- 1 Ability Scores
- 2 Backgrounds
- 3 Gear
- 4 Stats
- 5 Basic Attacks
- 6 Class Feature
- 7 Adventurer Talents
- 8 Champion Talents
- 9 Epic Talents
Barbarians gain a +2 class bonus to Strength or Constitution, as long as it isn’t the same ability you increase with your +2 racial bonus.
Possible backgrounds include: clan champion, caravan outrider, fur trapper, mountain tribeswoman, wasteland survivalist, and gladiator.
Barbarians may start with either 25 gp or 1d6 x 10 gp.
|Armor Type||Base AC||Atk Penalty|
|Small||1d4 dagger||1d6 club|
|Light or Simple||1d6 hand-axe, warclub||1d8 spear|
|Heavy or Martial||1d8 longsword, battleaxe||1d10 greatsword, greataxe|
|Small||1d4 dagger||1d4 (–5 atk) hand crossbow||—|
|Light or Simple||1d6 javelin, axe, spear||1d6 (–5 atk) light crossbow||1d6 shortbow|
|Heavy or Martial||—||1d8 (–5 atk) heavy crossbow||1d8 longbow|
|Barbarian Level||Total Hit Points||Total Feats||Class Talents||Level-up Ability Bonuses||Damage Bonus from Ability Score|
|Level 1||(7 + CON mod) x 3||1 adventurer||3 adventurer||ability modifier|
|Level 2||(7 + CON mod) x 4||2 adventurer||3 adventurer||ability modifier|
|Level 3||(7 + CON mod) x 5||3 adventurer||3 adventurer||ability modifier|
|Level 4||(7 + CON mod) x 6||4 adventurer||3 adventurer||+1 to 3 abilities||ability modifier|
|Level 5||(7 + CON mod) x 8||4 adventurer
|2 x ability modifier|
|Level 6||(7 + CON mod) x 10||4 adventurer
|2 x ability modifier|
|Level 7||(7 + CON mod) x 12||4 adventurer
|+1 to 3 abilities||2 x ability modifier|
|Level 8||(7 + CON mod) x 16||4 adventurer
|3 x ability modifier|
|Level 9||(7 + CON mod) x 20||4 adventurer
|3 x ability modifier|
|Level 10||(7 + CON mod) x 24||4 adventurer
|+1 to 3 abilities||3 x ability modifier|
|Ability Bonus||+2 Strength or Constitution (different from racial bonus)|
|Initiative||Dex mod + Level|
|Armor Class (light armor)||12 + middle mod of Con/Dex/Wis + Level|
|Armor Class (shield and light armor)||13 + middle mod of Con/Dex/Wis + Level|
|Physical Defense||11 + middle mod of Str/Con/Dex + Level|
|Mental Defense||10 + middle mod of Int/Wis/Cha + Level|
|Hit Points||(7 + Con mod) x Level modifier (see level progression chart)|
|Recovery Dice||(1d10 x Level) + Con mod|
|Backgrounds||8 points, max 5 in any one background|
|Icon Relationships||3 points|
|Talents||3 (see level progression chart)|
|Feats||1 per Level|
Target: One enemy
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss: Damage equal to your level
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
All barbarians have the Barbarian Rage class feature.
Once per day, use a quick action to start raging. A rage lasts until the end of battle, or about 5 minutes.
While raging, you roll 2d20 to hit with your barbarian melee and thrown weapon attacks instead of 1d20. Use the higher roll for the attack. If you roll a natural 11+ with both dice and your highest attack roll is a hit, the attack is a critical hit!
Recharge 16+: After a battle in which you rage, roll a d20 and add your Constitution modifier. On a 16+, you can use Barbarian Rage again later in the day.
Adventurer Feat Whenever the escalation die is 4+, as a quick action, you can start raging for free. (It doesn’t count against your normal usage.) This rage lasts until the end of the battle, as normal.
Champion Feat You can now start raging freely when the escalation die is 3+.
Epic Feat You can now start raging freely when the escalation die is 2+.
Choose three of the following adventurer-tier class talents. You also get an additional barbarian class talent at 5th level and again at 8th level.
Once per battle, as a free action, you can make a standard melee attack after having dropped any enemy to 0 hp with a standard melee attack. Mooks do not count for this, unless the mook you dropped was the last of its mook mob.
Adventurer Feat You gain a +2 attack bonus with Barbaric Cleave attacks. If the cleave attack hits, you can heal using a recovery.
Champion Feat If there is no foe engaged with you to use your Barbaric Cleave attack against, as a free action you can move to a nearby foe before making the attack.
Epic Feat While raging, you can use Barbaric Cleave as many times as you like during a battle, but only once per round.
Expanded Talent 13BTaF: Adventurer Feat After you make an extra attack with Barbaric Cleave, add the escalation die to your AC until the end of your next turn.
Expanded Talent 13BTaF: Champion Feat All foes currently engaged with you take damage equal to the escalation die when your Barbaric Cleave is triggered.
Brutal Blow 13BTaF
Whenever one of your attacks staggers a non-mook enemy, a nearby ally of your choice may add your Charisma modifier to their next attack roll.
Adventurer Feat One battle per day, when you stagger a non-mook enemy, you gain a fear aura for the remainder of that battle. Your base fear threshold is the same as a normal monster of your character level, as shown in the Baseline Stats for Normal Monsters table under DIY Monsters—add your Charisma modifier to the number given there.
Champion Feat The threshold of your fear aura from Brutal Blow is now increased by the escalation die value. Additionally, your chosen nearby ally now adds double your Charisma modifier to their next attack roll when Brutal Blow is triggered.
Epic Feat You can now gain a fear aura from Brutal Blow in every battle you fight. Additionally, you now double your Charisma modifier before adding it to your fear threshold.
One battle per day, as a free action after you have missed an attack, gain +1d4 damage to each successful melee attack until the end of the battle. For each missed attack following this, add another +1d4 damage, up to a maximum of +4d4 damage.
Adventurer Feat Bonus damage dice are now d6s.
Champion Feat Bonus damage dice are now d10s.
Epic Feat You can use Building Frenzy twice a day.
Expanded Talent 13BTaF: Epic Feat You add the escalation die to your melee attack damage when frenzying.
Naked Brutality 13BTaF
When wearing no armor, you gain a bonus to your AC equal to the escalation die value. (You can still use a shield with this talent.)
Adventurer Feat One battle per day, if you aren’t wearing armor, add your Constitution modifier to your PD. (This is always in addition to any modifiers normally used to compute your PD in your class description—it doesn’t replace them.)
Champion Feat Two battles per day, if you aren’t wearing armor, add your Constitution modifier to your PD.
Epic Feat Add your Constitution modifier to your PD in every battle you fight.
During your turn, when you attack a staggered enemy you were not engaged with at the start of your turn, deal +1d6 damage per level to that creature if you hit.
Adventurer Feat You gain a +2 bonus to Slayer attacks.
Champion Feat Once per battle, when you miss with a Slayer attack, deal the additional +1d6-per-level damage to the target instead of normal miss damage.
Expanded Talent 13BTaF: Adventurer Feat Whenever you score a critical hit against a staggered enemy, you may immediately make a basic melee attack on them as a free action.
Expanded Talent 13BTaF: Epic Feat Whenever one of your Slayer attacks drops a non-mook enemy to 0 hp, choose to lower either the AC, PD, or MD of all nearby enemies by the escalation die value until the end of the battle.
Your recovery dice are d12s instead of d10s.
Adventurer Feat Increase your total number of recoveries by 1.
Epic Feat Increase your total number of recoveries by 1 (making a total of +2 from this talent).
Expanded Talent 13BTaF: Epic Feat Rallying more than once per battle requires only an easy save (6+).
Swap Quarry 13BTaF
Once per battle as a quick action, you can pop free from an enemy with whom you’re engaged and move to engage another nearby enemy.
Adventurer Feat When you use Swap Quarry, the crit range of your next attack against the enemy you engage expands by the number of your allies who are also currently engaged with that enemy.
Champion Feat When you use Swap Quarry, the enemy from which you pop free becomes vulnerable (crit range +2) to your allies’ attacks until the start of your next turn.
Epic Feat You can now use Swap Quarry twice per battle.
Adventurer Feat The Unstoppable recovery is free.
Champion Feat Add double your Constitution modifier to the healing the recovery provides.
Epic Feat You can use Unstoppable twice per battle.
Expanded Talent 13BTaF: Epic Feat Your recovery roll from Unstoppable increases by triple the escalation die value.
You can make a Whirlwind attack as the first action of your turn when you are engaged by two or more enemies.
Adventurer Feat You now deal normal miss damage with missed Whirlwind attacks.
Epic Feat You can use Whirlwind anytime during your turn, not just as the first action.
Expanded Talent 13BTaF: Adventurer Feat You can use Whirlwind on any turn that the escalation die value is equal to or less than your level (to a maximum value of 6).
At 5th level, you gain an additional barbarian class talent. Choose one of these champion-tier talents or take another adventurer-tier talent.
Bellowing Charge 13BTaF
One battle per day, you can move to engage a far away enemy and make a melee attack against them. Enemies between you and your target may still attempt to intercept you, however.
Champion Feat Add the escalation die to your AC and PD until the start of your next turn. This bonus takes effect after you declare you are using Bellowing Charge, immediately before you move.
Epic Feat You can now use Bellowing Charge once per battle. Enemies must succeed on a normal save (11+) to intercept you when you charge.
Adventurer Feat You can now use Natural Will in two battles per day.
Champion Feat The bonus increases to +4 Mental Defense.
Epic Feat You can now use Natural Will as a free action when an enemy attacks you.
Revel In Pain 13BTaF
One battle per day while you are raging, increase your AC by 1 every time you are damaged by an enemy’s attack. This AC bonus cannot exceed the escalation die (to a maximum of 6).
Champion Feat You can now use Revel In Pain in two battles per day.
Epic Feat The maximum AC bonus from Revel In Pain is now your level.
Once per battle, add a +1d4 bonus to a barbarian melee attack roll after finding out whether you hit or missed.
Champion Feat If the attack still misses, deal half damage.
Epic Feat The bonus increases to +1d6.
At 8th level, you gain an additional barbarian class talent. Choose one of these epic-tier talents, or take another adventurer-tier or champion-tier talent instead.
One battle per day as a quick action, you can call the spirits of your ancestors to fight alongside you. Your ancestors can’t be hurt or affected by the creatures of this world.
At the end of each of your turns, if you are conscious, roll a d6. If you roll less than or equal to the escalation die, a member of your spirit warband strikes from the spirit realm into the world. Make a melee attack against a nearby enemy as if you were making the attack yourself, using any talents, feats, or magic items as you see fit. This attack doesn’t take any of your actions.
Epic Feat Your Ancestral Warband spirits are always raging, even if you are not, and continue to fight for a single round while you are unconscious.
Fearsome Demeanor 13BTaF
One battle per day, all nearby normal monsters and mooks suffer a penalty to their attack rolls and MD equal to the escalation die. If a monster would normally receive a bonus to either of these stats from the escalation die, they lose that bonus instead of suffering the penalty.
Epic Feat Large and double-strength monsters are also affected by your Fearsome Demeanor, and you may now use this ability in two battles per day.
Legendary Rage 13BTaF
Once per battle, you can expend a banked roll of 6 on an icon relationship as part of your quick action to start raging. (Players are encouraged to come up with a narrative reason for how the icon relationship inspires this legendary rage.) Doing so lets you roll 3d20 on your barbarian melee and thrown weapon attacks; if any two of these rolls are natural 11+, you score a critical hit as usual per the rage class feature. This benefit persists until you score a critical hit.
Epic Feat The benefit of Legendary Rage now persists until you have scored two critical hits.
While raging, you have resist damage 12+ (when an attack targets you, the attacker must roll a natural 12 or higher on the attack roll or it only deals half damage).
Epic Feat Even when not raging, whenever you score a critical hit against an enemy, you have resist damage 12+ until the start of your next turn.