The barbarian is a survivor and a threat, the one who relies on nothing other than their own raw strength and might to carry on, and one who harbors a deep and powerful rage.
lvl 1 / +2 / Barbarian ways, Rage / -
lvl 2 / +2 / Barbarian traits, Used to trouble / -
lvl 3 / +2 / Ability score improvement / -
lvl 4 / +3 / Battle dice / 1d8
lvl 5 / +3 / 1st archetype / 1d8
lvl 6 / +3 / Ability score improvement / 1d8
lvl 7 / +4 / - / 1d10
lvl 8 / + 4 / Ability score improvement / 1d10
lvl 9 / +4 / 2nd archetype / 1d10
lvl 10 / +5 / - / 1d12
lvl 11 / +5 / Ability score improvement / 1d12
lvl 12 / +5 / - / 1d12
Hit dice: 1d12
Armor: Light armor, medium armor, light shields.
Weapons: All simple weapons, 3 martial weapon groups.
Tools: none
Saving throws: Strength, Constitution
Skills: Choose two from Animal handling, Acrobatics, Athletics, Intimidation, Nature, Perception, and Survival.
You start with the following equipment, in addition to the equipment granted by yout background:
A martial melee weapon of choice
(a) Four Javelins or (b) Two handaxes
(a) an explorer’s pack
(a) Leather armor and a light shield or (b) two minor healing potions
At 1st barbarian level, your max HP is increased by 1 per character level.
At 1st barbarian level, you can enter rage by spending 1 rest dice as a free action either on your turn, or immediately after taking damage.
While raging, you gain the following effects:
Advantage on strength checks and strength saving throws.
When you make a melee or thrown weapon attack using strength, you add twice your proficiency bonus to the damage dealt.
You have resistance to bludgeoning, piercing, and slashing damage.
Your block checks have disadvantage.
Your rage lasts for 1d4 +1 rounds.
Rage is extended by 1d4 rounds whenever you kill a creature or take a critical hit.
You can exit rage at any moment as a free action.
You can only enter rage once per combat.
At 2nd level, choose three upgrades:
Adrenaline rush - Slaying a creature with a critical strike during rage refunds the rest dice cost of rage.
Barbarian king - So long as your are wearing light or no armor, you gain a +1 bonus to your AC. This increases to +2 at 5th, and +3 at 9th barbarian level.
Bloodshot - Slaying a small or larger creature(Subject to GM) while using rage grants you 1 more turn of rage.
Crippling punch - You can spend a rest dice as a bonus action to make a melee unarmed or fist weapon attack. The target takes 1 damage to fatigue if the damage is not blocked. All damage dice of the attack are increased by 1 size category.
Eagle eyes - Gain 60 feet of darkvision. +1 to perception and investigation checks. +1 to thrown weapon attacks.
Extended rage - Increase the initial duration of rage by 1 turn.
Extra rage - You can rage an extra time per combat.
Feel no pain - You can spend 1d4 turns of rage to attempt to block an attack when at 0 block.
Lethal edge - Your critical strike damage multiplier is increased by 1.
Oh yeah?? - When you get critically hit, you regain 1 rest dice.
Physique - Gain proficiency with athletics. If already proficient, gain expertise. If already expert, gain a +1 bonus to strength.
Power throw - Double the range of your thrown weapons. Reroll any critical failure on a thrown weapon attack.
Rage against death - When reduced to 0 health while using rage, you can instead choose to lose 1d4 turns of rage and make a constitution save VS 5 + the damage taken. On a success, you are instead reduced to a number of hit points equal to your constitution bonus.
Reckless combat - You can choose to forego a reaction instead of spending a bonus action to use a weapon maneuver.
Rip and tear - Your cleave and all properties that derive(are like) cleave can target an additional creature/tile.
Stamina - Increase your rest dice maximum by 1. Ignore the first instance of fatigue damage every rest.
Stare down - You can spend a rest dice as a reaction in response to an ally failing a save against a spell or any magical ability that takes away their will, calm, or agency(Subject to GM.) allowing you to make an intimidation check vs the effect DC of the effect the ally failed. On a success, the ally ignores the effect.
Sustained rage - You can choose to spend a rest dice or take 1d3 damage to fatigue as a bonus action to extend rage, as though you killed a creature.
Tough hide - Increase max HP by 9.
Unhinged defense - At the start of rage, gain 1 temporary block.
At 2nd level, you can act in the surprise round by spending one rest dice at the start of combat.
You also gain a +2 bonus to initiative.
At 3rd, 6th, 8th, and 11th level, add +2 to ability scores in any combination, or choose a feat.
Also at those levels, add +1 to a physical ability score. This cannot raise an ability score above 24.
At 4th level, you have a maximum number of battle dice equal to your highest physical attribute bonus.
The dice are 1d8, and are increased to 1d10 at 7th level, and 1d12 at 10th level.
You can spend 1 battle dice as a free action to add it to a melee or thrown weapon damage roll, or to an athletics check. You cannot apply more than 1 battle dice to a roll.
You can also spend a battle dice in any case where a direct damage dealing ability would require you to spend rest dice.
You regain all battle dice after a rest.