Sword Coast Adventurer's Guide

(Nancy Kaufman) #1

Chapter 4: Classes


HE TWELVE CLASSES PRESENTED IN THE
Player's Handbook are all found in the For-
gotten Realms. The material in this chap-
ter describes the place of those classes in
Faerun, particularly on the Sword Coast
and in the North. The chapter also in-
cludes new class-feature options for most
of the classes, as well as some new spells.

Barbarians


CLOSEST TO THE DARK ELVES, PwENT LOWERED HIS
head, with its long helmet spike, and impaled one elf
through the chest, blasting through the fme mesh of draw
armor easily and brutally. The second draw managed to
deflect the next battlerager's charge, turning the helmet
spike aside with both his swords. But a mailed fist, the
knuckles devilishly spiked with barbed points, caught the
draw under the chin and tore a gaping hole in his throat.

Fighting.for breath, the draw managed to score two nasty


hits on his opponent's back, but those two strikes did little in
the face of the flurry launched by the wild-eyed dwarf.
-R.A. Salvatore, Siege of Darkness

Many of the lands of the Sword Coast and the North are
savage, where day-to-day survival is a struggle. Such
lands breed hardy tribes and fierce warriors, such as the
Reghed and Uthgardt barbarians of the North and the
seafaring Northlanders of the Moonshae Isles and the
northernmost reaches of the Sword Coast.
Barbarians of these lands are most often humans or
half-ores, occasionally half-elves born of contact be-
tween savage human tribes and the elves of the North
or Western Heartlands, or tieflings from tribes known
to consort with fiends. Dwarf barbarians are famed and
feared warriors among the fiercely proud clans that have
reclaimed territories like Mithril Hall and Gautlgrym.
Barbarians of most other races hail from warmer south-
ern lands, rather than the Savage North, although south-
ern foundlings are sometimes adopted in the North and
raised by tribes there.

Primal Paths

Barbarians in the Forgotten Realms have the following
Primal Path options, in addition to those in the Player's
Handbook. Reghed and North lander barbarians tend
to follow the Path of the Berserker, while Uthgardt bar-
barians are nearly always followers of the Path of the
Totem Warrior.


PATH OF THE BATTLERAGER
Known as Kuldjargh (literally "axe idiot") in Dwarvish,
battleragers are dwarf followers of the gods of war and
take the Path of the Battlerager. They specialize in
wearing bulky, spiked armor and throwing themselves

into combat, striking with their body itself and giving
themselves over to the fury of battle.

RESTRICTION: DWARVES ONLY
Only dwarves can follow the Path of the Battlerager.
The battlerager fills a particular niche in dwarven soci-
ety and culture.
Your DM can lift this restriction to better suit the cam-
paign. The restriction exists for the Forgotten Realms.
It might not apply to your DM's setting or your DM's ver-
sion of the Realms.

BATTLERAGER ARMOR
When you choose this path at 3rd level, you gain the
ability to use spiked armor (see the "Spiked Armor"
sidebar) as a weapon.
While you are wearing spiked armor and are raging,
you can use a bonus action to make one melee weapon
attack with your armor spikes against a target within 5
feet of you. If the attack hits, the spikes deal ld4 pierc-
ing damage. You use your Strength modifier for the
attack and damage rolls.
Additionally, when you use the Attack action to grap-
ple a creature, the target takes 3 piercing damage if your
grapple check succeeds.

RECKLESS ABANDON
Beginning at 6th level, when you use Reckless Attack
while raging, you also gain temporary hit points equal to
your Constitution modifier (minimum of 1). They vanish
if any of them are left when your rage ends.

BATTLERAGER CHARGE
Beginning at 10th level, you can take the Dash action as
a bonus action while you are raging.

SPIKED RETRIBUTION
Starting at 14th level, when a creature within 5 feet of
you hits you with a melee attack, the attacker takes 3
piercing damage if you are raging, aren't incapacitated,
and are wearing spiked armor.

PATH OF THE TOTEM WARRIOR
If you follow the Path of the Totem Warrior from the
Player's Handbook, you have access to the options pre-
sented here.

TOTEM SPIRIT
These options are available to you when you choose a
totem animal at 3rd level.

Spiked Armor

Spiked armor is a rare type of medium armor made by
dwarves. It consists of a leather coat and leggings covered
with spikes that are usually made of metal.

Cost: 75 gp
AC: 14 + Dexterity modifier (max 2)
Stealth: Disadvantage
Weight: 45 lb.
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