Bárbaro



Considerados selvagens, estes guerreiros formidáveis geralmente são encontrados nas regiões do norte, nas terras dos Vos e dos Rjurik. Tribos de humanos, goliaths e therion destas regiões possuem bárbaros entre seus maiores heróis.


Barbarian

Hit Points

Proficiências

Equipment



Primal Paths


Berserker

Berserker
(PH variant)

Totem Warrior

Totem Warrior
(PH)

Ancestral Guardian

Ancestral Guardian
(XGE)

Storm Herald

Storm Herald
(XGE)

Zealot

Zealot
(XGE)

Battlerager

Battlerager
(SCAG variant)

Beast

Beast
(TCE)



Path of the Berserker (PH variant)

Berserker
Level Features
3Frenzy
6Mindless Rage
10Intimidating Presence
14Retaliation

Frenzy. (Variant) : While you are raging you are immune to the effects of exhaustion. At the end of the rage you got the full effects of exhaustion. (That means a berserker may literally die at the end of a rage)

Intimidating Presence. (Variant) : You affect ALL creatures within 30ft. that can see or hear you. The DC is 8 + your barbarian Prof. bonus + your STR modifier. It lasts for a number or rounds equal to your Barbarian Prof. Bonus, after that you may use your action again to extend it by an equal amount of time.


Path of the Totem Warior (PH)

Totem Warrior
Level Features
3Spirit Seeker, Totem Spirit
6Aspect of the Beast
10Spirit Walker
14Totemic Attunement

Totem Spirit [Eagle].(Variant) : While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use Dash or Disengage as a bonus action on your turn.

Aspect of the Beast [Wolf](Variant): Additionally, you may make Wisdom (Perception) checks based only on smell.


Path of the Ancestral Guardian (XGE)

Ancestral Guardian
Level Features
3Ancestral Protectors
6Spirit Shield (2d8)
10Consult the Spirits, Spirit Shield (3d8)
14Vengeful Ancestros, Spirit Shield (4d8)

Ancestral Protectors são particularmente encontrados entre os Gold Dwarves.


Path of the Storm Herald (XGE)

Storm Herald
Level Features
3Storm Aura
6Storm Soul
10Shielding Storm
14Raging Storm

Storm Herald do deserto são encontrados somente na região dos Khinasi.

Storm Aura (Sea Variant) - The damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level, and 4d6 at 20th level.

Storm Soul (Sea Variant) - You gain resistance to lightning and thunder damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.


Path of the Zealot (XGE)

Zealot
Level Features
3Divine Fury, Warrior of the Gods
6Fanatical Focus
10Zealous Presence
14Rage Beyond Death

Zealots são encontrados somente entre os Vos seguidores de Crom.

Fanatical Focus (Variant) - Once you use this feature, you can’t use it again until you finish a short or long rest.

Path of the Battlerager(SCAG variant)

Battlerager
Level Features
3Battlerager Armor, Spiked Retribution
6Reckless Abandon
10Battlerager Charge
14Barbed Blitz

Tradicionalmente, os battleragers eram encontrados somente entre os anões. Porém muitos goblins e hobgoblins descobriram as técnicas secretas utilizadas pelos anões e começaram a utiliza-las. Atualmente estes bárbaros também podem ser encontrados, embora em muito menor número, entre outras raças.

  • Battlerager Armor. When you choose this path at 3rd level, you gain proficiency with heavy armor, and all forms of spiked armor, and the ability to use it as a weapon. You suffer no penalties for sleeping in armor, and you can enter a Rage while wearing heavy armor. In addition, your speed is not reduced by wearing heavy armor, you can still benefit from raging while wearing heavy armor, and you do not count the weight of any worn armor when determining your carrying capacity.
  • Spiked Retribution. At 3rd level, while you are wearing spiked armor and raging, creatures that hit you with a melee attack while within 5 feet suffer piercing damage equal to your rage damage bonus. Additionally, when you use the Attack action to grapple a creature, the target takes piercing damage equal to your Strength modifier if your grapple check succeeds.
  • Reckless Abandon. At 6th level, whenever you use the Reckless Attack feature, you gain temporary hit points equal to your Proficiency Bonus plus your Constitution modifier. They vanish if any of them are left when your rage ends. You may use this feature once per rage.
  • Battlerager Charge. Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.
  • Barbed Blitz. Starting at 14th level, whenever you are raging and move in a straight line on your turn, you may make one extra attack against each enemy that is within 5ft of the path you take, this attack causes 1d10 piercing damage plus your rage bonus if it hits. Once you use this feature you can not use it again until you finish a short or long rest.

Spiked Armor

When wearing Spiked Armor a proficient creature can use it to make melee weapon attacks dealing 1d6 piercing damage. You use your Strength modifier for the attack and damage rolls. All spiked armors give disadvantage on Stealth checks. You can purchase or construct spiked variants of leather armor, hide armor, breastplate, half-plate, and plate. As well as shields. These versions of the items cost and weigh an additional 25% but have the same statistics and properties otherwise.

Path of the Beast (TCE)

Beast
Level Features
3Form of the Beast
6Bestial Soul
10Infectious Fury
14Call the Hunt
Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage. Those who tread this path might be inhabited by a primal spirit or descended from shapeshifters.
  • Form of the Beast. When you enter your rage, you can transform, revealing the bestial power within you. Until your rage ends, you manifest a natural melee weapon, choosing one of the following options each time you rage:
    • Bite. Your mouth transforms into a bestial snout or great mandibles (your choice). Your bite deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with your bite, you regain a number of hit points equal to your Prof Bonus if your health is below half its maximum.
    • Claws. Your hands transform into claws, which deal 1d6 slashing damage on a hit. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack using your claws as part of the same action.
    • Tail. You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property.
  • Bestial Soul The feral spirit within you grows in power, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also call on the feral spirit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
    • You gain a swimming speed equal to your walking speed, and you can breathe underwater.
    • You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
    • When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
  • Infectious Fury When you hit a creature with your natural weapons while you are raging, the spirit within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
    • The target must use its reaction to make a melee attack against another creature of your choice that you can see.
    • Target takes 2d12 psychic damage.
    You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
  • Call the Hunt The beast within grows so powerful that you can spread its ferocity to your allies. When you enter your rage, you can choose a number of willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts the benefit. Until the rage ends, the chosen creatures once on each of their turns when hitting a target can roll a d6 and add a bonus to the damage equal to the number rolled. You can use this feature a number of times equal to your Prof. Bonus. You regain all expended uses when you finish a long rest.



Barbarian Features

Danger Sense

(enhances the 2nd level Danger Sense feature)

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Your instincts are so honed that you have advantage on initiative rolls.

Primal Knowledge

(3rd-level barbarian feature) [TCE]
When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.

Brutal Critical

(improve the 9th level Brutal Critical to 6th level)

Beginning at 6th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 9th level and three additional dice at 13th level. At 17th level whenever you strike a critical hit with a melee attack you may make an extra melee attack.

Instinctive Pounce

(7th-level barbarian feature) [TCE]
As part of the bonus action you take to enter your rage, you can move up to half your speed.

New Totem Spirits :

Rage Powers : variant

As a barbarian gains levels, he learns to use his rage in new ways. Starting at 3rd level, instead of gaining the Primal Knowledge feature, a barbarian may gain a rage power.

The barbarian gains another rage power at levels 7, 10, 13 and 18 by replacing other features he gets at these levels. The player may choose to skip a rage power at a level in favor of one of the standard features. Unless otherwise noted, a barbarian cannot select an individual power more than once.

The rage power replaces the following features (players choice):

LevelFeature
3Primal Knowledge
7Feral Instinct
10Primal Knowledge
13Brutal Critical
18Indomitable Might

While raging, the barbarian must spend another of his rage uses to activate this power. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action or reaction first.