Barbarian Variant v5 2

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The Barbarian Reimagined

Discover a new way to bring ferocity to your foes as an unstoppable force of nature.
With a new subclass, the unnatural Path of the Soulless.

Created By
Gethin Pearce
Barbarian: Reimagined
powers of beast spirits to enhance their strength and
skill. A handful are known to pull upon an emptiness
inside them, and internal void which terrifies their foes.
The Barbarian: Reimagined Force of Nature
Proficiency To a barbarian castles, walls, and barricades are an
Level Bonus Features Rages insult to their strength and drive. While civilisation
1st +2 Rage, Unarmored Defense 2 seeks to barricade and block out nature, a barbarian
2nd +2 Reckless Attack, Implacable 2 embodies the destructive force of the wild made
Advance manifest. They revel in their primal nature, being
3rd +2 Primal Path, Dominant 3 resilient where the cushy cilivized folk would break
Strength apart. As enduring as the mountains, as ferocious as the
4th +2 Ability Score Improvement 3 hurricane, as unstoppable as the tsunami. Barbarians
5th +3 Extra Attack, Crippling Blow 3 struggle to set in one place, their souls restless and ever
6th +3 Path Feature 4 looking for move on, more comfortable roving the
7th +3 Brutal Critical 4 dangerous wilderness.
8th +3 Ability Score Improvement 4 Barbarians thrive in the cries of battle. Entering into a
9th +4 Fortitude 4 bloodthirst, letting their anger take them to greater
10th +4 Path Feature 4 heights of ferocity, allowing them to endure the worst
11th +4 Improved Critical, Perpetual 4 wounds, and break foes beneath their boots. This
Rage process is exhausting and even the most experienced
12th +4 Ability Score Improvement 5 barbarians can only manage to enter this state a few
13th +5 Furious Charge 5 times before requiring a rest. Usually their foes are long
14th
15th
+5
+5
Path Feature
Colossal Strikes
5
5
defeated before that moment.
16th +5 Ability Score Improvement 5 A Warriors Calling
17th +6 Seismic Wave 6 Not all clanfolk and tribesmen are barbarians,
18th +6 Rampaging Onslaught 6 regardless what terminology the educated people use.
19th +6 Ability Score Improvement 6 Barbarians among their people stand as their greatest
20th +6 Primal Champion Unlimited warriors, honed to a brutal edge to be the strength of
the tribe when they need to be called upon. Protectors
of their family, they will stand against a rampaging giant
horde if it means their people are saved. Shaped and
Powering through the knee deep muck, a burly half-orc focused by life in the wilds, facing rival tribes, natural
draped in cured leathers, thick broadsword held in both disasters, and slavering monstrosities, Barbarians
hands, advances toward the den of the hydra that has charge toward the danger so
been terrorising their village. others don’t have to.
A bare chested dwarf bellows ancient curses at the Their willingness to
advancing horde of gnolls, striking his axes against the stride toward the monster
stone, prepared to dive head forward into the frothing makes barbarians the
horde and defend his people. ideal adventurer. Their
The flame wreathed genasi hefts her obsidian maul wanderlust and desire to
into the sky issuing roars of war, driving her tribe to move onwards naturally
heights of fury as the war horns sound and she breaks fit into the exploration
into a run over the broken battlefield. that adventuring
Barbarians come in many forms, yet all can be parties must endure.
defined by their unbridled fury. Their ferocity drives Rarely tied down, or with
them forward in battle, when the bloodlust takes them settled roots, a barbarian is
they are a force of nature, breaking foes like branches in ever willing to find out what
a hurricane. Unrelenting, unquenchable, unstoppable, to is over the next hill. Many
face a barbarian is to stare an avatar of war and death in barbarians crave the
the face. close bonds of fellowship
These warriors channel their rage from a variety of and family that they grew up
sources. Some call upon great ancestors, their heroic with in their tribes; such
deeds of old driving them onwards. Others channel the bonds are easily found in the
life of an adventurer.
1
Creating a Barbarian
When you make an attack using Strength, you gain a
bonus to damage rolls equal to your Proficiency
When creating your barbarian character, think about Bonus.
their origin, what culture they came from, and how they You have resistance to bludgeoning, piercing, and
fit into the wider world. Speak to your DM about what is slashing damage.
best for your barbarian, and the world you are playing When you reduce a creature to 0 hit points with a
in. Are you from a wandering tribe who roam the lands melee attack on your turn, you can use a bonus
not calling anywhere home? Or are you from a settled action to move up to half your speed.
clan who are known for their presence in the nearby If you are able to cast spells, you can’t cast them or
area? concentrate on them while raging.
What led to you answering the call to adventure? Your rage lasts for 1 minute. It ends early if you are
Were you exiled from your clan for breaking their laws knocked unconscious or if your turn ends and you
and customs, now seeking a new place to call home? haven’t attacked a hostile creature since your last turn,
Did a prophetic vision tell you to step into civilized or taken damage since then. You can choose to end your
society to discover new experiences? Or instead was rage at any time.
your clan captured and forced to fight in gladitorial You can enter a rage a number of times equal to the
arenas for the baying crowd and now you seek freedom? number shown in the Rage column of the Barbarian
There are so many stories to be told as a barbarian, table, regaining all expended uses when you finish a
common themes include tribes, anger at the world, and long rest.
a love of battle, but you should not feel limited by these.
Quick Build Unarmored Defense
You can make a barbarian quickly by following these While you are not wearing any armor, your Armor Class
suggestions. First, put your highest ability scores in equals 10 + your Dexterity modifier + your Constitution
Strength, followed by Constitution. Second, choose the modifier. You can use a shield and still gain this benefit.
outlander background. Reckless Attack
Class Features Starting at 2nd level, you can throw aside all concern
As a barbarian you gain the following class features. for defense to attack with greater ferocity. When you
take the Attack action, you can decide to attack
Hit Points recklessly. Doing so gives you advantage on all attack
1d12 per barbarian level rolls using Strength until the start of your next turn, but
Hit Dice:
12 + your Constitution modifier melee attack rolls against you have advantage until the
Hit Points at 1st Level:
Hit Points at Higher Levels:1d12 (or 7) + your start of your next turn.
Constitution modifier per barbarian level after 1st Implacable Advance
Proficiencies From 2nd level, your progression toward your foes
Armor: Light armor, medium armor, shields cannot be stopped. Your movement speed increases by
Weapons: Simple weapons, martial weapons 10 feet while you are not wearing heavy armor.
Tools: None Additionally, while you are raging your movement is
Saving Throws: Strength, Constitution
not slowed by difficult terrain, and when a creature no
Skills: Choose three from Animal Handling, Athletics,
more than one size larger than you is grappling you and
Intimidation, Medicine, Nature, Perception, and you hit them with an attack you can use a bonus action
Survival to escape the grapple.
Equipment Primal Path
You start with the following equipment, in addition to At 3rd level, you choose a path that shapes the nature of
the equipment granted by your background: your rage. Choose one of the Paths available in official
publications, alternatively choose the Reimagined Path
(a) a greataxe or (b) any martial weapon of the Beserker or the Path of the Soulless presented at
(a) two handaxes or (b) any simple weapon the end of this class description. Your choice grants you
An explorer’s pack and four javelins features at 3rd level and again at 6th, 10th, and 14th
levels.
Rage
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:

2
Dominant Strength Fortitude
At 3rd level, your strength is unmatched among your Starting from 9th level, you are capable of enduring the
peers. You have advantage on all Strength checks and most painful effects, such as the heat of a volcano, or a
Strength saving throws, and carrying or dragging a blight spell. When you are subjected to an effect that
creature of your size or smaller does not decrease your allows you to make a Constitution saving throw to take
movement speed. only half damage, you instead take no damage if you
Ability Score Improvement
succeed on the saving throw, and only half damage if
you fail.
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of Improved Critical
your choice by 2, or you can increase two ability scores Starting at 11th level, your melee weapon attacks score
of your choice by 1. a critical hit on a roll of a 19 or 20.
Using the optional feats rule, you can forgo taking this Additionally, on a critical hit the additional damage
feature to take a feat of your choice instead. from your rage is doubled.
Extra Attack Perpetual Rage
Beginning at 5th level, you can attack twice, instead of Starting at 11th level, your rage can keep you fighting
once, whenever you take the Attack action on your turn. despite greivous wounds. If you drop to 0 hit points
Crippling Blow
while you’re raging and don’t die outright, you can make
a DC 10 Constitution saving throw. If you succeed, you
Beginning at 5th level, your blows leave enemies dazed drop to 1 hit point instead.
and reeling. Each time you use this feature after the first, the DC
Once on each of your turns, when you hit a creature increases by 5. When you finish a short or long rest, the
with a melee weapon attack, you can make them roll a DC resets to 10.
Constitution saving throw (DC equal to 8 + your Additionally, you rage only ends if you fall
proficiency bonus + your Strength modifier). On a unconscious, or if you choose to end it.
failure the creature suffers one of the following effects
of your choice, until the end of your next turn. Furious Charge
From 13th level you can use your bonus action to begin
The creature cannot take reactions. a rampaging charge as you churn the ground with your
On its turn the creature can use either an action or a steps. As part of this charge, you can move up to your
bonus action, not both. maximum speed in a straight line, including through
The creature’s movement speed is halved. hostile creature spaces. All creatures you pass through
Brutal Critical
must make a Strength saving through (DC equal to 8 +
your proficiency bonus + your Strength modifier) or be
Beginning at 7th level, you can roll one additional knocked prone.
weapon damage die when determining the extra Additionally, each space you enter as part of this
damage for a critical hit from a melee or thrown weapon movement becomes difficult terrain.
attack. Once you have use this feature, you cannot use it
This increases to two additional dice at 12th level, again until you complete a short or long rest.
and three additional dice at 17th level.

3
Colossal Strikes
Starting at 15th level your greatest blows are so
powerful they wound nearby creatures. When you get a
critical hit on a melee weapon attack, each creature
other than the target of the attack within 5 feet of you
takes damage equal to your Strength modifier.
Seismic Wave
From 17th level, you are capable of sundering the earth
you stand upon. As an action you can break the ground
with a thunderous blow, each creature within 20 feet of
you must make a Dexterity saving throw (DC equal to 8
+ your proficiency bonus + your Strength modifier). On
a failure a creature takes 6d12 bludgeoning damage and
falls prone. On a success, it takes half as much damage
and don’t fall prone.
Once you have used this feature you cannot use it
again until you complete a short or long rest.
Rampaging Onslaught
At 18th level, your blood frenzy reaches its peak. When
you take the attack action while raging you can choose
to make a number of attacks equal to your Strength
modifier. At the end of your turn your rage ends and
your movement speed becomes 0 until the end of your
next turn.
Once you have used this feature, you cannot use it
again until you complete a long rest.
Primal Champion
At 20th level, you become an unstoppable force of
nature. Your Strength and Constitution scores
increase by 4. Your maximum for those scores is now
24.

4
Primal Paths If the creature can see or hear you, it must succeed on a
The majority of the Primal Paths presented in official Wisdom saving throw (DC equal to 8 + your proficiency
D&D publications will be suitable for this class. A bonus + your Strength modifier) or be frightened of you.
couple of features in the Totem Warrior Path require A creature can repeat the save if the creature ends its
minor tweaks to maintain their effectiveness. Those turn out of line of sight or more than 60 feet away from
changes are presented below. you, ending the effect on a success.
Additionally, the Path of the Beserker has long been If the creature succeeds on its saving throw, you can’t
in need of a rewrite, and so a subtle Reimagined version use this feature on that creature again for 24 hours.
of the Path of the Beserker is also available. Retaliation
Finally, the brand new subclass the Path of the Starting at 14th level, when you take damage from a
Soulless is found at the end of this section, a subclass to creature, you can use your reaction to make a melee
answer the question “What is the exact opposite of a weapon attack against that creature, or move up to half
wizard?”. your movement speed toward them.
Path of the Totem Warrior Path of the Soulless
Aspect of the Beast (Bear) In a world full of magic, and the lucky few who can
You gain the might of a bear. Your carrying capacity wield it, there exists an even rarer group, Nulls. Nulls
(including maximum load and maximum lift) is doubled, exist as the living embodiment of antimagic, also known
and you can use two-weapon fighting even when the as the Soulless, Blanks, and Pariahs, they are so
one-handed melee weapons you are wielding aren’t unnatural that even the non-magical are unsettled by
light. their presence.
While some barbarians channel their rage in an
Totemic Attunement (Elk) aggressive way, those pariahs who follow the Path of
While raging your Furious Charge deals 2d12 the Soulless turn it inwards, a quiet anger reflecting
bludgeoning damage on a failed save, and half as much their internal void. Some who have encountered them
on a success in addition to any other effect. swear the way they coldly dispatch their enemies is
Additionally you can use Furious Charge twice before more terrifying than the bellowing roars of the greatest
needing to complete a short or long rest. beserkers.
Path of the Beserker Anathema

For some barbarians, the heat of battle is their When you select this path at 3rd level you unlock your
susteance, the screams of battle their air. The Path of potential as a Null. Your very presence is unnatural and
the Berserker is a path of the purest rage, adorned in makes others uncomfortable around you, even to the
blood. Entering a beserker rage, the world around you point their mind attempts to ignore your existence.
becomes nothing, the only thing that matters is the next Your rage damage is considered psychic damage for
to fall beneath your blade. the purposes of overcoming resistances and immunities.
Additionally, as an action you can impose
Frenzy disadvantage on Wisdom (Perception) checks based on
Starting when you choose this path at 3rd level, you can sight to percieve you. At 10th level, you permamently
go into a frenzy when you rage. If you do so, for the impose disadvantage on these checks.
duration of your rage you can make a single melee
weapon attack as a bonus action on each of your turns
after this one.
Additionally, while raging when you reduce a creature
to 0 hit points your next attack deals an additional 1d6
damage.
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 this effect ends.
Intimidating Presence
Beginning at 10th level, you can use your action to
frighten enemies with your menacing presence. When
you do so, choose a number of creatures equal to your
proficiency bonus that you can see within 30 feet of you.

5
Dread Fighter
At 3rd level, while raging your pervasive wrongness is
enough to trigger a flight response in your enemies.
Once per turn while you are raging, when you hit a
creature with a melee attack, you can make them roll a
Wisdom saving throw (DC equal to 8 + your proficiency
bonus + your Constitution modifier) on a failure it must
immediately use its reaction, if available, to move as far
as its speed allows away from you.
Quiet Mind
At 6th level, you are immune to any effect that would
sense your emotions or read your thoughts.
Additionally, while raging you have advantage on
saving throws against spells and magical effects.
Painful Presence
Starting at 10th level, while you are raging, your
anathematic soul reaches out to inflict pain on the
minds of others, creatures you choose within 10 ft. of
you have disadvantage on ability checks.
Additionally, any creature of your choice that is
frightened of you, attuned to a magical item, or
concentrating on a spell, that is within 10 ft. of you takes
1d12 psychic damage at the start of its turn.
Bane of Magic
Starting from 14th level, you no longer need to be
raging to have advantage on saving throws against
spells or magical effects.
Additionally, while you are raging, when a creature
within 15 ft. of you attempts to cast a spell, or use a
magic item, you can use your reaction to force them to
make a concentration check (DC equal 8 + your
proficiency bonus + your Constitution modifier). On a
failure it takes 4d12 psychic damage and cannot cast
spells or use magic items until the start of their next
turn. On a success it takes half damage, and suffers no
additional effects. You can use this feature a number of
times equal to your Constitution modifier (minimum of
1), regaining all expended uses when you finish a long
rest.

6
Credits & Thanks Design Notes

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