Barbarian
About this class
Feral warriors who channel blood magic through violence, sacrifice, and ancestral memory. Barbarians do not spend power carefully. They bleed for it, claim it, and carry it forward.
While Bloodraging:
* You gain resistance to physical damage.
* When you hit with a melee weapon attack, you gain 1 Ferocity.
Once per spotlight, you may spend 2 Ferocity when you hit to choose one:
* Mark a stress to clear 1 HP, or
* Force the target to make a Reaction Roll (13) or become temporarily Vulnerable until the end of your next spotlight.
Domains
Blade
Starting stats
Hope feature
Class features
-
Ferocity
Whenever you or another creature within Close range marks HP, you gain 1 Ferocity (max 6).
* You can gain only 1 Ferocity per spotlight.
* Ferocity clears when you take a Long Rest.
Class items
- A bloodstained heirloom passed down through generations.
- A ritual scar or brand, ritually reopened before battle.
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Call of the Ravager
Foundation
SPELLCAST TRAIT: Strength
Bloodshed Carnage: When a creature within Close range becomes Bloodied or is defeated, you gain 1 Ferocity
Maiming Blows: When you hit a Bloodied creature with a melee weapon attack, spend a Ferocity and choose one:
Hamstring: The creature becomes Maimed until the end of its next action. (Maimed creatures can only move Very Close range).
Savagery: Immediately make a free unarmed strike against that creature.
Call of the Ravager
Specialization
Crimson Violence: Your maximum Ferocity increases to 8. You know the following Maiming Blows:
Cleaving Sweep: Deal half the original damage to another adversary in Melee range.
Piercing Strike: Target marks an additional Hit Point. Minimum 1 always.
Feral Liberation: While Bloodraging, all conditions are temporary, and you may mark 1 Stress to remove a condition.
Call of the Ravager
Mastery
Bloodstorm: Your maximum Ferocity increases to 10. You gain +1 damage for each Ferocity in your pool. Bloodied adversaries have disadvantage on attacks against you.
Butcher's Wake: While Bloodraging, when a Bloodied creature is defeated within Close range, you may immediately:
Move Close range
Make a melee weapon attack against another creature you can reach.
Call of the Ancestors
Foundation
SPELLCAST TRAIT: Instinct
Ancestral Pelts: Before a scene, you anoint your ritual pelt with ancestral blood, causing it to shift into the form of a spiritual Ancestral Pelt to wear. Only one pelt can be active at a time. You may change your pelt by spending a stress and 2 Ferocity.
Wolf Pelt: When you make a melee attack within Close range of your allies you have advantage.
Raven Pelt: When you or an ally within Close range rolls with Fear, that character also gains a Hope.
Ritual Exertion: Once per scene, you may mark a stress to spend any amount of Ferocity to gain that much Evasion.
Call of the Ancestors
Specialization
Forest Pelts: You gain the following pelts:
Bear Pelt: The first time each scene you would mark 2 or more HP from a target, reduce the number Hit Points marked by 1.
Elk Pelt: You ignore difficult terrain. When you move at least Close range, spend a Hope to bring a target with you.
Serpent Pelt: When you hit a creature with a melee weapon attack, you may impose disadvantage on its next roll.
Call of the Ancestors
Mastery
Legendary Pelts: You gain the following pelts:
Dire Boar Pelt: If you would be marked with a condition, gain +5 bonus damage on your next hit. You may spend a Ferocity to remove it.
Dragon Pelt: While Bloodraging:
- Gain resistance to magic damage and immunity to fire.
- Bloodied enemies you damage spill their hoard, dropping 2 handfuls of gold.
Phoenix Pelt: The first time an adversary moves within Very Close range of you, they mark a Stress as flames scour them. Once per long rest, if you would make a death move, you instead:
- Clear 1 HP.
- Gain immunity to all damage until the start of your next spotlight.
Barbarian
Feral warriors who channel blood magic through violence, sacrifice, and ancestral memory. Barbarians do not spend power carefully. They bleed for it, claim it, and carry it forward.
While Bloodraging:
* You gain resistance to physical damage.
* When you hit with a melee weapon attack, you gain 1 Ferocity.
Once per spotlight, you may spend 2 Ferocity when you hit to choose one:
* Mark a stress to clear 1 HP, or
* Force the target to make a Reaction Roll (13) or become temporarily Vulnerable until the end of your next spotlight.
Domains
Blade + Blood (07/09/26)
Starting Evasion
10
Starting Hit Points
7
Class Items
- • A bloodstained heirloom passed down through generations.
- • A ritual scar or brand, ritually reopened before battle.
Barbarian’s Hope Feature
Bloodrage : Spend 3 Hope to surrender to blood and instinct. Enter Bloodrage until the end of the scene.
Class Features
Ferocity
Whenever you or another creature within Close range marks HP, you gain 1 Ferocity (max 6). * You can gain only 1 Ferocity per spotlight. * Ferocity clears when you take a Long Rest.
Barbarian Subclasses
Choose either the Call of the Ravager or Call of the Ancestors subclass.
Call of the Ravager
Play the Call of the Ravager if you want to wade into bloodshed, grow more dangerous as the fight escalates, and overwhelm foes through relentless violence and
Spellcast Trait
Strength
Foundation Features
Bloodshed Carnage: When a creature within Close range becomes Bloodied or is defeated, you gain 1 Ferocity
Maiming Blows: When you hit a Bloodied creature with a melee weapon attack, spend a Ferocity and choose one:
Hamstring: The creature becomes Maimed until the end of its next action. (Maimed creatures can only move Very Close range).
Savagery: Immediately make a free unarmed strike against that creature.
Specialization Feature
Crimson Violence: Your maximum Ferocity increases to 8. You know the following Maiming Blows:
Cleaving Sweep: Deal half the original damage to another adversary in Melee range.
Piercing Strike: Target marks an additional Hit Point. Minimum 1 always.
Feral Liberation: While Bloodraging, all conditions are temporary, and you may mark 1 Stress to remove a condition.
Mastery Feature
Bloodstorm: Your maximum Ferocity increases to 10. You gain +1 damage for each Ferocity in your pool. Bloodied adversaries have disadvantage on attacks against you.
Butcher's Wake: While Bloodraging, when a Bloodied creature is defeated within Close range, you may immediately:
Move Close range
Make a melee weapon attack against another creature you can reach.
Call of the Ancestors
Play the Call of the Ancestors if you want to fight as a living lineage, shifting ritual pelts to draw on animal and mythic spirits for strength, protection, an
Spellcast Trait
Instinct
Foundation Features
Ancestral Pelts: Before a scene, you anoint your ritual pelt with ancestral blood, causing it to shift into the form of a spiritual Ancestral Pelt to wear. Only one pelt can be active at a time. You may change your pelt by spending a stress and 2 Ferocity.
Wolf Pelt: When you make a melee attack within Close range of your allies you have advantage.
Raven Pelt: When you or an ally within Close range rolls with Fear, that character also gains a Hope.
Ritual Exertion: Once per scene, you may mark a stress to spend any amount of Ferocity to gain that much Evasion.
Specialization Feature
Forest Pelts: You gain the following pelts:
Bear Pelt: The first time each scene you would mark 2 or more HP from a target, reduce the number Hit Points marked by 1.
Elk Pelt: You ignore difficult terrain. When you move at least Close range, spend a Hope to bring a target with you.
Serpent Pelt: When you hit a creature with a melee weapon attack, you may impose disadvantage on its next roll.
Mastery Feature
Legendary Pelts: You gain the following pelts:
Dire Boar Pelt: If you would be marked with a condition, gain +5 bonus damage on your next hit. You may spend a Ferocity to remove it.
Dragon Pelt: While Bloodraging:
- Gain resistance to magic damage and immunity to fire.
- Bloodied enemies you damage spill their hoard, dropping 2 handfuls of gold.
Phoenix Pelt: The first time an adversary moves within Very Close range of you, they mark a Stress as flames scour them. Once per long rest, if you would make a death move, you instead:
- Clear 1 HP.
- Gain immunity to all damage until the start of your next spotlight.
Background Questions
Answer any of the following, or create your own.
—
Connections
Ask one of the following, or improvise.
—
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.