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 Willpower check or lose 1 AP first turn
  • Berserker’s trophy belt: gain 2 extra Flow Point when you perform a killing blow, 1/combat
  • Clarity totem: ignore negative effects of a single Rage. 3 total uses, and 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

LevelFeatureDescription
1RageLimited daily rage with fatigue consequences
2Thick SkinnedPhysical and mental toughness
3RampageGain Flow Points from kills while raging
4Intimidating PresenceSocial utility and combat fear effects
5Path SelectionChoose path; Journeyman Class Tier

Rage

  • At-Will: 3/day, costs 1 AP to activate
  • Duration: Until voluntarily cancelled (free action), you spend 1 full round without taking or dealing damage, or combat ends
  • Benefits: Damage bonus and temporary HP based on your Barbarian Class Tier when activated
    • temporary HP goes away when Rage ends
  • Forced Rage: When ally drops to 0 HP, make Willpower check or rage for minimum 4 rounds (doesn’t count against daily limit)
  • Battle Fatigue: After rage ends, for 1 hour:
    • move 2 hexes slower
    • Disadvantage on Endurance checks
  • Fatigue Risk: Raging while fatigued grants no temporary HP and causes unconsciousness when rage ends (1 minute or until Endurance check succeeds)
  • Fatigue Suspension: While raging under Battle Fatigue, the fatigue effects are suspended for the duration of the rage, but return immediately when rage ends (along with the unconsciousness penalty)
Class TierRage Damage BonusRage Temporary HP
Apprentice+2+10
Journeyman+4+20
Expert+6+30
Master+8+40
Legendary+10+50

Thick Skinned

Gain +1 DR permanently. Enemies have Disadvantage on Influence checks to intimidate or insult you.

Rampage

Killing an enemy while raging grants 2 FP (instead of 1).

Intimidating Presence

Use the higher of your Athletics, Endurance, or Influence skill when making intimidation attempts. When you slay an enemy, you may spend 1 AP to force all enemies within 2 hexes to succeed a Willpower check or be Frightened of you for a duration based on your Barbarian Class Tier.

Class TierFear Duration
Apprentice1 round
Journeyman1 rounds
Expert2 rounds
Master2 rounds
Legendary3 rounds

Path Selection (Level 5)

At Level 5, Barbarians must choose their specialization path:

  • Rage Knight Path specializes in controlled fury, tactical rage usage, and disciplined combat techniques. They excel at using rage strategically and gain enhanced control over their emotional state.
  • Wildling Path specializes in primal instincts, elemental fury, and untamed combat. They excel at channeling raw natural forces and gain enhanced resilience to environmental effects.

Rage Knight Path

LevelFeatureDescription
5Tactical FurySpend FP to enhance rage effects
6Flow RageGenerate Flow Points when entering rage
7Iron DisciplineResist all mental effects, control rage triggers

Tactical Fury

Cost: 3 FP
Timing: While raging
Choose one effect for the remainder of this rage:

  • You may have your melee attacks knock enemies back 1 hex on hit
  • Your physical attacks inflict 2 Bleed damage per round
  • Your physical attacks inflict Frightened on critical hits

Flow Rage

When you enter rage (voluntarily or involuntarily), gain 2 Flow Points immediately.

Iron Discipline

You have Advantage on saves against all Mental Effects. Additionally, when forced to rage due to an ally dropping to 0 HP, you may spend 2 FP to resist the effect and choose whether to rage or not.


Wildling Path

LevelFeatureDescription
5Elemental FuryChoose damage type while raging
6Primal ResilienceEnhanced resistances
7Beast WithinAnimal aspects during rage

Elemental Fury

When you enter rage, choose Fire, Ice, or Shock. For each physical attack while raging, you may choose to deal that damage type or your normal damage type, and you gain Resistance equal to your Level against the chosen damage type for the duration.

Primal Resilience

Gain Resistance 2 against your chosen elemental damage type from Elemental Fury.

Beast Within

While raging, choose one animal aspect (cannot be changed during the rage):

  • Bear: +2 DR for the rage duration
  • Wolf: Your physical attacks grant allies +5 to hit the same target until start of your next turn
  • Lion: Free 5-foot step doesn’t count against your once-per-turn limit
  • Elephant: You can move through enemy squares without stopping, and enemies you move through take {LevelĆ·2} damage
  • Viper: You may spend 1 AP per round to spit venom at an adjacent enemy (no attack roll) and inflict a {LevelĆ·2} ongoing Poison damage effect