Barbarian
Hit Dice: 1d12
HP Bonus: Ld8+L*CON
TP: 100
Feat Slots: 5
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: STR, CON
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Gain +75% damage resistance until the start of your next turn. All attacks deal double damage. The first two attacks on your turn are guaranteed to land-- landing further attacks allows you to attack again, up to a max of +5 bonus attacks.
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:
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + half your Constitution modifier. You can use a shield and still gain this benefit.
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.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you first take the Attack action on your turn.
Starting at 5th level, you gain +5 to any DEX rolls used for movement while you aren't wearing heavy armor.
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
[REQ: Rage]: 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.
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.
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 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.
You roll two additional weapon damage die instead of one when determining the extra damage for a critical hit with a melee attack.
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.
You roll three additional weapon damage die instead of one when determining the extra damage for a critical hit with a melee attack.
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.
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4, and their maximums also increase by 4.
Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.
Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. Once per round, if you are raging and a creature you can see within 30 feet of you takes damage, you can reduce that damage by 2d6+2*CON as a bonus action.
The damage reduction of your Spirit Shield is increased to 3d6+3*CON.
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
The damage reduction of your Spirit Shield is increased to 4d6+4*CON.
At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of kinetic damage that your Spirit Shield prevents.
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object–an amulet or similar adornment– that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
At 6th level, you gain a magical benefit based on the totem animal of your choice You can choose the same animal you selected at 3rd level or a different one.
At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
HP Bonus: Ld8+L*CON
TP: 100
Feat Slots: 5
Proficiencies
Armor: Light Armor, Medium Armor, ShieldsWeapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: STR, CON
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Abilities
Ultimate Ability: Indomitable Rage
Rarity: Rare | CC: Barbarian | UP: 70 | ZP 1 | ZL 0 | Cost: 3 TPGain +75% damage resistance until the start of your next turn. All attacks deal double damage. The first two attacks on your turn are guaranteed to land-- landing further attacks allows you to attack again, up to a max of +5 bonus attacks.
Rage
Level 1 | CC: Barbarian | Rarity: Uncommon | Cost: 0 TPIn 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 (+2 from 1-8, +3 from 9-15, +4 from 15-20).
- You have +20% RES to physical damage.
Unarmored Defense
Level 1 | Rarity: Basic | Cost: 3 TPWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + half your Constitution modifier. You can use a shield and still gain this benefit.
Reckless Attack
Level 2 | Rarity: Rare | Cost: 5 TPStarting 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.
Danger Sense
Level 2 | Rarity: Basic | Cost: 2 TPAt 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.
Class Feat Slot I
Level 4 | CC: BarbarianExtra Attack I
Level 5 | CC: Barbarian | Rarity: Rare | Cost: 5 TPBeginning at 5th level, you can attack twice, instead of once, whenever you first take the Attack action on your turn.
Fast Movement
Level 5 | Rarity: Basic | Cost: 1 TPStarting at 5th level, you gain +5 to any DEX rolls used for movement while you aren't wearing heavy armor.
Feral Instinct
Level 7 | Rarity: Uncommon | Cost: 3 TPBy 7th level, your instincts are so honed that you have advantage on initiative rolls.
[REQ: Rage]: 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.
Class Feat Slot II
Level 8 | CC: BarbarianBrutal Critical I
Level 9 | Rarity: Rare | Cost: 2 TPBeginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Relentless Rage
Level 11 | REQ: Rage | Rarity: Legendary | Cost: 6 TPStarting 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 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.
Class Feat Slot III
Level 12 | CC: BarbarianBrutal Critical II
Level 13 | REQ: Brutal Critical I | Rarity: Rare | Cost: 2 TPYou roll two additional weapon damage die instead of one when determining the extra damage for a critical hit with a melee attack.
Persistent Rage
Level 15 | REQ: Rage | Rarity: Rare | Cost: 4 TPBeginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Class Feat Slot IV
REQ: Level 16 | CC: BarbarianBrutal Critical III
Level 17 | REQ: Brutal Critical II | Rarity: Rare | Cost: 2 TPYou roll three additional weapon damage die instead of one when determining the extra damage for a critical hit with a melee attack.
Indomitable Might
Level 18 | Rarity: Basic | Cost: 3 TPBeginning 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.
Class Feat Slot V
Level 19 | CC: BarbarianPrimal Champion
Level 20 | CC: Barbarian | Rarity: Basic | Cost: 8 TPAt 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4, and their maximums also increase by 4.
Subclasses
Primal Path: Path of the Ancestral Guardian
Path of the Ancestral Guardian: Ancestral Protectors
Level 3| CC: PotAG | REQ: Rage | Rarity: Rare | Cost: 5 TPStarting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.
Path of the Ancestral Guardian: Spirit Shield I
Level 6 | REQ: Rage | CC: PotAG | Rarity: Rare | Cost: 3 TPBeginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. Once per round, if you are raging and a creature you can see within 30 feet of you takes damage, you can reduce that damage by 2d6+2*CON as a bonus action.
Path of the Ancestral Guardian: Spirit Shield II
Level 10 | REQ: PotAG: Spirit Shield I | Rarity: Rare | Cost: 3 TPThe damage reduction of your Spirit Shield is increased to 3d6+3*CON.
Path of the Ancestral Guardian: Consult the Spirits
Level 10 | Rarity: Basic | Cost: 1 TPAt 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
Path of the Ancestral Guardian: Spirit Shield III
Level 14 | REQ: PotAG: Spirit Shield II | Rarity: Rare | Cost: 3 TPThe damage reduction of your Spirit Shield is increased to 4d6+4*CON.
Path of the Ancestral Guardian: Vengeful Ancestors
Level 14 | REQ: PotAG: Spirit Shield I | Rarity: Rare | Cost: 4 TPAt 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of kinetic damage that your Spirit Shield prevents.
Primal Path: Path of the Totem Warrior
Path of the Totem Warrior: Spirit Seeker
Level: 3 | CC: Barbarian (Totem Warrior) | Rarity: Rare | Cost: 1 TPYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.
Path of the Totem Warrior: Totem Spirit
Level: 3 | CC: Barbarian (Totem Warrior) | Rarity: Exotic | Cost: Variable TPAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object–an amulet or similar adornment– that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
- Bear [10 TP]: While raging, you have 20% RES to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
- Eagle [7 TP]: While you’re raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and while you’re in combat you gain a free DEX movement roll as a bonus action on your first turn each round. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
- Elk [5 TP]: While you’re raging, are not in combat, and are not wearing heavy armor, you gain an additional 2 DEX movement rolls on your first turn each round. The spirit of the elk makes you extraordinarily swift.
- Tiger [4 TP]: While raging, your long jump and high jump distances are doubled, and you can replace the result of an Acrobatics roll with the average if you roll below average. The spirit of the tiger empowers your leaps.
- Wolf [5 TP]: While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Path of the Totem Warrior: Aspect of the Beast
Level: 6 | REQ: Totem Spirit | Rarity: Legendary | Cost: Variable TPAt 6th level, you gain a magical benefit based on the totem animal of your choice You can choose the same animal you selected at 3rd level or a different one.
- Bear [3 TP]: You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on STR checks made to push, pull, lift, or break objects.
- Eagle [4 TP]: You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
- Elk [2 TP]: Whether mounted or on foot, your world traversal pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated. The elk spirit helps you roam far and fast.
- Tiger [3 TP]: You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
- Wolf [1 TP]: You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
Path of the Totem Warrior: Spirit Walker
Level: 10 | REQ: Totem Spirit | Rarity: Rare | Cost: 1 TPAt 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
Path of the Totem Warrior: Totemic Attunement
Level: 14 | REQ: Totem Spirit | Rarity: Exotic | Cost: Variable TPAt 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
- Bear [4 TP]: While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
- Eagle [4 TP]: While raging, you have a flying speed equal to your current walking speed. This benefit only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
- Elk [5 TP]: While raging, you can use a bonus action after a DEX movement roll to pass through the space of a Large or smaller creature. That creature must succeed on a STR or DEX saving throw (DC 14 + STR + your PROF) or be knocked prone and take bludgeoning damage equal to (STR)d10.
- Tiger [5 TP]: While you’re raging, if you move at least 20 feet in a straight line towards a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
- Wolf [4 TP]: While you’re raging, you can use a movement action on your turn to knock a Large or smaller creature prone when you hit it with your next melee weapon attack.
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