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 Ideals
1d6 Description
There is nothing magic can do that a weapon
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can’t undo.
My purpose is to protect that which I love. I
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will die for my cause.
Stamina is everything – it doesn’t matter how
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much you know if you can’t keep going.

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Leaders assert the qualities of its followers. I
will always be my best self.
Civilization is disgusting. We must return to
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the way nature intended.
6 I will survive, no matter the cost.
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Barbarian Traits
1d12 Description Bonds
I hate being in cities and prefer sleeping 1d6 Description
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outdoors with the stars. I can only trust myself. After all, I am the
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Nature will always find a way – which is why I strongest person I know.
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must be on top. The defenseless must be protected from those
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I easily get angry, but that’s because there’s a who would exploit them.
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lot to get angry about. 3 Respect is earned, not granted.
The only solution to brute strength is The teacher who taught me helped me realize
4 4
something stronger. who I was. I will do the same for others.
5 Strenuous people are the only worthwhile ones. My body is a temple and will always support
5
6 I am a gentle giant. me.
I love to learn, but don’t have the patience for Only my life matters – I will use those weaker
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it. than me for my own gain.
Civilization must be rebuilt from the ground
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up, but first it needs a reset. I am that reset. 
I am a perfectionist and will start over at the
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slightest mistake.
10 I have a lot of energy to expend. Flaws
I try to hide my empathy by acting tougher 1d6 Description
11
than I need to be.
1 I get angry when I don’t understand something.
12 Sometimes, I am too easily persuaded.
2 I naturally distrust anything unnatural.
You will respect me, or I will show you why you
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will.
If I could, I would control my anger. But I
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can’t…
I am the strongest in the room and refuse to
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accept any alternative.
There is nothing I wouldn’t sacrifice to see my
6
vision come to life.

 
Medium or Small Humanoid (Barbarian), Any Alignment

Armor Class 16 (Unarmored Defense)


Hit Points 171 (18d8+90)
 Speed 40 ft.
Medium or Small Humanoid (Barbarian), Any Alignment STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 20 (+5) 10 (+0) 14 (+2) 10 (+0)
Armor Class 15 (Unarmored Defense)
Hit Points 93 (11d8+44) Saves Str +8, Con +9
Speed 30 ft. Skills Athletics +8, Survival +6
Damage Resistances bludgeoning, piercing, and slashing
STR DEX CON INT WIS CHA
damage while raging
16 (+3) 12 (+1) 18 (+4) 10 (+0) 12 (+1) 10 (+0)
Senses passive Perception 12
Saves Str +6, Con +6 Languages Any one language (typically Common)
Skills Athletics +6, Survival +4 Challenge 9 (5,000 XP) Proficiency Bonus: +4
Damage Resistances bludgeoning, piercing, and slashing
damage while raging
Reckless Attack. At the start of its turn, the barbarian can
gain advantage on all melee weapon attack rolls during that
Senses passive Perception 11 turn, but attack rolls against it have advantage until the start
Languages Any one language (typically Common) of its next turn.
Challenge 5 (1,800 XP) Proficiency Bonus: +3
Reckless Attack. At the start of its turn, the barbarian can Danger Abound. The barbarian has advantage on Dexterity
gain advantage on all melee weapon attack rolls during that saving throws they can see.
turn, but attack rolls against it have advantage until the start Actions
of its next turn.
Multiattack. The barbarian makes two attacks.
Actions
Multiattack. The barbarian makes two attacks. Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 14 (1d12+8) slashing damage.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 12 (1d12+6) slashing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5
ft. or range 30/120 ft., one target. Hit: 11 (1d6 + 8) piercing
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 damage.
ft. or range 30/120 ft., one target. Hit: 9 (1d6 + 6) piercing Bonus Actions
damage.
Rage (3/day). The barbarian enters a rage for the next mi-
Bonus Actions nute. During this time, they become resistant to bludgeon-
Rage (3/day). The barbarian enters a rage for the next mi- ing, piercing, and slashing damage and deal bonus damage
nute. During this time, they become resistant to bludgeon- equal to their proficiency modifier (already factored into
ing, piercing, and slashing damage and deal bonus damage their attacks).
equal to their proficiency modifier (already factored into
their attacks).




Medium or Small Humanoid (Barbarian), Any Alignment
Armor Class 18 (Unarmored Defense)
Hit Points 210 (20d8+120)
Speed 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 22 (+6) 10 (+0) 14 (+2) 10 (+0)
Saves Str +9, Con +10
Skills Athletics +9, Survival +6
Damage Resistances bludgeoning, piercing, and slashing
damage while raging
Senses passive Perception 12
Languages Any one language (typically Common)
Challenge 12 (8,400 XP) Proficiency Bonus: +4
Reckless Attack. At the start of its turn, the barbarian can
gain advantage on all melee weapon attack rolls during that
turn, but attack rolls against it have advantage until the start
of its next turn.

Danger Abound. The barbarian has advantage on Dexterity


saving throws they can see.

Brutality. If the barbarian scores a critical hit, it rolls damage


dice three times, instead of twice.
Actions
Multiattack. The barbarian makes two attacks.

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one


target. Hit: 15 (1d12+9) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5


ft. or range 30/120 ft., one target. Hit: 12 (1d6 + 9) piercing
damage.
Bonus Actions
Rage (5/day). The barbarian enters a rage for the next mi-
nute. During this time, they become resistant to bludgeon-
ing, piercing, and slashing damage and deal bonus damage
equal to their proficiency modifier (already factored into
their attacks).
Legendary Actions
The barbarian can take 2 legendary actions, choosing from
the options below. Only one legendary action option can be
used at a time and only at the end of another creature’s turn.
The barbarian regains spent legendary actions at the start of
its turn.

Weapon Attack. The barbarian makes a weapon attack.


Endless Pursuit. The barbarian can move up to its movement
speed without provoking opportunity attacks.
War Cry (Costs 2 actions). The barbarian targets one enemy
it can see within 30 ft of it. If the target can see and hear
it, the target must succeed on a DC 17 Wisdom saving
throw or be frightened until the end of the barbarian’s
next turn.

Fanatic’s Beliefs
1d6 Description
 1 Weaponized religious zealot
2 Dedicated to a knightly order or cult
3 The champion of a kingdom
4 Driven by idealistic beliefs
5 Empowered by a devil or demon
6 Only the strongest survive

 Actions
Medium or Small Humanoid (Barbarian), Any Alignment Multiattack. The barbarian makes two attacks.

Armor Class 19 (Unarmored Defense) Greataxe. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit Points 230 (20d8+140) Hit: 18 (1d12+12) slashing damage.
Speed 40 ft.
STR DEX CON INT WIS CHA Javelin. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 15 (1d6 + 12) piercing damage.
24 (+7) 15 (+2) 24 (+7) 10 (+0) 16 (+3) 14 (+2)
Saves Str +12, Con +12 Bonus Actions
Skills Athletics +12, Religion +10, Survival +8
Rage. The barbarian enters a rage for the next minute. During this
Damage Resistances bludgeoning, piercing, and slashing damage time, they become resistant to bludgeoning, piercing, and slashing
while raging damage and deal bonus damage equal to their proficiency modifier
Condition Immunities frightened (already factored into their attacks).
Senses passive Perception 13
Languages Any two language (typically Common and one exotic Fanaticism (1/day). Up to ten creatures that the barbarian can see
language) can add 1d4 to their attack rolls and saving throws for the next mi-
Challenge 15 (13,000 XP) Proficiency Bonus: +5 nute, or until the barbarian ends their rage or is incapacitated. A
creature can only benefit from one fanaticism die at a time.
Unhinged. The barbarian has advantage on all attack rolls against a
creature without all their hit points. In addition, their weapon at- Legendary Actions
tacks count as magical in terms of overcoming resistances. The barbarian can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at a
Strength of Atlas. If the total of the barbarian’s Strength check is time and only at the end of another creature’s turn. The barbarian
less than their Strength score, they can substitute their roll with regains spent legendary actions at the start of its turn.
their Strength score instead.
Weapon Attack. The barbarian makes a weapon attack.
Danger Abound. The barbarian has advantage on Dexterity saving Endless Pursuit. The barbarian can move up to its movement speed
throws they can see. without provoking opportunity attacks.
War Cry (Costs 2 actions). The barbarian targets one enemy it can
Escape Death (3/Day). If the barbarian fails a saving throw, it can see within 30 ft of it. If the target can see and hear it, the target
choose to succeed instead. Alternatively, if the barbarian would must succeed on a DC 20 Wisdom saving throw or be frightened
drop to 0 hit points, it can instead drop to 1 hit point. until the end of the barbarian’s next turn.

Brutality. If the barbarian scores a critical hit, it rolls damage dice


three times, instead of twice.

Inciting Incident
1d6 Description
1 Arcane experiment gone wrong
2 Exposure to extreme sources of magic
3 Blessing from a chaos god
4 Sorcerous origins
5 Stolen magical potential
6 Witnessed an otherworldly event

 Arcane Explosion (1/day). If the barbarian would drop to 0 hit


points, it can instead drop to 1. Afterwards, an arcane explosion
Medium or Small Humanoid (Barbarian), Any Alignment emanates from their chest. Creatures within 10 feet of the barbar-
ian must succeed on a DC 15 Dexterity saving throw or take 27
Armor Class 19 (Unarmored Defense) (8d6) force damage, or half as much on a successful one.
Hit Points 230 (20d8+140)
Speed 40 ft. Legendary Resistances (3/day). If the barbarian fails a saving throw,
it can choose to succeed instead.
STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 24 (+7) 11 (+0) 14 (+2) 16 (+3)
Brutality. If the barbarian scores a critical hit, it rolls damage dice
Saves Str +12, Con +12, Cha +8 three times, instead of twice.
Skills Athletics +12, Arcana +10, Survival +7
Damage Resistances bludgeoning, piercing, and slashing damage Actions
while raging
Multiattack. The barbarian makes two attacks.
Condition Immunities frightened
Senses passive Perception 12 Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one tar-
Languages Any two language (typically Common and one exotic get. Hit: 19 (2d6+12) slashing damage.
language)
Challenge 17 (18,000 XP) Proficiency Bonus: +5 Arcane Bolt. Ranged Spell Attack: +12 to hit, range 120 ft., one tar-
get. Hit: 21 (4d6 + 7) force damage.
Unstable Entity. At the start of each of the barbarian’s turns, roll
1d4 and consult the table below. The barbarian gains benefits
based on the effects listed until the start of their next turn. Innate Spellcasting. The barbarian can cast the following spells
without requiring material components (spell save DC 19).
1. The barbarian immediately makes a ranged spell attack (+12
to hit) against one target within 30 ft of them. On a hit, they take 3/day each: fog cloud, charm person, disguise self
10 (3d6) radiant damage and are blinded until the start of the bar- 1/day: darkvision
barian’s next turn.
2. The barbarian can use a bonus action to teleport to a spot
they can see within 30 feet of them. Bonus Actions
3. The weapon they are holding becomes magical. On hit, it Rage. The barbarian enters a rage for the next minute. During this
deals an additional 3 (1d6) lightning damage, gains the light and time, they become resistant to bludgeoning, piercing, and slashing
thrown properties (range 20/60 ft.), and reappears back into their damage and deal bonus damage equal to their proficiency modifier
hand at the end of their turn. (already factored into their attacks).
4. When a creature hits the barbarian with an attack roll, the bar-
barian can use its reaction to deal 10 (3d6) force damage to the Legendary Actions
creature as retribution.
The barbarian can take 3 legendary actions, choosing from the op-
Strength of Atlas. If the total of the barbarian’s Strength check is tions below. Only one legendary action option can be used at a
less than their Strength score, they can substitute their roll with time and only at the end of another creature’s turn. The barbarian
their Strength score instead. regains spent legendary actions at the start of its turn.

Danger Abound. The barbarian has advantage on Dexterity saving Unstable Attack. The barbarian makes a weapon or spell attack.
throws they can see. Arcane Pursuit. The barbarian teleports to an unoccupied space that
they can see within 30 feet of them.
Arcane Flux (Costs 2 actions). The barbarian chooses its next Un-
stable Entity feature instead of rolling.
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