Barbarian's in Mystara

This section only available to players willing to provide a annotated character stat block of each level

House Rules

Available

  • Path of the Berserker
  • Path of the Harrier
  • Path of the Totem Warrior
    • Bear
    • Eagle
    • Elk
    • Horse
    • Tiger
    • Wolf
    • Turtle
  • Path of the Zealot

By Agreement

  • Path of the Ancestors
  • Path of the Ancestral Guardian
  • Path of the Juggernaut
  • Path of the Storm Herald
  • Totem Warrior
    • Chosen of Atruaghin
    • Chosen of Ethengar
    • Chosen of Traladara

Not Available

  • Battlerager

Class options available

(Players Guide p49, Xanthar's Guie to Everything p8)

Path of the Berserker

(Players Handbook p49)

Characters can to belong to the following Secret Crafts:

- Masters of Entropy

Characters can be from the following countries and racial types:

- Ethengar: Dwarf (Torkest)- Karameikos: Dragonborn (Red or White), Dwarf (Stronghollow), Human (Thyatian)- Northern Reaches,- Rockhome: Dwarf (Buhrodar, Hurwarf, Torkrest)

Path of the Harrier

(The Book of the Righteous p182)

Characters can to belong to the following Secret Crafts:

- Masters of Battle

Locations: Darokin, Minrothad

Path of the Totem Warrior

(Players Handbook p50)

A character must choose a single totem and can't change that once selected.

Characters can to belong to the following Secret Crafts:

- Masters of the Spirits

Characters can be from the following countries and racial types:

- Atruaghin: Animalistic (Bearfolk, Elkfolk, Rakasta, Tortle), Human (Atruaghin), Monstrous (Centaur)- Ethengar: Genasi (Earth, Water), Human (Ethengarian)- Karameikos: Human (Traladaran)- Ylaruam: Genasi (Earth)

Bear

(Players Handbook p50)
Restrictions: Animalistic (Bearfolk), Genasi (Earth, Water), Human (Atruaghin, Ethengarian, Traladaran)
  • Totem Spirit - While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment
  • Aspect of the Beast - You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
  • Totemic Attunement - While you are raging, and creature within 5ft of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to the effect if it can't see or hear you or if it can't be frightened.

Eagle

(Players Handbook p50)
Restrictions: Genasi (Earth, Water), Human (Ethengarian, Traladaran)
  • Totem Spirit - While you are raging and arn't wearing any heavy armour, other creatures have disadvantage on opportunity attack rolls against you, and you can use the dash action as a bonus action on your turn. The spirit of the eagle makes you a predator who can weave through the fray with ease.
  • Aspect of the Beast - You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 ft away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
  • Totemic Attunement - While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Elk

(Sword Coast Adventurer's Guide p121)
Restrictions: Animalistic (Minotaur), Genasi (Earth, Water), Human (Atruaghin, Ethengarian, Traladaran)
  • Totem Spirit - While you're raging and aren't wearing heavy armour, your walking speed increases by 15 ft. The spirit of the elk makes you extraordinarily swift.
  • Aspect of the Beast - Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 ft of you and you're not incapacitated. The elk spirit helps you roam far and wide.
  • Totemic Attunement - While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Notes: In Traladaran culture the totem is called the Puma. The Minotaur race is the Elkfolk variant

Horse

(GM created, Monstrous (Centaur), Genasi (Earth, Water), Human (Attruaghin, Ethengarian))
  • Totem Spirit - While you're raging, you succeed at any check to control or direct your mount and can add benefits from your barbarian class features to its actions. The spirit of the horse provides a bond with a mount making it more powerful and easier to control.
  • Aspect of the Beast - Your mount gains half your hit dice to its hit points, and shares your class features as if it was a barbarian of half your level. Your mount acts during your turn and can alternate its actions with you.
  • Totemic Attunement - While you are raging, you can use a bonus action to make an extra action with your mount, such as an a dash, single attack or overrun ability.

Tiger

(Sword Coast Adventurer's Guide p121, Animalistic (Tabaxi), Genasi (Earth, Water), Human (Atruaghin Clans, Ethengarian))
  • Totem Spirit - While raging, you can add 10 ft to your long jump distance and 3 ft to your high jump distance. The spirit of the tiger empowers your leaps.
  • Aspect of the Beast - You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth and Survival. The cat spirit hones your survival instincts.
  • Totemic Attunement - While your raging, if you move at least 20 ft in a straight line towards a Large or smaller target right before making a melee attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Note: the Tabaxi race is called Rakasta

Turtle

(GM created, Animalistic (Tortle), Human (Atruaghin))
  • Totem Spirit - While you're raging, hostile creatures cannot gain advantage against you for flanking. The spirit of the turtle protects you from attacks on all sides.
  • Aspect of the Beast - You gain a swim speed equal to your walking speed, you can hold your breath for twice as long and gain low-light vision while underwater.
  • Totemic Attunement - While you are raging, you gain resistance to Bludgeoning and slashing effects.

Wolf

(Players Handbook p50)
Restrictions: Genasi (Earth, Water), Human (Ethengarian, Traladaran)
  • Totem Spirit - While you are raging, your friends have advantage on melee attack rolls against any creature within 5 ft of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
  • Aspect of the Beast - You gain the hunting sensibilities of a wolf. You can track other creatures while travelling at a fast pace and you can move stealthily while travelling at a normal pace.
  • Totemic Attunement - While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attacks.

Path of the Zealot

(Xanathar's Guide to Everything p11)

Characters can belong to the following Secret Crafts:

- Masters of the Heavens

Locations: Alphatia, Broken Lands, Northern Reaches, Rockhome, Thyatis

Class Variants By Agreement

This option is via negotiation with the GM and only by being a member of a secret craft can these be taken.

Path of the Ancestors

(Midgard Heroes Handbook p33)

Characters need to belong to the following Secret Crafts:

- Masters of the Spirits

Locations: Ierendi, Northern Reaches

Path of the Ancestral Guardian

(Xanathar's Guide to Everything p9)

Characters need to belong to the following Secret Crafts:

- Masters of Protection- Masters of the Spirits

Characters can be from the following countries and racial types:

- Ethengar: Human (Ethengarian)- Karameikos: Human (Traladaran)

Path of the Juggernaut

(Tal'Dorei Campaign Setting p102)

Characters need to belong to the following Secret Crafts:

- Masters of the Runes

Locations: Broken Lands, Thyatis

Path of the Storm Herald

(Xanathar's Guide to Everything p10)

Characters need to belong to the following Secret Crafts:

- Masters of the Elements

Locations: Alfheim, Alphatia, Northern Reaches

Path of the Totem Warrior

(Players Handbook p50)

A character must choose a single totem and can't change that once selected.

Characters need to belong to the following Secret Crafts:

- Masters of the Spirits

Characters can be from the following countries and racial types:

- Atruaghin: Human (Atruaghin)- Ethengar: Human (Ethengarian)- Karameikos: Human (Traladaran)

Champion

(GM Created - By Negotiation only)

There are three types of Champions, they represent each of the cultures which they belong to and can switch between the totems of their people as long as they yell out which totem they are using as a Bonus action. This only effects a rage started after the totem has been named. A manifestation of the totem they have named flows around their actions for the duration of the effect.

  • Champion of the Atruaghin - Bear, Elk, Horse, Tiger, Turtle
  • Champion of the Ethengar - Eagle, Elk, Horse, Tiger, Wolf
  • Champion of the Traladara - Bear, Eagle, Puma (Elk), Wolf (Traladaran only)

Variants Not Available

This option is not available to players.

Path of the Battlerager

(Sword Coast Adventurer's Guide p121)

Characters must belong to the following Secret Crafts:

- Masters of Crafting

Locations: Rockhome