Barbarian Character in Ancient Greece | World Anvil
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Barbarian

Barbarian   1st: Proficiency Bonus: +2 Rages: 2 Rage Damage: +2 Rage, Unarmored Defense   2nd: Proficiency Bonus: +2 Rages: 2 Rage Damage: +2 Reckless Attack, Danger Sense   3rd: Proficiency Bonus: +2 Rages: 3 Rage Damage: +2 Primal Path   4th: Proficiency Bonus: +2 Rages: 3 Rage Damage: +2 Ability Score Improvement   5th: Proficiency Bonus: +3 Rages: 3 Rage Damage: +2 Extra Attack, Fast Movement   6th: Proficiency Bonus: +3 Rages: 4 Rage Damage: +2 Path Feature   7th: Proficiency Bonus: +3 Rages: 4 Rage Damage: +2 Feral Instinct   8th: Proficiency Bonus: +3 Rages: 4 Rage Damage: +2 Ability Score Improvement   9th: Proficiency Bonus: +4 Rages: 4 Rage Damage: +3 Brutal Critical (1 die)   10th: Proficiency Bonus: +4 Rages: 4 Rage Damage: +3 Path Feature   11th: Proficiency Bonus: +4 Rages: 4 Rage Damage: +3 Relentless Rage   12th: Proficiency Bonus: +4 Rages: 5 Rage Damage: +3 Ability Score Improvement   13th: Proficiency Bonus: +5 Rages: 5 Rage Damage: +3 Brutal Critical (2 dice)   14th: Proficiency Bonus: +5 Rages: 5 Rage Damage: +3 Path Feature   15th: Proficiency Bonus: +5 Rages: 5 Rage Damage: +3 Persistent Rage   16th: Proficiency Bonus: +5 Rages: 5 Rage Damage: +4 Ability Score Improvement   17th: Proficiency Bonus: +6 Rages: 6 Rage Damage: +4 Brutal Critical (3 dice)   18th: Proficiency Bonus: +6 Rages: 6 Rage Damage: +4 Indomitable Might   19th: Proficiency Bonus: +6 Rages: 6 Rage Damage: +4 Ability Score Improvement   20th: Proficiency Bonus: +6 Rages: any Rage Damage: +4 Primal Champion   Hit Dice: d12 Proficiencies: Armor: Light Armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Athletics, Intimidation, Nature, Perception, and Survival.   Rage - In battle, you fight with a primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits as long as 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 have not attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn with a bonus action. Once you have raged a number of times shown for your Barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense - While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can still use a shield and gain this bonus.   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 attack rolls using Strength during the turn, but attack rolls against you have advantage until your next turn.   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.   Primal Path - At 3rd level, you choose a path that shapes the nature of your rage. Choose the path of Ares, the path of Zeus or the path of Heracles, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.   Ability Score Improvement - When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternately, you can take a feat in place of your Ability Score Improvement.   Extra Attack - Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.   Fast Movement - Starting at 5th level, your speed increases by 10 feet when you aren’t wearing heavy armor.   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.   Brutal Critical - Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.   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, drop to 1 hit point instead. 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.   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.   Indomitable Might - Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.   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 24.     Primal Paths:   Path of Ares   Frenzy - Beginning at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When the rage ends you gain one level of exhaustion.   Mindless Rage - Beginning at 6th level, you can’t be Charmed or Frightened while raging. If you are Charmed or Frightened when you enter your rage, the effect is suspended for the Duration of the rage.   Intimidating Presence - Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the Duration of this effect on the Frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.   Retaliation - Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon Attack against that creature.   Path of Zeus   Born of Lightning - Starting at 3rd level, you gain resistance to lightning damage and never suffer modifiers from non-magical weather.   Children of Lightning - Starting at 6th level, your Born of Lightning ability extends to allies within 15 feet.   Father of Lightning - Starting at 10th level, you can call lightning at the end of each of your turns while raging. Choose a creature within 15 feet. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your constitution modifer. The target takes 3d6 damage on a failed save, and half the damage on a successful save. The damage increases to 4d6 at 15th level.   Lord of Lightning - Starting at 14th level, lightning courses through you while raging, and thunder always follows your strikes. Any creature that you strike must make a Strength saving throw against a DC 8 + your proficiency bonus + your strength modifier or be knocked prone.   Path of Heracles   Born Athlete - Starting at 3rd level, you can use ranged weapons while raging and still gain the damage bonus from rage. You also gain proficiency with Athletics and Acrobatics, or double the proficiency bonus if already known.   Paragon of Strength - Starting at 6th level, you gain an additional +2 damage bonus while raging.   Hero of Heroes - Starting at 10th level, you can inspire your allies to greater heights of heroism. As an action, you can let loose a battlecry that motivates your allies within 60 feet. They gain advantage on attack rolls and saving throws until the start of your next turn. Once you use this feature, you can’t use it again until after a long rest.   Death Has No Hold - Starting at 14th level, you can defy death while in battle. While raging, having 0 hit points doesn’t drop you unconscious. You must still make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends.
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