Rage:
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When you are reduced to 0 hit points but not killed outright, you can make a DC 18 Constitution saving immediately. On a success, you drop to 1 hit point instead.
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Specialist
Skills
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Brutal Critical:
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Roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
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Feral Instinct:
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​Provides a +3 bonus to initiative rolls.
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Rage Damage:
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Damage and saving throws increase by 1
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Rage:
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Increases to 5 uses per long rest
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Path of the Berserker

Berserkers were those fighters and barbarians who could tap into a particularly savage aspect of themselves in order to skip into a furious rage while in combat. Barbarians that followed the Path of the Berserker saw their rages as the best means to enjoy the thrill of battle, regardless of personal well-being.
Tribal berserkers were believed to have been granted supernatural forces that allowed them to better defend their people. These individuals lived in close-knit groups, often found in less-civilized locales. They looked out for their own kind within these communities.These warriors were so named for their ability to "go berserk" and enter into a trance-like rage in battle. Once in this state a berserk fought with exceptional strength and ferocity.
Novice
Skills
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Frenzy: When raging, you can make a single melee weapon attack as a bonus action on each of your turns.
Adept
Skills
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Mindless Rage: You cannot be charmed or frightened while raging. If charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Expert
Skills
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Intimidating Presence: As an action, you can force a creature within 30 feet to make a Wisdom saving throw against your Charisma (Intimidation) DC or be frightened for 5 rounds.
Specialist
Skills
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Retribution: When you take damage from a creature that is within 1 tilet of you, you can use your reaction to make a melee weapon attack against that creature.
Path of the Totem Warrior

The Path of the Totem Warrior was a primal path for barbarians that involved spiritual attunement to supernatural beings. Known as totem warriors or wildheart barbarians, these tribal warriors adopted spirit animals as their patrons, who acted as their sacred guides in life and protective guardians in battle.
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These barbarians often adopted physical characteristics of their totem animal. It was not unheard of for the skin of these barbarians to thicken like hide, or even for their eyes to change color.The Path of the Totem Warrior was believed to be something of a mystical journey for barbarians. The totem spirit to which they attuned was often linked to their specific tribe.
Novice
Skills
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Spirit Seeker:
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​You gain the ability to cast the beast sense and speak with animal spells, but only as rituals.
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Totem Spirit: Choose a totem spirit and gain its feature:
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Bear: While raging, you have resistance to all damage except psychic damage.
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Eagle: While raging, you can use the Dash action as a bonus action, you don’t take attacks of opportunities
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Wolf: While raging as a bonus action,choose 2 people to have +3 to attack rolls on melee attack rolls against any creature. You cannot select yourself. Only lasts one turn.
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Adept
Skills
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Aspect of the Beast: Choose a totem spirit and gain its feature:
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Bear: +2 athletics
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Eagle: +2 perception
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Wolf: +2 to survival
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Expert
Skills
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Spirit Walker:
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You can cast the “commune with nature” spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
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Specialist
Skills
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Aspect of the Beast: Choose a totem spirit and gain its feature:
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Bear: Give +3 AC to up to five friendly creatures (NOT yourself) within 1 tile as a bonus action, during rage. This effect last one round.
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Elk: While raging, you can use a bonus action during your movement to pass through the space of a Large or smaller creature. They must succeed on a Strength saving throw (DC = 8 + your Strength modifier + proficiency bonus) or be knocked prone and take 1d8 bludgeoning damage.
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Tiger: While raging, if you move at least 4 tiles in a straight line toward a Large or smaller target before making a melee weapon attack, you can make an additional melee attack as a bonus action. The extra attack deals damage equal to 1d6 + Strength modifier.
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Path of the Zealot

The Path of the Zealot was a primal path for those warriors who were said to have distinguished souls, destined to battle for all eternity. Known individually as zealots, these barbarians fought with such determined faith that they channeled divine power unto themselves when they entered into a barbarous rage. After beginning down the path of the zealot, these barbarians could channel divine power - in the form of necrotic or holy energy―in the first blow they landed in battle, while enraged.
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While enraged, more battle-hardened zealots could shrug off effects that would incapacitate lesser warriors. They learned how to inspire zeal in others, bolstering their allies' combat prowess for a short while. The most veteran zealots could shrug off mortal wounds and keep fighting in a rage of fury.
Novice
Skills
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Divine Fury:
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​While raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + 2. The extra damage is radiant
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Warrior of the Gods:
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​If a spell such as raise dead has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you. ( open a ticket to receive the materials back or simply roleplay it out.)
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Adept
Skills
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Fanatical Focus: +1 saving throws while raging
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Divine Fury II: Damage increases to 1d6 + 3
Expert
Skills
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Divine Fury III: Damage increases to 1d6 + 5.
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Zealous Presence:
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As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 12 tiles of you that can hear you gain a +3 bonus on attack rolls and saving throws for one round.
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Specialist
Skills
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Rage Beyond Death:
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While you're raging, having 0 hit points doesn’t knock you unconscious. Instead, you can continue on until your rage ends. At this time you then are knocked unconscious.
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Divine Fury IV: Damage increases to 1d6 + 6
Path of the Storm Herald

The path of the storm herald was a primal path taken by barbarians who chose to channel the primal magic of nature into their bodies during a rage. Individual barbarians that took this path in life were known as storm heralds.Early during their training, storm heralds learned to create an aura around their body that resembled a magical tempest. This aura behaved differently depending on the habitat with which the barbarian most closely identified. Heralds of the deserts conjured blistering heat, while those who harnessed the power of icy tundra solicited ice spirits to their aid.
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As a barbarian's very soul became closer in tune with nature, they acquired inner strength and resilience to the elements.
Novice
Skills
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Storm Aura:
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​When you rage, you can choose up to two creatures within 2 tiles of you. Each creature takes 2 lightning damage at the start/end of your turn while you are raging.
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Adept
Skills
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Storm Soul:
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You gain resistance to lightning damage. Additionally, you can breathe underwater and gain a swimming speed equal to your walking speed while raging.
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Expert
Skills
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Shielding Storm:
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​Two creatures of your choice have lighting resistance until your next turn , while raging.
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Specialist
Skills
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Raging Storm: Storm Aura damage increases to 4.



