Not all members of the tribes considered “barbarians” by the scions of civilized society have the barbarian class. A true barbarian among these people is as rare as a skilled fighter in a city, and he or she plays similar roles as protectors of the people and leaders in times of war. Life in the world’s wild places is fraught with danger: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into danger where their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventure. Wandering around is often a way of life for their native tribes, and the life of a rootless adventurer is a little difficult for a barbarian. Some barbarians lose their unions to the family structures of the tribe, but eventually, find their place among members of some group of adventurers
Hit Dice: 1d12 per barbarian level.
Hitpoints at first level: 12 + your Constitution modifier.
Hit Points at higher levels: 1d12 (or 7) + your Constitution modifier for each level of barbarian after the first level.
Armor: Light armor, medium armor of agathys 5e, and shields.
Weapons: simple and martial weapons.
Saving rolls: Strength, Constitution.
Skills: Choose two skills from the following; Nature, Athletics, Intimidation, Treatment with animals, Perception, and Survival.
You start with the following team, in addition to the team given by your background:
- a) A great ax or b) Any melee martial weapon.
- a) Two hand axes or b) Any simple weapon.
- An explorer team and 4 javelins.
In battle, you fight with primal ferocity. On your turn, you can enter rage as a bonus action. While in rage, you gain the following benefits if you are not wearing heavy armor:
- You have an advantage on all force rolls including Force saving throws.
- When you make a melee weapon attack using your Strength, you gain a damage bonus depending on your barbarian level, as shown in the “Rage Damage” column of the table listed above.
- You have resistance to forceful, piercing, and cutting damage.
- If you were able to cast Spells normally, you cannot do or focus on them while in anger.
- The state of rage lasts for 1 minute. It ends earlier if you are incapacitated, unconscious, or if your turn ends and you have not attacked any hostile creatures since your last turn or have not taken damage since. You can also voluntarily end your rage as a bonus action on your turn.
- You can go into a rage the number of times he puts on the table depending on your level of a barbarian, you must take a long rest to recover all the rage points.
Defense without armor
When you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use shields and continue to benefit from this talent.
Starting at 2nd level, you can put aside your concern for defending yourself and attack with fierce despair. When you make the first attack of your turn, you may decide to recklessly attack. Doing so gives you an advantage on your Force-dependent weapon attack rolls during your turn, but attacks on you also gain an advantage until your next turn.
Sense of danger
At the 2nd level, you gain a strange sense of close things that are not there but could be, giving you a certain margin when you are avoiding danger.
You have an advantage on Dexterity saving throws of things you can see, such as traps or Spells. To earn this benefit, you cannot be blind, deaf, or disabled.
At 3rd level, you choose a Path in the form of nature or rage. Choose The Path of the Berserker or The Path of the Totemic Warrior, both of which are detailed at the end of the class description. You choose the benefits of these Paths at levels 3, 6, 10, and 14.
When you reach the 4th level, and again at the 8th, 12th, 16th, and 19th level, you can increase a characteristic score of your choice by 2, or you can increase two characteristic scores of your choice by 1. As a general rule, you cannot increase a characteristic score above 20 using this trait.
Starting at 5th level, you can attack twice, instead of once, as long as you use the Attack action on your turn.
Starting at 5th level, your speed increases by 10 feet as long as you don’t wear heavy armor.
At 7th level, your instincts are so sharp that you have an advantage on your initiative rolls. Also, if you are surprised at the beginning of the fight and are not incapacitated, you can act normally on your first turn, but only if you go into a rage before doing anything else that turn.
Starting at level 9, you can roll one additional weapon damage die when determining extra damage from a critical hit with a melee weapon.
This increases by 2 additional dice at level 13 and 3 additional dice at level 17.
Starting at level 11, your rage can keep you fighting despite serious injuries. If they reduce you to 0 hit points while in rage, and you don’t die instantly, you can make a Constitution 10 CD saving throw. If you succeed, you stay at 1 life point instead of 0.
Every time you use this trait after the first time, the CD increases by 5. When you finish a short or long break, the CD returns to 10.
Starting at level 15, your rage is so fierce that it only ends prematurely if you become unconscious or if you choose to end it voluntarily.