layout |
---|
doc |
Barbarians gain a +2 class bonus to Strength or Constitution, as long as it isn't the same ability you increase with your +2 species bonus.
Barbarians get 2 skill points in any Strength or Constitution skill like Athletics and Endurance.
At 1st level, a barbarian starts with a melee weapon or two, light armor, and standard non-magical gear that is suggested by the character's background.
Barbarians start with 25gp.
Armor Type | Base AC | Atk Penalty |
---|---|---|
None | 10 | — |
Light | 12 | — |
Heavy | 13 | –2 |
Shield | +1 | — |
Weapon Type | One-Handed | Two-Handed |
---|---|---|
Small | LEVELd4 dagger | LEVELd6 club |
Light or Simple | LEVELd6 hand-axe, warclub | LEVELd8 spear |
Heavy or Martial | LEVELd8 longsword, battleaxe | LEVELd10 greatsword, greataxe |
Weapon Type | Thrown | Crossbow | Bow |
---|---|---|---|
Small | LEVELd4 dagger | LEVELd4 (–5 atk) hand crossbow | — |
Light or Simple | LEVELd6 javelin, axe, spear | LEVELd6 (–5 atk) light crossbow | LEVELd6 shortbow |
Heavy or Martial | — | LEVELd8 (–5 atk) heavy crossbow | LEVELd8 longbow |
Barbarian Level | Total Hit Points | Total Feats | Class Talents (H) | Furies | Level-up Ability Bonuses | Damage Bonus from Ability Score |
---|---|---|---|---|---|---|
Level 1 Hybrid | (Avg. of both classes) x 3 | As 1st level PC | 3 adv | 0 | Not affected | Ability modifier |
Level 1 | (7 + CON mod) x 3 | 1 adv | 3 adv | 0 | ability modifier | |
Level 2 | (7 + CON mod) x 4 | 2 adv | 3 adv | 1 | ability modifier | |
Level 3 | (7 + CON mod) x 5 | 3 adv | 3 adv | 1 | ability modifier | |
Level 4 | (7 + CON mod) x 6 | 4 adv | 3 adv | 2 | +1 to 3 abilities | ability modifier |
Level 5 | (7 + CON mod) x 8 | 4 adv; 1 champ | 3 adv; 1 champ | 2 | 2 x ability modifier | |
Level 6 | (7 + CON mod) x 10 | 4 adv; 2 champ | 3 adv; 1 champ | 3 | 2 x ability modifier | |
Level 7 | (7 + CON mod) x 12 | 4 adv; 3 champ | 3 adv; 1 champ | 3 | +1 to 3 abilities | 2 x ability modifier |
Level 8 | (7 + CON mod) x 16 | 4 adv; 3 champion1 epic | 3 adv; 1 champ; 1 epic | 4 | 4 x ability modifier | |
Level 9 | (7 + CON mod) x 20 | 4 adv; 3 champion2 epic | 3 adv; 1 champ; 1 epic | 4 | 4 x ability modifier | |
Level 10 | (7 + CON mod) x 24 | 4 adv; 3 champion3 epic | 3 adv; 1 champ; 1 epic | 5 | +1 to 3 abilities | 4 x ability modifier |
(H): Indicates columns in which hybrid characters lag one level behind.
Ability Bonus | +2 Strength or Constitution (different from species bonus) |
Initiative | Dex mod + Level |
Armor Class (light armor) | 12 + middle mod of Con/Dex/Wis + Level |
Armor Class (shield and light armor) | 13 + middle mod of Con/Dex/Wis + Level |
Physical Defense | 11 + middle mod of Str/Con/Dex + Level |
Mental Defense | 10 + middle mod of Int/Wis/Cha + Level |
Hit Points | (7 + Con mod) x Level modifier |
Recoveries | 7 |
Recovery Dice | (1d12 x Level) + Con mod |
Skills | 2, max 5 in any one skill |
Relationships | 3 points |
Talents | 3 |
Feats | 1 per Level |
At-Will
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: —
Once per full recovery, use a quick action to start raging. A rage lasts until the end of battle, or about 5 minutes.
While raging, you roll 2d20 to hit with your barbarian melee and thrown weapon attacks instead of 1d20. Use the higher roll for the attack. If you roll a natural 11+ with both dice and your highest attack roll is a hit, the attack is a critical hit!
Recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier. On a 16+, you can use Barbarian Rage again later in the full recovery.
Whenever the escalation die is 4+, as a quick action, you can start raging for free. (It doesn't count against your normal usage.) This rage lasts until the end of the battle, as normal.
You can now start raging freely when the escalation die is 3+.
You can now start raging freely when the escalation die is 2+.
While you are raging, you can voluntarily end your rage early to use a fury. Make a melee attack and add the fury's effect to the attack. You gain 1 fury every 2 levels rounded down. You can swap a fury for another when you complete a full recovery.
Make a melee attack and resolve it normally, then increase the escalation die by +1.
If it hits, your melee attack is a critical hit.
Resolve the attack normally. The next time this battle you’re hit by someone you’re engaged with, you can immediately interrupt it by making a basic melee attack. If you hit, the enemy’s attack automatically misses.
Resolve the attack normally. The target pops free from you after the attack and is hampered until the start of your next turn.
Resolve the attack normally. For the rest of the battle, missed attacks do no damage to you.
Resolve the attack normally. For this attack and the rest of the battle, you crit on a 16+ until you’ve delivered three critical hits, at which point your crit range returns to whatever it was before you used this Fury.
Resolve the attack normally. For the rest of the battle, you can make a bonus basic melee attack once per round when an ally hits an enemy you’re engaged with. This basic melee attack deals no damage on a miss.
Resolve the attack normally. Once you’ve done so, break free of any movement-inhibiting spells, effects, or conditions.
Make a basic melee attack, but target the enemy’s PD, not AC. For the rest of the battle, you can target your foes’ PD with your basic melee attacks.
Resolve the attack normally. Your target’s MD is reduced by half your level for the rest of the battle.
Choose three of the following adventurer-tier class talents. You also get an additional barbarian class talent at champion and epic tier.
Once per battle, as a free action, you can make a standard melee attack after having dropped any enemy to 0 hp with a standard melee attack. Mooks do not count for this, unless the mook you dropped was the last of its mook mob.
You gain a +2 attack bonus with Barbaric Cleave attacks. If the cleave attack hits, you can heal using a recovery.
If there is no foe engaged with you to use your Barbaric Cleave attack against, as a free action you can move to a nearby foe before making the attack.
While raging, you can use Barbaric Cleave as many times as you like during a battle, but only once per round.
One battle per full recovery, as a free action after you have missed an attack, gain +1d4 damage to each successful melee attack until the end of the battle. For each missed attack following this, add another +1d4 damage, up to a maximum of +4d4 damage.
Bonus damage dice are now d6s.
Bonus damage dice are now d10s.
You can use Building Frenzy twice a full recovery.
When you wield a shield, reduce the damage you take from enemy attacks by your level.
When you intercept an enemy or an enemy intercepts you, make a basic melee attack against them as a free action.
While wielding a shield, you gain a +1 bonus to PD.
Increase the damage reduction to twice your level.
When you fight with two melee weapons and you score a critical hit, make a second melee attack against the target. You can use this talent once per round.
You can pop free and engage a different target to make the second Deadly Twins attack. If you do so, you gain a +2 bonus to the attack roll.
The first time you miss with a Deadly Twins attack in a battle, you can reroll the attack.
When you hit with a Deadly Twins attack, deal 25 ongoing damage to the target.
Once per battle or scene, as a standard action, you can perform a stunt that uses your massive reserves of brute strength. Smash a hole in a wall, lift a giant monolith, or wrestle an iron golem. While this usually won’t require a skill check, the GM can still call for an attack roll if you try to wrestle down an unwilling target or bury them under something very heavy.
You can wield heavy two-handed (d10) melee weapons in one hand, or wield an oversized heavy two-handed (d12) weapon with both hands.
You have advantage on all Strength-based skill checks.
Add four times your Strength modifier to melee weapon damage (instead of three times).
When you fight with one-handed melee weapons, you can use Dexterity instead of Strength for attack and damage.
While raging, you gain a +2 bonus to AC, PD and disengage checks.
While raging, you take no damage from missed enemy attacks.
When an enemy misses you with a melee attack while you rage, deal damage to them equal to twice your Dexterity modifier and thrice at 8th level.
Increase the bonuses to +3.
If you are staggered at the start of your turn, you can start raging for free. (It doesn’t count against your normal usage.)
While raging, you are immune to fear effects.
While raging, you are immune to the dazed condition.
While raging, you are immune to the weakened condition.
Once per battle as a basic melee attack, sweep your weapon out in front of you low to the ground. On a hit, an enemy you are engaged with becomes hampered for one turn. Deal no damage on a miss.
On a hit, up to two other creatures you’re engaged with are hampered and suffer 2d6 damage.
On a hit, up to two other creatures you’re engaged with are hampered and suffer 2d8 damage.
All creatures you’re engaged with are hampered for a turn, whether you hit with the attack or not.
During your turn, when you attack a staggered enemy you were not engaged with at the start of your turn, deal +1d6 damage per level to that creature if you hit.
You gain a +2 bonus to Slayer attacks.
Once per battle, when you miss with a Slayer attack, deal the additional +1d6-per-level damage to the target instead of normal miss damage.
Whenever one of your Slayer attacks drops a non-mook enemy to 0 hp, you gain 20 temporary hit points.
You’ve bonded with a spirit animal that watches over you and protects you. It’s a privilege that is awarded only to the most honorable warriors of your tribe.
You gain 4 skill points in skills that represent the spiritual connection to your spirit guide. You can use it on skill checks to perceive supernatural dangers.
You also gain the two special abilities below. Once per full recovery, you can activate one of these abilities as a quick action.
- Infuse your body with the power of your spirit. Choose the beast aspect from the druid’s shifter talent that is closest to your spirit animal, and gain its initiate benefit until the end of the battle.
- Spend a recovery without healing as a quick action to manifest your spirit. Until the end of the battle, your spirit companion joins the battle as your ally. Create an Animal Companion as per the ranger talent. As a spirit creature, your companion gains resist physical damage 16+.
If you are raging while your spirit companion is manifested, it can make one attack with the benefit of raging that battle.
You can use both the infuse and the manifest ability once per full recovery each.
Once per battle, you or your manifested spirit companion can reroll a save with a +4 bonus.
Your recovery dice are 2d6s instead of d12s.
Increase your total number of recoveries by 1.
You gain +1 PD. When you heal using a recovery, you can roll a save against a save ends effect.
Increase your total number of recoveries by 1 (making a total of +2 from this talent).
Once per battle as a quick action, you can pop free from an enemy with whom you’re engaged and move to engage another nearby enemy.
When you use Swap Quarry, the crit range of your next attack against the enemy you engage expands by the number of your allies who are also currently engaged with that enemy.
When you use Swap Quarry, the enemy from which you pop free becomes vulnerable (crit range +2) to your allies’ attacks until the start of your next turn.
You can now use Swap Quarry twice per battle.
You gain three skill points in a skill that represents you past or your destiny as a tribal leader. In addition, choose on of the benefits below:
- You inherited a treasured set of armor as a sign of your status. You take no penalty for wearing heavy armor.
- Your voice rallies the troops. Choose a battle cry of your level or lower from the bard’s list.
- You inherited the gift of leadership from your ancestors. Choose a tactic of your level or lower from the warlord list.
- A new relationship is interested in the destiny of your clan. You gain a new positive relationship point.
- With you in the lead, others expect victory. Once per full recovery, when you score a critical hit, increase the escalation die by 1.
Choose a second benefit from the list.
Choose a third benefit from the list.
Choose a fourth benefit from the list.
Once per battle, declare you're using Unstoppable before making a barbarian melee attack. If your attack hits at least one target, you can heal using a recovery.
The Unstoppable recovery is free.
Add double your Constitution modifier to the healing the recovery provides.
You can use Unstoppable twice per battle.
You can make a Whirlwind attack as the first action of your turn when you are engaged by two or more enemies.
You take a –4 penalty to your AC and PD until the start of your next turn. Then roll a separate melee attack against each enemy you are engaged with. You deal no miss damage with these attacks.
You now deal normal miss damage with missed Whirlwind attacks.
The penalty to your AC and PD is reduced to –2. In addition, disengage checks you make the same turn as using Whirlwind automatically succeed.
You can use Whirlwind anytime during your turn, not just as the first action.
At champion tier, you gain an additional barbarian class talent. Choose one of these champion-tier talents or take another adventurer-tier talent.
Once per battle, when you enter Barbarian Rage, you can engage a nearby enemy and make a melee attack as a free action.
Also gain 5 times the escalation die in temporary hit points, and 10 times at 8th level.
If you hit with the melee attack granted by this talent, deal 10 times the escalation die in ongoing damage.
One battle per full recovery, you can move to engage a far away enemy and make a melee attack against them. Enemies between you and your target may still attempt to intercept you, however.
Add the escalation die to your AC and PD until the start of your next turn. This bonus takes effect after you declare you are using Bellowing Charge, immediately before you move.
You can now use Bellowing Charge once per battle. Enemies must succeed on a normal save (11+) to intercept you when you charge.
The first time you are reduced to zero hit points in a battle, you can immediately spend a recovery to heal. If you use this talent while raging, deal three times your level in psychic damage to each enemy you are engaged with.
After using this talent, deal 1d12, 2d12 at 8th level, extra psychic damage when you hit with a melee attack, until the end of the battle.
Heal additional hit points equal to 20 x the escalation die with the recovery.
One battle per full recovery as a quick action, you gain a +2 bonus to your Mental Defense until the end of the battle.
You can now use Natural Will in two battles per full recovery.
The bonus increases to +4 Mental Defense.
You can now use Natural Will as a free action when an enemy attacks you.
When you hit with a melee attack deal 1d8 extra lightning damage, 1d12 at 7th level, and 1d20 at 9th level to the target.
While raging, deal the extra damage to all nearby enemies.
You gain resist lightning and thunder 16+.
When you score a critical hit, all nearby allies gain a +2 bonus to melee attack rolls and saves against effects until the end of your next turn.
You grant the bonus to all saves, including saves to disengage and death saves.
You grant the bonus to all attack rolls, including ranged and spell attacks.
One battle per full recovery while you are raging, increase your AC by 1 every time you are damaged by an enemy’s attack. This AC bonus cannot exceed the escalation die (to a maximum of 6).
You can now use Revel In Pain in two battles per full recovery.
The maximum AC bonus from Revel In Pain is now your level.
You gain a +1 bonus to all saves, including death saves. While raging, the bonus is equal to your Constitution modifier instead.
When you start raging, you can make a save against all effects.
You take half damage from ongoing damage.
Once per full recovery as a quick action, you gain a +2 bonus to your Physical Defense until the end of the battle.
The bonus now increases to +4 Physical Defense.
You can now use Thick Skin as a free action (rather than a quick action) when an enemy attacks you.
Once per battle, add a +1d4 bonus to a barbarian melee attack roll after finding out whether you hit or missed.
If the attack still misses, deal half damage.
The bonus increases to +1d6.
At epic tier, you gain an additional barbarian class talent. Choose one of these epic-tier talents, or take another adventurer-tier or champion-tier talent instead.
One battle per full recovery as a quick action, you can call the spirits of your ancestors to fight alongside you. Your ancestors can't be hurt or affected by the creatures of this world.
At the end of each of your turns, if you are conscious, roll a d6. If you roll less than or equal to the escalation die, a member of your spirit warband strikes from the spirit realm into the world. Make a melee attack against a nearby enemy as if you were making the attack yourself, using any talents, feats, or magic items as you see fit. This attack doesn't take any of your actions.
Your Ancestral Warband spirits are always raging, even if you are not, and continue to fight for a single round while you are unconscious.
When you score a critical hit, you can heal using a free recovery.
After you score a critical hit, the next time you are hit by an attack, you take half damage. Multiple half-damage effects don’t stack.
One battle per full recovery, all nearby normal monsters and mooks suffer a penalty to their attack rolls and MD equal to the escalation die. If a monster would normally receive a bonus to either of these stats from the escalation die, they lose that bonus instead of suffering the penalty.
Large and double-strength monsters are also affected by your Fearsome Demeanor, and you may now use this ability in two battles per full recovery.
In battle, you can call on the Fury of the North Wind as a standard action. Until the end of your next turn, you gain a +2 bonus to all defenses and resist cold 16+.
On your next turn, you can pop free from all enemies and make a giant leap, carried by the icy winds, to engage a nearby or far away enemy as a move action. Your next melee attack that turn deals double damage, and you always count as raging when making the attack.
When you activate Fury of the North Wind, enemies engaged with you must succeed at a save or take 25 cold damage and be dazed until the end of your next turn.
Special: You can only choose this talent as a single-class barbarian.
Increase your Strength and Constitution scores by 4.
Increase your Dexterity, Intelligence, Wisdom and Charisma scores by 1.
Once per full recovery, you can spend a recovery to turn a regular hit into a critical hit.
You can use Survival Sacrifice once per battle.
While raging, you have resist damage 12+ (when an attack targets you, the attacker must roll a natural 12 or higher on the attack roll or it only deals half damage).
Even when not raging, whenever you score a critical hit against an enemy, you have resist damage 12+ until the start of your next turn.