- See also Barbarian (disambiguation).
The barbarian fighter's extraordinary stamina and physical skills let him survive in the most punishing environments. He relies on muscle and wits, overcoming hardships with brute force and sheer determination. His weapons are crude, his tactics unsophisticated, but his passion and courage makes him the match of any warrior.
Requirements[]
Barbarian fighters require exceptional strength and endurance, reflected in their ability qualifications.
Ability Requirements | Strength 12 Dexterity 9 Constitution 12 |
---|---|
Prime Requisites | Strength Constitution |
Races Allowed | Human |
Alignments Allowed* | Lawful Good, Lawful Neutral, Neutral, Neutral Good, Chaotic Good |
- * The DM may allow non-player characters to have any alignment. But to promote cooperation among the party members and to retain the sense of ethics common to most barbarian adventurers, we recommend that player characters stick with these choices. See Chapter 2 for more about alignments.
To generate the statistics for a barbarian fighter, we suggest Method V or VI from Chapter 1 of the Player's Handbook. If the DM approves, you may roll 1d12 on Table 2 and use the indicated statistics.
D12 Roll |
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|---|
1 | 13 | 18 | 15 | 7 | 11 | 9 |
2 | 15 | 15 | 13 | 9 | 9 | 10 |
3 | 12 | 9 | 18 | 11 | 14 | 11 |
4 | 14 | 17 | 12 | 15 | 10 | 8 |
5 | 16 | 14 | 16 | 13 | 8 | 10 |
6 | 12 | 16 | 13 | 8 | 12 | 15 |
7 | 17 | 9 | 12 | 16 | 13 | 9 |
8 | 18* | 9 | 15 | 12 | 7 | 12 |
9 | 13 | 15 | 12 | 7 | 15 | 7 |
10 | 17 | 13 | 15 | 9 | 7 | 11 |
11 | 16 | 10 | 12 | 8 | 13 | 16 |
12 | 12 | 12 | 17 | 10 | 15 | 8 |
- * Roll percentile dice to determine the character's exceptional Strength score
Level Advancement[]
Barbarian fighters advance in level at a slower rate than standard warriors. They also use 12-sided dice to determine their hit points, receiving 1d12 hit points per level up to 9th, then gaining 3 hits points for every additional level. Table 3 lists these advancement rates, along with the corresponding THAC0 scores (the number rolled on 1d20 to hit Armor Class 0).
Two adjustments also apply:
- A barbarian fighter whose Strength and Constitution scores are both 16 or more receives a 10% bonus to all earned experienced points.
- A barbarian with an unusually high Constitution score receives a hit point adjustment as a warrior. A score of 17 gives a +3 bonus per hit die. A score of 18 gives a +4 bonus.
Level | XP Needed | Hit Dice (d12) |
THAC0 |
---|---|---|---|
1 | 0 | 1 | 20 |
2 | 2,250 | 2 | 19 |
3 | 4,500 | 3 | 18 |
4 | 9,000 | 4 | 17 |
5 | 18,000 | 5 | 16 |
6 | 36,000 | 6 | 15 |
7 | 75,000 | 7 | 14 |
8 | 150,000 | 8 | 13 |
9 | 300,000 | 9 | 12 |
10 | 600,000 | 9+3 | 11 |
11 | 900,000 | 9+6 | 10 |
12 | 1,200,000 | 9+9 | 9 |
13 | 1,500,000 | 9+12 | 8 |
14 | 1,800,000 | 9+15 | 7 |
15 | 2,100,000 | 9+18 | 6 |
16 | 2,400,000 | 9+21 | 5 |
17 | 2,700,000 | 9+24 | 4 |
18 | 3,000,000 | 9+27 | 3 |
19 | 3,300,000 | 9+30 | 2 |
20 | 3,600,000 | 9+33 | 1 |
Table 4 indicates the barbarian fighter's proficiency slot allowances and saving throws by level
Prof. | Saving Throws | ||||||
---|---|---|---|---|---|---|---|
Level | W | N/W | PPDM | RSW | PP | BW | SP |
1 | 4 | 3 | 14 | 16 | 15 | 17 | 17 |
2 | 4 | 3 | 14 | 16 | 15 | 17 | 17 |
3 | 5 | 4 | 13 | 15 | 14 | 16 | 16 |
4 | 5 | 4 | 13 | 15 | 14 | 16 | 16 |
5 | 5 | 4 | 11 | 13 | 12 | 13 | 14 |
6 | 6 | 5 | 11 | 13 | 12 | 13 | 14 |
7 | 6 | 5 | 10 | 12 | 11 | 12 | 13 |
8 | 6 | 5 | 10 | 12 | 11 | 12 | 13 |
9 | 7 | 6 | 8 | 10 | 9 | 9 | 11 |
10 | 7 | 6 | 8 | 10 | 9 | 9 | 11 |
11 | 7 | 6 | 7 | 9 | 8 | 8 | 10 |
12 | 8 | 7 | 7 | 9 | 8 | 8 | 10 |
13 | 8 | 7 | 5 | 7 | 6 | 5 | 8 |
14 | 8 | 7 | 5 | 7 | 6 | 5 | 8 |
15 | 9 | 8 | 4 | 6 | 5 | 4 | 7 |
16 | 9 | 8 | 4 | 6 | 5 | 4 | 7 |
17 | 9 | 8 | 3 | 5 | 4 | 4 | 6 |
18 | 10 | 9 | 3 | 5 | 4 | 4 | 6 |
19 | 10 | 9 | 3 | 5 | 4 | 4 | 6 |
20 | 10 | 9 | 3 | 5 | 4 | 4 | 6 |
Proficiency Abbreviations
- W = Weapon profiaency slots
- NIW = Nonweapon profiaenq slots
Saving Throw Abbreviations
- PPDM = Paralyzation, Poison, or Death Magic
- RSW = Rod, Staff, or Wand
- PP =Petrification or Polymorph
- BW = Breath Weapon
- SP = spell
Movement[]
Barbarian fighters have a base movement rate of 15.
Barbarians are also capable of carrying heavy loads more efficiently than other characters. Using the optional Encumbrance rules from Chapter 6 of the Player's Handbook, the barbarian gains a +3 bonus for determining the movement rate while encumbered.
For instance, a human barbarian fighter with 18/56 Strength would be able to carry a maximum weight of 305 lbs. and have a movement rate of 4.
Note that the barbarian's ability to move faster while carrying a heavy load does not grant the barbarian a bonus to the amount of weight he can cany.
Armor and Weapons[]
Table 5 lists armor types available to the barbarian fighter, along with weights and costs. Costs are given as reference only; barbarian societies rarely use money (see Chapter 2). A character using a shield receives a -1 Armor Class bonus (for example, padded armor plus a shield gives an effective AC of 7).
In general, barbarians wield only weapons made of stone, wood, bone, or similarly crude materials. Because they lack the knowledge to create sophisticated weapons like crossbows and mancatchers, they're usually limited to the following choices:
- Axe (hand, battle, and throwing)
- Blowgun (barbed dart and needle)
- Bow (short; flight arrows)
- Club
- Dagger
- Dart
- Harpoon
- Javelin
- Knife
- Quarterstaff
- Sling (stones only)
- Spear
The DM may augment this list with any of the new weapons described in Chapter 5. He may also forbid a barbarian from using weapons inconsistent with his cultural background. For instance, a barbarian may come from a remote island where blowguns were never developed. An arctic barbarian may have no experience with slings. See Chapter 5 for more about weapon restrictions and variants.
As a barbarian increases in level, he can make more than one attack per round, shown in Table 6.
Type | AC | Cost (GP) |
Weight (lbs.) |
---|---|---|---|
Padded | 8 | 4 | 10 |
Leather | 8 | 5 | 15 |
Studded Leather | 7 | 20 | 25 |
Hide | 6 | 15 | 30 |
- * See Chapter 5 for descriptions of materials and construction.
Level | Attacks/Round |
---|---|
1-6 | 1/round |
7-12 | 3/2 rounds |
13 & up | 2/round |
A barbarian may fight with two weapons at the same time, provided that the secondary weapon is smaller and lighter than the main weapon. He may make one additional attack per round beyond the normal limit. For instance, a 13th-level barbarian using one weapon attacks twice per round (see Table 6). Wielding two weapons, he may make three attacks (two with the main weapon, one with the secondary weapon). When using two weapons simultaneously, the barbarian suffers penalties on both weapons' attack rolls, as indicated on Table 7.
DEX Score |
Main Weapon Penalty |
Second Weapon Penalty |
---|---|---|
1 | -8 | -10 |
2 | -6 | -8 |
3 | -5 | -7 |
4 | -4 | -6 |
5 | -3 | -5 |
6-15 | -2 | -4 |
16 | -1 | -3 |
17-18 | 0 | -2 |
Physical Abilities[]
All barbarian fighters have a special aptitude for leaping, springing, protecting their backs, and climbing. As shown on Tables 8 and 9, these abilities improve as the barbarian rises in level.
Leaping and Springing[]
Leaping and Springing: The barbarian fighter is skilled at making leaps (horizontal jumps) and springs (vertical jumps). To make a running leap or spring, he must have a running start of at least 20 feet in a straight line; less than this, and the best he can do is a standing leap or spring. Standing leaps and springs are made from stationary positions.
Table 8 indicates the horizontal distances (for leaps) and vertical distances (for springs) for barbarian fighters of various levels. Distances are expressed in feet. Roll the die separately for each leap or spring.
Level | Running Leap |
Running Spring |
Standing Leap |
Standing Spring |
---|---|---|---|---|
1 | 3d6+1 | 1d6 | 2d4 | 1d4 |
2 | 3d6+2 | 1d6+1 | 2d4+1 | 1d4+1 |
3 | 3d6+3 | 1d6+1 | 2d4+1 | 1d4+1 |
4 | 3d6+4 | 1d6+2 | 2d4+2 | 1d4+2 |
5 | 3d6+5 | 1d6+2 | 2d4+2 | 1d4+2 |
6 | 3d6+6 | 1d6+3 | 2d4+3 | 1d4+3 |
7 | 3d6+7 | 1d6+3 | 2d4+3 | 1d4+3 |
8 | 3d6+8 | 1d6+4 | 2d4+4 | 1d4+3 |
9 | 3d6+9 | 1d6+4 | 2d4+4 | 1d4+3 |
10 | 3d6+10 | 1d6+5 | 2d4+5 | 1d4+3 |
11 | 3d6+11 | 1d6+5 | 2d4+5 | 1d4+3 |
12 | 3d6+12 | 1d6+6 | 2d4+6 | 1d4+3 |
13 | 3d6+13 | 1d6+6 | 2d4+6 | 1d4+3 |
14 | 3d6+14 | 1d6+6 | 2d4+7 | 1d4+3 |
15 | 3d6+15 | 1d6+6 | 2d4+7 | 1d4+3 |
16+ | 3d6+16 | 1d6+6 | 2d4+8 | 1d4+3 |
All distances are in feet. The DM should feel free to add in adjustments to these abilities based upon the barbarian's encumbrance and other factors.
Back Protection[]
Back Protection: Table 9 shows the barbarian fighter's chance of detecting an attack from behind, made by any character or creature. If the barbarian successfully detects the attack, he avoids it. Additionally, the barbarian is entitled to counter-attack the attacker immediately, even if the barbarian already attacked that turn.
Example: Grog the barbarian makes a club attack against a lizard man, while an ogre attempts to attack Grog from behind. After resolving his attack on the lizard man, Grog makes a back detection roll and succeeds; therefore, the ogre receives no special attack bonuses for attacking from behind. The ogre makes a normal attack against Grog; Grog is allowed a "free" counter-attack against the ogre. All of this occurs in the same round.
Climbing[]
Climbing: The barbarian fighter can climb walls and other surfaces-including ledges, cliffs, and trees-without the aid of tools. Table 9 indicates success chances. This skill works like the thief's climb walls ability.
Level | Back Detection | Climbing |
---|---|---|
1 | 15% | 60% |
2 | 20% | 65% |
3 | 25% | 70% |
4 | 30% | 75% |
5 | 35% | 80% |
6 | 40% | 85% |
7 | 45% | 90% |
8 | 50% | 95%* |
9 | 55% | 95% |
10 | 60% | 95% |
11 | 65% | 95% |
12 | 70% | 95% |
13 | 75% | 95% |
14 | 80% | 95% |
15 | 85% | 95% |
16 | 90% | 95% |
17+ | 95%* | 95% |
- * Maximum percentile score
|