A fearless warrior who unleashes their primal rage to crush their enemies and overcome any challenge through their ferocity.
Barbarians gain a +2 class bonus to Strength or Constitution, as long as it isn’t the same ability you increase with your +2 racial bonus.
Possible backgrounds include: clan champion, caravan outrider, fur trapper, mountain tribeswoman, wasteland survivalist, and gladiator.
Barbarians may start with either 25 gp or 1d6 × 10 gp.
|Armor Type||Base AC||Atk Penalty|
|Small||1d4 dagger||1d6 club|
|Light or Simple||1d6 hand-axe, warclub||1d8 spear|
|Heavy or Martial||1d8 longsword, battleaxe||1d10 greatsword, greataxe|
|Small||1d4 dagger||1d4 (–5 atk) hand crossbow||—|
|Light or Simple||1d6 javelin, axe, spear||1d6 (–5 atk) light crossbow||1d6 shortbow|
|Heavy or Martial||—||1d8 (–5 atk) heavy crossbow||1d8 longbow|
|Barbarian Level||Total Hit Points||Total Feats||Class Talents||Level-up Ability Bonuses||Damage Bonus from Ability Score|
|Level 1||(7 + CON mod) x 3||1 adventurer||3 adventurer||ability modifier|
|Level 2||(7 + CON mod) x 4||2 adventurer||3 adventurer||ability modifier|
|Level 3||(7 + CON mod) x 5||3 adventurer||3 adventurer||ability modifier|
|Level 4||(7 + CON mod) x 6||4 adventurer||3 adventurer||+1 to 3 abilities||ability modifier|
|Level 5||(7 + CON mod) x 8||4 adventurer1 champion||3 adventurer1 champion||2 x ability modifier|
|Level 6||(7 + CON mod) x 10||4 adventurer2 champion||3 adventurer1 champion||2 x ability modifier|
|Level 7||(7 + CON mod) x 12||4 adventurer3 champion||3 adventurer1 champion||+1 to 3 abilities||2 x ability modifier|
|Level 8||(7 + CON mod) x 16||4 adventurer3 champion1 epic||3 adventurer1 champion1 epic||3 x ability modifier|
|Level 9||(7 + CON mod) x 20||4 adventurer3 champion2 epic||3 adventurer1 champion1 epic||3 x ability modifier|
|Level 10||(7 + CON mod) x 24||4 adventurer3 champion3 epic||3 adventurer1 champion1 epic||+1 to 3 abilities||3 x ability modifier|
Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.
|Ability Bonus||+2 Strength or Constitution (different from racial bonus)|
|Initiative||Dex mod + Level|
|Armor Class (light armor)||12 + middle mod of Con/Dex/Wis + Level|
|Armor Class (shield and light armor)||13 + middle mod of Con/Dex/Wis + Level|
|Physical Defense||11 + middle mod of Str/Con/Dex + Level|
|Mental Defense||10 + middle mod of Int/Wis/Cha + Level|
|Hit Points||(7 + Con mod) x Level modifier (see level progression chart)|
|Recovery Dice||(1d10 x Level) + Con mod|
|Backgrounds||8 points, max 5 in any one background|
|Icon Relationships||3 points|
|Talents||3 (see level progression chart)|
|Feats||1 per Level|
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
All barbarians have the Barbarian Rage class feature.
Effect: Once per day, use a quick action to start raging. A rage lasts until the end of battle, or about 5 minutes.
While raging, you roll 2d20 to hit with your barbarian melee and thrown weapon attacks instead of 1d20. Use the higher roll for the attack. If you roll a natural 11+ with both dice and your highest attack roll is a hit, the attack is a critical hit!
Recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier. On a 16+, you can use Barbarian Rage again later in the day.
Whenever the escalation die is 4+, as a quick action, you can start raging for free (it doesn’t count against your normal usage). This rage lasts until the end of the battle, as normal.
You can now start raging freely when the escalation die is 3+.
You can now start raging freely when the escalation die is 2+.
Choose three of the following adventurer-tier class talents. You also get an additional barbarian class talent at 5th level and again at 8th level.
Effect: Once per battle, as a free action, you can make a standard melee attack after having dropped any enemy to 0 hp with a standard melee attack. Mooks do not count for this, unless the mook you dropped was the last of its mook mob.
You gain a +2 attack bonus with Barbaric Cleave attacks. If the cleave attack hits, you can heal using a recovery.
If there is no foe engaged with you to use your Barbaric Cleave attack against, as a free action you can move to a nearby foe before making the attack.
While raging, you can use Barbaric Cleave as many times as you like during a battle, but only once per round.
Effect: One battle per day, as a free action after you have missed an attack, gain +1d4 damage to each successful melee attack until the end of the battle. For each missed attack following this, add another +1d4 damage, up to a maximum of +4d4 damage.
Bonus damage dice are now d6s.
Bonus damage dice are now d10s.
You can use Building Frenzy twice a day.
Effect: During your turn, when you attack a staggered enemy you were not engaged with at the start of your turn, deal +1d6 damage per level to that creature if you hit.
You gain a +2 bonus to Slayer attacks.
Once per battle, when you miss with a Slayer attack, deal the additional +1d6-per-level damage to the target instead of normal miss damage.
Whenever one of your Slayer attacks drops a non-mook enemy to 0 hp, you gain 20 temporary hit points.
Effect: Your recovery dice are d12s instead of d10s.
Increase your total number of recoveries by 1.
You gain +1 PD. When you heal using a recovery, you can roll a save against a save ends effect.
Increase your total number of recoveries by 1 (making a total of +2 from this talent).
Effect: You can make a Whirlwind attack as the first action of your turn when you are engaged by two or more enemies.
You take a –4 penalty to your AC and PD until the start of your next turn. Then roll a separate melee attack against each enemy you are engaged with. You deal no miss damage with these attacks.
You now deal normal miss damage with missed Whirlwind attacks.
The penalty to your AC and PD is reduced to –2. In addition, disengage checks you make the same turn as using Whirlwind automatically succeed.
You can use Whirlwind anytime during your turn, not just as the first action.
Effect: Once per battle, declare you’re using Unstoppable before making a barbarian melee attack. If your attack hits at least one target, you can heal using a recovery.
The Unstoppable recovery is free.
Add double your Constitution modifier to the healing the recovery provides.
You can use Unstoppable twice per battle.
At 5th level, you gain an additional barbarian class talent. Choose one of these champion-tier talents or take another adventurer-tier talent.
Effect: One battle per day as a quick action, you gain a +2 bonus to your Mental Defense until the end of the battle.
You can now use Natural Will in two battles per day.
The bonus increases to +4 Mental Defense.
You can now use Natural Will as a free action when an enemy attacks you.
Effect: Once per battle, add a +1d4 bonus to a barbarian melee attack roll after finding out whether you hit or missed.
If the attack still misses, deal half damage.
The bonus increases to +1d6.
At 8th level, you gain an additional barbarian class talent. Choose one of these epic-tier talents, or take another adventurer-tier or champion-tier talent instead.
Effect: One battle per day as a quick action, you can call the spirits of your ancestors to fight alongside you. Your ancestors can’t be hurt or affected by the creatures of this world.
At the end of each of your turns, if you are conscious, roll a d6. If you roll less than or equal to the escalation die, a member of your spirit warband strikes from the spirit realm into the world. Make a melee attack against a nearby enemy as if you were making the attack yourself, using any talents, feats, or magic items as you see fit. This attack doesn’t take any of your actions.
Your Ancestral Warband spirits are always raging, even if you are not, and continue to fight for a single round while you are unconscious.
Effect: While raging, you have resist damage 12+ (when an attack targets you, the attacker must roll a natural 12 or higher on the attack roll or it only deals half damage).
Even when not raging, whenever you score a critical hit against an enemy, you have resist damage 12+ until the start of your next turn.