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Barbarian/Subklassen

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Übersicht Feats Fighting Styles Subklassen

Diese Subklassen (Vanilla) sind trotzdem leicht abgeändert, um mit unseren Regeln zu funktionieren.

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Vanilla

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Level 3: Frenzy

If you use Reckless Attack while your Rage is active, you roll twice the amount of Rage Die you normally would.

Level 3: Relentless Offense

While your Rage is active, your Strength-based attacks score a critical hit on a roll of 19 or 20. Starting at 9th level, this effect increases to score a critical hit on a roll of 18 to 20, and at 17th your attacks score a critical hit on a roll of 17 to 20.

Level 6: Mindless Rage

You have Immunity to the Charmed and Frightened conditions while your Rage is active. If you're Charmed or Frightened when you enter your Rage, the condition ends on you.

Level 10: Retaliation

When you take damage from a creature that is within 5 feet of you, you can take a Reaction to make one melee attack against that creature, using a weapon or an Unarmed Strike.

Level 14: Intimidating Presence

As a Bonus Action, you can strike terror into others with your menacing presence and primal power. When you do so, each creature of your choice in a 30-foot Emanation originating from you must make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature has the Frightened condition for 1 minute. At the end of each of the Frightened creature's turns, the creature repeats the save, ending the effect on itself on a success.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Barbarians who follow the Path of the Wild Heart view themselves as kin to animals. These Barbarians learn magical means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might.

Level 3: Animal Speaker

You can cast the Beast Sense and Speak with Animals spells but only as Rituals. Wisdom is your spellcasting ability for them.

Level 3: Rage of the Wilds

Your Rage taps into the primal power of animals. Whenever you activate your Rage, you may choose to gain the effect of one of the following options of your choice.

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Bear Totem

The spirit of the bear is brawny and tough. While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.

Eagle Totem

The spirit of the eagle is graceful and free. When you activate your Rage, you can take the Disengage and Dash actions as part of that Bonus Action. While your Rage is active, you can take a Bonus Action to take both of those actions.

Shark Totem

The spirit of the shark yearns for blood. While raging, you have advantage on melee weapon attack using Strength made against creatures below half of their maximum hit points, but melee weapon attacks against you are made with advantage.

Viper Totem

The spirit of the viper seeks to encircle and debilitate prey. While you are raging, you can attempt to grapple creatures as a bonus action. Creatures grappled by you while you are raging are considered poisoned until the grapple ends.

Whale Totem

The spirit of the whale is enduring and tireless. While you are raging, when an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction to reduce the attack's total damage to 0.

Wolf Totem

The spirit of the wolf is a hunter and leader. While your Rage is active, your allies have Advantage on melee attack rolls against any enemy of yours within 5 feet of you.

Level 6: Aspect of the Wilds

You gain one of the following options of your choice. Whenever you finish a Long Rest, you can change your choice.

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Owl

You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.

Panther

You have a Climb Speed equal to your Speed.

Salmon

You have a Swim Speed equal to your Speed.

Level 10: Nature Speaker

You can cast the Commune with Nature spell but only as a Ritual. Wisdom is your spellcasting ability for it.

Level 14: Power of the Wilds

Whenever you activate your Rage, you gain one of the following options of your choice.

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Falcon

While your Rage is active, you have a Fly Speed equal to your Speed if you aren't wearing any armor.

Lion

While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.

Ram

While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.

Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.

Level 3: Vitality of the Tree

Your Rage taps into the life force of the World Tree. You gain the following benefits.

  • Vitality Surge: When you activate your Rage, you gain a number of Temporary Hit Points equal to your Barbarian level plus a roll of your Rage Die.
  • Life-Giving Force: At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points equal to one roll of your Rage Die plus your Proficiency Bonus. If any of these Temporary Hit Points remain when your Rage ends, they vanish.

Level 6: Branches of the Tree

Whenever a creature you can see starts its turn within 30 feet of you while your Rage is active, you can take a Reaction to summon spectral branches of the World Tree around it. The target must succeed on a Strength saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or be teleported to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see. After the target teleports, you can reduce its Speed to 0 until the end of the current turn.

Level 10: Battering Roots

During your turn, your reach is 10 feet greater with any Melee weapon that has the Heavy or Versatile property, as tendrils of the World Tree extend from you. When you hit with such a weapon on your turn, you can push the target up to 10 feet straight away from you and knock it prone. When you do so, you do not add your Rage Die to the damage of the attack.

Level 14: Travel Along the Tree

When you activate your Rage and as a Bonus Action while your Rage is active, you can teleport up to 60 feet to an unoccupied space you can see.

In addition, once per Rage, you can increase the range of that teleport to 150 feet. When you do so, you can also bring up to six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space.

Barbarians who walk the Path of the Zealot receive boons from a god or pantheon. These Barbarians experience their Rage as an ecstatic episode of divine union that infuses them with power. They are often allies to the priests and other followers of their god or pantheon.

Level 3: Divine Fury

You can channel divine power into your strikes. On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike takes extra damage equal to 1d6 plus half your Barbarian level (round down). The extra damage is Necrotic or Radiant; you choose the type each time you deal the damage.

Level 3: Warrior of the Gods

A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you can spend to heal yourself. As a Bonus Action, you can expend dice from the pool, roll them, and regain a number of Hit Points equal to the roll's total.

Your pool regains all expended dice when you finish a Long Rest.

The pool's maximum number of dice increases by one when you reach Barbarian levels 6 (5 dice), 12 (6 dice), and 17 (7 dice).

Level 6: Fanatical Focus

Once per active Rage, if you fail a saving throw, you can reroll it with a bonus equal to your Rage Damage bonus, and you must use the new roll.

Level 10: Zealous Presence

As a Bonus Action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you gain Advantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a use of your Rage (no action required) to restore your use of it.

Level 14: Rage of the Gods

When you activate your Rage, you can assume the form of a divine warrior. This form lasts for 1 minute or until you drop to 0 Hit Points. Once you use this feature, you can't do so again until you finish a Long Rest.

While in this form, you gain the benefits below.

  • Flight: You have a Fly Speed equal to your Speed and can hover.
  • Resistance: You have Resistance to Necrotic, Psychic, and Radiant damage.
  • Revivification: When a creature within 30 feet of you would drop to 0 Hit Points, you can take a Reaction to expend a use of your Rage to instead change the target's Hit Points to a number equal to your Barbarian level.

Homebrew

Most barbarians have a code of conduct that is different from the norms. Even stranger may be their beliefs, but the strangest of all is their often proclaimed wish to die in battle, for dying in combat with a superior foe is a glorious end, and doing so gains the barbarian the fervor of the gods. This fervent wish often goes against the hardy nature of barbarians who, with their combat prowess, may find it difficult to achieve such glory. Even worse, there are those barbarians who have been cursed with a prophecy that they will die of old age in their beds instead on the battlefield. While these barbarians work towards a glorious end, they still realize that just because they have been cursed, doesn't mean that they can't enjoy life in between hard-fought battles.

Level 3: Hard to Kill

Your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Level 3: Seek Challenge

You are committed to seeking out a great and terrible end. You have advantage on Wisdom (Survival) checks to track enemies made to track creatures who have a Challenge Rating higher than your level, and automatically notice the traces of a legendary creature's lair.

Level 6: Boundless Vitality

Your rage is what keeps you alive. While you Rage, during each of your turns you may use your bonus action to roll one Rage Die and recover Hit Points equal to the amount rolled.

Level 10: Door to Death

When you fight a creature that has a Challenge Rating higher than your level, you may choose to mark it as your doom and enter a frenzy. While your rage lasts, you may Dash towards that creature as a free action during your turns, but must end your turn closer to them than when you started. While you are within 5 feet of the creature, it gains Advantage on attack rolls made against you, but suffers disadvantage on any attack roll that doesn't target you. This effect lasts until your rage ends.

Level 14: Rage Beyond Death

It is almost impossible to sever your spirit from your flesh. While you are raging, having 0 hit points doesn't knock you unconscious, and you can not die outright by taking damage, unless the attack would destroy your body, such as the spell Disintegrate. You still must make death saving throws. However, if you would die due to failing death saving throws, you don't die until your rage ends, and then only if you still have 0 hit points.

Stone Barbarians take great pride in their ability to thrive in the most hostile of environments, having fled North towards the frozen landscapes of Asmiya to escape the Cataclysm. Although regarded as isolationist and aloof by outsiders, in the years after the Cataclysm many Stone Barbarians left their tribes to lead desperate survivors through challenging times to come.

Level 3: Stone Resilience

You are as resilient as stone. While raging, you gain temporary Hit Points equal to your Rage Die plus your Constitution modifier at the end of each of your turns. They are lost if any of them are left when your rage ends.

Level 3: Mighty Boulder

The mighty boulder weathers wind, water, and man. While raging you have advantage on saving throws made to resist getting pushed or knocked prone.

Level 6: Strength from Within

Both your mind as body become as sturdy as the rock that shapes mountains. Whenever you make a saving throw, you can choose to replace the ability modifier with your Constitution modifier instead.

Level 10: Rock Solid

Sturdy are the walls hewn from stone to keep the world at bay. While raging, you gain a +1 bonus to AC per adjacent square that is occupied by an enemy that you can see, up to a maximum of +4.

Level 14: Unyielding Strength

Stone does not give way, neither when it comes to getting hit by weapons, nor by rolling over a being. You gain a bonus to your melee weapon damage rolls equal to your Constitution modifier.

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