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.
Berserker | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Frenzy | |||||||
6 | Mindless Rage | |||||||
10 | Intimidating Presence | |||||||
14 | Retaliation |
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.
Totem Warrior | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Spirit Seeker, Totem Spirit | |||||||
6 | Aspect of the Beast | |||||||
10 | Spirit Walker | |||||||
14 | Totemic 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.
Ancestral Guardian | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Ancestral Protectors | |||||||
6 | Spirit Shield (2d8) | |||||||
10 | Consult the Spirits, Spirit Shield (3d8) | |||||||
14 | Vengeful Ancestros, Spirit Shield (4d8) |
Ancestral Protectors são particularmente encontrados entre os Gold Dwarves.
Storm Herald | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Storm Aura | |||||||
6 | Storm Soul | |||||||
10 | Shielding Storm | |||||||
14 | Raging 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.
Zealot | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Divine Fury, Warrior of the Gods | |||||||
6 | Fanatical Focus | |||||||
10 | Zealous Presence | |||||||
14 | Rage 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.
Battlerager | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Battlerager Armor, Spiked Retribution | |||||||
6 | Reckless Abandon | |||||||
10 | Battlerager Charge | |||||||
14 | Barbed 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.
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.
Beast | ||||||||
Level | Features | |||||||
---|---|---|---|---|---|---|---|---|
3 | Form of the Beast | |||||||
6 | Bestial Soul | |||||||
10 | Infectious Fury | |||||||
14 | Call the Hunt |
Barbarian Features
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.
(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.
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.
(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.
Totem Spirit: 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. The sheer strength behind your blow sends the target staggering backwards. When you score a critical hit, the target is pushed 15 feet away from you in a straight line.
Aspect of the Beast: 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. The elk spirit helps you roam far and fast.
Totemic Attunement: 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 1d12 +your Strength modifier.
Totem Spirit: 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. Once per round, whenever you do an opportunity attack you don't spend your reaction.
Aspect of the Beast: You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
Totemic Attunement: 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.
Totem Spirit: While raging, you can breath underwater and you gain swimming speed equals to your walking speed.
Aspect of the Beast: You can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again.
Totemic Attunement: While raging, if you have advantage on an attack roll, you may re-roll your damage. The results of the second roll must be used.
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):
Level | Feature |
3 | Primal Knowledge |
7 | Feral Instinct |
10 | Primal Knowledge |
13 | Brutal Critical |
18 | Indomitable 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.
While raging, whenever you score a critical Hit with a melee weapon, you regain a number of HPs equal to 1d12 + your rage damage bonus. If this will bring the amount of HPs above your maximum you gain temporary HPs instead. (Temporary HPs do not stack PHB 198)
Gain resistance to one type of elemental damage (acid, cold, fire, lightning or thunder) as long as you are raging. You may take this power more than once, if you do, you gain resistance against two (or more) types of elemental damage.
While raging, when your hit points falls below 0, as a reaction you may spend a HD to remain conscious until the end of your next turn. The barbarian will automatically drop unconscious when his rage ends.
While raging, whenever you score a critical hit with a melee weapon, your next attack made with the same weapon is a critical hit on a roll 17-20.
While raging, the barbarian deals normal damage to incorporeal creatures even when using nonmagical weapons.
As an Attack action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range equal to [Str mod x 10 feet]. This attack inflicts bludgeon damage equals to [1d6 per point of his rage damage] plus the barbarian’s Strength bonus. This damage is halved if the object is not made of stone, metal, or other similar hard material. This is a ranged attack.
While raging your attacks can overcome resistances from undeads and shapechangers. Also you gain a bonus on saves against curses equal to your rage damage bonus.
While raging, the barbarian can have one additional reaction per round.
The barbarian gains a bonus equal to his rage damage as a bonus to his saves against spells, supernatural abilities and other spell-like abilities.