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===4th Edition=== [[File:Barbarian 4e.jpg|right|200px]] 4th edition initially left the Barbarian out of the game, one of the many things that triggered a kneejerk [[Rage|fa/tg/uy Raeg]], whilst the designers tried to give it a more solid identity than just "[[Fighter]] who gets really angry". Their decision? To tie it into the new mystical power group on the block; the [[Primal Spirits]]. Barbarians now mechanically emphasized their distinct culture background by having a certain level of affinity for primal magic, which mostly manifested through a deep, instinctive connection to totemic or guardian spirits. By allowing these spirits to partially merge with them, the Barbarian could carry out feats of superhuman prowess. But, unlike the similarly themed newcomer class, the [[Warden]], the 4e Barbarian was more of a Martial/Primal hybrid; the bulk of its powers still relied on its combination of distinctly ferocious fighting style and the ability to tap into a "primitive" wellspring of feral vitality and brutish prowess, thematically very close to [[Conan the Barbarian|Conan]] and his "savagery-bestowed" might. Only the Daily powers, the Rages, were distinctly magical in nature, as it was in this state of primordial ecstasy that a Barbarian could open itself up to let a spirit channel its magic through their veins. Or, if they didn't want to be magical at all, they had a class feature called Rage Strike, which let them burn unused Daily powers with the Rage keyword to make a perfectly mundane (just really, '''really''' hard) blow. Thus, Barbarians made their triumphant return in the [[Player's Handbook]] 2 and were surprisingly welcomed. Like all 4e classes, Barbarians have a precursor to 5e's subclass system. For them, it's the class feature "Feral Might", which is more or less their particular fighting style, granting them a bonus Encounter power and bonuses to certain appropriate attacks. 4 Feral Might branches were ultimately released; Rageblood Vigor & Thaneborn Triumph in the PHB2, and the Thunderborn Wrath & Whirling Slayer in Primal Power. *'''Rageblood Vigor''' gives you "old school" barbarians; they charge into battle headlong and rely on rage to weather the counterattacks as they kill shit. Their bonus power is Swift Charge (instant charge once a bitch dies), and they gain temporary hit points whenever they drop an enemy with their attacks. *'''Thaneborn Triumph''' allows for "chieftain"-flavored barbarians; they dabble a little in the Leader role, as they work particularly well with others and specialize in Charisma. Their bonus power is the Roar of Triumph, which lets them penalize nearby enemy defenses once per encounter after killing an enemy, and their class feature is that enemies they bloody grant an attack roll bonus to the next attack against them made by either the barbarian or one of his allies. *'''Thunderborn Wrath''' gives the most overtly magical barbarian subclass, with fluff about how their battle cries are so awesome, spirits of thunder follow them and join in whenever the barbarian starts hollering. They do bonus thunder damage to each adjacent enemy whenever they bloody an enemy, and their War Cry is like the Thaneborn's Roar of Triumph, except that it pushes instead of dropping defenses. *'''Whirling Slayer''' permits dual-wielder barbarians who rely on mobility more than other barbarians, lashing out in all directions and skipping away from retaliation blows, which their class feature and their Whirling Lunge power supports. The Essentials subclass for the Barbarian, the [[Berserker]], was released in "Heroes of the [[Feywild]]". Overtly called a part-Martial Striker/Defender (in contrast to the Barbarian being pure Striker), it basically dropped the rages to focus on purely mundane attacks based on being tougher, stronger and quicker than a "civilised" man... you know, the same shit Barbarians could already do if you wanted to play them that way? {{D&D4-Classes}}
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