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Class Rework - Barbarian - The Homebrewery

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Published by goroiamanuci, 2023-08-09 04:28:33

Class Rework - Barbarian - The Homebrewery

Class Rework - Barbarian - The Homebrewery

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Barbarian The dwarf rises his hammer as he runs in the middle of the goblin army invading his village. The green menace are forced to divert their attention to the one ravaging their troops without a sign of slowing down. The more hurt it looks, the more vicious it becomes. When the bloodied warrior has reached its limit, it lets out a great roar that pushes him further beyond at the cost of its self preservation. As they venture into the mountains, away from their camp, the elf rubs her body against numerous boulders to create a smelly track they can follow back, which also functions as a safeguard against predators that could roam the area. Having captured the goliath, the giant scorpion prepares to pierce her with its sting. She easily breaks free and tries to run away from it, only to receive a fatal blow when she turns around. The goliath, however, manages to remain standing, shrugging off any ailment inflicted on her. Once she has the chance to move again, she attacks the scorpion with strong blows that take its life away. She uses the opportunity to run away until she finds a hole in which she can hide to treat her wounds. The barbarians share one trait, their prevalent primal nature which is the source of their powers. They are in tune with their more animalistic side, which leads them to develop a physical enhancement at the cost of an unstable mind, prone to emotional outbursts. Primal Instinct People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature—keen instincts, primal physicality, and volatile emotions. Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat, becoming more dangerous the more hurt they are. They can enter a savage state where they lose rationality, further increasing their prowess. However, due to the intense stress this puts on their body, they can only access this burst a few times between rests, but those few uses are usually sufficient to defeat whatever threats arise. A Life of Danger Not every member of the tribes deemed “barbarians” by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and they play a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to. Their courage in the face of danger makes barbarians perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a barbarian. Some barbarians miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties. 1 BARBARIAN REWORK | by Dusk Zargoth


The Barbarian Level Proficiency Bonus Features Adrenaline Bonus 1st +2 Unarmored Defense, Adrenaline +2 2nd +2 Frantic, Temperamental +2 3rd +2 Primal Path +2 4th +2 Ability Score Improvement +2 5th +3 Extra Attack, Relentless +2 6th +3 Ability Score Improvement, Primal Path feature +3 7th +3 Adrenaline Improvement, Strong Scent +3 8th +3 Ability Score Improvement +3 9th +4 Primal Path feature +3 10th +4 Ability Score Improvement +3 11th +4 Improved Strike +4 12th +4 Ability Score Improvement +4 13th +5 Primal Path feature, Growth Spurt +4 14th +5 +4 15th +5 Extra Attack (2) +4 16th +5 Ability Score Improvement +5 17th +6 Savage Outburst +5 18th +6 +5 19th +6 Primal Return +5 20th +6 Ability Score Improvement, King of the Jungle +5 Creating a Barbarian When creating a barbarian character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a roughand-tumble frontier where barbarians are common? What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to “civilized” lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority. Optional Rule: Multiclassing If your group uses this optional rule, here’s what you need to know if you choose the barbarian as one of your classes. Ability Score Minimum. You must have a Strength and Constitution score of at least 13 to take a level in this class, or to take a level in another class if you are already a barbarian. Proficiencies Gained. If barbarian isn’t your initial class, you gain proficiency with shields, simple weapons, and martial weapons when you take your first level in barbarian. Quick Build You can make a barbarian quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the outlander background. 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 start with the following equipment, in addition to the equipment granted by your background: (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) any simple weapon An explorer’s pack and four javelins Unarmored Defense Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. 2 BARBARIAN REWORK | by Dusk Zargoth


Adrenaline Also at 1st level, your combat prowess increases with the ammount of damage you have sustained. You have an Adrenaline Bonus, as shown in the Adrenaline Bonus column of the Barbarian table. Choose one of the following options: Strength and Constitution saving throws. Strength, Dexterity, and Constitution checks. Melee weapon damage rolls. If you have three quarters of your maximum hit points left or less, your Adrenaline state activates and you gain the following benefits: Every instance of damage you take is reduced by an ammount equal to your Adrenaline Bonus, unless it’s psychic damage. Your movement speed increases by 10 feet. You add your Adrenaline Bonus to the option chosen above. Your Adrenaline state remains active as long as you are in combat, or while a hostile creature, harmful effect, or enemy attack is within your line of sight. This feature won’t activate immediatly if you fail to spot a hostile creature, harmful effect, or enemy attack, but rather after the effect or creature’s turn has taken place. This feature has no effect on you if you are at 0 hit points. If you have one quarter of your maximum hit points left or less, all your Adrenaline benefits are doubled. At 7th level, while under the effects of your Adrenaline state, you can’t be put to sleep or knocked unconscious, and you have advantage on saving throws against being charmed or frightened. Frantic Anger, sadness, fear, joy. Your emotions are highly volatile and can easily overwhelm your mind entirely. At 2nd level, choose one of the following benefits: Your Adrenaline benefits are doubled. You have advantage on melee weapon attacks against a creature if at least one of your allies is within 5 feet from it and isn’t incapacitated. Your Adrenaline movement speed bonus is tripled and you add your Adrenaline bonus to your AC. While under the effects of your Adrenaline state, you can use your bonus action to enter a Frantic state for 1 minute. Your Frantic state ends early if your Adrenaline state ends. For the duration, you receive the benefit chosen above, but you can’t cast or concentrate on spells. Also, you can’t speak words that have more syllables than your Intelligence modifier and if your Intelligence modifier is 0 or lower then you can only make unintelligible sounds. You can use this feature two times. You regain all expended uses after you finish a short or long rest. Temperamental Starting at 2nd level, your emotions are stronger than anyone else, often causing you to act irrationally and violent. When a situation challenges your personality, flaws, ideals, or bonds, you must make a DC 15 Charisma saving throw to retain your composure. You have a penalty to the roll equal to your Adrenaline bonus. You can choose to fail this saving throw. Primal Path At 3rd level, you choose a path that shapes the bond with your primal side, all detailed at the end of the class description. Your path grants you features at 3rd level and again at 6th, 9th, and 13th level. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 10th, 12th, 16th and 20th 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class. Relentless At 5th level, during your turn, if you are under an effect or condition that prevents you from moving, you can still move an ammount of feet up to the extra movement speed granted by your Adrenaline state. However, this doesn’t end the condition. Strong Scent At 7th level, your glands produce a strong body smell akin to that of an odorous beast. This odor can be smelled up to 10 feet from you, which most creatures will perceive it as an unpleasant or disgusting, specially for those unfamiliar with it. If you spend 10 minutes focusing on your body, you can release special hormones from your glands, which get mixed with your odor emissions. When you do so, choose one of the options below. Your hormones last until you finish a short or long rest, you are knocked unconscious, or die. If a hormone option requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Hostile Hormones. Your odor changes to one of danger, like that of a predator. A creature that can smell your odor must succeed on a Wisdom saving throw or become frightened of you. Attracting Hormones. Your odor becomes a pleasant scent which evokes nice feelings. A creature that can smell your odor must succeed on a Charisma saving throw or become charmed by you. 3 BARBARIAN REWORK | by Dusk Zargoth


A creature under the effects of your hormones can repeat the saving throw at the end of each of its turns. It has disadvantage if it’s still within the area of your odor. A creature that is familiar with your smell (like one that has been exposed to it for weeks) has advantage on the saving throw. If a creature succeeds on the saving throw, it becomes immune to your hormones for the next 24 hours. If you spend 1 minute scratching your body against a solid surface, you will impregnate your smell and hormones on a section of it that is no larger than your character size. The smell has the same area as yours, but lasts for 24 hours. Only the most recent hormones you applied to the surface can be perceived. Creatures with an Intelligence score of 3 or lower that can smell will think your aroma belongs to a dangereous creature and consider that area as dangereous to them. They also automatically fail the saving throw against your hormones. If you’re thoroughly washed for 1 hour, your emissions disappear for 24 hours. An impregnated surface however has to be thoroughly washed for 1 hour to remove the smell. Improved Strike At 11th level, when you hit a target with a melee weapon attack, for every 10 points you get with your attack roll above the target’s AC you can roll one of the weapon’s damage dice two additional times and add it to the damage roll. Growth Spurt At 13th level, you gain the heavyweight title as your body doubles in size. Your character’s weight is doubled, so you need to consume twice the amount of food and water per day to prevent suffering from exhaustion. You also gain the following benefits: You double your carrying capacity and the weight you can push, drag, or lift. You count as one size larger for the purposes of shoving and grappling. The area of your Strong Scent increases to 20 feet. Savage Outburst At 17th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do so, you end any condition affecting you (except for exhaustion) and you gain an additional turn at the end of the current one. You also have an additional action in this extra turn. However, for the next minute you return to a savage state in which you consider as hostile towards you every creature you can perceive. In this state you can only think of dispatching every threat close to you and run away to a safe place where you could rest. Once you use this feature, you can’t use it again until you finish a long rest. Primal Return Starting at 19th level, life in civilization doesn’t suit you anymore. It’s stressful, uncomfortable, too noisy, expensive, and complicated. You no longer find rest in anything bigger than a village. However, you can easily subsist in the wilderness, since you can find everything needed to feed, give water, and shelter a Large creature for a day in one hour. In addition, you are immune to the effects extreme temperatures. King of the Jungle You are on top of the food chain, standing proud at the peak from where everyone can admire your figure. At 20th level, your Adrenaline state activates when you have less than your maximum hit points instead of three quarters, and its benefits are doubled if you have half of your maximum hit points left or less instead of one quarter. Additionally, any creature that can smell your Strong Scent’s odor must succeed on a Wisdom saving throw against that feature’s DC if it starts its turn inside of your feature’s area. On a failed save, the creature can’t target you with attacks or harmful effects until the start of its next turn. This feature only has effect on creatures whose challenge rating or level is equal to 15 or lower and isn’t immune to the frightened condition. 4 BARBARIAN REWORK | by Dusk Zargoth


Primal Paths Each barbarian has a different calling, 5 BARBARIAN REWORK | by Dusk Zargoth


BAARRBBAARRIIAANN REEWWOORRKK Become an unstopable force who lays waste to their enemies with this rework for the Barbarian class. Use the damage you take to fuel your power, let your emotions explode and turn around battles. You also have at your disposal all the official subclasses revised. Artist Credits Cover - Conor Burke - Battle Shaman Page 1 - Sidharth Chaturvedi - D&D Barbarian Page 2 - [Wizards of the Coast] Back cover - Kim Sung Hwan - NCSOFT_lineage_warrior


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