:::info This variant is partially based on One D&D's version of the Barbarian. If you would like to use the base D&D 5E version of Barbarian, you are free to. ::: :::warning Some details are subject to change during the campaign, as we figure see how the changes work out. There will be a changelog at the base of this document. ::: # Barbarian | Level | Features | Rages | Rage Damage | Weapon Mastery | |:-----:| --------------------------------------- |:---------:|:-----------:|:--------------:| | 1 | Rage, Unarmored Defense, Weapon Mastery | 2 | +2 | 2 | | 2 | Reckless Attack, Danger Sense | 2 | +2 | 2 | | 3 | Primal Path, Primal Knowledge | 3 | +2 | 2 | | 4 | Feat | 3 | +2 | 3 | | 5 | Extra Attack, Fast Movement | 3 | +2 | 3 | | 6 | Path feature | 4 | +2 | 3 | | 7 | Feral Instinct, Instinctive Pounce | 4 | +2 | 3 | | 8 | Feat | 4 | +2 | 3 | | 9 | Brutal Strike | 4 | +3 | 3 | | 10 | Path feature | 4 | +3 | 4 | | 11 | Relentless Rage | 4 | +3 | 4 | | 12 | Feat | 5 | +3 | 4 | | 13 | Brutal Strike Improvement | 5 | +3 | 4 | | 14 | Path feature | 5 | +3 | 4 | | 15 | Persistent Rage | 5 | +3 | 4 | | 16 | Feat | 5 | +4 | 4 | | 17 | Brutal Strike Improvement | 6 | +4 | 4 | | 18 | Indomitable Might | 6 | +4 | 4 | | 19 | Feat | 6 | +4 | 4 | | 20 | Primal Champion | Unlimited | +4 | 4 | # Class Features As a barbarian, you gain the following class features. ### Hit Points **Hit Dice:** 1d12 per barbarian level **Hit Points at 1st Level:** 12 + your Constitution modifier **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per barbarian level after 1st ### Proficiencies **Armor:** Light armor, medium armor, shields **Weapons:** Simple weapons, martial weapons **Tools:** None **Saving Throws:** Strength, Constitution **Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival ### Equipment You can choose to start with the following equipment. * (a) a greataxe or (b) any martial melee weapon * (a) two handaxes or (b) any simple weapon * An explorer's pack and four javelins If you choose to go with starting money, you get 2d4 x 10 DD. You may also choose to forgo some items from your equipment and instead take the DD equivalent- which you may spend on other items. ## 01: Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: * You have advantage on Strength checks and Strength saving throws. * When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. * You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also extend or end your rage on your turn as a bonus action. When you extend your rage, it lasts until the end of your next turn. You can maintain a Rage in this manner for up to 10 minutes. You can enter your Rage the number of times shown for your Barbarian level in the Rages column of the Barbarian table. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. ## 01: Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. ## 01: Weapon Mastery Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Barbarian levels, you gain the ability to use the Mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Barbarian table. ## 02: Danger Sense At 2nd level, 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. ## 02: Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. ## 03: Primal Path At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. | Patron | Original Source | | ------------------------------ | ----------------------------------- | | [Berserker](https://) | Player's Handbook | | [Totem Warrior](https://) | Player's Handbook | | [Ancestral Guardian](https://) | Xanathar's Guide to Everything | | [Storm Herald](https://) | Xanathar's Guide to Everything | | [Zealot](https://) | Xanathar's Guide to Everything | | [Beast](https://) | Tasha's Cauldron of Everything | | [Wild Magic](https://) | Tasha's Cauldron of Everything | | [Battlerager](https://) | Sword Coast Adventurer's Guide | | [Giant](https://) | Bigby Presents: Glory of the Giants | If you would like to use a homebrew Subclass for 5e, it may need to be modified. See [this page](/OVG2bQM8Qiuih2O8LmVLkg) for details. ## 03: Primal Knowledge When you reach 3rd level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level. In additon, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents the primal power coursing through you, honing your agility and senses. ## Feats When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain one feat of your choice. You also gain an Ability Score Improvement Feat. ## 05: Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ## 05: Fast Movementt Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. ## 07: Feral Instinct By 7th level, 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. ## 07: Instinctive Pounce At 7th level, as part of the bonus action you take to enter your rage, you can move up to half your speed. ## 09: Brutal Strike If you use Reckless Attack, you can forgo Advantage on the next attack roll you make on your turn with a Strength-based attack. If that attack hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike, and you can cause one Brutal Strike effect of your choice. You have teh following effect options. * ***Forceful Blow.*** The target is pushed 15 feet straight away from you. You can then Move up to half your Speed straight toward the target without provoking Opportunity Attacks. * ***Hamstring Blow.*** The target's speed is reduced by 15 feet until the strt of your next turn. At level 13, you gain the following options for effects: * ***Staggering Blow.*** The target has Disadvantage on the enxt saving throw it makes, and it can't make Opprotunity Attacks until the start of your next turn. * ***Sundering Blow.*** Your blow leaves an opening in the creature's defense for an ally until the start of your next turn. The next attack roll made by another creature agaisnt the target gains a bonus to that roll equal to your Rage Damage. At level 17, the extra damage increases to 2d10. In addition, you can use two different Brutal Strike effects when you use your Brutal Strike feature. ## 11: Relentless Rage Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to a number equal to twice your Barbarian Level. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. ## 15: Persistent Rage Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it. ## 18: Indomitable Might Beginning at 18th level, if your total for a Strength check or Strength Saving throw is less than your Strength score, you can use that score in place of the total. ## 20: Primal Champion At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 30. # Change Log * [time=Mon, Aug 19, 2024 8:09 PM]- Page Created. * [time=Sun, Aug 25, 2024 12:11 PM]- Page moved to main HackMD.