Professional Documents
Culture Documents
Ideals
1d6 Description
There is nothing magic can do that a weapon
1
can’t undo.
My purpose is to protect that which I love. I
2
will die for my cause.
Stamina is everything – it doesn’t matter how
3
much you know if you can’t keep going.
4
Leaders assert the qualities of its followers. I
will always be my best self.
Civilization is disgusting. We must return to
5
the way nature intended.
6 I will survive, no matter the cost.
Barbarian Traits
1d12 Description Bonds
I hate being in cities and prefer sleeping 1d6 Description
1
outdoors with the stars. I can only trust myself. After all, I am the
1
Nature will always find a way – which is why I strongest person I know.
2
must be on top. The defenseless must be protected from those
2
I easily get angry, but that’s because there’s a who would exploit them.
3
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
7 6
it. than me for my own gain.
Civilization must be rebuilt from the ground
8
up, but first it needs a reset. I am that reset.
I am a perfectionist and will start over at the
9
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
3
will.
If I could, I would control my anger. But I
4
can’t…
I am the strongest in the room and refuse to
5
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
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.
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.
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.