| Barbarian; A fierce warrior of primitive background who can enter a battle rage. | |
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| Tweet Topic Started: Dec 4 2017, 04:24 AM (71 Views) | |
| SkoomaAddict | Dec 4 2017, 04:24 AM Post #1 |
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Founder
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Barbarian "My mentor, Sir Leonard Silvermane, was a proud man. Perhaps too proud. Given that he was one of the greatest swordsmen in the order, it was not hard to see why. As a tactician, however... let's just say Sir Leonard's last folly was mistaking a barbarian's recklessness for stupidity." -Sir Benn Fergusson, paladin of Dawn's Hammer ![]() A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd. A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals. Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another. These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength. 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 ferocious rage. 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. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise. 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. Hit Points Hit Dice: 1d12 per barbarian level Hit Points per Barbarian level: 12 + your Constitution modifier Profiencies 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 Starting Equipment You start with the following equipment, in addition to the equipment granted by your background:
Class Features by Level 1: Rage, Unarmored Defense (Rages: 2) (Rage Damage: +2) Rage Unarmored Defense 2: Reckless Attack, Danger Sense (Rages: 2) (Rage Damage: +2) Reckless Attack Danger Sense 3: Primal Path (Rages: 3) (Rage Damage: +2) Primal Path 4: Ability Score Increase (Rages: 3) (Rage Damage: +2) Ability Score Increase 5: Extra Attack (Rages: 3) (Rage Damage: +2) Extra Attack 6: Path Feature (Rages: 4) (Rage Damage: +2) 7: Feral Instinct (Rages: 4) (Rage Damage: +2) Feral Instinct 8: Ability Score Increase (Rages: 4) (Rage Damage: +2) Ability Score Increase 9: Brutal Critical (1 die) (Rages: 4) (Rage Damage: +3) Brutal Critical 10: Path Feature (Rages: 4) (Rage Damage: +3) 11: Relentless Rage (Rages: 4) (Rage Damage: +3) Spoiler: click to toggle 12: Ability Score Increase (Rages: 5) (Rage Damage: +3) Ability Score Increase 13: Brutal Critical (2 dice) (Rages: 5) (Rage Damage: +3) 14: Path Feature (Rages: 5) (Rage Damage: +3) 15: Persistent Rage (Rages: 5) (Rage Damage: +3) Persistent Rage 16: Ability Score Increase (Rages: 5) (Rage Damage: +4) Ability Score Increase 17: Brutal Critical (3 dice)(Rages: 6) (Rage Damage: +4) 18: Indomitable Might (Rages: 6) (Rage Damage: +4) Indomitable Might 19: Ability Score Increase (Rages: 6) (Rage Damage: +4) Ability Score Increase 20: Primal Champion (Rages: Unlimited) (Rage Damage: +4) Primal Champion
Edited by SkoomaAddict, Dec 20 2017, 07:11 PM.
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| SkoomaAddict | Dec 17 2017, 12:21 AM Post #2 |
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Founder
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Path of the Berserker Source: Player's Handbook "The head of the archer's arrow plunged into Durok Stonebreak's chest, mere inches away from the orc's very heart. In that moment, a familiar feeling welled up inside of him. The orc's entire body became tense, and the blood that ran through his veins began to boil with an inhuman anger. With newfound swiftness, he lunged forth and charged at the enemy like a rampaging bull. Before the archer could nock a second arrow, Durok's axe had already met with his neck." -Tales of Durok Stonebreak by Rhogosh Razorquill For some barbarians, rage is a means to an end-—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. Frenzy Starting when you choose this path 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 your rage ends, you suffer one level of exhaustion (as described in appendix A of the Player's Handbook). 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 o f 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. Edited by SkoomaAddict, Dec 20 2017, 07:10 PM.
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| SkoomaAddict | Dec 17 2017, 03:02 PM Post #3 |
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Founder
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Path of the Totem Warrior Source: Player's Handbook "I was ridin' my trusty old ox from Glimmerhold to Fort Coppercliff when I saw a human up in the cliffs, standin' there starin' down at me. I paid him no mind, but regardless I anticipated an attack. As sure as sundown, a pack of goblins started stormin' down the hills, headin' for me and my ox. That same human from earlier then swooped down, cleaving through them like a knife through fresh goat cheese. When the last goblin fell I saw that the man wore a crude headdress of feathers, and had golden eyes like an eagle. I understood then that he was more than some roadside vigilante. Before I could thank him he headed back up the hills, likely to resume his watch over the road." -Grigori Oxhorn, dwarven entrepreneur The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. Spirit Seeker 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, as described in chapter 10 of the Player's Handbook. Totem Spirit 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. Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. Eagle. While you're raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease. Wolf. 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. Aspect of the Beast 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. Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects. Eagle. 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. Wolf. 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 (see chapter 8 for rules on travel pace). Spirit Walker 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. Totemic Attunement 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. Bear. 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. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack. |
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3:21 AM Jul 11