Medium Or Small Humanoid (Any Race), Any Alignment
Armor Class 14 (Unarmored Defense)
Hit Points 38 (5d8 + 15)
Speed 40 ft., (30 with Heavy Armor)
STR
16 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +5, CON +5
Skills Athletics +6, Intimidation +3
Senses Passive Perception 10
Languages Common And one additional language
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Class; Barbarian. The Barbarian is considered a 5th Level Barbarian.

Danger Sense. The Barbarian has advantage on Dexterity  Saving throws against effects that it can see, to gain this benefit they cannot be Blinded, Deafened, or Incapacitated.

Reckless Attack. Before the Barbarian Attacks they can choose to attack Recklessly Granting them Advantage on On Strength Based Melee Attacks But Doing so Grants others advantage on attack Rolls Made against them.

Unarmored Defense. While Not wearing Any Armor the Barbarians AC Includes their constitution Modifier.

Special Equipment. The Barbarians Greataxe is a +1 Greataxe

Actions

Extra Attack. Thr Barbarian makes two attacks.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) Slashing damage.

Bonus Actions

Rage (3/Day). The Barbarian enters a State of Rage for 1 Minute ending Early if they are Knocked Unconscious, or They haven't attacked a Hostile Creature and They haven't Taken Damage since their last Turn, During this Rage they are under the Following effects:

  • They gain advantage on Strength Checks and Strength Saving Throws.
  • They gain a +2 Bonus to Damage from Melee Weapons.
  • They gain Resistance to Bludgeoning, Piercing, and Slashing Damage.
  • They cannot Cast or Concentrate on Spells

Description

Primal Instinct


 

People of towns and cities take pride in their settled ways, as if denying one’s connection to nature were a mark of superiority. To a barbarian, though, a settled life is no virtue, but a sign of weakness. The strong embrace nature—valuing keen instincts, primal physicality, and ferocious rage. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.

Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.


 

There is No formal Organization of Barbarians, But along ones Journey every Barbarian Will Discover their source of rage, this source is called a Path and a Path Initiate is one who begins to Discover the True Extent of their Wrath, sometimes Barbarians Further along their path will help a Newer one Discover their own but more often than Not these Initiates are on their own.

 

Variants


 

Some Barbarians Gain Knowledge and Power with Their Rage, Such Barbarians Gain Primal Knowledge Granting them Proficiency in one of the Following Skills: Animal Handling, Nature, Perception, Survival.

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestGrasslandHillUrban

Erikson

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