Barbarian

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A savage warrior with primal instincts

You are a barbarian, a savage warrior from the tundra, mountains, deep forests, or sandy wastes. You might be a Viking raider, a Conan like behemoth, or an Amazonian warrior woman.

Unlike soft city dwellers, your long exposure to harsh elements has equipped you with primal ferocity, acute instincts, and formidable endurance. You are well versed in the use of weapons, but prefer armours that do not hinder your natural athleticism. Most barbarians are superstitious, illiterate, and have an abiding distrust of magic.

Class at a glance
WeaponsAll except crossbows
ArmourLight, Medium Armour, and Shields
Starting gearGreat Axe (1d12), Hide (+3 AC Wild Born)
Class skills

Starting skills: Athletics, Wilderness Lore

Class progression

Ferocious Rage

As a barbarian you may harness a primal and ferocious rage, transforming you into a fearsome and bloodthirsty combatant.

You begin an adventure with one use of this ability per level. Unless noted otherwise, you may expend a use of this ability as part of your normal action to rage. When you do so, choose one effect from the list below to apply. If an effect requires a Con check, you may use a Reroll.

Your rage may be loud (bellowing, etc) or quiet (burning glare, etc) which you decide each time you invoke it. You may regain expended uses by taking Short or Long Rests.

  • Gain a +2 bonus on melee attack and damage rolls, and Luck rolls. Also reroll any fumbled attacks. These effects last a number of rounds equal to your Con modifier.
  • If you fail a Str check attempting a feat of physical power (excluding attacks), you may reroll it (does not cost a Reroll).
  • Once per combat, when you suffer damage, you may trigger your rage to reduce that damage by half.
  • Once per target, after causing damage with a melee weapon, you may attempt a Con check to also inflict a relevant Trauma roll.
  • When you are subject to a mental effect (magical or otherwise) such as fear, charm, confusion, or compulsion, you may trigger your rage to attempt a Con check to negate it. Madness cannot be negated using this ability.

Wild Born

At 1st level, your athleticism and survival skills grant you adv on Wilderness Lore checks, light armour grants +3 AC* instead of +1 AC, and you ignore skill penalties for medium armour (p.61).

New Skill

Gain a new skill. See Class skills.

Sixth Sense

By 2nd level you have seen enough to cultivate a sixth sense for hidden danger. Whenever you are ambushed or surprised, make a Con check (Reroll available). On a Great Success you may act normally.

Unique Feature

Unique Feature. No further rule text is supplied in this export.

+1 AC

+1 AC.

New Skill

Gain a new skill. See Class skills.

Second Attack

Variant 2

At 5th level, your crit range expands to 19-20, and when you use an action to attack, you make two attacks instead of one. If Two Weapon Fighting, you don’t get a second Extra attack (p.80).

Unique Feature

Unique Feature. No further rule text is supplied in this export.

Killer Instinct

At 7th level, your instinctual ferocity deepens; if you reduce a target to single digit hit points (9 or less) they are reduced to zero hit points instead.

+1 AC

+1 AC.

New Skill

Gain a new skill. See Class skills.

Unique Feature

Unique Feature. No further rule text is supplied in this export.