Stats
- Hit Dice: d12
- Weapon Proficiencies: Pick any two melee weapon categories
- Armor Proficiencies: Light, Medium
Class Equipment
Pick two at character creation
- Tribal Paint: Apply before combat; enemies must make a Willpower check or lose 1 AP on their first turn.
- Berserker’s Trophy Belt: Gain 2 extra Flow Points when you perform a killing blow, 1/combat.
- Clarity Totem: Ignore the negative effects of a single Rage. 3 total uses, then becomes inert.
- Ancestral Bone Dice: Gain Advantage on one Athletics or Endurance check per day.
- Animal Calling Whistle: Summon one local animal per day.
Core Features
| Level | Feature | Description |
|---|---|---|
| 1 | Rage | Enter a powerful rage with damage and survivability benefits |
| 3 | Instinct | Primal senses that protect and inform you |
| 5 | Path Selection | Choose a path and gain your first path feature; Journeyman Class Tier — see Path Selection |
| 8 | Rampage | Kills while raging generate bonus FP and spread fear |
| 13 | Indomitable Will | Refuse to fall through sheer fury while raging |
| 19 | Unstoppable | Become an immovable force who cannot be impeded |
Rage
Cost: 1 AP
Frequency: 3/day
You enter a furious rage that lasts until you voluntarily cancel it (free action), you spend one full round without taking or dealing damage, or combat ends.
While raging, you gain a damage bonus and temporary HP based on your Barbarian Class Tier. This temporary HP is lost when your Rage ends.
| Class Tier | Rage Damage Bonus | Rage Temporary HP |
|---|---|---|
| Apprentice | +2 | +10 |
| Journeyman | +4 | +20 |
| Expert | +6 | +30 |
| Master | +8 | +40 |
| Legendary | +10 | +50 |
Forced Rage: When an ally drops to 0 HP, make a Willpower check or immediately enter Rage for a minimum of 4 rounds. This does not consume a daily use of Rage.
Battle Fatigue: After a Rage ends, you suffer Battle Fatigue for 1 hour: your movement speed is reduced by 2 hexes, and you have Disadvantage on Endurance checks.
Fatigue Risk: If you enter Rage while already under Battle Fatigue, you gain no temporary HP, and when that Rage ends you immediately fall unconscious for 1 minute, or until you succeed an Endurance check. While raging under Battle Fatigue, the fatigue effects are suspended for the rage’s duration but return — along with the unconsciousness penalty — the moment the Rage ends.
Instinct
Your primal senses react faster than conscious thought.
If you are surprised in combat, you may immediately enter Rage as a free action before any enemy actions are taken. This does not consume a daily use of Rage.
Once per conversation, you may ask the GM one yes/no question about a creature’s current intentions or emotional state. This is not a skill check and cannot be contested or deceived — it is pure instinct and is always answered truthfully.
Note: If you took the Danger Sense perk prior to gaining Instinct, its surprise-prevention effect makes Instinct’s surprise rider redundant. You may replace Danger Sense with any other Combat Perk of Tier 2 or lower that you meet the prerequisites for.
Rampage
Trigger: You kill an enemy while raging.
When you kill an enemy while raging, you gain 2 FP instead of the standard 1. Additionally, you may spend 1 AP to force all enemies within 2 hexes to make a Willpower check or become Frightened of you for a duration based on your Barbarian Class Tier.
| Class Tier | Fear Duration |
|---|---|
| Apprentice | 1 round |
| Journeyman | 1 round |
| Expert | 2 rounds |
| Master | 2 rounds |
| Legendary | 3 rounds |
Indomitable Will
While raging, each time damage would reduce you to 0 HP or below, you may make a Willpower check to remain at 1 HP instead. This cannot prevent lethal damage from a single attack that exceeds 25% of your maximum HP. Each successful check within the same Rage adds +10 to your roll result on subsequent checks, making them progressively harder to pass.
Unstoppable
You have become an elemental force that cannot be impeded.
Passive: You are immune to all effects that would reduce your movement, force you to be repositioned against your will, or prevent you from moving — including Prone, Slowed, Stunned, and knockback effects.
Active: When you move at least 2 hexes in a straight line, declare your path and make a single Athletics or Strength check. Every enemy in your path takes damage equal to your Rage damage bonus, then opposes your check with their own Athletics or Strength check. Enemies who fail are shoved 1 hex to either side of your path, in a direction of your choice. Enemies who succeed are not shoved. Either way, your movement is not interrupted.
This feature is always active and does not require Rage.
Path Selection (Level 5)
At Level 5, Barbarians must choose their specialization path:
Rage Knight specializes in controlled fury and tactical combat mastery. They bend their Rage to their will, using it as a precision instrument rather than a blunt force — marking targets, controlling engagements, and punishing enemies who dare to flee.
Primal Titan specializes in raw elemental power and overwhelming physical dominance. Their Rage does not merely drive them — it warps the world around them, calling elemental forces in their wake and growing them into something barely human.
Rage Knight Path
| Level | Feature | Description |
|---|---|---|
| 5 | Battle Focus | Mark enemies for tactical superiority; gain FP on rage activation |
| 6 | Tempered Rage | Trade rage benefits for no Battle Fatigue; resist forced rage |
| 10 | Tactical Fury | Spend FP to add powerful riders to your Rage |
| 11 | Anger Management | Voluntarily end Rage to recover a use at the cost of extended fatigue |
| 14 | Combat Clarity | Expend a Rage use for powerful out-of-combat tactical benefits |
| 16 | Controlled Devastation | Your Tactical Fury strikes now ignore DR and inflict conditions |
| 17 | Nowhere to Run | Reaction attacks against marked enemies cause fear; gain permanent buff |
| 20 | No Escape | Battle Focus becomes free; marked enemies cannot outpace or outmaneuver you |
Battle Focus
When you enter Rage (voluntarily or involuntarily), you immediately gain 2 FP.
While raging, you may spend 2 FP to mark an enemy you can see. Until your Rage ends, you gain Advantage on all attacks against marked enemies, and marked enemies cannot benefit from Gang Up bonuses against you. You may have a number of marked enemies simultaneously equal to your Barbarian Class Tier.
| Class Tier | Max Marked Enemies |
|---|---|
| Journeyman | 2 |
| Expert | 3 |
| Master | 4 |
| Legendary | 5 |
Tempered Rage
When you enter Rage, you may choose to forgo either the damage bonus or the temporary HP from Rage. If you do, you do not suffer Battle Fatigue when that Rage ends.
Additionally, when a Forced Rage would trigger, you may spend 2 FP to resist the effect and choose freely whether to Rage or not.
Tactical Fury
Cost: 3 FP
Timing: While raging
Choose one effect that applies for the remainder of this Rage:
- Your melee attacks knock enemies back 1 hex on hit.
- Your physical attacks inflict Persistent 2 Bleed each round.
- Your physical attacks inflict Frightened on critical hits.
Anger Management
When you choose to end your Rage voluntarily by spending your free action, you may immediately make a Willpower check. On a success, you recover that use of Rage — it is not consumed. Whether or not you succeed, you still suffer Battle Fatigue for 2 hours instead of the normal 1.
Combat Clarity
Cost: 1 Rage use (without entering Rage)
Duration: 1 minute
Choose one of the following benefits:
- You are immune to Frightened, Charmed, and Confused for the duration.
- Reduce all incoming damage by your Rage damage bonus for the duration.
- Ignore one ongoing status effect (Frightened, Stunned, Blinded, etc.) for the duration.
- Enemies have Disadvantage on attacks against you for the duration.
Controlled Devastation
Upgrades: Tactical Fury
Your Tactical Fury option list gains the following additional choice:
- Your next melee attack ignores all DR and, on hit, inflicts one condition of your choice: Prone, Disoriented (target loses 2 AP on their next turn), or Staggered (target’s movement is reduced by 2 hexes until end of their next turn).
Nowhere to Run
When you hit a marked enemy with a Reaction Attack, that enemy must make a Willpower check or become Frightened of you for 1 round.
Additionally, choose one option from Combat Clarity. That option becomes permanently active while you are raging, at no cost and without consuming a Rage use.
No Escape
Upgrades: Battle Focus
Battle Focus no longer costs FP to activate — you may mark enemies freely while raging.
The following additional effects apply to all marked enemies:
- Moving directly toward a marked enemy costs half a hex of movement per hex traveled, effectively doubling your closing distance against them.
- When you spend AP to move, you may split that movement around your attacks — pausing mid-movement to attack, then continuing with remaining hexes from the same AP spend.
- When you hit a marked enemy with a melee attack, you regain HP equal to your Rage damage bonus. This can trigger once per separate marked enemy per round.
Additionally, you have fully mastered your Rage. You no longer suffer Battle Fatigue when a Rage ends, and you are no longer subject to Forced Rage.
Primal Titan Path
| Level | Feature | Description |
|---|---|---|
| 5 | Elemental Fury | Your Rage calls random elemental forces; nudge the result with Willpower |
| 6 | Endure | Regenerate HP while raging and below half health |
| 10 | Colossus | Grow in size once per day, dominating the battlefield |
| 11 | Nature’s Wrath | Elemental aura damages enemies who start their turn near you |
| 14 | Titan Hand | Wield two-handed weapons one-handed; unleash a devastating cone attack |
| 16 | Conduit | Gain broad elemental resistance; redirect absorbed damage to foes |
| 17 | Colossal Pummel | Your strikes send enemies crashing into each other |
| 20 | Primordial Elemental | Become an avatar of your element once per day |
Elemental Fury
When you enter Rage, roll 1d6 to determine your elemental attunement for the duration of that Rage. You may immediately make a Willpower check — on a success, you may shift the result up or down by 1. Results wrap around (6→1 and 1→6).
Your attunement grants Resistance against that element, bonus elemental damage on all physical attacks, and a unique effect. All three last until your Rage ends.
| d6 | Element | Unique Effect |
|---|---|---|
| 1 | Fire | Enemies have Disadvantage on their first ranged attack against you each round. |
| 2 | Ice | Once per round, when an enemy takes cold damage from your attack, they lose 1 AP on their next turn. |
| 3 | Shock | Gain +1 Shock damage on your next attack for each hex moved since your last attack. Resets on each attack. |
| 4 | Earth | On hit or miss, deal 1 damage per weapon die rolled to your target and all enemies adjacent to your target as shrapnel. |
| 5 | Air | While raging, all sound within 2 hexes is suppressed. Creatures within range must succeed an Endurance check to produce sound, including verbal components or shouted commands. |
| 6 | Poison | Each time an enemy hits you with a melee attack, they gain a stack of Persistent 1 Poison. Stacks are cumulative. |
Elemental damage and Resistance scale with your Barbarian Class Tier:
| Class Tier | Elemental Damage | Resistance |
|---|---|---|
| Journeyman | 1d4 | 2 |
| Expert | 2d4 | 4 |
| Master | 3d4 | 6 |
| Legendary | 4d4 | 8 |
Endure
While raging and below half your maximum HP, you regenerate HP at the start of each of your turns based on your Barbarian Class Tier.
| Class Tier | Regeneration |
|---|---|
| Journeyman | 2 HP |
| Expert | 3 HP |
| Master | 4 HP |
| Legendary | 5 HP |
Colossus
Frequency: Once per day, while raging
Your primal power surges, increasing your size category by one for the remainder of this Rage. All gear and weapons you are currently wearing or wielding grow with you.
While Colossus is active:
- Your Reach increases by +1 (typically from 1 to 2 hexes), threatening a wider area.
- Enemies within your threat range have Disadvantage on attacks that do not target you, as your overwhelming presence dominates the fight.
Note: The Cone attack granted by Titan Hand does not trigger the Earth Shrapnel effect from Elemental Fury.
Nature’s Wrath
While raging, enemies that start their turn within your threat range take elemental damage of your current Elemental Fury type. This damage bypasses DR but not Resistance.
| Class Tier | Aura Damage |
|---|---|
| Expert | 6 |
| Master | 8 |
| Legendary | 10 |
Titan Hand
Your size and strength allow you to wield two-handed weapons in one hand, treating the weapon’s damage die as one size smaller (d10→d8).
Additionally, while Colossus is active, you may spend 4 AP to make a single melee attack roll against all enemies within a Cone 3 in a direction of your choice. This attack applies your Elemental Fury bonus damage to all enemies hit. This attack does not trigger the Earth Shrapnel effect.
Conduit
You gain Resistance 4 against all elemental damage types. This stacks with your Elemental Fury resistance, meaning your currently attuned element benefits from both.
Whenever you take elemental damage, you may redirect damage equal to the amount resisted onto one creature adjacent to you. That creature takes damage of the same element that struck you.
Additionally, you no longer roll for your element when entering Rage — you may freely choose which element to attune to each time you Rage.
Colossal Pummel
Limitation: Single-target melee attacks only
All of your melee attacks send enemies crashing backward with titanic force. On a hit, the target is pushed back based on your attack’s success level:
- Normal Success: Push 1 hex
- Hard Success: Push 2 hexes
- Major Success: Push 3 hexes
If the pushed enemy collides with another creature or a solid obstacle, both the pushed enemy and whatever they collide with take damage equal to 2 of your weapon’s damage dice. The pushed enemy may make an Endurance check to halve this collision damage.
Primordial Elemental
Frequency: Once per day, for the duration of your current Rage
You transcend mortal limits and become an avatar of your chosen element. While active, the following apply:
- Your Elemental Fury elemental damage dice become d8s.
- Your Elemental Fury Resistance and Conduit Resistance are both doubled.
- Your Nature’s Wrath aura damage increases to 15.
- Your element’s Unique Effect is replaced by its Avatar version, as listed below.
Fire Avatar
- Non-magical ranged projectiles (arrows, bolts, thrown weapons, etc.) are incinerated before reaching you and deal no damage.
- Non-magical metal weapons that strike you deform from the heat. The first hit halves that weapon’s damage die. The second hit destroys it.
- Enemies adjacent to you must make an Endurance check at the start of each of their turns or burst into flames, gaining Persistent 5 Fire damage.
Ice Avatar
- On a Hard Success or better melee attack, enemies not resistant to Ice must make an Endurance check or become frozen in place — unable to move and considered helpless. They may attempt an Endurance or Athletics check once per round to break free. An adjacent ally may spend 3 AP to free them, provoking a Reaction Attack if applicable.
- Any enemy that attempts to leave your threat range — including via the Take a Step action — must succeed an Athletics or Agility check or fall Prone, ending their movement.
- You apply your Elemental Fury Resistance to Slashing and Piercing damage while your chosen element is Ice.
Shock Avatar
- Enemies wearing or wielding metal are affected by your Nature’s Wrath aura from 3 hexes away (4 hexes while Colossus is active).
- Your movement becomes chain lightning. Enemies within your movement path take half your Elemental Fury bonus damage (quarter on a successful Agility check, rounding up).
- Spend 2 AP to arc lightning between two metal-wearing enemies within 4 hexes of each other, dealing half your Elemental Fury bonus damage to both and to all enemies in a line between them.
Earth Avatar
- You gain DR against all physical damage equal to your current Earth Resistance.
- While standing on natural stone or earth, once per round you may spend 2 AP to stomp the ground, launching one enemy within 4 hexes 10 meters directly upward. They take half your Elemental Fury bonus damage immediately and fall damage when they land. A failed Agility check leaves them Prone.
- All of your melee attacks deal half their Elemental Fury bonus damage to all enemies adjacent to your primary target on hit.
Air Avatar
- Your movement speed doubles, and you gain a fly speed equal to your new movement speed. You may carry up to 5 willing allies with you effortlessly.
- Your melee attacks send a tornado sweeping outward — each attack deals half your Elemental Fury bonus damage as a Line 4 attack extending directly away from you beyond your original target. Enemies may make an Agility check to take quarter damage instead.
- Your Elemental Fury Resistance now also applies to Piercing and Bludgeoning damage.
Poison Avatar
- Enemies adjacent to you at the start of their turn must make an Endurance check or gain Persistent 10 Poison. Once an enemy receives this effect and clears it, they are immune for the rest of the Avatar’s duration. A Hard Success on the initial check grants full immunity for the duration. Enemies who fail the initial check must still attempt it on subsequent turns until they succeed or gain immunity.
- Once per round, you may spend 4 AP to make a ray attack against a single target. Make an opposed Endurance check against them. If they fail, they gain Persistent 10 Poison, and any attempt to clear it requires a Hard Success. If they succeed, they still gain Persistent 5 Poison.
- As a Reaction to being targeted by an attack, you may spend 2 RP to melt into a puddle of poison. This Reaction automatically succeeds, and you become untargetable by melee and ranged attacks until the start of your next turn. While in puddle form, you may move at your normal movement speed and may move through enemy hexes, dealing 1d8 Poison damage to each enemy you pass through (Endurance check to halve). Your Nature’s Wrath aura and Poison Unique Effect are deactivated while in puddle form.