Barbarian
Classes define your unique strengths.
When multi-classing under level 20, players gain the core feature of a second class at level 10 in that class.
In Ascended play (beyond level 20) a character gains the core feature of any new class they take at level 20 in that class.
Core Features
Frenzy
Can’t die while raging. If reduced to 0 HP, subsequent damage taken removes 1 SD. Rage ends after encounter or when SD is empty.
Rage
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 rolled with disadvantage (roll 2d20, use lower roll).
- 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.
Natural Born Fighter
- You gain an extra fighting style. It does not count against your talents.
Class Talents and Fighting Styles
- Start with 2 talents at level 1.
- Gain more talents equal to your proficiency each time proficiency increases.
- May reassign 2 talents each time proficiency increases (or every 5 levels after level 20)
Fighting Styles
Any class may pick a Fighting Style instead of a class talent. You cannot take the same Fighting Style more than once.
Options:
- Ranged: Increase ranged weapon range by 10ft per proficiency.
- Defense: While wearing armor, decrease damage by proficiency an extra time.
- Dueling: One-handed weapon + empty offhand—add damage equal to SD spent on attack.
- Great Weapon Fighting: When rolling 1 or 2 on a damage die for a two-handed melee weapon, reroll (must use new roll). Weapon must be two-handed or versatile.
- Protection: If a creature within 5ft is attacked, you can block for them.
- Two-Weapon Fighting: When using two weapons, may use Sleight of Hand vs. Agility for your second attack; on success, disarm or make the target drop an item.
Talents
Recklessness (requires rage)
While raging, gain advantage on attacks, but attackers also gain advantage against you until your next turn.
Unbound (requires rage)
While raging, you gain an additional 10ft Movment on your 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).