# Barbarian

> From the Curse of Strahd game wiki (it covers the whole game, spoilers included): https://curseofstrahd.app/wiki/characters/classes/barbarian.html. Unofficial Fan Content permitted under the Fan Content Policy, not approved or endorsed by Wizards of the Coast.

*A primal warrior who channels Rage into toughness and brutal strength, shrugging off blows that would fell anyone else.*

- **Hit die:** d12
- **Primary ability:** STR
- **Saving throws:** STR, CON
- **Skills:** choose 2 from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
- **Armor:** light, medium, shields
- **Weapons:** simple, martial

## Features by level

- **1: Rage.** Bonus Action: Resistance to Bludgeoning, Piercing and Slashing damage, extra damage on Strength attacks and Advantage on Strength checks and saves.
- **1: Unarmored Defense.** Without armor, AC = 10 + Dexterity + Constitution modifiers (a Shield still counts).
- **1: Weapon Mastery.** Use the mastery properties of two kinds of Simple or Martial melee weapons.
- **2: Danger Sense.** Advantage on Dexterity saving throws while you aren't Incapacitated.
- **2: Reckless Attack.** On your first attack of a turn, gain Advantage on Strength attacks, but attacks against you have Advantage until your next turn.
- **3: Barbarian Subclass.** Choose a Barbarian subclass.
- **3: Primal Knowledge.** Gain one more Barbarian skill; while raging, some Dexterity and Wisdom checks can use Strength.
- **4: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **5: Extra Attack.** Attack twice when you take the Attack action.
- **5: Fast Movement.** +10 feet of Speed while you aren't wearing Heavy armor.
- **6: Subclass Feature.** Gain a feature from your Barbarian subclass.
- **7: Feral Instinct.** Advantage on Initiative rolls.
- **7: Instinctive Pounce.** When you enter a Rage, move up to half your Speed as part of the same Bonus Action.
- **8: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **9: Brutal Strike.** Trade Reckless Attack's Advantage on one Strength attack for +1d10 damage and a Forceful Blow or Hamstring Blow.
- **10: Subclass Feature.** Gain a feature from your Barbarian subclass.
- **11: Relentless Rage.** Dropping to 0 Hit Points while raging: succeed on a Constitution save (DC 10, rising by 5 each time) to stay up with twice your Barbarian level in Hit Points.
- **12: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **13: Improved Brutal Strike.** New Brutal Strike effects: Staggering Blow (Disadvantage on its next save) and Sundering Blow (+5 to an ally's next attack against it).
- **14: Subclass Feature.** Gain a feature from your Barbarian subclass.
- **15: Persistent Rage.** Once per Long Rest regain all Rage uses when you roll Initiative; your Rage lasts 10 minutes without being extended.
- **16: Ability Score Improvement.** Gain the Ability Score Improvement feat or another feat you qualify for.
- **17: Improved Brutal Strike.** Brutal Strike deals 2d10 extra damage, and you can apply two of its effects at once.
- **18: Indomitable Might.** If a Strength check or Strength saving throw totals less than your Strength score, use the score.
- **19: Epic Boon.** Gain an Epic Boon feat or another feat you qualify for.
- **20: Primal Champion.** Strength and Constitution increase by 4, to a maximum of 25.

## Subclasses (from level 3)

### Path of the Berserker
*Rage turned into pure violence: Frenzy adds damage to reckless blows, and later fear and charm can't take hold.*

- **3: Frenzy.** While raging, the first Strength hit each turn after Reckless Attack deals extra d6s equal to your Rage Damage bonus.
- **6: Mindless Rage.** While raging you are immune to Charmed and Frightened; entering a Rage ends them.
- **10: Retaliation.** Reaction: when a creature within 5 feet damages you, make one melee attack against it.
- **14: Intimidating Presence.** Bonus Action: creatures you choose in a 30-foot emanation make a Wisdom save or are Frightened for 1 minute; once per Long Rest or spend a Rage use.

### Path of the Wild Heart
*A barbarian bonded to beasts, whose Rage takes the shape of the bear, the eagle or the wolf.*

- **3: Animal Speaker.** Cast Beast Sense and Speak with Animals, only as Rituals, using Wisdom.
- **3: Rage of the Wilds.** Each time you rage choose Bear (resist almost everything), Eagle (Dash and Disengage) or Wolf (allies gain Advantage near you).
- **6: Aspect of the Wilds.** Choose Owl (Darkvision), Panther (Climb Speed) or Salmon (Swim Speed); you can change it after a Long Rest.
- **10: Nature Speaker.** Cast Commune with Nature, only as a Ritual, using Wisdom.
- **14: Power of the Wilds.** While raging choose Falcon (fly), Lion (nearby enemies have Disadvantage against others) or Ram (knock Large or smaller creatures Prone).

### Path of the World Tree
*A barbarian rooted in the cosmic tree, sharing its vitality with allies and dragging foes through its branches.*

- **3: Vitality of the Tree.** When you rage, gain Temporary Hit Points equal to your Barbarian level; each turn while raging, give an ally nearby d6s of Temporary Hit Points.
- **6: Branches of the Tree.** Reaction while raging: a creature within 30 feet makes a Strength save or is teleported next to you and its Speed drops to 0.
- **10: Battering Roots.** On your turn your reach with Heavy or Versatile melee weapons grows by 10 feet, and their hits can add Push or Topple.
- **14: Travel along the Tree.** When you rage and as a Bonus Action while raging, teleport up to 60 feet; once per Rage, teleport 150 feet with willing companions.

### Path of the Zealot
*A warrior fuelled by a god's fury: radiant or necrotic strikes, healing from divine reserves and wrath that refuses to die.*

- **3: Divine Fury.** While raging, the first creature you hit each turn takes an extra 1d6 + half your Barbarian level Necrotic or Radiant damage.
- **3: Warrior of the Gods.** A pool of d12s (four at level 3) you spend as a Bonus Action to heal yourself; it refills on a Long Rest.
- **6: Fanatical Focus.** Once per Rage, reroll a failed saving throw with a bonus equal to your Rage Damage bonus.
- **10: Zealous Presence.** Bonus Action: up to ten allies gain Advantage on attacks and saves until your next turn; once per Long Rest or spend a Rage use.
- **14: Rage of the Gods.** Once per Long Rest take a divine form for 1 minute: fly, resist Necrotic, Psychic and Radiant, and keep allies from dying.
