Barbarian

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature – keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians, different as they might be, are defined by their rage: an unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.

## Mortal

At ordinary attainment you gain a +1 proficiency bonus to Attack draws made with any weapon. In addition, you gain **Rage.** On your turn, you can enter a rage as an action. While raging, you gain the following benefits if you aren’t wearing armor:

* You have advantage on Physique checks and contests.
* While raging, you cannot gain any Numen or Fate through drawing cards or expend them as cost for abilities or spells, with the cards being sent to the exhaust pile instead.
* Whenever you do a skill check that does not already use Physique, you can pay 1 Might to use Physique instead (keep any proficiency bonus).

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn. You can also end your rage on your turn as an action.

Whenever you take a feature from this attainment, increase your maximum Condition by +3.

 **Berserker**

 **Ragging Ferocity**

 **Primordial Guidance**

 **Bear Defense**

 **Cannibalize**

 **Bestial Weapon**

You gain the ability to manifest a natural weapon as an action. It counts as a natural melee weapon for you, using Physique as the weapon’s attribute. Once activated, your natural weapon remains active indefinitely, but it can be retracted as an action, hiding the existence of your natural weapon.
You gain one of the following natural weapons:
**Bite.** Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1C piercing damage on a hit. Once per turn, when you damage a creature with this bite, you regain Condition equal to your Physique.

**Claws.** Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1C slashing damage on a hit. Once per turn, when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

**Tail.** You grow a lashing, spiny tail, which deals 1C bludgeoning damage on a hit and has the reach property. If a creature you can see within 4-meters of you hits you with an attack draw, you can use your reaction to reduce the damage you take by 1C.

This ability can be taken multiple times, but you must choose a different natural weapon to gain, whenever you do so.

## Exalted

At Master you gain a +2 proficiency bonus to Attack draws made with any weapon, and to any Physique ability check. In addition, you double your character’s carrying capacity.

Whenever you take a feature from this attainment, increase your maximum Condition by +5.

**Requirements:** The Indominable Anger feature.
 **Unstoppable Berserker**
**Requirements:** The Berserker feature.

 **Wildman Adrenaline**

 **Bestial Form**
**Requirements:** The Bestial Weapon feature.

Your natural weapon from the Bestial Weapon feature, count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
·         You gain a swimming speed equal to your walking speed, and you can breathe underwater.
·         You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 **Savage Critical**

Whenever you score a critical with a weapon attack, deal an extra 1C of the weapon’s damage.