Barbarians exist on Wyrlde, defending their tribes and roaming the Wylde between the cities. The Barbarian class is the same as it is described in the Player’s Handbook, and has both of the Primal Paths available to it.

The Path of the Totem Warrior is the more likely one to take for nearly all Barbarians.

Barbarians are the proof that sometimes what most people think isn’t true. To most people on Wyrlde, life isn’t possible outside the strong, sturdy walls of a village, town, or city. This despite the coming and going of Merchants, the fact that someone had to travel, camp, and spend time to build the walls, and so forth.

There are not very many people who do live in the Wylde, though, and it is not an easy life, nor one that brings material force. But they do exist out there, and there are those who come from beyond the Bright Lands as well.

Beyond the Bright Lands is the realm of Hyboreal, where a BrightLander is likely to be killed on sight by any one of the many tribes of Halflings that live there.

Creating a Barbarian

When creating a barbarian character, be aware that all barbarians come from the Wylde, and so must have the Wylder Ethnicity.

The exception to this is Halfling Barbarians, who can choose to come from the tribal region of Hyboreal – though if such is the case, they are sworn to protect their people and that includes the secret paths they took to come to this realm.

So ask yourself some questions:

What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, or a slave, brought in chains to “civilized” lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.

Barbarians follow the standard development sets for the class in the PHB.

Starting Age
Race Starting Age Race Starting Age
Dwarf 30 Gnome 15
Elf 75 Half-Elf 20
Human 15 Half-Orc 14
Halfling 10    


Barbarians all have a totem. A totem is a secret and sacred thing.  Often it is something that has an unstated purpose, and a barbarian who pleases the gods may be given a boon with that totem, so they are never revealed, lest the power they contain be lost – it is no different from losing it.

Totems can be generated from the table in the XGE, or from the Wyrlde tables at the end of this book.


Barbarians are marked in very specific ways that are precise to their tribes. This is important to help those fighting beside them in the Wylde to know to stay out of their way, and to accord them proper respect and acknowledgement.

These can be generated using the tables in the XGE or the end this book.


Barbarians have superstitions that they have to deal with.

These can be generated using the tables in the XGE.

Primal Paths

The Primal Paths available to Barbarians on Wyrlde are given below, in order of most common to least common, with the Sourcebook listed in parentheses, and any requirements specific to them.

Primal Path Location Requirements Sourcebook
Path of the Totem Warrior None PHB
Path of the Ancestral Guardian Durango, Thule, Hyboreal Regions XGE
Path of the Storm Herald Aztlan, Durango, Thule Regions XGE
Path of The Zealot Islandia, Lemuria Region XGE
Path of the Berserker Hyboreal Halflings only PHB

Path of the Totem Warrior

Totem Spirit

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

As with the spirits in the Player’s Handbook, the options here require a physical object incorporating some part of the totem beast, and you might acquire minor physical attributes associated with your totem spirit, such as a prominent nose if you have an elk totem spirit or catlike eyes if you have a tiger totem spirit.

Also, your totem spirit might be an animal similar to one listed here but more suitable to your homeland, such as a horse or stag, rather than an elk, or a lion, panther, or other big cat, rather than a tiger.

Elk. While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Tiger.While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

Aspect of the Beast

These options are available to you when you choose a totem animal at 6th level.

Elk.Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). The elk spirit helps you roam far and fast.

Tiger.You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.

Totemic Attunement

These options are available to you when you choose a totem animal at 14th level.

Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Tiger. While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

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