Dwarven barbarian tribes that worship the god of battle might dress up their warriors in armor or even trade with civilised societies for advanced weapons to outfit their hunters with. Their warriors are jointly revered for their fearlessness and patronised for their stupidity.

The tribe worships the spilling of blood. Tribes that are neutral in alignment might see blood as a symbol of life that nourishes the land when it is spilled, while evil tribes might see the spilling of blood as an opportunity to consume the weak to gain power over others.

The tribe can usually be found in Northern regions under freezing temperatures, yet their clothing and living situations could be seen as totally insufficient to an outsider, often leaving their skin bare without so much as a shiver.

Great fiends like Zariel or Baphomet might take interest in a tribe that produces generation after generation of unstoppable warriors, subtly influencing them to greater and greater heights of power until their lust for blood overtakes them and their souls are forfeit to evil.

Some tribes worship arch-fey as though they were gods, not knowing the difference. To their credit, there is not truly a great difference. The arch-fey, in fact, can provide for them much more than any indifferent god could ever provide, all for the price of sowing unrest in the material realm.

The majority of tribes do not explicitly worship a god, instead holding respect for the natural forces of the world or for the spirits of their ancestors that guide them.

Shamanic Reverence. While the tribe may not have access to nor interest in arcane magic, that isn't to say that magic does not play a part in their lives. Instead, a tribesman or tribeswoman with a particular attunement to the wild forces of nature may act as a shaman, guiding the tribe towards prosperity and safety. Some shamans may abuse the power and trust put upon them through their position and lead the tribe into ruin in pursuit of their selfish desires.

Hunter-Gatherers. The able-bodied of the tribe stalk wild animals sometimes for days in an attempt to wear them out. The endurance of a barbarian can far outmatch any ordinary deer. Meanwhile, those with good eyesight and nimble fingers are better suited to gathering berries. It's not often acknowledged that the latter are responsible for the majority of the tribe's food, not the former.

A barbarian tribe is a community of people who live communally off of the land. They live a life more akin to the early days of humanity, wandering the great plains in search of sources of food like fish from rivers, berries from bushes, and game like deer, rabbits, and oxen. They have a strong sense of the "in-group" and are largely distrustful of outsiders, a distrust that is often warranted due to the expansionary nature of mankind or -- even worse -- the destructive nature of many other humanoid forces.

Untamed and unfettered by the benefits of society and the conveniences of magic and technology, barbarian tribes live in accordance with the natural world. Signs that would go unnoticed by one unfamiliar with their ways, such as three calls of a blackbird or a cactus growing with no spines pointing North, are meaningful omens that can spell the impending doom of a tribe or the imperative to pack up and move a thousand miles away, braving the elements and the dangers of the open hills. Those who come from such societies rely on their unmatched strength of body and spirit to carry them through ordeals that no one else would (or should) dare to attempt.

If any barbarian starts its turn without having made an attack roll or without having taken damage during the previous round, it loses its multiattack action and its resistance to nonmagical bludgeoning, piercing, and slashing damage. The barbarian can regain these features the next time it takes damage or after completing a short or long rest. Legendary barbarians and peak barbarians can ignore this rule.

Reckless. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Shamans of the tribe alternate between believing they can predict great storms to believing, perhaps foolishly, that they can control them.

The tribe rejects any form of technology beyond simple scraps of clothing and weapons more complicated than a spear or a club. They sleep outside and speak only a faltering language, little more than animals, yet somehow still living a long and happy life.

Shamans of the tribe rely on spells such as augury to determine the direction the tribe will take going into the future. While augury is often opaque in its meaning, the tribe's shamans find a much easier time understanding its idiosyncrasies.

The tribe elevates its hunters of old to legendary status, and they pay respect to all the game the tribe eats, attempting to use every part of the animal and waste nothing.

The tribe under Ilmater is much more nomadic than usual, travelling across vast distances sustained by seemingly limitless energy. They can often be found in climates that otherwise would be inhospitable to life.

The tribe holds a particular reverence towards its crafters, elevating them to positions of power. Shamans must prove themselves by crafting a holy symbol to Gond worthy of his attention.

Relentless (Recharges after a Short or Long Rest). If the barbarian takes damage that reduces it to 0 hit points without being killed outright, it can choose to fall to 1 hit point instead.

Reckless. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Relentless (Recharges after a Short or Long Rest). If the barbarian takes damage that reduces it to 0 hit points without being killed outright, it can choose to fall to 1 hit point instead.

Reckless. At the start of its turn, the barbarian can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Tribe Strategies The tribe works together as a community to repel hostile forces. Each member of the community, no matter how well they might be able to defend themselves individually, contributes to the defense of the tribe. Covering Their Tracks. The best fights are those that are avoided altogether. Cooks learn to prepare food using a smokeless fire. Crafters prepare false trails that lead trackers astray. A game is made for children to erase footprints left behind in the dirt. The old, sick, and weak willingly choose to be left behind as a distraction to pursuers. Gatherers pick their food carefully to mimic the natural plucking of berries by wildlife. Hunters stay home so as not to disturb a creature that might give away their tribe's position. Shamans call upon ancient forces to conceal their tribe with magic and consult their auguries to identify paths of least resistance. Leaving Traps. Gatherers work together with shamans to create poisoned berries and cleverly leave them among the healthy berries in the bushes. Crafters and hunters combine their skills to dig deadly pitfalls and other traps for pursuers to haplessly fall prey to. Shamans leave glyphs and half-complete rituals that burst with magical force when triggered. Overwhelming Force. The tribe's warrior (barbarian) is usually first to the fray, engaging as many enemies as they can in a frenzy of bloodlust and anger. The hunters (tribal warriors) can use their pack tactics to more easily pick off enemies the warrior engages. Spellcasting shamans can use spells like guiding bolt to highlight key threats, silence to neuter enemy spellcasters, or entangle to slow down an approaching force. In general, tribes prefer to strike hard and fast with everything they have, disable a major threat, then retreat to safety or lead the enemies away from those in the tribe that cannot defend themselves.

Barbarian Tactics Barbarians hit hard, but their advantage lies in their defense. Animalistic. Barbarians are not strategists. They launch themselves at the most dangerous threat first, ignoring enemies that look weaker (such as spellcasters) in favour of enemies that are more visibly big and aggressive (like ogres, knights, or other barbarians). While this can benefit allies as the barbarian takes away the heat of the most physically imposing enemy, it leaves the barbarian vulnerable to spellcasters. Their allies must account for this and either steer the barbarian in the right direction or take out the spellcasters on their own. Multiple Engagements. A barbarian is at its best when it's fighting off several enemies at once. If an enemy is attacking the barbarian instead of one of the barbarian's more vulnerable allies, it's wasting much of its damage potential on the barbarian's resistances. The barbarian activates Reckless every turn to make itself more of an enticing target. Disable Threats. When fighting a single enemy, a barbarian with multiattack can replace its first attack with a Shove and its second attack with a Grapple to instantly knock down and pin their enemy, making them an easy target for their allies to gang up on or capture for questioning. Alert. Barbarians at Tier Two or higher are highly alert to danger and can react much quicker than their allies. A barbarian at this level is extremely useful for keeping watch, as they can disrupt any ambush attempts and instantly alert their allies to an attack. It also allows them to more quickly set themselves up in the middle of the fray to draw fire away from their allies and distract tougher foes.