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Cimmerian Barbarian

Legendary warriors of a lost age, the Cimmerians strode the world of ancient Hyboria recognizing very few as their equals.   Hit Points: Heartier than their fellow warriors, a Cimmerian gains 2d7 hit points at each level.   Weapon Training: A Cimmerian is trained in the use of these weapons: battleaxe, club, crossbow, dagger, dart, flail, handaxe, javelin, longbow, longsword, mace, polearm, shortbow, short sword, sling, spear, staff, two-handed sword, and warhammer. Cimmerians wear whatever armor they can afford.   Alignment: Unlike the chaotic nature that many might believe would rule such men, the Cimmerians are at peace with their environment, understanding it and its ways, recognizing the order in nature and carrying that order into themselves. Wholly honorable, the Cimmerians are good to their word, even if deceived into giving it. Cimmerians are nearly always lawful save for very rare exceptions who are ostracized by the tribes and are killed on sight should they be found.   Attack Modifier: Unlike other classes, Cimmerians do not receive a fixed attack modifier at each level. Instead, they receive a randomized modifier known as a deed die. At 1st level, this is a d3. The Cimmerian rolls this die on each attack roll and applies it to both his attack roll and his damage roll. On one attack, the die may give him a +1 to his attack roll and damage roll. When the Cimmerian has multiple attacks at higher levels, the same deed die applies to all attacks in the same combat round. Because of their other abilities, the deed die of the Cimmerian advances more slowly than that of a warrior or dwarf.   Luck: When spending luck, Cimmerians roll and consult a luck die, as per the thief class. Cimmerians do not regain Luck as if a thief; Luck spent is still lost forever.   Mighty Deed of Arms: Cimmerians are capable of performing mighty deeds of arms, as per the warrior class.   Initiative: Cimmerians add their level and Luck modifier to their initiative rolls.   Action Die: A Cimmerian always uses his action dice for attacks. At 6th level, the barbarian gains a second attack each round with his second action die.

Career

Career Progression

Lvl Attack/Deed Die* Crit Die/ Table Action Die Ref Fort Will Luck Die
1 +d3 1d12/III 1d20 +1 +1 +0 1d3
2 +d3 1d14/III 1d20 +1 +1 +1 1d3
3 +d4 1d16/IV 1d20 +2 +2 +1 1d4
4 +d4 1d20/IV 1d20 +2 +2 +2 1d4
5 +d5 1d24/V 1d20 +3 +3 +2 1d5
6 +d5 1d30/V 1d20+1d16 +3 +3 +3 1d5
7 +d6 1d30/V 1d20+1d20 +4 +4 +3 1d6
8 +d6 2d20/V 1d20+1d20 +4 +4 +4 1d6
9 +d7 2d20/V 1d24+1d20 +5 +5 +4 1d7
10 +d8 2d20/V 1d24+1d24 +5 +5 +5 1d8
* A barbarian’s attack modifier is rolled anew, according to the appropriate die, with each attack. The result modifies both attack and damage rolls. At higher levels, the barbarian adds both a die and a fixed value.   Title by Alignment
Lvl Lawful Chaotic
1 Wanderer Traitor
2 Adventurer Renegade
3 Champion Reaver
4 Heathen Slayer Heathen
5 Liberator Usurper

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Comments

Author's Notes

Originally in Sanctum Secorum DCC Day 2021 Diverse Class Catalogue


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