Barbarians

Barbarians are fierce warriors from the edge of civilization. Their battle rage makes them dangerous combatants.

Barbarian class was introduced in the Primal Calling DLC.

## Class Starting Equipment

* Melee weapon: Battleaxe, Greataxe, Greatsword, Longsword, Morningstar or Rapier.
* Simple weapon: Handaxe ×2, Spear, Club, Dagger, Javelin, Light Crossbow, or Mace
* Explorer’s Pack
* Javelin ×4 and Barbarian Clothes

## Class Features

**Saving Throw Proficiencies ➜** Strength, Constitution

**Barbarian Weapon Proficiencies ➜** Simple Weapons, Martial Weapons

**Barbarian Armor Proficiencies ➜** Light Armor, Medium Armor, Shield

**Barbarian Skills ➜** Choose 2 of these skills: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival

**Rage ➜** In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. This grants you:

* advantage on Strength saving throws and ability checks,
* an initial +2 bonus to melee attack damage,
* resistance to slashing, bludgeoning and piercing damage.

You gain these benefits only if you are not wearing heavy armor. Rage lasts for 1 minute or ends if you have not attacked or suffered damage since your last turn. You start with 2 rages per day, uses are renewed after a Long Rest.

**Unarmored Defense ➜** When you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

## Higher Level Features

**Level 2**

* **Reckless Attack ➜** Before you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
* **Danger Sense ➜** You have advantage on Dexterity saving throws against effects and spells, as long as you are not blinded or incapacitated.

**Level 3**

* **Additional Rage Use ➜** You can rage one additional time per Long Rest.
* **Primal Path ➜** You choose a Primal Path that shapes the nature of your rage.

**Level 4**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 5**

* **Extra Attack** ➜ You can attack one more time, per combat turn, when you use the attack or shove actions.
* **Fast Movement** ➜ Your movement speed is increased by 2 cells if you are not wearing heavy armor.

**Level 6**

* **Additional Rage Use ➜** You can rage one additional time per Long Rest.

**Level 7**

* **Feral Instinct** ➜ Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter rage before doing anything else on that turn.

**Level 8**

* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 9**

* **Brutal Critical** ➜ You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
* **Additional Rage Damage** ➜ Increase your rage damage by +1.

**Level 11**

* **Relentless Rage** ➜ If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a Short or Long Rest, the DC resets to 10.

**Level 12**

* **Additional Rage Use ➜** You can rage one additional time per Long Rest.
* **Ability Score Choice** ➜ Choose between increasing your ability scores or gaining a bonus feat.

**Level 15**

* **Persistent Rage ➜** Your rage only ends if you fall unconscious or you choose to end it.

## Primal Paths

These Barbarian subclasses are granted at level 3.

### Path of the Berserker

The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

**Level 3**

* **Frenzy** ➜ You can go into a frenzy when you rage. If you do so, for the duration of your rage, you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion unless you make a successful DC 10 Constitution saving throw. The DC increases by 5 each time until you complete a Short or Long Rest.

**Level 6**

* **Mindless Rage** ➜ You can't be charmed or frightened while raging.

**Level 10**

* **Intimidating Presence** ➜ Frighten a creature until the end of your next turn if it fails a Wisdom check opposed by your Charisma.

**Level 14**

* **Retaliation** ➜ Whenever an opponent attacks you from a nearby cell, you can use a Reaction to perform an immediate melee attack against that opponent.

### Path of the Magebane

Followers of this path have developed a profound hatred for magic and magic-users. For them, physical prowess is the only decent way. They despise and distrust magic and magic-users.

**Level 3**

* **War Cry** ➜ While raging, when you take damage from spells or other magical attacks, you can use your reaction to unleash a powerful war cry, dealing psychic damage (equal to 1d6 + CON modifier) to all enemies within 6 cells.

**Level 6**

* **Enemy Of Magic** ➜ While raging, you roll an additional weapon damage die when making a successful melee attack against a creature capable of spellcasting.

**Level 10**

* **Reject Magic** ➜ You have advantage on saving throws against spells.

**Level 14**

* **Spell Crusher** ➜ When raging, you can dispel a magical effect on a creature or object as an action, as if you cast Dispel Magic with Constitution as your spellcasting ability. You can use this feature a number of times equal to your proficiency bonus per short rest.

### Path of Stone

Barbarians following this path draw their strength from their connection to stone. They are known for their doggedness. They never give up in the face of adversity and thrive in hostile environments.

**Level 3**

* **Stone Resilience** ➜ While raging, you gain temporary hit points equal to twice your proficiency bonus at the end of your turn.

**Level 6**

* **Strength from Within** ➜ Your Constitution modifier is used for any saving throw, if it's higher than the ability modifier normally used.

**Level 10**

* **Rock Solid** ➜ While raging, you gain +1 to AC per hostile opponent that you can see within one cell of you, up to a maximum of +4.

**Level 14**

* **Last Stand** ➜ You add your proficiency bonus to the damage of all your melee weapon attacks.

### Path of the Claw (Lost Valley DLC)

It is an open secret that Barbarians of the Path of the Claw are the descendants of an old clan that mingled with dragons. Whenever they enter a rage, their ancestry comes rushing out and takes over their senses, allowing them to perform incredible feats of power.

**Level 3**

* **Dragon Ancestry ➜** You must choose one of the dragons as your ancestor. This choice will determine the damage type associated with your other features.
	+ Black Ancestor – Acid
	+ Gold Ancestor – Fire
	+ Green Ancestor – Poison
	+ Silver Ancestor – Cold
	+ Blue Ancestry – Lightning

* **Dragon Scales ➜** While raging, you gain +1 AC and resistance to the damage type of your ancestor.

**Level 6**

* **Draconic Wrath** ➜ You can use a bonus action to breath a 3-cell cone of elemental damage ( 1d8 per two Barbarian levels rounded up). Every creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier), taking half the damage on a success. The power can be used once per a short rest.

**Level 10**

* **Dragon's Blessing ➜** While raging, your melee weapon attacks deal an additional 1d8 damage.

**Level 14**

* **Frightful Strike** ➜ While raging, the first creature you hit with a melee attack each turn must make a Wisdom saving throw (DC 8 + yourproficiency bonus + your Strength modifier) or become Frightened until the end of their next turn.