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]]. **Key Attribute** Constitution (Min 13) **Hit Points** Equal to Con score + (Level x2). **Weapons** All except crossbows. **Armour & Shields** Light, Medium [[armour]], and shields. **Class Starting Gear** Great Axe (1d12) and Hide (+3 AC*). **Skills** Athletics, Wilderness Lore, plus **roll 1d10** three times: (i) Acrobatics, (ii) Animal Lore, (iii) Deception, (iv) Detection, (v) Divine Lore, (vi) Gather Info, (vii) Leadership, (viii) Persuasion, (ix) Watercraft, (x) Stealth. | Level | AB | Ability | |-------|------|--------------------------------| | 1 | +1 | Wild Born, Ferocious Rage | | 2 | +2 | New Skill, Sixth Sense | | 3 | +3 | Unique Feature | | 4 | +4 | +1 AC | | 5 | +5 | New Skill, Second Attack | | 6 | +6 | Unique Feature | | 7 | +7 | Killer Instinct | | 8 | +8 | +1 AC, New Skill | | 9 | +9 | Unique Feature | ## 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 *[[Rerolls|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 *[[Rerolls|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 [[Weapons|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). ## 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 (*[[Rerolls|Reroll]]* available). On a Great Success you may act normally. ## Unique Feature At 3rd, 6th, and 9th levels, you gain a Unique Feature. See p.15 and 45. ## New Skill At 2nd, 5th, and 8th levels, you gain one new skill (the skill need not be on your class list). ## Second Attack 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. ## 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. ## Beyond 9th Level If you survive this long, you retire as Chieftain of a large migrating or territorial tribe of barbarians. As long as you remain strong and act in the best interests of the tribe, your kin will follow fearlessly and with great devotion.