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Barbarian

Old version of Barbarian
Table of Contents

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

You must have a Strength score of 13 or higher in order to multiclass in or out of this class.

Primal Paths

Barbarians in the Forgotten Realms have the following Primal Path options, in addition to those in the Player's Handbook. Reghed and North lander barbarians tend to follow the Path of the Berserker, while Uthgardt barbarians are nearly always followers of the Path of the Totem Warrior.

Path of the Battlerager

Known as Kuldjargh (literally "axe idiot"), battleragers are followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

BATTLERAGER ARMOR

When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal ld4 piercing damage. You use your Strength modifier forth attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

SPIKED ARMOR

Spiked armor is a rare type of medium armor. It consists of a leather coat and leggings covered

with spikes that are usually made of metal.

Cost: 75 gp

AC: 14 + Dexterity modifier (max 2)

Stealth: Disadvantage

RECKLESS ABANDON

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of 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.

SPIKED RETRIBUTION

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.

PATH OF THE TOTEM WARRIOR

If you follow the Path of the Totem Warrior from the Player's Handbook, you have access to the options presented here.

TOTEM SPIRIT

These options are available to you when choose a totem animal at 3rd level.

Totem Spirit
Black Lion Tiger
Black Raven Eagle
Blue Bear Bear
Gray Wolf Wolf
Great Worm Wolf
Griffon Eagle
Red Tiger Tiger
Sky Pony Ealger, with the Elk Aspect of the Beast
Thunderbeast Bear, with the Tiger Totemic Attunement
Tree Ghost Bear, with speak with plants in place of the normal rituals for the Spirit Seeker feature

As with the spirits in the Player's Handbook, the options here require a physical object incorporating some part of the totem beast, and you might acquire minor physical attributes associated with your totem spirit, such as a prominent nose if you have an elk totem spirit or catlike eyes if you have a tiger totem spirit.

Also, your totem spirit might be an animal similar to one listed here but more suitable to your homeland, such as a horse or stag, rather than an elk, or a lion, panther, or other big cat, rather than a tiger.

Elk While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Tiger While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

ASPECT OF THE BEAST

These options are available to you when you choose a totem animal at 6th level.

Elk Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated (see chapter 8 in the Player's Handbook for more information about travel pace). The elk spirit helps you roam far and fast.

Tiger You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.

TOTEMIC ATTUNEMENT

These options are available to you when you choose a totem animal at 14th level.

Elk While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to ld12 + your Strength modifier.

Tiger While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.