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
- Berserkerās 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
| Level | Feature | Description |
|---|---|---|
| 1 | Rage | Limited daily rage with fatigue consequences |
| 2 | Thick Skinned | Physical and mental toughness |
| 3 | Rampage | Gain Flow Points from kills while raging |
| 4 | Intimidating Presence | Social utility and combat fear effects |
| 5 | Path Selection | Choose 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 (doesnāt 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 Tier | Rage Damage Bonus | Rage 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 Tier | Fear Duration |
|---|---|
| Apprentice | 1 round |
| Journeyman | 1 rounds |
| Expert | 2 rounds |
| Master | 2 rounds |
| Legendary | 3 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
| Level | Feature | Description |
|---|---|---|
| 5 | Tactical Fury | Spend FP to enhance rage effects |
| 6 | Flow Rage | Generate Flow Points when entering rage |
| 7 | Iron Discipline | Resist 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
| Level | Feature | Description |
|---|---|---|
| 5 | Elemental Fury | Choose damage type while raging |
| 6 | Primal Resilience | Enhanced resistances |
| 7 | Beast Within | Animal 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 doesnāt 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