Barbarian
About
Settled kingdoms use barbarian for warriors whose laws, blood ties and seasonal roads exist beyond their borders. These fighters may arrive as allies, rivals, raiders or defenders of land an expanding realm has claimed on paper. They favor weapons that survive long travel and fight with the confidence of people accustomed to settling danger without walls nearby.
Stats
Save Rolls
Traits
Special Attack
Driving Blow: slashing or bludgeoning, melee 5 ft, +3 to hit, 1d10+3. A Medium or smaller target makes a Tough save; on a failed save, it is driven 10 ft backward. If an obstacle prevents that movement, the target takes an additional 1d4 damage.
Special Defense
Clan Oath: while defending kin, guests or sworn ground, the barbarian gains +2 Mind. A sincere offer of restitution or a formal challenge may halt a wider fight while terms are heard, but betrayal after parley gives every allied barbarian +1 to attack rolls for the encounter.