Barbarian

Barbarian #

A Barbarian is a warrior who doesn’t adhere to traditional discipline. They use raw power and emotional outbursts in combat, often putting themselves in more danger in pursuit of glory, honor, obligation, or simply due to rage or desperation.

Barbarians are often outlanders and people on the edge of society. Most of them aren’t used to cities - or at least weren’t raised to be - but some Barbarians are city toughs who are more resilient than they are prudent.

Examples of Barbarian Skills: Trapper, Clan Warrior, Scavenger, Outrider, Gladiator

A typical Barbarian Skill should cover at least some of these:

  • Act with quick reflexes.
  • Employ brute strength.
  • Endure harsh conditions.
  • Forage for supplies in the wild.
  • Intimidate someone.
  • Move acrobatically.
  • Move quickly.
  • Perform for a crowd.
  • Take trophies from a creature.
  • Track someone.

Uncommon Terms in Barbarian Abilities #

  • Tiered Talents: Unlike other classes, Barbarians have Talents that only become available at Champion and Epic tiers. When you get a fourth Talent at Level 5, you get access to Champion Tier Talents. When you get a fifth Talent at Level 8, you get access to Epic Tier Talents.

Attributes #

Barbarians have the following attributes.

Base Attributes #

AttributeValue
Volition4
Vitality4
InitiativeMedium
Rolled
Recovery
(1d12 x Level) + (Vitality x Tier)
Average
Recovery
(6 x Level) + (Vitality x Tier)
HP/Level6 + Vitality*
Other+1 AC and Fast Initiative
OR
+1 PD and MD
Recoveries8
Save Bonus0

*See level chart.

Base Defenses by Armor #

TypeACPDMD
None/Light131513

Melee Stances #

Miss damage equal to level

  • Swift: d8 damage, +1 PD
  • Defensive: d8 damage, +1 AC
  • Aggressive: d10 damage

Ranged Stances #

No miss damage

  • Rapid (N): d6 damage
  • Close (N): d8 damage
  • Aimed (F): d10 damage.
LevelHPProwess and
Relationships
Total PerksTalentsTier Multiplier
1(6 + Vitality) x 331 Adventurer31x
2(6 + Vitality) x 432 Adventurer31x
3(6 + Vitality) x 533 Adventurer31x
4(6 + Vitality) x 634 Adventurer31x
5(6 + Vitality) x 844 Adventurer
1 Champion
42x
6(6 + Vitality) x 1044 Adventurer
2 Champion
42x
7(6 + Vitality) x 1244 Adventurer
3 Champion
42x
8(6 + Vitality) x 1654 Adventurer
3 Champion
1 Epic
53x
9(6 + Vitality) x 2054 Adventurer
3 Champion
2 Epic
53x
10(6 + Vitality) x 2454 Adventurer
3 Champion
3 Epic
53x

Class Features #

All Barbarians have Prowess, Savage, Rage, Frenzy, Indestructible, and Blood Fury.

Prowess #

Barbarians use Prowess to power many of their abilities. Every Barbarian has 3 Prowess in Adventurer Tier, 4 Prowess in Champion Tier, and 5 Prowess in Epic Tier. It’s restored during a Quick Rest.

Once per turn, you can spend 1 Prowess as a free action on or outside your turn to give 1 Disadvantage to an attack against your AC.

  • Champion Perk: If the attack hits anyway, your first attack made before the end of your next turn gains 1 Advantage.
  • Epic Perk: You have one extra maximum Prowess.

Savage #

Every Barbarian always has access to Swift stance, no matter how armed they are.
  • Adventurer Perk: You also have access to Aggressive and Rapid stances, regardless of how armed you are.

Rage #

Once per encounter as a quick action, you may begin to Rage. While you’re Raging, you gain 1 Advantage on attack rolls against engaged enemies and your Crits deal triple damage, but attacks against you gain 1 Advantage. You may stop Raging as a free action at the start of your turn, or it will end at the end of the encounter.
  • Adventurer Perk: You also gain 1 Advantage on attacks against Nearby enemies.
  • Champion Perk: Once per turn while Raging, as a quick action on your turn, you may spend 1 Prowess to increase the damage die size of your melee attacks by one step until the start of your next turn.
  • Epic Perk: Once per day, when you’re staggered by an attack by an engaged enemy, you may immediately make an Opportunity Attack against that enemy.

Frenzy #

You gain the following ability:

Frenzy
Daily, Free

While Raging, your Advantage on attacks adds extra dice to your natural die result instead of how Advantage normally works. For example, if you have 2 Advantage, you would roll 5d6 and add them all together instead of keeping the three highest. This only applies to attacks where Rage would grant Advantage on the attack.

Special: You may only use this on your turn while Raging. It lasts until the end of the Rage, and while using this, you can’t end your Rage early. While this is in effect, at the end of every turn, you lose 1 Recovery.

  • Adventurer Perk: While under the effect of Frenzy, your Natural 19+ attack rolls increase their damage multiplier for crits by 1 (so if your crits normally do triple damage, they now do quadruple damage).
  • Champion Perk: Frenzy is now Recharge 13+.
  • Epic Perk: When you activate Frenzy, all enemies engaged with you are Shaken (11+ save ends).

Empowering Fury #

While Raging, you also gain 2 Advantage on class skill rolls to do anything employing brute strength or pain tolerance. Outside of combat you can spend 1 Prowess to Rage for the duration of one roll.
  • Adventurer Perk: While you’re not Raging, you gain 1 Advantage on skill rolls to do something employing brute strength or pain tolerance.

Indestructible #

In Epic Tier, while staggered and Raging, at the beginning of each of your turns, you gain temporary HP equal to your level. This goes away if you stop being staggered.
  • Epic Perk: Double the temporary HP gain if you’ve taken damage to non-temporary HP in the past round.

Adventurer Tier Talents #

A Barbarian selects three talents in Adventurer Tier. They select a fourth talent once they reach Champion Tier and a fifth talent once they reach Epic Tier.

The talents listed here are available at all Tiers.

Animalism #

You tend towards vicious, bestial attacks, usually with your bare hands or by biting or scratching enemies. While you’re Raging, your melee attacks deal extra ongoing weapon damage equal to your level on a Natural 15+ Hit. This is multiplied as normal on a Crit.

You can use your Barbarian Skill for uses involving scent or low-light vision.

You can treat your Prowess as if it were also Guile (so you can spend 1 Prowess to give disadvantage to attacks vs PD as well). If you have both this and Instinct, you gain +1 PD (once, not once per talent).

  • Adventurer Perk: One Rage per day, you can deal the ongoing damage on a Natural 13+ Hit instead of Natural 15+.
  • Champion Perk: When you’re staggered, you automatically succeed at Disengage checks. You gain 1 Advantage when using your Barbarian Skill for uses involving scent or low-light vision.
  • Epic Perk: If you or an enemy you’re attacking are staggered, increase the miss damage on the attack by your level. If both you and the enemy you’re attacking are Staggered, your attack gains 1 Advantage.

Bloody Wake #

Your very method of moving is forceful enough to harm those in your way. Whenever you engage, disengage from, move away from, or pop off of a non-mook enemy or mook group on your turn, they take damage equal to your level (if this movement provokes Opportunity Attacks, the damage is applied afterwards).

A non-mook enemy or mook group can only take damage from this talent once per turn.

  • Adventurer Perk: One encounter per day, double the damage dealt by this.
  • Champion Perk: If you’re engaged with more than one mook before or after applying the damage from this talent, they’re Softened until the start of your next turn or until the first time an ally attacks them, whichever happens first.
  • Epic Perk: This also applies to engagement, disengagement, movement, or popping off outside your turn.

Cold Fury #

Your anger is focused. When you begin to Rage, you may choose to negate the Advantage granted on attacks against you. If you do, however, you only gain Advantage on attacks against enemies who have attacked you since the end of your last turn.
  • Adventurer Perk: If an enemy hasn’t acted yet during this encounter, you count them as having attacked you in the past round.
  • Champion Perk: Double any Advantage gained from Raging against an enemy if you’d Intercepted an attack from them in the past round.
  • Epic Perk: One encounter per day, if you’re hit by an engaged enemy while Raging, they’re now Shaken until the end of their next turn.

Heedless Advance #

You always get where you want to go, no matter what anyone else has to say about it. You gain the following ability:

Heedless Advance
At-Will, Quick
Spend 1 Prowess

You may move. If this provokes any Opportunity Attacks, their damage is halved.

  • Adventurer Perk: One encounter per day, you may do this as an Interrupt.
  • Champion Perk: Heedless Advance can’t be Intercepted.
  • Epic Perk: You may do this as an Interrupt (not just one encounter per day). One encounter per day, you may quarter Opportunity Attack damage when doing Heedless Advance instead of halve it.

Instinct #

Your reflexes are unparalleled. You can treat your Prowess as if it were also Guile (so you can spend 1 Prowess to give disadvantage to attacks vs PD as well). If you have both this and Animalism, you gain +1 PD (once, not once per talent).

You can start Raging as a free action when you roll Initiative.

  • Adventurer Perk: One Rage per day, all ranged attacks against your AC gain 1 Disadvantage.
  • Champion Perk: Opportunity Attacks against you gain 1 Disadvantage.
  • Epic Perk: While Raging, you don’t take miss effects for attacks against AC or PD.

Iron Will #

Your fury lends itself to severe stubbornness. You can treat your Prowess as if it were also Focus (so you can spend 1 Prowess to give disadvantage to attacks vs MD as well as AC).

One encounter per day, you’re immune to Dazed, Shaken, and Weakened while Raging.

  • Adventurer Perk: You gain 1 Advantage on saves against Dazed or Shaken conditions.
  • Champion Perk: While Raging, attacks against your MD gain 2 Disadvantage.
  • Epic Perk: You have Resist 14+ against Psychic damage while raging.

Unstoppable #

You know how to transform your momentum in battle into something tangibly rejuvenating. Spend 1 Prowess before making a melee attack on your turn. You may heal using a recovery as a quick action if it hits.
  • Adventurer Perk: If you spend 2 Prowess instead of 1, the Unstoppable recovery is free.
  • Champion Perk: Add your level to the amount healed by Unstoppable recoveries.
  • Epic Perk: On the first Unstoppable attack that you miss with during an encounter, refund any spent Prowess.

Whirlwind #

You are an absolute terror when surrounded. You gain the following ability:

Whirlwind
Melee, At-Will, Standard
Spend 1 Prowess

Make an attack against AC against each engaged non-mook enemy and 1d3+1 attacks against each engaged group of mooks.

Hit: Damage as a Basic Attack.

Special: After making all of your attacks, you are Softened until the start of your next turn (or Vulnerable if you’re already Softened).

  • Adventurer Perk: Whirlwind now has miss damage equal to your level.
  • Champion Perk: Disengage checks you make after using Whirlwind during your turn automatically succeed.
  • Epic Perk: If you’re Raging and already Softened, Whirlwind no longer adds Vulnerable.

Champion Tier Talents #

You may choose either of these two Talents at Level 5 or 8 instead of an Adventurer Tier talent.

Vicious Charge #

You know how to use your momentum to your advantage. When you attack a staggered enemy on your turn that you weren’t engaged with at the start of your turn, add 1d6 x Level damage to your hit damage.
  • Champion Perk: You can spend 1 Prowess to add the extra damage from this to miss damage on a Vicious Charge attack.
  • Epic Perk: Once per encounter, when a Vicious Charge attack drops a non-mook enemy, you may heal using a recovery as a free action.

Violence #

Your sudden outbursts often work to your benefit. You may spend 1 Prowess once per round to add 1d4 to an attack roll of yours after finding out if you hit or miss.
  • Champion Perk: ou may spend 1 Prowess to subtract 1d4 from an attack roll against an ally next to you instead if that same attack doesn’t also target you.
  • Epic Perk: Roll 1d6 instead of 1d4 for either use.

Epic Tier Talents #

You may choose either of these two Talents at Level 8 instead of an Adventurer or Champion Tier talent.

Transcendent Fury #

You have a strong connection to spirits. One encounter per day, as a quick action, you can activate this talent. At the end of every turn, roll 1d6. If you roll less than or equal to the escalation die, as a free action you may make a basic melee attack against a nearby enemy as if you were making the attack yourself.
  • Epic Perk: Roll 1d4 instead of 1d6.

Relentless #

Your anger numbs your pain. While you’re Frenzying, you have Resist Damage 14+.
  • Epic Perk: When you’re Raging but not Frenzying, you have Resist Damage 12+.

Sample Barbarians #

Two sample Barbarians in Adventurer, Champion, and Epic tier are provided below.

Frenzied Berserker

A master of uncontrollable rage, this barbarian channels their anger into crushing their enemies.

Class Attribute Choice: +1 PD and MD
Background Ability: Lethal

Talents

  • Animalism
  • Bloody Wake
  • Whirlwind

1st Level

  • Adventurer Perk: Animalism

5th Level

  • Extra Talent: Vicious Charge
  • Adventurer Perks: Frenzy, Whirlwind, Animalism, Bloody Wake
  • Champion Perk: Vicious Charge

8th Level

  • Extra Talent: Transcendent Fury
  • Adventurer Perks: Frenzy, Whirlwind, Animalism, Bloody Wake
  • Champion Perks: Animalism, Bloody Wake, Vicious Charge
  • Epic Perk: Transcendent Fury

Seething Juggernaut

A master of tempered rage, this barbarian channels their aggression into defending those around them.

Class Attribute Choice: +1 AC and Fast Initiative
Background Ability: Opportunist

Talents

  • Cold Fury
  • Iron Will
  • Unstoppable

1st Level

  • Adventurer Perk: Cold Fury

5th Level

  • Extra Talent: Violence
  • Adventurer Perks: Cold Fury, Iron Will, Unstoppable, Rage
  • Champion Perk: Violence

8th Level

  • Extra Talent: Relentless
  • Adventurer Perks: Cold Fury, Iron Will, Unstoppable, Rage
  • Champion Perks: Cold Fury, Iron Will, Violence
  • Epic Perk: Cold Fury