Barbarian

100%

Hit Die d12 (12 HP at level 1, 8 each level thereafter)
Armor Light, medium, and shields
Weapons Simple and martial
Tools None
Saving Throws Str, Con
Skills At level 1, choose two from: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.

Level Abilities
1 #Rage, #Unarmored Defense
2 #Path, #Preternatural Senses
3 #Fast Movement 10-ft
4 Ability score improvement
5 #Anger Management, #Extra Attack
6 #Path Advancement
7 #Instinct, #Fast Movement climb, jump, swim
8 Ability score improvement
9 #Frenzy
10 #Path Advancement
11 #Extra Attack
12 Ability score improvement
13 #Endless Rage
14 #Path Advancement
15 #Greater Felicity
16 Ability score improvement
17 #Cold Rage
18 #Path Advancement
19 #Extra Attack
20 Ability score improvement

Barbarian

Lorem ipsum dolor.

Special Abilities

Unarmored Defense

Gain your Con bonus to AC when wearing no armor, or armor with which you are proficient.

When wearing light or no armor, gain your proficiency bonus to AC.

Preternatural Senses

You gain an uncanny sense of when things nearby aren't as they should be giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

You are at home in the wild, and cannot get lost while traveling, even in unfamiliar territory. You can always find food, water, and shelter, if there is any to be had. You can use the following maneuver:

Rage

Flavor text goes here.

Gain rage as follows:

Each of the above can only happen once/rd.

All rage is lost at the end of an encounter.

You gain the following abilities:

Fast Movement

You gain 10 ft of movement at level 3.

At level 7, you gain a climb, jump, and swim speed equal to half your walking speed.

(Jump speed means you can take a single leap of up to your max jump speed, not provoking attacks, with no need of contact with the earth other than the start and end square of the jump, superceding normal jump rules)

Anger Management

You gain the ability to end berserker rage voluntarily, as well as the ability to maintain your rage after an encounter ends. You now have a maximum Rage equal to 2 per Barbarian level.

Also:

Instinct

Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

You can use the following maneuver:

Frenzy

You may enter a higher state of berseker rage known as frenzy. It grants the same benefits as Berserk, plus:

In a frenzy you may use the following abilities:

Endless Rage

With this ability, you gain Rage for being enraged:

Cold Rage

You always gain the benefits of Berserk. The maintenance cost of Frenzy is now only 2 rage per round (and 2 to start).

Paths

TBD

Equipment

Starting equipment: wtf ever.

Armor

Sark

A mantle of hide, skinned from a beast, complete with taxidermied head. A form of armor less about protection, and more about intimidation. All sarks are free, but you must kill and skin the beast yourself. Sarks are light armor, and do not disadvantage stealth.

Sark AC Notes
Bear, wolf, etc 12 + Dex Available as starting equipment
Lion, dire wolf, brown bear 13 + Dex Advantage to intimidation
Dire boar, polar bear, rhino 14 + Dex Advantage to intimidation
Basilisk, manticore, owlbear, winter wolf 15 + Dex Minor magical properties
Chimera, wyvern 16 + Dex Magical properties
Drake (young dragon) 17 + Dex Magical properties, energy resistance