The Complete Barbarian's Handbook

Barbarian Fighter

A warrior class.

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Requirements

Ability minimumsStrength 12, Dexterity 9, Constitution 12
Prime requisitesStrength, Constitution
AlignmentLawful Good, Lawful Neutral, True Neutral, Neutral Good, Chaotic Good
RacesHuman

Advancement

Advancement

Barbarian Fighter experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d12
22,2502d12
34,5003d12
49,0004d12
518,0005d12
636,0006d12
775,0007d12
8150,0008d12
9300,0009d12
10600,0009d12+3
11900,0009d12+6
121,200,0009d12+9
131,500,0009d12+12
141,800,0009d12+15
152,100,0009d12+18
162,400,0009d12+21
172,700,0009d12+24
183,000,0009d12+27
193,300,0009d12+30
203,600,0009d12+33

Combat

WeaponsCrude materials only (stone/wood/bone): axe (hand/battle/throwing), blowgun, short bow, club, dagger, dart, harpoon, javelin, knife, quarterstaff, sling (stones only), plus the Chapter 5 weapons. The DM may forbid weapons inconsistent with the culture.
ArmourPadded (AC 8), leather (AC 8), studded leather (AC 7), hide (AC 6). Shield allowed.
SpecializationMay not specialize in a weapon.
Combat

Barbarian Fighter THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
219
318
417
516
615
714
813
912
1011
1110
129
138
147
156
165
174
183
192
201
Saving throws

Barbarian Fighter saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11416151717
21416151717
31315141616
41315141616
51113121314
61113121314
71012111213
81012111213
98109911
108109911
11798810
12798810
1357658
1457658
1546547
1646547
1735446
1835446
1935446
2035446

Class abilities

Class abilities

Barbarian Fighter abilities by level

What the class grants as it advances.
LevelRunning leapRunning springStanding leapStanding springBack protectionClimbing
13d6+1 ft1d6 ft2d4 ft1d4 ft15%60%
23d6+2 ft1d6+1 ft2d4+1 ft1d4+1 ft20%65%
33d6+3 ft1d6+1 ft2d4+1 ft1d4+1 ft25%70%
43d6+4 ft1d6+2 ft2d4+2 ft1d4+2 ft30%75%
53d6+5 ft1d6+2 ft2d4+2 ft1d4+2 ft35%80%
63d6+6 ft1d6+3 ft2d4+3 ft1d4+3 ft40%85%
73d6+7 ft1d6+3 ft2d4+3 ft1d4+3 ft45%90%
83d6+8 ft1d6+4 ft2d4+4 ft1d4+3 ft50%95%
93d6+9 ft1d6+4 ft2d4+4 ft1d4+3 ft55%95%
103d6+10 ft1d6+5 ft2d4+5 ft1d4+3 ft60%95%
113d6+11 ft1d6+5 ft2d4+5 ft1d4+3 ft65%95%
123d6+12 ft1d6+6 ft2d4+6 ft1d4+3 ft70%95%
133d6+13 ft1d6+6 ft2d4+6 ft1d4+3 ft75%95%
143d6+14 ft1d6+6 ft2d4+7 ft1d4+3 ft80%95%
153d6+15 ft1d6+6 ft2d4+7 ft1d4+3 ft85%95%
163d6+16 ft1d6+6 ft2d4+8 ft1d4+3 ft90%95%
173d6+16 ft1d6+6 ft2d4+8 ft1d4+3 ft95%95%
183d6+16 ft1d6+6 ft2d4+8 ft1d4+3 ft95%95%
193d6+16 ft1d6+6 ft2d4+8 ft1d4+3 ft95%95%
203d6+16 ft1d6+6 ft2d4+8 ft1d4+3 ft95%95%

Kits

Brushrunner

A plains athlete-artist from a moiety, an extended-family band. Picks a party member as a surrogate elder to obey. Playful and undependable; scouts and hunts.

Homeland terrainplains
Bonus proficienciesbb-artistic-ability, bb-running
Weapons requiredBoomerang (returning or non-returning)
Weapons recommendedBlowgun, Club, Short Bow, Dagger, Dart, Sling, Spear, Rabbit stick
Proficiencies recommendedbb-bowyer-fletcher-crude, bb-danger-sense, bb-hiding, bb-hunting, bb-set-snares, bb-weaponsmithing-crude
Proficiencies barredbb-leadership
ArmourNo starting armor. Wearing ANY armor disables sprinting, the leap/spring bonus, and battle frenzy; a shield is fine.
Starting money3d4 gp — In animal products (a standard pelt is 1 gp).

Benefits

  • Sprinting: triple speed (MV 45) for up to 3 consecutive on one check. All running checks are one category easier (a normal check for x3, Str -4 for x5). Must then rest motionless for as many rounds as were sprinted before repeating.
  • Enhanced leap and spring: uses the Table 8 distances for a barbarian two higher.
  • Battle frenzy: check to enter (retry after 1 hour on a failure). Grants a -3 AC bonus and lasts a number of equal to . Once per hour; may be ended voluntarily.
  • Create artworks: once per month, 3d4 hours, on a successful Artistic . An ORROBOREE healing painting makes the depicted patient recover at double the natural rate (2/4/6 hp per day by activity; 6 requires a healer with healing and herbalism). A RANGGA, a 6-ft carved pole, undead at the Brushrunner's and repels them for 1d4 weeks, going inert if uprooted or defaced (not portable). A MARAIIN animal bust is worth 3d8 gp.

Hindrances

  • Armor penalty: wearing any armor disables sprinting, the leap/spring bonus, and battle frenzy. A shield is exempt.
  • Moiety task: the elders set an annual task (slay a creature of HD at least half his alone; mentor a youth; a week of service; fetch a gem). Failure means destroying a favorite possession (DM's choice) and losing all special benefits for a month — atonement halves it.

Brute

A proto-human primitive: animalistic, loyal, simple. Two-principle morality — harm none who threaten none, destroy what threatens.

Ability minimumsIntelligence maximum 6, Charisma maximum 8
Homeland terrainmountains, jungle, forest-temperate, forest-cold (typical, not required) — Any terrain; these are typical.
Also+1 to initial , or +25% exceptional Strength.
Bonus proficienciesbb-danger-sense
Weapons requiredClub
Weapons recommendedAxe (any), Celt, Dagger, Knife, Spear
Weapons barredEvery weapon outside club, axe (any), celt, dagger, knife, and spear
Proficiencies recommendedbb-artistic-ability, bb-endurance, bb-firebuilding, bb-fishing, bb-foraging, bb-hunting, bb-light-sleeping, bb-tracking, bb-wild-fighting
Proficiencies barredbb-agriculture, bb-alertness, bb-boating, bb-armorer-crude, bb-bowyer-fletcher-crude, bb-weaponsmithing-crude, bb-dancing, bb-horde-summoning, bb-leadership, bb-pottery, bb-riding-land-based, bb-riding-airborne, bb-bartering, bb-healing, bb-herbalism, bb-languages-ancient, bb-local-history, bb-soothsaying, bb-religion
ArmourPadded or leather only (a fur poncho). Rarely uses a shield. Natural AC 6, or AC 4 in padded/leather.

Benefits

  • Natural AC 6 (AC 4 when wearing padded or leather).
  • Climbs as a barbarian two higher.
  • Wild Brawl: an unarmed berserk attack against one target, resolved as a single for 1d6 .
  • Scent: follows a trail up to 24 hours old by smell, as the tracking but using . Needs familiarity with the quarry or a scent sample; +2 if he also has tracking. Can identify individuals by lingering scent on a Wisdom check.
  • +2 to his own rolls.

Hindrances

  • Base 12 rather than the barbarian's 15.
  • Knows at most ONE language.
  • Will not use magic items that need a command word or concentration. Potions, clothing, and weapons are fine.
  • Trade-free: starts with nothing tradable and may learn bartering only after roughly a spent in the outworld.

Forest Lord

A solitary wilderness guardian bonded to an animal kinsman type, chosen permanently at creation (d6: 1 feline, 2 canine, 3 elephant, 4 serpent, 5 bear, 6 primate). The kinsmen are nonmagical, semi-intelligent animals of Int 4 or less.

Homeland terrainjungle, forest-temperate, forest-cold
Bonus proficienciesbb-alertness, bb-weaponsmithing-crude
Weapons recommendedBlowgun, Dagger, Javelin, Short Bow, Sling, Spear (wood or bone)
Proficiencies recommendedbb-animal-handling, bb-animal-lore, bb-animal-rending, bb-animal-training, bb-danger-sense, bb-hiding, bb-tightrope-walking, bb-tracking, bb-tumbling
Proficiencies barredbb-bartering, bb-boating, bb-horde-summoning
ArmourLoincloth only; armor no better than AC 8 (padded or leather, in cold climates). Rarely uses a shield.
Starting money1d4 gp — In animal products.

Benefits

  • +2 to hiding checks.
  • Moves silently in natural settings, 5% per to a 95% maximum.
  • Heals naturally at double the normal rate (magical healing is unaffected).
  • Speaks with animals at will with his kinsman type, and with other animals on a check — as the 2nd- priest spell, with no components or casting time.
  • Summon kinsmen: once per day in his homeland, 1-4 of display plus a check brings 1d4 kinsmen within the hour, who serve as for 2d6 hours.
  • Treetop at MV 12.

Hindrances

  • -2 attack penalty with any weapon he did not make himself.
  • Kinsman code: never wear, wield, or use anything derived from his kinsman type; never harm one; protect, heal, and liberate them from zoos and captivity. A violation costs all benefits for 4d4 days; a kinsman's death through his action or inaction costs 1d4+1 weeks. Atonement halves it.

Islander

A tropical coast or island native: amphibious, a curious hedonist, and spirit-touched.

Homeland terrainaquatic — Any island, beach, coast, river, or lake.
Bonus proficienciesbb-swimming
Weapons recommendedBlowgun, Club, Bola, Dagger, Knife, Short Bow, Sling, Spear
Proficiencies requiredbb-boating, bb-fishing
Proficiencies recommendedbb-clothesmaking-crude, bb-direction-sense, bb-hunting, bb-survival, bb-tracking
Proficiencies barredbb-blind-fighting, bb-endurance, bb-horde-summoning, bb-leadership, bb-wild-fighting
ArmourNo starting armor; will trade up to hide in the outworld, preferring aquatic-creature hides.
Starting money4d4 shell/stone currency plus 1-2 pearls — Shell and stone currency is worth 1 cp each in the outworld; pearls are 50 gp each. The free starting weapon is coral, which uses ivory weapon stats and value.

Benefits

  • No attack penalties when fighting in water; the standard underwater rules otherwise apply.
  • Shape change (7th and up): once per day, for up to one hour, into one of three roughly 5-ft creatures. Cannot shape change again until the following day; retains normal speech in the new form. MULCH IGUANA — AC 5, MV 15, 1 attack, 2d4 bite. CORAL TURTLE — AC 1, MV 3 / Sw 9, 1 attack, 2d6 bite, breathes air and water, shell and exposed flesh coral-hard. SHADOW CRAB — AC 3, MV 6 / Sw 6, 2 attacks, 2d4 + 2d4 pincers, breathes air and water, hides in shadows 5% per level to a 95% maximum.
  • Mana weapon: a once-monthly ritual from 3rd . Bury a self-made spear, club, or knife under a foot of soil or sand, pray, and sleep atop it overnight, investing 1,000 XP (he must be 1,000 XP above the current level minimum). On waking, roll against the SUM of + + : a roll at or under the sum succeeds and spends all 1,000 XP; a roll over it fails, losing 100 XP and keeping 900, and he may retry next month. A success makes the weapon +2 to attack and , invisible to all but the Islander and unusable by anyone else. One mana weapon at a time; no XP is earned for its creation.

Hindrances

  • Leaping, springing, climbing, and back protection all resolve at two lower (minimum 1st).
  • Base 12 rather than the barbarian's 15.
  • Baloma: an ancestor spirit that must be fed daily with a small meal, buried or burned and not eaten by another. A missed feeding costs -1 to morale and attack rolls the next day. The DM may excuse an unconscious or disabled Islander.

Plainsrider

A mounted archer-warrior: an individualist raider who honors the ancestor spirits through battle.

Homeland terrainplains, desert
Bonus proficienciesbb-riding-land-based
Weapons requiredShort Bow
Weapons recommendedAxe (any), Dagger, Dart, Knife, Javelin, Spear
Proficiencies requiredbb-bowyer-fletcher-crude
Proficiencies recommendedbb-alertness, bb-animal-handling, bb-danger-sense, bb-direction-sense, bb-hiding, bb-hunting, bb-light-sleeping, bb-signaling, bb-tracking, bb-wild-fighting
ArmourNo armor to start; will wear only leather or padded (AC 8).
Starting money3d4 gp — In animal products. Also starts with a free wild horse (his primary mount), a horse blanket, 2 applications of war paint, and a coup stick — a 3-ft feathered shaft, replaceable with eagle feathers and homeland wood.

Benefits

  • Counting coup: +10% XP for a defeated opponent he touched during the encounter with his coup stick or bare hand. The touch is a normal that deals no ; the target must be actively dangerous, and the DM vetoes risk-free touches.
  • War cry: once per day, one , 100-ft radius, excluding his own side and their mounts. Creatures under 1 HD and 0- characters flee as FEAR for 1d4 rounds automatically; everyone else vs. spell or takes -2 morale and -1 to attack and for 2d6 rounds.
  • Horsemanship with his primary mount: the mount never panics while ridden, he gains +1 to hit creatures smaller than it (size M and below), and +2 on riding checks. A replacement horse bonds after one week.
  • Marksmanship: 3 arrows per (at most 1 incendiary). Range modifiers become +1 short, 0 medium, -3 long, and there are no mounted-fire penalties on his primary mount.

Hindrances

  • Hunting apology: eats and wears only animals he killed himself. He must apologize to each kill and make a check; a failure means abandoning the carcass, though others may use it. A deliberate violation means a fast of 1d4+1 days at -1 to attacks and to and .
  • Fear of undead: on each undead encounter, vs. paralyzation. A success still leaves him fighting at -2 to attack; a failure means fleeing as FEAR for 1d4 , though he fights at the penalty if cornered.

Ravager

A berserker enforcer and bodyguard: honorable but volatile, scorning missile weapons and armor alike.

Homeland terrainmountains, jungle, swamp, plains (typical, not required) — Any terrain; these are typical.
Weapons recommendedBattle Axe, Hand Axe, Dagger, Club, Spear
Weapons barredAll thrown and missile weapons (a spear is acceptable for melee only)
Proficiencies recommendedbb-alertness, bb-danger-sense, bb-blind-fighting, bb-endurance, bb-weapon-improvisation, bb-weaponsmithing-crude
Proficiencies barredbb-artistic-ability, bb-dancing, bb-bowyer-fletcher-crude, bb-musical-instrument, bb-wild-fighting
ArmourNEVER wears armor; garments worn in cold climates grant no AC. Shields are allowed.
Starting money3d4 gp — In animal products.

Benefits

  • Natural AC by (Table 24): AC 7 at levels 1-2, AC 6 at 3-4, AC 5 at 5-6, AC 4 at 7-8, AC 3 at 9-11, AC 2 at 12-14, AC 1 at 15-17, AC 0 at 18+.
  • Rage, voluntarily: one of build-up, then a vs. death magic to enter, retried for up to 10 rounds and succeeding automatically on the 11th. It lasts a number of rounds equal to , ends early after two consecutive rounds without , and may be ended voluntarily. While enraged: +2 to attack and , a -2 AC bonus (to a maximum of AC 0), attackers deal -1 damage, and +2 on saves vs. charm and mental effects.
  • Weaponless combat: his fists count as a club, 1d6 against S/M and 1d3 against L.

Hindrances

  • Rage locks onto one primary target until it dies or escapes; switching targets ends the rage. When rage ends, vs. death magic or be exhausted until a full hour's rest: no rage, -2 to attacks, MV 12.
  • Involuntary rage on a trigger (an insult, the death of a friend or animal, news of an enemy's victory, treachery, lost or damaged favorite gear; the DM and player may add more): 1d4 of warning, then vs. death magic or rage for the full duration with no early end, directed at the offender, then the nearest bystander, then objects. Companions may restrain him. The exhaustion check follows as normal.

Wizard Slayer

An elder-chosen hunter of evil spellcasters, magically treated from birth and tattooed with three concentric circles.

AlsoMust be of GOOD (lawful good, good, or chaotic good).
Weapons requiredShort Bow
Proficiencies recommendedbb-weaponsmithing-crude, bb-danger-sense, bb-endurance, bb-hunting, bb-light-sleeping, bb-survival, bb-tracking, bb-weapon-improvisation
Proficiencies barredbb-bartering, bb-healing, bb-herbalism, bb-languages-ancient, bb-local-history, bb-soothsaying, bb-religion
ArmourHide armor and a small shield.
Starting money3d4 gp — In animal products. Also starts with a quiver of 3d4 spirit arrows (Chapter 5), an elder's gift.

Benefits

  • A permanent PROTECTION FROM EVIL aura with a 1-ft radius, as the 1st- priest spell.
  • Know at will by touch, as the 2nd- priest spell; the target is allowed a .
  • Detect illusion: 5% per to a 75% maximum, twice per day, once per phenomenon.
  • Detect magic: 25% +5% per to a 90% maximum, at will, after one full of concentration. It senses intensity only (dim through overwhelming), never the ; on a success there is a 50% chance of also sensing the caster's good or evil bent.
  • Attack magical creatures: may hit creatures requiring +1 weapons at 4th , +2 at 6th, +3 at 8th, +4 at 10th, and +5 at 12th. This grants no bonus to the rolls themselves.
  • XP bonuses: 150% of the XP value for destroying or disposing of a magical item that is evil-aligned or was made or wielded by an evil caster, provided the item is unrecoverable — especially by his own party. Double XP for slaying an evil wizard or priest.

Hindrances

  • Cannot use ANY magic items.
  • Willingly accepting a wizard's spell costs all benefits for 24 hours, or until atonement.
  • Combat compulsion: must prioritize evil spellcasters over all other foes, and must pursue rumored ones unless dissuaded or restrained. This does not override rescuing companions.

Notes

  • +10% XP if BOTH and are 16 or higher.
  • Base 15. +3 bonus when determining the movement rate (optional PHB Ch. 6 rules); no bonus to weight carried.
  • Attacks per : 1/round at 1-6, 3/2 at 7-12, 2/round at 13+.
  • May fight with a lighter secondary weapon for +1 attack/ beyond the normal limit, at the Table 7 penalties.
  • Physical : leaping/springing (Table 8), back protection (Table 9, 15% at 1st +5%/ to 95%), climbing as a thief without tools (Table 9, 60% at 1st +5%/level to 95%).
  • Requires a homeland terrain, chosen at creation and permanent.
  • (humans): barbarian fighter <-> shaman only. To shaman: Str 15 minimum plus Dex/Con/Wis 17.
  • are restricted to the PHBR14 tables.