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Barbarian

Spend 2 SD (or equivalent) to enter Rage at any time and gain access to barbarian abilities.

  • While raging, you cannot cast concentration spells, and all other spellcasting is at disadvantage.
  • Rage ends when you:
    • Choose to cancel it (may be done at any time),
    • Run out of Source Dice,
    • Or have not taken damage or made an attack for 1 minute.

Recklessness (requires rage)

While raging, gain advantage on attacks, but attackers also gain advantage against you until your next turn.


Sense Danger (requires rage)

Cannot be surprised; advantage on initiative if rage is entered before roll.


Impossibly Strong (requires rage)

While raging, if you roll below your Strength score on non-combat checks, use your Strength instead.


Single-minded Fury (requires rage)

Can’t be charmed or frightened while raging; suspends such effects while raging.


Retaliation (requires rage)

If hit in melee, can counterattack (costs 10ft movement or 1 SD).


Supernaturally Fit (requires rage)

Strength and Constitution +2 (excess over 20 does not trigger ability score reduction).


Anima channel (requires rage)

You are the vessel of raw elements and ancestral spirits. Your rage is not mindless, it is a ritual. A communion. You blend fury and blood to channel the primal forces of the world using your vitality. You gain the ability to focus your fury into spells. You may cast spells or concentrate while raging; however, each spell cast deals damage to you equal to your proficiency. While concentrating, lose HP equal to your proficiency each round for each spell you are concentrating on.


Anima Wrath (requires Anima Channel)

When using Anima Channel, gain resistance to your most recent spell’s damage type. Can spend HP to increase spell damage (up to proficiency + Constitution modifier).