Barbarian Class
Overview
The Barbarian is a relentless frontline warrior driven by instinct, endurance, and raw physical power. In this hybrid system, Barbarians remain simple, brutal combatants—but they also channel inner force through primal rites, giving them supernatural edges without becoming spellcasters in the traditional sense.
They excel at: Soaking damage, Controlling space, Delivering heavy melee hits, Staying alive against impossible odds
⭐ Main Stat
Constitution (CON)
🛡️ Armor & Weapons
🎯 Saving Throws
Armor: Light armor
Weapons: Simple + Martial melee weapons
Shields: Not proficient
Strength
Constitution
📏 Hit Points
Starting HP: 22
Level 1 HP: 1d12 + CON modifier
Level Up HP: 1d10 + CON modifier each level
Barbarians have the highest HP in the game.
🧮 Proficiency Bonus
🪓 Starting Armor Class
Levels 1–4: +1
Levels 5–8: +2
Levels 9–10: +3
Base AC: 12 + DEX modifier
Armor can adjust this
🧭 Common Activities
Barbarians are typically seen:
Charging first into combat
Smashing obstacles
Intimidating foes
Tracking prey
Pushing or dragging heavy objects
Tanking hits for the party
Wrestling monsters
Acting on instinct over strategy
🔥 Level-Up Gains (General)
💥 Level 1 Starting Feature
At each level, a Barbarian gains:
More HP
Proficiency increases at levels 5 & 9
Ability Score Increases at levels 4 & 8
1 new Rite
Unbreakable Rage
Once per round, when you take damage, you may reduce that damage by 1d4 + CON modifier.
Always on (no activation needed)
Works against physical and magical damage
🌀 Barbarian Primal Rites (Spell System)
🔱 Barbarian Rite List (Choose 1 at each new level)
Barbarian Rites are instinctive surges of force.
Spell Test:
d20 + CON + Proficiency vs DC 12
Level 1 Rites
Iron Rage - Once per round, reduce incoming damage by an additional 1d4.
(Stacks with Unbreakable Rage.)
Brutal Charge - Passive - When you move at least 10 feet toward an enemy and hit them,
deal +1d6 damage.
Primal Roar - Unleash a roar that frightens enemies within 15 ft for 1 round. Enemies roll a Paralyze Save
Thick-Skinned - Passive - Gain +1 AC permanently.
Blood Surge - Passive - When you drop below half HP, gain +2 to attack rolls for the rest of combat.
Titanic Strength - Passive - You count as one size larger for grappling, shoving, lifting, and breaking objects.
Level 3 Rites
Stonebound - Passive - You gain resistance to bludgeoning damage and deal +1d6 additional bludgeoning damage with attacks.
Berserker Rite - Passive - Make two melee attacks with a -3 modifier in one action.
Relentless Heart - Passive - When you fall to 0 HP, roll a d20:
10+ → Recover 25% HP instead
Once per rest