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BARBARIAN

V
alernian barbarians see their rage as a form Choose 2 skills from this list:
of magical inspiration, fueled not only Animal Handling
by their primal strength, but also by their
personality, dreams and memory. Athletics
As a barbarian, you gain the following class features: Intimidation
Nature
HIT POINTS
Perception
Hit Dice: 1d12 per barbarian level
Survival
Hit Points as 1st Level: 12 + your Constitution
modifier EQUIPMENT
Hit Points at Higher Levels: 6 (1d12) + your You start with the following equipment, in addition
Constitution modifier per barbarian level after 1st to the equipment granted by your Background:
• A greataxe, or a two-handed melee weapon of
PROFICIENCIES
your choice
Armor: Light armor, medium armor, shields
• Two handaxes, or a thrown melee weapon of
Weapons: Simple weapons, Martial weapons your choice
Tools: None • Four javelins, or a simple weapon of your
Saving throws: Strength, Constitution choice
• An explorer’s pack

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The Barbarian
LEVEL PROFICIENCY BONUS FEATURES RAGES RAGE DAMAGE
1st +2 Rage, Unarmored defense 2 +2

2nd +2 Reckless attack, Danger sense 2 +2

3rd +2 Primal path, Alignment affinity 3 +2

4th +2 Ability Score Increase 3 +2

5th +3 Extra attack, Fast movement 3 +2

6th +3 Path feature 4 +2

7th +3 Feral instinct 4 +2

8th +3 Ability Score Increase 4 +2

9th +4 Brutal critical (1 die) 4 +3

10th +4 Path feature 4 +3

11th +4 Relentless 4 +3

12th +4 Ability Score Increase 5 +3

13th +5 Brutal critical (2 dice) 5 +3

14th +5 Path feature 5 +3

15th +5 Persistent rage 5 +3


16th +5 Ability Score Increase 5 +3

17th +6 Brutal critical (3 dice) 6 +4

18th +6 Indomitable might 6 +4

19th +6 Ability Score Increase 6 +4

20th +6 Primal Champion Unlimited +4

RAGE • When you deal damage with a melee weapon,


A barbarian’s main strength is their ability to enter a you deal 2 points of additional damage. This
primal rage during battle, granting them incredible additional damage increases when you advance
offensive power and ferocity. in level, as indicated in the Rage Damage
column of the Barbarian table.
On your turn, you can enter a rage as a bonus
action. During a rage, you gain the following Your rage lasts for 1 minute. You may end your rage
benefits: on your turn as a bonus action; it also ends if you’re
knocked unconscious while raging, or if you don’t
• You have advantage on all Strength checks and make an attack or take damage during your turn.
Strength saving throws.
You cannot cast or concentrate on spells
• You gain Resistance to bludgeoning, piercing during a rage.
and slashing damage.

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You can enter a rage a number of times equal to ABILITY SCORE INCREASE
your proficiency bonus. Once you rage a number When you reach 4th level, and again at 8th, 12th,
of times equal to your proficiency bonus, you must 16th and 19th level, you may increase one of your
finish a long rest before you can rage again. ability scores by 2 points, or two ability scores by
1 point each. You may not increase an ability score
UNARMORED DEFENSE above 20 by using this feature.
When you’re not wearing any armor, your Armor
Class equals 10 + your Dexterity modifier + your EXTRA ATTACK
Constitution modifier. You don’t lose this benefit Starting at 5th level, you can attack twice, instead
by using a shield. of once, when you take the Attack action during
your turn.
RECKLESS ATTACK
Starting at 2nd level, you can fight even more FAST MOVEMENT
fiercely. At the start of your turn, you may choose Starting at 5th level, your base speed increases by 10
to enter a Reckless Attack stance. feet. You lose this benefit if you wear heavy armor.
While you maintain Reckless Attack, you have
advantage on all melee weapon attack rolls that FERAL INSTINCT
use Strength, but all attack rolls against you have
Starting at 7th level, your reflexes have become so
advantage. You may end the Reckless Attack stance
honed that you gain advantage on Initiative checks.
as a free action at the start of your turn.
Also, you may enter a rage while Surprised. If you
do, you may act normally during that turn.
DANGER SENSE
When you reach 2nd level, you gain preternatural BRUTAL CRITICAL
reflexes against dangers you can see.
When you reach 9th level, your fury manifests in
While you’re not Blinded, Deafened, Incapacitated bursts of devastating strength. When you score
or Surprised, you gain advantage on Dexterity a critical hit, you may roll weapon damage one
saving throws. additional time. This increases to two additional
damage dice at 13th level, and three additional
PRIMAL PATH damage dice at 17th level.
When you reach 3rd level, you begin to develop
your culture’s advanced primal powers. Choose RELENTLESS RAGE
a Primal Path from the chaotic Path of Battle Starting at 11th level, if you drop to 0 hit points
Madness, the cannibalistic Path of Communion, while raging and don’t die outright, you may make
the ritualistic Path of Scars, or the spiritual Path a DC 10 Constitution saving throw. If you succeed,
of the Source. These primal paths are described you’re at 1 hit point instead. Once you use this
starting on page 5. ability, you must finish a short or long rest before
Your chosen path grants you an Alignment using it again.
Affinity (see the Alignment section) and gives you
specialized abilities related to how you wield your PERSISTENT RAGE
Vaala. You gain Primal Path abilities at 3rd, 6th, Starting at 15h level, you may maintain a rage even
10th and 14th level. without dealing or taking damage during your turn.

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INDOMITABLE MIGHT While you’re raging, you can Search as a bonus
Starting at 18th level, the result of your Strength action. Also, you may now cast or concentrate on
checks may never be lower than your Strength score. spells during a rage.
Mad Moves
PRIMAL CHAMPION
Starting at 10th level, you can use your battle
Upon reaching 20th level, your rage turns you madness to sidestep the laws of spacetime.
into a superhuman champion, Your Strength and
During a rage, you may move through the
Constitution scores increase by 4 points each. This
spaces of other creatures as long as you don’t end
may increase either score above 20.
your move in an occupied space, and opportunity
attacks against you are made at a disadvantage.
PATH OF BATTLE MADNESS
While many barbarians refer to their rage as ‘battle One With the Madness
madness’, very few learn to harness true, senseless Beginning at 14th level, your rage turns you into a
chaos and let it ride them into battle. The path of force of chaos, unpredictable and unstoppable.
battle madness comes from the chaotic armies of
While you’re raging, you are immune to
the Fell Courts, where the fey change the rules of
enchantment and illusion spells, and attacks can’t
reality even as battle unfolds.
gain advantage against you. Also, every time you
If you take this path, you willingly give up your end an effect on yourself by the Harness Madness
sanity every time you enter a rage, gaining frightening ability, you gain advantage on your next melee
senses and unpredictable cunning in return. attack during that round.
Aspect
PATH OF COMMUNION
When you choose this path at 3rd level, you gain
Some barbarians, particularly among the orc
the Dream aspect of your alignment (see the
tribes of Valerna, fuel their primal rage through
Alignment section).
communion with what they eat, drink or otherwise
Harness Madness consume, letting the power in these substances
permeate and enhance their rage.
Also when you choose this path at 3rd level, you
have learned to enter a preternatural communion You have learned to commune with a specific
with the chaotic forces of Fai when you are raging. substance, which allows you to absorb and harness
its power to gain additional bonuses when raging.
During a rage, you have advantage on all
Wisdom saving throws. Also, If you become Aspect
Frightened while raging, you can end the
When you choose this path at 3rd level, you
condition on yourself as a free action at the start
gain the Will aspect of your alignment (see the
of your next turn.
Alignment section).
At 6th level, this ability applies to the Charmed
condition as well. Communion
At 10th level, this ability extends to the Also when you choose this path at 3rd level, you
Restrained and Incapacitated conditions. gain communion with a special substance, which
may be sacred to you or your culture, or simply
At 14th level, this ability extends to the Stunned give you that extra kick you need to rage.
and Paralyzed conditions.
Chaos Mind
Starting at 6th level, you have learned to let chaos
itself do the thinking for you during a rage.

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Choose one communion from the list below. You Strengthening Communion
may not change this choice later. Starting at 6th level, you gain advantage on all
Blood. You must drink blood to fuel your rage, Constitution checks and saving throws while raging
usually the blood of a still-living creature, or one after communion.
that died within an hour of communion.
Enhancing Communion
Herbs. There is a special, and specific,
combination of herbs or drugs that you must mix Starting at 10th level, entering communion
and consume to enter communion. Upon reaching physically modifies your body, granting you minor
3rd level, you gain a pouch with the necessary alterations such as enhanced muscles, sharpened
herbs; if you ever lose this pouch, you may replace fangs and nails, or glowing eyes.
it by spending 24 hours in the wilderness. You may add your Proficiency bonus to all melee
Monster flesh. You must eat the flesh of a damage rolls while raging after communion.
beast or monstrosity that died within one hour of Enlightening Communion
consumption to enter communion.
Beginning at 14th level, entering communion
Ritual drink. You must prepare and drink a expands your mind, giving you enhanced
special potion to enter communion. Upon reaching perceptions gained from the memory of the
3rd level, you gain a pouch with the necessary creature you consumed, or the ancestors that taught
ingredients to make this potion; if you ever lose this your people the secret to make the herbs or potions
pouch, you may replace it by spending 24 hours in you used.
the wilderness.
After communion, choose a skill that you have
Sentient flesh. You must eat the flesh of a fey no proficiency in; you are considered proficient
or humanoid creature that died within one hour of in that skill, and in Wisdom and Charisma saving
consumption to enter communion. throws, until your next long rest.
If you consume your communion substance during
a short or long rest, you gain one additional rage, PATH OF SCARS
which you may use at any time before your next
You have learned that pain is the purest form of
long rest.
strength, and nothing can empower your rage so
If you spend hit dice to heal yourself during much as the ability to endure pain and wear its
a short rest in which you entered communion, marks on you. This path originated among the
you regain additional hit points equal to your Primalian tribes, which then took the custom to
proficiency bonus per hit die. the Altanesi Ascendancy.
After communion, every time you enter a rage The scars and tattoos on your body tell the
grants you additional communion benefits until story of your life, make the tally of your feats, and
your next long rest. measure the strength of your rage.
Aspect
Orcs and the Path of Communion When you choose this path at 3rd level, you gain
The mechanics for the path of communion one Aspect of your choice from Dream, Source or
are intentionally similar to those for the Will (see the Alignment section).
empowering substance trait of Valernian orcs.
If you are playing an orc, you may use the Scars
specific empowering substance granted by Beginning at 3rd level, you gain a Scar — a ritual
your subrace to enter communion. mark that turns one of your old or recent battle
wounds into a permanent sign of your strength and
endurance. Choose one scar from the list below.

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You gain an additional scar at levels 6, 10 process every time you gain a feat or an ability
and 14. score increase.
Mark of Awareness: This scar reflects something Living Scar
that branded your senses forever. You cannot be
surprised or flanked while raging. Beginning at 14th level, your years of enduring
pain have taught you to ignore it entirely. You may
Mark of Endurance: This scar is a reminder of a not become poisoned, unconscious or incapacitated
harrowing encounter with the elements. If you take while raging.
acid, cold, fire, lightning or poison damage while
raging, you gain resistance to that damage type PATH OF THE SOURCE
until the rage ends.
Source mentors are nature spirits of Kaab, the
Mark of Health: This scar shows your overall Source Aspect of magic. Each source mentor has
toughness and resilience. Your unarmored defense the shape, nature and behavior of an animal,
bonus increases by 1 while raging. element or plant; mortals often seek these mentors
Mark of Life: This scar is a reminder of your to learn the ways of nature from them.
refusal to die. During a rage, you gain regeneration Taught by your Source mentor, also known in
equal to half your proficiency bonus (round up). Nahuac as a Tána Spirit, you are more in tune with
Mark of Pain: This scar shows you have nature and primal forces than any other barbarian.
endured great pain and survived. You may add your Your rage is a form of spiritual meditation, and
proficiency bonus to your maximum hit points. your abilities are as focused on mystic abilities as
Mark of Power: This scar tells the story of they are on combat.
your massive strength and fury. Increase your rage Aspect
damage bonus by 1.
When you choose this path at 3rd level, you gain
Mark of Secrets: This scar is the mark of an the Source aspect of your alignment (see the
offensive spell, or a magical sigil inscribed by a Alignment section).
spellcaster. Choose one cantrip from the wizard
spell list. You now know that cantrip. Source Shape
Mark of Skill: This scar flaunts your combat Beginning at 3rd level, you gain the ability to
ability. You can’t suffer disadvantage on melee shapeshift when you rage. Every time you enter
attack rolls while raging. a rage, your appearance changes to that of your
Source Shape — a humanoid with feral or plant
Scar Lore features. You choose your Source Shape — whether
Starting at 6th level, you have learned to make scars it has fur, antlers, leaves or other features of your
and tattoos on yourself and others. choice — but it stays the same from that point on.
You gain proficiency in the Medicine skill if During a rage, your unarmed strikes deal 1d4
you didn’t have it, and also become proficient in piercing or slashing (your choice) base damage, and
calligrapher’s and painter’s supplies. you gain darkvision out to 60 feet if you didn’t have
it already.
Forget Pain
Spellcasting
Beginning at 10th level, you gain the ability to
erase the scars in your body, letting the past die. When you reach 3rd level, your Source mentor
grants you the ability to cast spells.
Upon reaching 10th level, you may erase one of
your scars and choose another scar instead. You At 3rd level, you know two druid cantrips, plus
lose the benefits of the erased scar, and gain those two 1st-level druid spells of your choice.
of the newly acquired scar. You may repeat this

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At 6th level, you learn two 2nd-level druid spells Path of the Source Spellcasting Table
of your choice, plus one new 1st-level druid spell. SPELL LEVEL
At 10th level, you learn two 3rd-level druid BARBARIAN 1ST 2nd 3rd 4th
spells of your choice, plus one new 1st-level and LEVEL
one new 2nd-level spell. 3rd 1 - - -

At 14th level, you learn two 4th-level druid 4th 1 - - -


spells of your choice, plus one new spell of each
level from 1st to 3rd. 5th 2 - - -

The Path of the Source Spellcasting Table shows 6th 2 1 - -


how many spell slots you have to cast your spells 7th 2 1 - -
of 1st level and higher. To cast one of these spells,
8th 3 1 - -
you must expend a slot of the spell’s level or higher.
You regain all expended spell slots when you finish 9th 3 2 - -
a long rest.
10th 3 2 1 -
Spellcasting Ability
11th 3 2 1 -
Wisdom is your spellcasting ability for your
druid spells. 12th 3 2 1 -

Spell save DC = 8 + your proficiency bonus + 13th 4 2 1 -


your Wisdom modifier
14th 4 2 1 1
Spell attack modifier = your proficiency bonus
15th 4 2 2 1
+ your Wisdom modifier
16th 4 2 2 1
Source Senses
Starting at 6th level, you gain advantage on 17th 4 3 2 1
Wisdom ability checks, skill checks and saving 18th 4 3 2 1
throws while raging.
19th 4 3 2 1
Source Fury
20th 4 3 3 1
Starting at 10th level, you may make an unarmed
attack as a bonus action while you’re raging. You
add your full Strength modifier + rage damage
bonus to this attack.
Source Wisdom
Beginning at 14th level, you become one with your
source mentor. You may cast or concentrate on
druid spells even while raging.

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