Barbarian Class Details

 

A weighted man who belongs to a tribe walks through snowfall while holding his ax. He wears fur clothes. As he charges at the icy dragon, that tries to steal his folks, the flock of sheep, he laughs.

A half-orc barks at the next challenger to her brutal tribe’s leadership. He is always ready to break his neck with her two hands as she has done to her past six enemies.

A small creature pushes his helmet into the face of a terrible enemy while spitting at the lips, then turns and forces his iron elbow into the other’s belly

They are recognized by their anger as uncontrollable, inexhaustible, and irresponsible jealousy but all barbarians are different from one another. Their anger is not less than an emotion, it is the strength of a caged animal, the cranking turbulence of the sea, and the continuous attacks of the strong winds.

Sometimes a spiritual connection with violent animal souls sparks the anger of some people. Many create a burning tank of anger at a world rife with hardship. For every barbarian, anger is a power that motivates not only a war madness but also incredible speed, durability, and strong abilities.

Primitive Behaviors:

People in the cities feel proud of how their modern ways differentiate them from animals as if ignoring one’s own nature is a sign of superiority. But for a barbarian, value is not a sign of weakness but culture is. The successful enjoy their animal heritage which includes strong instincts, basic strength, and deadly anger. Barbarians don’t like being trapped by fences and crowds. Their tribes survive and prey in the grassland, rainforest, or grasslands of their homelands, where they flourish.

Barbarians come to life in the midst of battle. They can go berserk, where rage takes over and grants them superhuman strength and resolve. A barbarian can only draw on this reservoir of rage a few times before tiring, but those few fits of rage are usually quite enough to defeat whatever threats arise.

Dangerous Lives:

The barbarian class does not apply to all members of tribes called “barbarians” by root tips of civilized culture. A true barbarian among these people is as unique as a good soldier in a town, and he or she serves in a similar position as a people’s protector and a war leader. Rival tribes, terrible weather, and terrifying monsters exist throughout the world’s remote locations. Barbarians rush headlong into danger to save their people from all of this. Barbarians are ideal for adventure because of their bravery in the face of risk. For their original tribes, traveling is often a way of life, and the adventurer’s rootless lifestyle is little more than a slight problem. Some barbarians miss their tribe’s narrow family structures, but these are soon replaced by the bonds built among the members of their exploring groups.

The Making of a Barbarian:

Consider where your barbarian character comes from and where he or she fits into the world when creating a barbarian character. Discuss a suitable origin for your barbarian with your DM. Are you a stranger in the campaign area since you came from a faraway land? Is the campaign located on a harsh border where barbarians abound?

What drew you to the life of an adventurer? Were you attracted to settle in an established region by the possibility of riches? Did you band together with soldiers from those countries to combat a common threat? Were you driven out of your nation by monsters or an invading horde, leaving you a rootless refugee?

Characteristics of the Class:

You receive the following class features as a barbarian.

Points of Impact:

1d12 per barbarian level in hit dice

At 1st level, you have 12 hit points plus your Intelligence modifier.

Hit Points at Higher Levels: After the 1st barbarian level, 1d12 (or 7) + your Intelligence modifier each barbarian level.

Proficiencies:

Light, medium, and heavy armor are available, as well as shields.

Weaponry includes both simple and martial weapons.

Savings Tools: None Strength and Constitution are the two types of throws.

Animal Handling, Athletics, Intimidation, Nature, Sense, and Survival are among the skills available.

Equipment:

In addition to the materials provided by your background, you begin with the following:

A great ax or any other martial melee weapon

Two hand axes or any other primitive weapon

An explorer’s pack and four weapons

Rage:

You fight with fierce ferocity in battle. As a bonus action, you can enter a rage on your turn.

If you aren’t wearing heavy armor, you obtain the following perks while raging:

On Strength checks and Strength saving throws, you have the upper hand.

When you use Strength to attack with a melee weapon, you earn a bonus to the damage roll that rises as you level up as a barbarian, as stated in the Barbarian table’s Rage Damage column.

Bludgeoning, piercing, and slashing damage are all resistant to you.

If you can cast spells, you won’t be able to do so or concentrate on them when enraged.

Your fury will last one minute. It ends early if you are knocked unconscious or if your turn ends without you attacking a hostile creature or taking damage since your last turn. As a bonus action, you can terminate your wrath on your turn.

Once you’ve raged the number of times shown in the Rages column of the Barbarian table for your barbarian level, you must take a long rest before you can rage again.

Unprotected Defense:

Your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier when you are not wearing any armor. You can still get this bonus if you utilize a shield.

Unprecedented Attack:

Starting at the second level, you can put your defenses aside and assault with ferocious desperation. You have the option of attacking recklessly when you make your first attack on your turn. During this turn, you receive an advantage on melee weapon attack rolls made with Strength, but attack rolls made against you gain an advantage until your next turn.

Sense of Danger:

At the second level, you get an uncanny awareness of when things around you aren’t as they should be, giving you an advantage while avoiding danger.

You have an advantage on Dexterity saving throws against visible effects like traps and spells. You can’t be blinded, deafened, or disabled to get this perk.

Unstoppable Fury:

Your wrath can keep you fighting even if you have severe wounds starting at the 11th level. You can make a DC 10 Constitution saving throw if you drop to 0 hit points while raging and don’t die outright. If you succeed, you will instead lose one hit point.

The DC increases by 5 each time you activate this feature after the first. The DC resets to 10 when you finish a short or long rest.

If you can cast spells, you won’t be able to do so or concentrate on them when enraged.

Your fury will last one minute. It ends early if you are knocked unconscious or if your turn ends without you attacking a hostile creature or taking damage since your last turn. As a bonus action, you can terminate your wrath on your turn.

Once you’ve raged the number of times shown in the Rages column of the Barbarian table for your barbarian level, you must take a long rest before you can rage again.

Unprotected Defense:

Your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier when you are not wearing any armor. You can still get this bonus if you utilize a shield.

Unprecedented Attack:

Starting at the second level, you can put your defenses aside and assault with ferocious desperation. You have the option of attacking recklessly when you make your first attack on your turn. During this turn, you receive an advantage on melee weapon attack rolls made with Strength, but attack rolls made against you gain an advantage until your next turn.

Danger sense:

At the second level, you get an uncanny awareness of when things around you aren’t as they should be, giving you an advantage while avoiding danger.

You have an advantage on Dexterity saving throws against visible effects like traps and spells. You can’t be blinded, deafened, or disabled to get this perk.

The Primal Way:

You choose a path that influences the nature of your wrath at the third level. The Berserker’s Path is described in full at the end of the class description, and other primal routes can be found in other places. Your pick provides you features at the third level, as well as at the sixth, tenth, and fourteenth levels.

Improvement of the Ability Score

When you reach the 4th level, and then again at the 8th, 12th, 16th, and 19th levels, you can choose to enhance one ability score by two points, or two ability scores by one point. This feature will not allow you to raise your ability score above 20.

You can use the optional feats rule to skip this feature and instead pick a feat of your choice.

Extra Strike:

You can attack twice instead of once starting at the 5th level whenever you perform the Attack action on your turn.

Rapid Progression:

While not wearing heavy armor, your speed increases by 10 feet starting at the 5th level.

Instinctive Feral:

Your instincts are so fine-tuned by the 7th level that you have an advantage on initiative rolls.

Furthermore, if you are not incapacitated when you are startled at the start of combat, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Critically Brutal:

When computing the extra damage for a critical hit with a melee attack, you can roll one additional weapon damage die starting at the 9th level.

At the 13th level, this increases to two additional dice, and at the 17th level, it increases to three additional dice.

Unstoppable Fury:

Your wrath can keep you fighting even if you have severe wounds starting at the 11th level. You can make a DC 10 Constitution saving throw if you drop to 0 hit points while raging and don’t die outright. If you succeed, you will instead lose one hit point.

The DC increases by 5 each time you activate this feature after the first. The DC resets to 10 when you finish a short or long rest.

Critically Brutal:

When assessing the extra damage for a critical hit with a melee attack at the 13th level, you can roll two additional weapon damage dice.

At the 17th level, this rises to three more dice.

Rage That Doesn’t Go Away:

Your wrath is so strong at the 15th level that it only ceases if you fall unconscious or if you choose to end it.

Critically Brutal:

When assessing the extra damage for a critical hit with a melee attack at 17th level, you can roll three additional weapon damage dice.

Invincible Strength:

If your total for a Strength check is less than your Strength score, you can use that score instead of the total starting at the 18th level.

Champion of the Primals:

You absorb the wilds’ energy at the early 21st level. Your Strength and Morality scores both improve by four points. The total number of points you can get with such scores is now 24.

Primal Routes:

All barbarian’s ability that drives him or her to greatness is a furnaced

Every barbarian’s heart is a furnace of rage, a furnace that drives him or her to greatness. Different barbarians, on the other hand, trace their fury to various origins. It’s an internal reservoir for some, where hurt, grief, and hatred are forged into a hard fury. Others consider it as a symbolic animal gift, a spiritual blessing.

The Berserker’s Path:

Rage is basically the objective of violence that means to an end of certain barbarians. The Berserker’s Route is a path in which uncontrolled rage, is covered in the blood includes. When you enter the berserker’s anger, maybe you take joy in the chaos of battle but you are ignorant of your own health or well-being.

Frenzy:

When you pick this route at 3rd level, you can become enraged and go into a frenzy. If you do, you can make a single melee weapon attack as a bonus action on each of your subsequent turns for the duration of your anger. You experience one degree of weariness when your wrath ends.

Irrational rage:

At the initial stage of the 6th level while furious starting, then you can’t be charmed or scared. When you enter your wrath, if you are charmed or terrified, the effect is stopped for the length of the anger.

Intimidating presence:

With your scary presence starting at the 10th level, you can use your action to terrify someone. When you’ve done that, pick one monster that’s within 30 feet of you. If the creature sees or hears you, it must succeed on a Wisdom saving throw or be terrified of you until the end of your turn. The scared creature might continue to scare you when you increase the duration of this effect till the end of your turn by using your action on successive rounds. This effect will disappear if the creature finishes its action from out of vision range or more than 60 feet away from you.

But again for 1 day, you can’t use this feature on your respective creature if it succeeds in its fighting effort.

Retaliation:

When you suffer danger from a creature within 5 feet of you, you can use your reaction to perform a melee weapon attack against that monster starting at 14th level.

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