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 immunity 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.
CLASS FEATURES
As a Barbarian, you gain the following class features:
HIT POINTS
Hit Die: d12
Starting Hit points: 12 + your endurance modifier
At Higher Levels: 1d12 (or 7) + your endurance modifier
PROFICIENCIES
Armor: Light Armor, Medium Armor, Unarmored, Shields
Weapon: Axe, Blunt, Hand to Hand, Long Blade, Marksman, Polearms, Short Blade
Saving Throws: Strength & Endurance
Skills: Choose 2 from Acrobatics, Athletics, Fauna, First Aid, Nature, and Intimidation
Trade Skills: Armorer
Tools: None
Barbaric Strength
Barbarians are savage warriors that have lived their life requiring to fight to survive. You always do additional damage on all of your attacks. Refer to the Bonus Damage column of the Barbarian table.
Conditioning
Living in harsh environments makes barbarians resistant to all poison damage.
Unarmored Defense
When 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.
Brute
Starting at level 2, you gain advantage on strength checks and strength saving throws.
Fast Movement I
At 2nd level, your speed increases by 5 feet while you aren't wearing heavy armor.
Barbarian Path
At 3rd level, you choose a path that shapes the nature of your abilities. Choose the Path of the Savage or the Path of the War Crier, both detailed at the end of the class description. 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.
Fast Movement II
At Level 5, your speed increases by another 5 feet while you aren't wearing heavy armor.
Reaper's Verdict
Beginning at level 5, when using the attack action, you attack twice, instead of once. If dual wielding, you attack 3 times. Use your proficiency modifier with your additional attack granted by Reaper's Verdict.
Reaper's Gambit
By level 7, when you use the attack action, you can choose to have a guaranteed chance to hit with a melee weapon on your turn, but you sacrifice all additional actions, bonus actions and reactions.
Warbringer I
Starting at 9th level, when you use the attack action, you can choose to sacrifice all additional actions, bonus actions, and reactions to deal a devastating blow.
Roll your weapons damage die 1 additional time for each attack this turn. You must finish a short or long rest before you can use this ability again.
Last Stand
Beginning at 11th level, when you drop below 20% health, you can roll 1 hit die to regain hit points and can use a reaction to take an additional action at that time. You must finish a short or long rest before you can do this again.
Warbringer II
At level 13, you can use your Warbringer ability twice before a short or long rest.
Counter
Starting at level 15, you use your weapon as a shield, becoming invulnerable to all physical damage until your next turn. You must finish a short or long rest before you can do this again.
Slaughter
Starting at level 17, when an enemy is bloodied, you can roll an additional weapon damage die per turn.
Indomitable Might
Beginning at level 18, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Devastating Blows
At 20th level, you have a chance to decapitate your enemy with a deadly blow. On a successful hit, roll a second d20. If you roll a 20, you decapitate the enemy. This ability is not usable on targets that are huge or larger in size.
BARBARIC PATH
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.
Armsman
Starting at level 3, your savage history has made you a master of weaponry, which gives you additional features when using different types of weapons:
Axes: On a successful attack, roll an additional d20. If you roll a 15+ you apply a bleed to the target, dealing 1d4 damage for this turn and next.
Blunt: Your attacks ignore 1 AC in armor.
Blades: Your attacks do additional 2 damage.
Uppercut
At level 6, you are able to sacrifice your movement to spend additional time preparing your weapon to slam an enemy with an upward blow. When you hit a creature with a melee weapon attack, the target must make a Strength saving throw with a difficulty check of 8 + your proficiecny bonus + your Strength modifier. On a failed save, the target is knocked back 10 feet and left prone. On a successful save, the target is staggered and has disadvantage on attacks until the start of your next turn. This can only affect large or smaller creatures.
Heavy Lifting
Beginning at 10th level, you are able to dual wield all weapons except for those with the heavy or two handed traits. Additionally, weapons with the heavy or two handed traits can be used in one hand, as though they were versatile. To be able to handle the extra weight, you must be unarmored.
Boiling Point
Starting at level 14, when you are damaged by a melee attack, roll a d20. If you roll a 19 or 20, you deal additional damage on your next attack and this effect lasts until the end of your next turn. Roll an additional weapon damage die and add it to your attack.
Relentless Storm
Also at level 14, when you use the attack action, you can choose to sacrifice all additional actions, bonus actions, and reactions to attack all enemies within 5 feet of you. Roll a separate attack roll for each creature you attack. You can only use this ability once per rest.
PATH OF THE WAR CRIER
You learn how to use your voice to inspire allies, terrify your enemies, or even cause great destruction. At level 3 you can use 2 shouts, but you must finish a short or long rest to regain your shouts.
Shout I
Beginning at level 3, you learn the following shouts:
Shout: Scar
Your shout scars the target, causing them to take 1d4 additional damage on all attacks against them until the end of your next turn. This ability uses 1 shout.
The damage from this shout increases to 1d6 at level 10.
Shout: Fear
You shout at one target and cause them to run in fear for 3 rounds. This ability uses 1 shout.
Shout: War Horn
All allies that are within 60 feet of you and can hear you gain 5 temporary hit points hit points for 1 hour. You allies temporary hit points cannot exceed 5 from this ability, even if this shout is used again before the effect ends. This ability uses 1 shout.
Shout: Ensnare
All enemies within 60 feet of you that can hear you have their movement speed reduced by 50% for 3 rounds. This ability uses 1 shout.
Shout II
At level 6 you are able to use two additional shouts per short or long rest, increasing the total to 4.
Strength in Numbers
Also at level 6, when 2 allies are within 5 feet of you, you gain advantage on attack rolls.
Shout III
At level 10 you are able to use two additional shouts per short or long rest, increasing the total to 6.
You also learn the following shouts:
Shout: Unrelenting Force
You use your voice to knock back all targets in a 5 foot by 30 food straight line in front of you. All hostile creatures are knocked back by 10 feet and all creatures that are large or smaller are left prone. This ability uses 2 shouts.
Shout IV
At level 14 you are able to use two additional shouts per short or long rest, increasing the total to 8.
Shout: Sweep
You use your voice to knock down all targets within a 10 foot radius around you, leaving a large or smaller creature prone.
The target rolls a DC 15 athletics check. On a fail, they are knocked down and left prone. On a success, they are staggered for 1 round and have disadvantage on attack rolls and saving throws. This ability uses 2 shouts.