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 combatantsโ€”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

โญ Main Stat

Constitution (CON)

๐Ÿ›ก๏ธ Armor & Weapons
๐ŸŽฏ Saving Throws
  • Armor: Light armor

  • Weapons: Simple + Martial melee weapons

  • Shields: Not proficient

  • Strength

  • Constitution

๐Ÿ“ 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.

๐Ÿงฎ Proficiency Bonus
๐Ÿช“ Starting Armor Class
  • Levels 1โ€“4: +1

  • Levels 5โ€“8: +2

  • Levels 9โ€“10: +3

  • Base AC: 12 + DEX modifier

  • Armor can adjust this

๐Ÿงญ 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

๐Ÿ”ฅ Level-Up Gains (General)
๐Ÿ’ฅ Level 1 Starting Feature

At each level, a Barbarian gains:

  • More HP

  • +1 new Rite

  • Ability Score Increases at 4, 8, 11, 14, 15

  • Proficiency increases at 5, 10, and 15

  • Increased Level 1 and Level 3 Rite slots at level 7, 12, 15

  • Multi-class at Level 8

  • Increased Level 6 Rite slots at 10, 15

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

๐ŸŒ€ Barbarian Primal Rites (Spell System)
๐Ÿ”ฑ 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+ โ†’ Recover 25% HP instead

  • Once per rest

Explosive Strike - Your next melee attack deals +3d6 damage and pushes the target 10 ft.

Level 6 Rites

Unstoppable Charge โ€“ Move up to 40ft, smash through light terrain, and make one melee attack that deals +5d6 damage.

Blood Howl โ€“ Enemies within 40ft must succeed on a WIS save or become frightened until the end of their next turn; you gain temporary HP equal to your level.

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