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When Worlds Collide

The Complete Barbarian's Handbook


Barbarian

A
tall human tribesman strides through a blizzard,
draped in fur and hefting his axe. He laughs as
he charges toward the frost giant who dared
poach his people's elk herd. The Barbarian
Proficiency Rage
Level Bonus Features Rages Damage
A half-orc snarls at the latest challenger to her authority Rage, Unarmored
over their savage tribe, ready to break his neck with her bare 1st +2
Defense
2 +2
hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the 2nd +2
Reckless Attack,
2 +2
face of his drow foe, then turns to drive his armored elbow Danger Sense
into the gut of another. 3rd +2 Primal Path 3 +2
These barbarians, different as they might be, are defined by Ability Score
their rage: unbridled, unquenchable, and unthinking fury, 4th +2
Improvement
3 +2
More than a mere emotion, their anger is the ferocity of a
cornered predator, the unrelenting assault of a storm, the 5th +3
Extra Attack,
3 +2
churning turmoil of the sea. Fast Movement
For some, their rage springs from a communion with fierce 6th +3 Path Feature 4 +2
animal spirits. Others draw from a roiling reservoir of anger at
a world full of pain. For every barbarian, rage is a power that 7th +3 Feral Instinct 4 +2
fuels not just a battle frenzy but also uncanny reflexes, Ability Score
resilience, and feats of strength. 8th +3
Improvement
4 +2

Brutal Critical (1
Class Features 9th +4
die)
4 +3

As a barbarian, you gain the following class features. 10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
Hit Points
Hit Dice: 1d12 per barbarian level 12th +4
Ability Score
5 +3
Hit Points at 1st Level: 12 + your Constitution modifier Improvement
Hit Points at Higher Levels: 1d12 + your Constitution Brutual Critical (2
modifier per barbarian level after 1st 13th +5
dice)
5 +3

Proficiencies 14th +5 Path Feature 5 +3


Armor: Light armor, medium armor, shields 15th +5 Persistent Rage 5 +3
Weapons: Simple weapons, martial weapons
Tools: None 16th +5
Ability Score
5 +4
Saving Throws: Strength, Constitution Improvement
Skills: Choose two from Animal Handling, Athletics, Brutal Critical (3
Intimidation, Nature, Perception, and Survival 17th +6
dice)
6 +4

Rage 18th +6 Indomitable Might 6 +4

In battle, you fight with primal ferocity. On your turn, you can 19th +6
Ability Score
Improvement
6 +4
enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't 20th +6 Primal Champion Unlimited +4
wearing heavy armor:
You have advantage on Strength checks and Strength
saving throws.
When you make a melee weapon attack using Strength,    Your rage lasts for 1 minute. It ends early if you are knocked
you gain a bonus to the damage roll that increases as you unconscious or if your turn ends and you haven't attacked a
gain levels as a barbarian, as shown in the Rage Damage hostile creature since your last turn or taken damage since
column of the Barbarian table. then. You can also end your rage on your turn as a bonus
You have resistance to bludgeoning, piercing, and slashing action.
damage. Once you have raged the number of times shown for your
If you are able to cast spells, you can't cast them or barbarian level in the Rages column of the Barbarian table,
concentrate on them while raging. you must finish a long rest before you can rage again.
 
2 PART II | BARBARIAN
Recovering Rage Primal Path
You can recover rage during a short rest by spending hit dice, At 3rd level, you choose a path that shapes the nature of your
using one hit die for each rage recovered in this way. You rage. Choose the Path of the Ancestral Guardian, Path of the
cannot recover more than your number of rages you are Battlerager, Path of the Berserker, Path of the Storm Herald,
allowed based on your class level. Path of the Totem Warrior, or the Path of the Zealot, all
Exhausted Rage detailed at the end of the class description. Your choice grants
You can attempt to enter a rage when you have no rages you features at 3rd level and again at 6th, 10th, and 14th
available by making a Constitution saving throw. The DC of levels.
this check is 10. Each time you use this feature after the first, Ability Score Improvement
the DC increases by 5. When you finish a short or long rest,
the DC resets to 10. When you reach 4th level, and again at 8th, 12th, 16th, and
On a successful check you enter rage as normal. If the 19th level, you can increase one ability score of your choice by
check fails you gain the stunned condition until the end of 2, or you can increase two ability scores of your choice by 1. As
your next turn and suffer one level of exhaustion. normal, you can't increase an ability score above 20 using this
feature.
Unarmored Defense
While you are not wearing any armor, your Armor Class Extra Attack
equals 10 + your Dexterity modifier + your Constitution Beginning at 5th level, you can attack twice, instead of once,
modifier. You can use a shield and still gain this benefit. whenever you take the Attack action on your turn.
Reckless Attack Fast Movement
Starting at 2nd level, you can throw aside all concern for Starting at 5th level, your speed increases by 10 feet while you
defense to attack with fierce desperation. When you make aren't wearing heavy armor.
your first attack on your turn, you can decide to attack
recklessly. Doing so gives you advantage on melee weapon Feral Instinct
attack rolls using Strength during this turn, but attack rolls By 7th level, your instincts are so honed that you have
against you have advantage until your next turn. advantage on initiative rolls.
Danger Sense Additionally, if you are surprised at the beginning of combat
and aren't incapacitated, you can act normally on your first
At 2nd level, you gain an uncanny sense of when things nearby turn. but only if you enter your rage before doing anything else
aren't as they should be, giving you an edge when you dodge on that turn.
away from danger.
You have advantage on Dexterity saving throws against Brutal Critical
effects that you can see, such as traps and spells. To gain this Beginning at 9th level, you can roll one additional weapon
benefit, you can't be blinded, deafened, or incapacitated. damage die when determining the extra damage for a critical
  hit with a melee attack.
This increases to two additional dice at 13th level and three
additional dice at 17th level.
Relentless Rage
Starting at 11th level, your rage can keep you fighting despite
grievous wounds. 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.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early
only if you fall unconscious or if you choose to end it.
Indomitable Might
Beginning at 18th level, if your total for a Strength check is
less than your Strength score, you can use that score in place
of the total.

PART II | BARBARIAN 3
Primal Champion Consult the Spirits
At 10th level, you gain the ability to consult with your
At 20th level, you embody the power of the wilds. Your ancestral spirits. When you do so, you cast the augury or
Strength and Constitution scores increase by 4. Your clairvoyance spell, without using a spell slot or material
maximum for those scores is now 24. components. Rather than creating a spherical sensor, this use
of clairvoyance invisibly summons one Of your ancestral
Primal Paths spirits to the chosen location. Wisdom is your spellcasting
ability for these spells.
Rage burns in every barbarian's heart, a furnace that drives After you cast either spell in this way, you can’t use this
him or her toward greatness. Different barbarians attribute feature again until you finish a short or long rest.
their rage to different sources.
Vengeful Ancestors
Path of the Ancestral Guardian At 14th level, your ancestral spirits grow powerful enough to
Some barbarians hail from cultures that revere their retaliate. When you use your Spirit Shield to reduce the
ancestors. These tribes teach that the warriors of the past damage of an attack, the attacker takes an amount of force
linger in the world as mighty spirits, who can guide and damage equal to the damage that your Spirit Shield prevents.
protect the living. When a barbarian who follows this path
rages, the barbarian contacts the spirit world and calls on Path of the Battlerager
these guardian spirits for aid. Known as Kuldjargh (literally "axe idiot") in Dwarvish,
Barbarians who draw on their ancestral guardians can battleragers are followers of the gods of war and take the Path
better fight to protect their tribes and their allies. In order to of the Battlerager. They specialize in wearing bulky, spiked
cement ties to their ancestral guardians, barbarians who armor and throwing themselves into combat, striking with
follow this path cover themselves in elaborate tattoos that their body itself and giving themselves over to the fury of
celebrate their ancestors’ deeds. These tattoos tell sagas of battle.
victories against terrible monsters and other fearsome rivals.
Battlerager Armor
Path of the Ancestral Guardian Features When you choose this path at 3rd level, you gain the ability to
Barbarian use spiked armor (see the "Spiked Armor" sidebar) as a
Level Feature weapon.
3rd Ancestral Protectors While you are wearing spiked armor and are raging, you
can use a bonus action to make one melee weapon attack with
6th Spirit Shield (2d6) your armor spikes against a target within 5 feet of you. If the
10th Consult the Spirits, Spirit Shield (3d6) attack hits, the spikes deal ld4 piercing damage. You use your
Strength modifier for the attack and damage rolls.
14th Vengeful Ancestors, Spirit Shield (4d6) Additionally, when you use the Attack action to grapple a
creature, the target takes 3 piercing damage if your grapple
Ancestral Protectors check succeeds.
Starting when you choose this path at 3rd level, spectral
warriors appear when you enter your rage. While you’re
raging, the first creature you hit with an attack on your turn
becomes the target of the warriors, which hinder its attacks. Spiked Armor
Until the start of your next turn, that target has disadvantage Spiked armor is a rare type of medium armor made
on any attack roll that isn’t against you, and when the target by dwarves. It consists of a leather coat and
hits a creature other than you with an attack, that creature has leggings covered with spikes that are usually made
resistance to the damage dealt by the attack. The effect on the of metal.
target ends early if your rage ends. Cost: 75 gp
AC: 14 + Dexterity modifier (max 2)
Spirit Shield Stealth: Disadvantage
Beginning at 6th level, the guardian spirits that aid you can Weight: 45 lb.
provide supernatural protection to those you defend. If you are
raging and another creature you can see within 30 feet of you
takes damage, you can use your reaction to reduce that Reckless Abandon
damage by 2d6. Beginning at 6th level, when you use Reckless Attack while
When you reach certain levels in this class. you can reduce raging, you also gain temporary hit points equal to your
the damage by more: by 3d6 at 10th level and by 4d6 at 14th Constitution modifier (minimum of 1). They vanish if any of
level. them are left when your rage ends.
Battlerager Charge
Beginning at 10th level, you can take the Dash action as a
bonus action while you are raging.

4 PART II | BARBARIAN
Intimidating Presence
Beginning at 10th level, you can use your action to frighten
someone with your menacing presence. When you do so,
choose one creature that you can see within 30 feet of you. If
the creature can see or hear you, it must succeed on a
Wisdom saving throw (DC equal to 8 + your proficiency bonus
+ your Charisma modifier) or be frightened of you until the
end of your next turn. On subsequent turns, you can use your
action to extend the duration of this effect on the frightened
creature until the end of your next turn. This effect ends if the
creature ends its turn out of line of sight or more than 60 feet
away from you.
If the creature succeeds on its saving throw, you can't use
this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature
that is within 5 feet of you, you can use your reaction to make
a melee weapon attack against that creature.
Path of the Storm Herald
All barbarians harbor a fury within. Their rage grants them
superior strength, durability, and speed. Barbarians who
follow the Path of the Storm Herald learn to transform that
Spiked Retribution rage into a mantle of primal magic, which swirls around them.
Starting at 14th level, when a creature within 5 feet of you hits When in a fury, a barbarian ofthis path taps into the forces of
you with a melee attack, the attacker takes 3 piercing damage nature to create powerful magical effects.
if you are raging, aren't incapacitated, and are wearing spiked Storm heralds are typically elite champions who train
armor. alongside druids, rangers, and others sworn to protect nature.
Other storm heralds hone their craft in lodges in regions
Path of the Berserker wracked by storms, in the frozen reaches at the world’s end, or
For some barbarians, rage is a means to an end—that end deep in the hottest deserts.
being violence. The Path of the Berserker is a path of Path of the Storm Herald Features
untrammeled fury, slick with blood. As you enter the Barbarian
berserker's rage, you thrill in the chaos of battle, heedless of Level Feature
your own health or well-being.
3rd Storm Aura
Path of the Berserker Features 6th Storm Soul
Barbarian
Level Feature 10th Shielding Storm
3rd Frenzy 14th Raging Storm
6th Mindless Rage
Storm Aura
10th Intimidating Presence Starting at 3rd level, you emanate a stormy, magical aura
14th Retaliation while you rage. The aura extends 10 feet from you in every
direction, but not through total cover.
Frenzy Your aura has an effect that activates when you enter your
Starting when you choose this path at 3rd level, you can go rage, and you can activate the effect again on each of your
into a frenzy when you rage. If you do so, for the duration of turns as a bonus action. Choose desert, sea, or tundra. Your
your rage you can make a single melee weapon attack as a aura’s effect depends on that chosen environment, as detailed
bonus action on each of your turns after this one. When your below. You can change your environment choice whenever you
rage ends, you suffer one level of exhaustion. gain a level in this class.
If your aura's effects require a saving throw, the DC equals 8
Mindless Rage + your proficiency bonus + your Constitution modifier.
Beginning at 6th level, you can't be charmed or frightened Desert. When this effect is activated, all other creatures in
while raging. If you are charmed or frightened when you enter your aura take 2 fire damage each. The damage increases
your rage, the effect is suspended for the duration of the rage. when you reach certain levels in this class, increasing to 3 at
5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

PART II | BARBARIAN 5
    Sea. When this effect is activated, you can choose one other Most barbarian tribes consider a totem animal to be kin to a
creature you can see in your aura. The target must make a particular clan. In such cases, it is unusual for an individual to
Dexterity saving throw. The target takes 1d6 lightning damage have more than one totem animal spirit, though exceptions
on a failed save, or half as much damage on a successful one. exist.
The damage increases when you reach certain levels in this
class, increasing to 2d6 at 10th level, 3d6 at 15th level, and Path of The Totem Warrior Features
4d6 at 20th level. Barbarian
Tundra. When this effect is activated, each creature of your Level Feature
choice in your aura gains 2 temporary hit points, as icy spirits 3rd Spirit Seeker, Totem Spirit
inure it to suffering. The temporary hit points increase when
you reach certain levels in this class, increasing to 3 at 5th 6th Aspect of the Beast
level, 4 at 10th level, 5 at 15th level, and 6 at 20th level. 10th Spirit Walker
Storm Soul 14th Totemic Attunement
At 6th level, the storm grants you benefits even when your
aura isn’t active. The benefits are based on the environment Spirit Seeker
you chose for your Storm Aura. Yours is a path that seeks attunement with the natural world,
Desert. You gain resistance to fire damage, and you don’t giving you a kinship with beasts. At 3rd level when you adopt
suffer the effects of extreme heat, as described in the this path, you gain the ability to cast the beast sense and
Dungeon Master’s Guide. Moreover, as an action, you can speak with animals spells, but only as rituals.
touch a flammable object that isn’t being worn or carried by
anyone else and set it on fire. Totem Spirit
Sea. You gain resistance to lightning damage, and you can At 3rd level, when you adopt this path, you choose a totem
breathe underwater. You also gain a swimming speed of 30 spirit and gain its feature. You must make or acquire a
feet. physical totem object —an amulet or similar adornment—that
Tundra. You gain resistance to cold damage, and you don’t incorporates fur or feathers, claws, teeth, or bones of the
suffer the effects of extreme cold, as described in the Dungeon totem animal. At your option, you also gain minor physical
Master’s Guide. Moreover, as an action, you can touch water attributes that are reminiscent of your totem spirit. For
and turn a 5-foot cube Of it into ice, which melts after 1 example, if you have a bear totem spirit, you might be
minute. This action fails if a creature is in the cube. unusually hairy and thickskinned, or if your totem is the eagle,
your eyes turn bright yellow.
Shielding Storm Your totem animal might be an animal related to those
At 10th level, you learn to use your mastery of the storm to listed here but more appropriate to your homeland. For
protect others. Each creature of your choice has the damage example, you could choose a hawk or vulture in place of an
resistance you gained from the Storm Soul feature while the eagle.
creature is in your Storm Aura. Bear. While raging, you have resistance to all damage
except psychic damage. The spirit of the bear makes you
Raging Storm tough enough to stand up to any punishment.
At 14th level, the power of the storm you channel grows Eagle. While you're raging and aren't wearing heavy armor,
mightier, lashing out at your foes. The effect is based on the other creatures have disadvantage on opportunity attack rolls
environment you chose for your Storm Aura. against you, and you can use the dash action as a bonus action
Desert. Immediately after a creature in your aura hits you on your turn. The spirit of the eagle makes you into a predator
with an attack, you can use your reaction to force that who can weave through the fray with ease.
creature to make a Dexterity saving throw. On a failed save, Elk. While you're raging and aren't wearing heavy armor,
the creature takes fire damage equal to half your barbarian your walking speed increases by 15 feet. The spirit of the elk
level. makes you extraordinarily swift.
Sea. When you hit a creature in your aura with an attack, Tiger. While raging, you can add 10 feet to your long jump
you can use your reaction to force that creature to make a distance and 3 feet to your high jump distance. The spirit of
Strength saving throw. On a failed save, the creature is the tiger empowers your leaps.
knocked prone, as if struck by a wave. Wolf. While you're raging, your friends have advantage on
Tundra. Whenever the effect of your Storm Aura is melee attack rolls against any creature within 5 feet of you
activated, you can choose one creature you can see in the that is hostile to you. The spirit of the wolf makes you a leader
aura. That creature must succeed on a Strength saving throw, of hunters.
or its speed is reduced to 0 until the start of your next turn, as
magical frost covers it. Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem
Path of the Totem Warrior animal of your choice. You can choose the same animal you
The Path of the Totem Warrior is a spiritual journey, as the selected at 3rd level or a different one.
barbarian accepts a spirit animal as guide, protector, and
inspiration. In battle, your totem spirit fills you with
supernatural might, adding magical fuel to your barbarian
rage.

6 PART II | BARBARIAN
Bear. You gain the might of a bear. Your carrying capacity
(including maximum load and maximum lift) is doubled, and Path of The Zealot Features
you have advantage on Strength checks made to push, pull, Barbarian
lift, or break objects. Level Feature
Eagle. You gain the eyesight of an eagle. You can see up to 1 3rd Divine Fury, Warrior of the Gods
mile away with no difficulty, able to discern even fine details
as though looking at something no more than 100 feet away 6th Fanatical Focus
from you. Additionally, dim light doesn't impose disadvantage 10th Zealous Presence
on your Wisdom (Perception) checks.
Elk. Whether mounted or on foot, your travel pace is 14th Rage Beyond Death
doubled, as is the travel pace of up to ten companions while
they're within 60 feet of you and you're not incapacitated. The Divine Fury
elk spirit helps you roam far and fast. Starting when you choose this path at 3rd level, you can
Tiger. You gain proficiency in two skills from the following channel divine fury into your weapon strikes. While you’re
list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit raging, the first creature you hit on each of your turns with a
hones your survival instincts. weapon attack takes extra damage equal to 1d6 + half your
Wolf. You gain the hunting sensibilities of a wolf. You can barbarian level. The extra damage is necrotic or radiant; you
track other creatures while traveling at a fast pace, and you choose the type of damage when you gain this feature.
can move stealthily while traveling at a normal pace.
Warrior of the Gods
Spirit Walker At 3rd level, your soul is marked for endless battle. If a spell,
At 10th level, you can cast the commune with nature spell, but such as raise dead, has the sole effect of restoring you to life
only as a ritual. When you do so, a spiritual version of one of (but not undeath), the caster doesn’t need material
the animals you chose for Totem Spirit or Aspect of the Beast components to cast the spell on you.
appears to you to convey the information you seek.
Fanatical Focus
Totemic Attunement Starting at 6th level, the divine power that fuels your rage can
At 14th level, you gain a magical benefit based on a totem protect you. If you fail a saving throw while you’re raging, you
animal of your choice. You can choose the same animal you can reroll it, and you must use the new roll. You can use this
selected previously or a different one. ability only once per rage.
Bear. While you're raging, any creature within 5 feet of you
that's hostile to you has disadvantage on attack rolls against Zealous Presence
targets other than you or another character with this feature. At 10th level, you learn to channel divine power to inspire
An enemy is immune to this effect if it can't see or hear you or zealotry in others. As a bonus action, you unleash a battle cry
if it can't be frightened. infused with divine energy. Up to ten other creatures of your
Eagle. While raging, you have a flying speed equal to your choice within 60 feet of you that can hear you gain advantage
current walking speed. This benefit works only in short bursts; on attack rolls and saving throws until the start of your next
you fall if you end your turn in the air and nothing else is turn.
holding you aloft. Once you use this feature, you can’t use it again until you
Elk. While raging, you can use a bonus action during your finish a long rest.
move to pass through the space of a Large or smaller
creature. That creature must succeed on a Strength saving Rage Beyond Death
throw (DC 8 + your Strength bonus + your proficiency bonus) Beginning at 14th level, the divine power that fuels your rage
or be knocked prone and take bludgeoning damage equal to allows you to shrug off fatal blows.
1d12 + your Strength modifier. While you’re raging, having 0 vitality doesn’t knock you
Tiger. While you're raging, if you move at least 20 feet in a unconscious. You still must make death saving throws, and
straight line toward a Large or smaller target right before you suffer the normal effects of taking damage while at 0
making a melee weapon attack against it, you can use a bonus vitality. However, if you would die due to failing death saving
action to make an additional melee weapon attack against it. throws, you don"t die until your rage ends, and you die then
Wolf. While you're raging, you can use a bonus action on only if you still have 0 vitality.
your turn to knock a Large or smaller creature prone when
you hit it with melee weapon attack.
Path of the Zealot
Some deities inspire their followers to pitch themselves into a
ferocious battle fury. These barbarians are zealots—warriors
who channel their rage into powerful displays of divine power.
A variety of gods across the worlds of D&D inspire their
followers to embrace this path. In general, the gods who
inspire zealots are deities of combat, destruction, and
violence. Not all are evil, but few are good.
 
PART II | BARBARIAN 7
6 Primal Paths
to Choose From
Path of the Ancestral Guardian

Path of the Battlerager

Path of the Berserker

Path of the Storm Herald

Path of the Totem Warrior

Path of the Zealot

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