BARBARIAN
BARBARIAN
Barbarians are the proud, savage warrior elite of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat.
They are fearsome brutes who inspire fear and dread in the hearts of their enemies. Most commonly associated with Nords, Orcs or Redguards, they are much like a storm, swift and powerful. The true savage warriors of Tamriel, barbarians hail from the wastelands, where only the strongest and hardiest survive.
What they may be lacking in social finesse, barbarians more than counterbalance with their battle prowess. Barbarians have very high strength and endurance and have a natural resistance to poisons. Due to their incredible physical condition, barbarians tend to heal quickly and have higher than normal health points.
Finding little use for heavy armor, they rely on smashing their foes into the ground. Barbarians sacrifice heavy armor for light armor in favor of being more swift. They also sacrifice the specialization of any particular form of melee combat, using whatever means available to them to cut, crush, or pummel their way through whatever man, mer or beast is daring enough to oppose them.
QUICK BUILD
You can make a barbarian quickly be following these suggestions. First, put your highest attribute score in Strength, followed by Endurance. Second, choose the outlander background.
CLASS FEATURES
As a Barbarian, you gain the following class features:
HIT POINTS
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Endurance modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Endurance modifier per barbarian level after 1st.
PROFICIENCIES
Armor: Light Armor, Medium Armor, Shields
Weapons: Axe, Blunt, Hand to Hand, Long Blade, Marksman, Polearms, Short Blade
Tools: None
Saving Throws: Strength, Endurance
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
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(a) any polearm or (b) any long blade
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(a) two handaxes or (b) any short blade
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An explorer's pack and four javelins
RAGE
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
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You have advantage on Strength checks and Strength saving throws.
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When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table.
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You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
UNARMORED DEFENSE
While you are not wearing any armor, your Armor Class equals 10 + your Agility modifier + your Endurance modifier. You can use a shield and still gain this benefit.
RECKLESS ATTACK
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make an attack, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
DANGER SENSE
At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Agility 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.
PRIMAL PATH
At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Battleworn, the Path of the Reaver, the Path of the Savage, or the Path of the War Crier, all detailed at the end of the class description. Additionally, you can choose any Barbarian's Primal Path outlined in the Player's Handbook. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
ATTRIBUTE SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you use the Attack Action on your turn.
FAST MOVEMENT
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
FERAL INSTINCT
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
BRUTAL CRITICAL
Starting at 9th 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 13th level, and three additional dice at 17th level.
RELENTLESS RAGE
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Endurance saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
PERSISTENT RAGE
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
INDOMITABLE MIGHT
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
PRIMAL CHAMPION
At 20th level, your incredible physical condition rises above your peers. Your Strength and Endurance scores increase by 4. Your maximum for those scores is now 24.
PRIMAL PATHS
Different barbarians attribute their might to different sources. For some, their scars become symbols of victories won, while others look within to their unyielding spirits.
PATH OF THE BATTLEWORN
For some barbarians, they are measured through battles won and they wear their scars with pride. The Path of the Battleworn is path paved with patience, pain, and perseverance.
Whether an veteran legion soldier or the dedicated kin of orsimer clan, a battleworn channels their experience into their rage.
THICK SKIN
Your body is scarred and calloused from years of battle. When you choose this path at 3rd level, your unarmored AC is equal to 12 + your Agility modifier + your Endurance modifier.
RECKLESS ABANDON
Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Endurance modifier (minimum of 1). They vanish if any of them are left when your rage ends.
BATTLE SCARS
At 10th level, your scarred body and strong presence is readily noticeable. You have advantage on all Intimidation checks.
BOILING POINT
Starting at 14th level, while raging, you push your attacks beyond their natural limits. Once on your turn, when you hit a creature with a melee weapon attack, you can expend one hit die to add a d12 to your damage roll.
PATH OF THE REAVER
Barbarians that follow the Path of the Reaver are brutal hunters that strike in well orchestrated packs, leaving behind nothing but corpses and destruction.
Despite their primitive behavior, reavers often make up the important front lines of tactical combat. The forsworn of the reach and the aggressive wood orc clans commonly use these maneuvers to intimidate their foes and catch them off guard.
ACCELERATED REGENERATION
When you choose this path at 3rd level, your wounds naturally stitch together at a faster rate. When you use hit dice to recover hit points during a short rest, you gain additional hit points equal to 1d12 + your Endurance modifier.
REAVER'S CHARGE
Beginning at 3rd level, when you enter into a rage, your speed doubles for the rest of your turn. You can only use this additional speed to move towards an enemy. Additionally, you can take the Dash action as a bonus action on your subsequent turns while you are raging.
PACT TACTICS
At 6th level, while raging, you have advantage on attack rolls against a creature if at least one of your allies are within 5 feet of you and the ally isn't unconscious.
DREAD WARRIOR
Beginning at 10th level, your physique is so intimidating that you inspire dread in your enemies. You can use a bonus action to make yourself appear exceptionally fearful. Every creature within 10 feet of you suffers from one of the following effects of your choice:
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Disadvantage on Strength and Agility checks
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Disadvantage on Willpower and Personality checks
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All intimidation checks by you and your allies have advantage.
This effect lasts up to 1 minute, and requires concentration to maintain. Once you use this feature, you cannot use it again until you finish a short or long rest.
REAPER'S VERDICT
Beginning at 14th level, while raging, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
PATH OF THE SAVAGE
Some barbarians only know destruction and violence. The Path of the Savage is a path of fury and death, learned from years of war. These tribes pass down their techniques and strategies to their cubs and kin, further honing their skills with every new generation.
Myths and tales of warnings spread throughout nearby towns and villages where these barbarian tribes exist.
FRENZIED ARMSMAN
Starting at level 3, while raging, you are able to exploit your weapons to become even more devastating. You gain the following benefits:
AXES
Once on each of your turns, when you hit a creature with an axe weapon, make a second attack roll. If your second roll would also hit the creature, you rend the target, causing them to bleed extensively. Your attack deals an additional 1d6 necrotic damage.
BLUNT
Your attacks are exceptionally forceful and can penetrate even the most tempered armors. You gain a +2 bonus to attack rolls made with blunt weapons.
LONG BLADES
When you attack with a long blade weapon, you gain a +2 bonus to damage rolls with that weapon.
UPPERCUT
At 6th level, when you take the Attack action on your turn, you can forgo your movement and a possible bonus action to use one of your attacks to make a powerful upward blow.
Make a melee weapon attack. If the attack hits a creature, you deal damage as normal and it must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, the target is knocked back 10 feet and left prone. On a successful save, the creature has disadvantage on attacks until the start of your next turn. This ability can only affect large or smaller creatures.
HEAVY LIFTING
Beginning at 10th level, while raging and not wearing heavy armor, you are able to engage in two-weapon fighting with all weapons except for those with the heavy or two handed traits.
Additionally, weapons with the heavy or two handed traits can be held in one hand.
RELENTLESS STORM
At 14th level, you can use your action to whirl around, attacking all enemies within range of your melee weapon. Roll a separate attack roll for each creature you attack. While whirling, you can move up to half your movement speed. Any opportunity attacks against you have disadvantage while moving.
PATH OF THE WAR CRIER
The Path of the War Crier is a spiritual journey, as the barbarian learns to channel their life essence through their voice and breath. War Criers are rare in barbarian tribes, but those who have the gift are usually put into positions of power, either as shaman, spiritual leaders, or chieftains.
Most nords have some innate capacity for the power of the voice, believing that their breath holds their vital essence. The other races can learn how to wield such power, but may require greater study, perhaps spending time with powerful Tongues.
BATTLE THU'UM
When you choose this path at 3rd level, you learn how to harness the power of the dragon tongue to form powerful shouts. A shout requires you to spend shout points each time you use it.
Shouts. You know the Unrelenting Force shout and one other shout of your choice, which are detailed in the “Dragon Shouts” section below. You learn two additional shouts of your choice at 6th, 10th, and 14th level.
Whenever you learn a new shout, you can also replace one shout that you already know with a different shout.
Shout Points. You have 2 shout points and you regain any expended shout points when you finish a short or long rest.
You gain two additional shout points at 6th level (4), and again at 10th level (6), and 14th level (8).
Using Words of Power. The Thu'um is a form of magic which uses words from the draconic language to form powerful shouts to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to use any magicka to cast it.
Once you reach 5th level in this class, you can spend additional shout points to increase the level of a Battle Shout spell that you cast, provided that the spell has an enhanced effect at a higher level, as unrelenting force does. The spell's level increases by 1 for each additional shout point you spend.
The maximum number of shout points you can spend to cast a spell in this way (including its base shout cost and any additional shout points you spend to increase its level) is determined by your barbarian level, as shown in the Spells and Shout Points table.
SPELLS AND SHOUTS
Barbarian Level Maximum Shouts for a Spell
5th-8th 3
9th-12th 4
13th-16th 5
17th-20th 6
Some of your Battle Thum features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Battle Thum save DC = 8 + your proficiency bonus
+ your Endurance modifier
DRACONIC TONGUE
Starting at 6th level, you gain a mastery with draconic words. You are now proficient in the dovahzul language.
FRENZIED SHOUTS
When you reach 10th level, you have balanced your voice with your rage. You can now use the spells granted by your Dragon Shouts feature while raging.
If you are able to cast other spells, you can’t cast them or concentrate on them while raging.
DRAGON SHOUTS
The dragon shouts are presented at the level you must be to learn them.
At 3rd level, you learn Unrelenting Force and one other shout of your choice listed below.
Clear Skies (Lok Vah Koor).
You can spend 1 shout to use your voice to clear out all thick clouds, overcast sky, poisonous fog, or impeding haze, that is within 1 mile of you.
Blinding Winds (Ven Fus Vokun)
You spend 1 shout to create a powerful wind storm, in a 60 foot-radius, centered on you. The wind blows in all directions, causing dust and refuse to heavily obscure the area.
Additionally, the area is considered difficult terrain, and any projectile that is within or enters the area, has disadvantage on hitting its target.
The winds require concentration to remain and last up to 1 minute. You can use an action to disperse the winds at any time.
Unrelenting Force (Fus Ro Dah)
You can spend 1 shout to cast the alteration spell Thunder Wave. The spells level increases for each additional shout you spend.
Whirlwind Sprint (Wuld Nah Kest)
You can use a bonus action to spend 1 shout to double your speed for one turn. While you are under these effects, any opportunity attacks against you are made with disadvantage.
Starting at 6th level, you can choose to learn two of the shouts listed below or from the previous list. You can now use 4 shouts each short or long rest.
Animal Allegiance (Raan Mir Tah)
You can spend 1 shout to cast the spell Animal Friendship.
Aura Whisper (Laas Yah Nir)
You can spend 1 shout to whisper a detection spell that allows you you sense the presence of life within 30 feet of you. The spell lasts up to 10 minutes, as though you are concentrating on it.
If you sense life in this way, you can use your action to see a faint aura around any visible creature in the area that bears life.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Disarm (Zun Haal Viik)
You can use 2 shouts to use your voice to focus vibrations on a weapon currently being wielded by a creature within 30 feet. The creature must make a Strength saving throw. On a failed save, the creature drops their weapon. On a successful save, the creature has disadvantage on any attacks made with that weapon until the start of your next turn.
If a creature tries to pick up a dropped weapon, they must use half their speed and make a Strength saving throw. On a failed save, the creature is incapable of picking up the weapon. On a successful save, the creature is able to pick up the weapon and the effect is dispelled.
Gale Winds (Ven Mul Riik)
You use one 1 shout to cast the alteration spell Gust of Wind.
Marked for Death (Krii Lun Aus)
You can spend 1 shout to cast the conjuration spell Hunter's Mark.
Starting at 10th level, you can choose to learn two of the shouts listed below or from the previous lists. You can now use 6 shouts each short or long rest.
Battle Fury (Mid Vur Shaan)
You can spend 3 shouts to cast the illusion spell Haste on yourself.
Call of Valor (Hun Kaal Zoor)
You can spend 1 shout to cast the illusion spell Heroism.
Cyclone (Ven Gar Nos)
You can spend 2 shouts to cast the alteration spell Dust Devil.
Ice Form (Iiz Slen Nus)
You can spend 2 shouts to attempt to freeze a target that you can see that is within 60 feet of you.
The target must make a Strength saving throw to resist the spell. On a failed save, the target takes 4d8 cold damage and they are encased in a shell of frost. The encased creature is immobilized and can't speak, hear, move, or make any actions. The creature takes this damage again on each subsequent turn while the spell persists.
The creature restrained by this spell must make another Strength saving throw at the start of each of their turns to try and break free. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, the frost hardens and the creature is subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
On a successful save, the creature takes half of much damage and isn't immobilized.
While the spell is active, the frost shell has an AC of 5 and 60 hit points. When the frost shell reaches 0 hit points the shell breaks, ending the spell effect. A dispel magic spell can also reverse the effects.
Starting at 14th level, you can choose to learn two of the shouts listed below or from the previous lists. You can now use 8 shouts each short or long rest.
Breath
You can spend 3 shouts to exhale an element of your choice. Choose either fire, cold, lightning, or poison. Each creature in a 60-foot cone must make an Endurance saving throw. A creature takes 6d8 elemental damage on a failed save, and half as much on a successful one. Example shouts are: Fire Breath (Yol Toor Shul), Frost Breath (Fo Krah Diin).
Dismay (Faas Ru Maar)
You can spend 3 shouts to cast the illusion spell Fear.
Dragon Aspect (Mul Qah Diiv)
You can spend 6 shouts to take on the aspect of a dragon for 1 minute. While in this form, your AC can't be less than 20. Additionally, each of your melee weapon attack and damage rolls increase by +2.
Storm Call (Strun Bah Qo)
You can spend 3 shouts to cast the destruction spell Call Lighting.