BARBARIAN
The Hellcatch does not produce gentle people. A thousand years of resource scarcity, raider bands, dust storms that strip flesh from bone, and a city running on labor exploitation has created a population that endures things it shouldn’t be able to. Barbarians are what happens when that endurance crosses a threshold into something the body shouldn’t be capable of.
Some are desert survivors who made it back from places they had no business surviving. Some are Blood Pit veterans who kept winning until they stopped being able to stop. Some carry wild magic from the snarl’s influence, their rage generating arcane effects nobody in the vicinity asked for. Whatever shaped them, they operate by different rules than everyone else — and in a city where the rules are already stacked against you, that’s not nothing.
Available Subclasses
- Path of the Berserker (PHB 2024) — Pure violence taken past the point of control. In Bassuras, the Blood Pits produce a steady supply of people who learned to win by going somewhere their opponent couldn’t follow.
- Path of the Wild Heart (PHB 2024) — The creatures of the Hollows beneath Bassuras have been migrating upward for years. Some people who spent too much time near them came back channeling something they can’t fully explain.
- Path of the World Tree (PHB 2024) — An older, stranger tradition — connection to something vast and planar that predates the Exodus. In Nuxan this reads less as spiritual strength and more as borrowed power from a source whose nature nobody in Bassuras is equipped to evaluate.
- Path of the Fanatic (PHB 2024 — Zealot, reskinned) — Not divine frenzy. The Exodus took the gods. It did not take belief, and in Nuxan, belief without gods to constrain it has curdled into something harder and more dangerous. A Fanatic fights for an idea they can’t survive without holding.
- Path of the Ancestral Guardian (Xanathar’s Guide to Everything) — The dead accumulate in Nuxan’s ungoverned Shadowfell. An Ancestral Guardian has established a relationship with specific dead — their dead — who answer when called. Whether what answers is actually their ancestors is a question they’ve learned not to ask.
- Path of the Storm Herald (Xanathar’s Guide to Everything) — The Hellcatch storms are Ur’Shakthu’s voice. A Storm Herald who chose the desert aura is channeling something the Hellcatch has been living with for a thousand years. Whether that connection is theological or incidental, the storm responds.
- Path of the Beast (Tasha’s Cauldron of Everything) — Something in the bloodline, something from too much time in the wrong ruins, something the Hollows left behind. The Beast’s mutations are biological and real, and in a city where the Court of Dust pays premium for useful bodies, that creates specific problems.
- Path of Wild Magic (Tasha’s Cauldron of Everything) — The snarl beneath the Hellcatch bleeds wild magic upward through the rock. A Wild Magic Barbarian from Bassuras doesn’t rage randomly — they resonate with a specific source, and the surges they produce carry its particular flavor.
- Path of the Juggernaut (Tal’Dorei Campaign Setting Reborn) — Force as a philosophical position. A Juggernaut doesn’t stop. In the Hellcatch, where stopping is often what kills you, this is less a combat style and more a survival doctrine that got systematized.
- Path of the Experiment (The Crooked Moon) — Someone gave you serums, or you made them yourself, or you found something in the ruins that seemed stable and wasn’t. The alchemical compounds in your blood activate when you rage and change what your body does. The changes are not always the same.