- Role: Striker. You use powerful two-handed weapons to deal serious damage to your enemies. Your physical power and daunting presence can cause foes to cower before you, and you can temporarily increase your abilities by harnessing great bursts of terrifying rage. Depending on your choice of class features and powers, you lean toward either defender or leader as a secondary role.
- Power Source: Primal. You are a primal champion, a warrior devoted to the natural world and an embodiment of your tribe’s fierce traditions.
- Key Abilities: Strength, Constitution, Charisma
- Armor Proficiencies: Cloth, leather, hide
- Weapon Proficiencies: Simple melee, military melee
- Bonus to Defense : +2 Fortitude
- Hit Points at 1st Level: 15 + Constitution score
- Build Options: Rageblood barbarian[PHB2:49], Thaneborn barbarian[PHB:50], Thunderborn barbarian[PrP:9], Whirling barbarian[PrP:10].
Characteristics: You combine powerful melee attacks with an excellent ability to absorb damage. You gain tremendous bursts of power through mighty rages. You have unusually high hit points for your role, making you more durable than other strikers.
Religion: Most barbarians revere the primal spirits of the natural world rather than calling on the gods of the Astral Sea. Some barbarians don’t see conflict between the gods and the primal spirits and therefore honor deities of nature or warfare in addition to the primal spirits. These barbarians often revere Kord, Melora, Avandra, or the Raven Queen. Evil or chaotic evil barbarians turn to Gruumsh or, more rarely, Bane or Zehir.
Races: Goliaths are ideal rageblood barbarians. Dragonborn make excellent thaneborn barbarians. Half-orcs are often barbarians but don’t favor either of the two types. Dwarf and shifter barbarians tend to be rageblood barbarians, while halfling and half-elf barbarians choose the thaneborn path.
- Barbarian Agility
- Feral Might
- Rage Strike
From the class skills list below, choose three trained skills at 1st level.
- Acrobatics (Dex)
- Athletics (Str)
- Endurance (Con)
- Heal (Wis)
- Intimidate (Cha)
- Nature (Wis)
- Perception (Wis)
While you are not wearing heavy armor, you gain a +1 bonus to AC and Reflex. The bonus increases to +2 at 11th level and +3 at 21st level.[PHB2:49]
Barbarians connect with the natural world in a variety of ways. Some barbarians grow so hardened to physical punishment that they find it asier to simply absorb, rather than avoid, attacks. Others are living examples of the power of one’s will to shape one’s fate. Choose one of the following options. The choice you make gives you the benefit described below and also provides bonuses to certain barbarian powers, as detailed in those powers.
You gain the swift charge power. In addition, whenever your attack reduces an enemy to 0 hit points, you gain temporary hit points equal to your Constitution modifier. The number of temporary hit points equals 5 + your Constitution modifier at 11th level and 10 + your Constitution modifier at 21st level.[PHB2:49]
You gain the roar of triumph power. In addition, whenever you bloody an enemy, the next attack by you or an ally against that enemy gains a bonus to the attack roll equal to your Charisma modifier.[PHB2:49]
You gain the whirling lunge power, and you can wield a one-handed weapon in your offhand and treat it as an off-hand weapon. In addition, once per round when your attack bloodies an enemy, you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn.
Barbarian daily attack powers have the rage keyword. They allow you to unleash powerful bursts of emotion, willpower, and primal energy. Each rage power starts with a mighty attack, and then you enter a rage, which grants an ongoing benefit. At 5th level, you gain the rage strike power, which lets you channel an unused rage power into a devastating attack while you’re raging. Using rage strike is an alternative to using a second rage power in a climactic battle; it gives you the damage output of a daily power without forcing you to enter a different rage.[PHB2:49]
Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.[PHB2:49]
|At-will attack powers|
|Encounter attack powers||Daily attack powers||Utility powers|
These feats have the barbarian class, or hybrid/multiclass barbarian, as a prerequisite. Additional prerequisites are noted. For example, characters who multiclass into barbarian do not necessarily gain the -Thaneborn Triumph feature, so may not qualify for feats requiring that feature.
Heroic tier featsEdit
- Bloody Triumph (Thaneborn Triumph) [PrP:136]
- Deadly Rage [PHB2:184]
- Elemental Barbarian (Genasi)[PrP:136]
- Fearsome Charge (Rageblood Vigor) [PrP:137]
- Hurl Weapon [PrP:140]
- Improved Rageblood Vigor (Rageblood Vigor) [PHB2:186]
- Improved Roar of Triumph (Thaneborn Triumph) [PHB2:186]
- Improvised Missile [PrP:140]
- Raging Bloodcut [PrP:141]
- Rising Fury [PHB2:188]
- Swift Slayer (Whirling Slayer) [PrP:142]
- Targeted Assault [PrP:142]
- Thunderborn Rage (Thunderborn Wrath) [PrP:142]
Barbarian paragon pathsEdit
- Training in a skill of your choice from the Barbarian Class Skill list above.
- Once per day as a free action, you can gain a +2 bonus to damage rolls until the end of the encounter.
Instead of using the rules for the original barbarian class presented here, a 1st-level character can choose one of its subclasses.