Barbarian Revised

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Barbarian

Rage

In battle, you fight with primal ferocity. If you are not wearing heavy armor you can enter a rage as a bonus action.

While raging, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or you end your rage on your turn as a bonus action.

You can rage twice, and regain all expended rages when you finish a long rest. You gain more rages as you gain levels in this class.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Barbarian Fighting Styles

By 2nd level you have adopted a specific style of fighting. You can choose one of the following:

  • Brawling: When you successfully grapple a creature, knock it prone, or shove it, you can deal bludgeoning damage equal to your strength modifier to the creature.
  • Two Weapon Fighting: When you engage in two weapon fighting you can make the extra attack as part of the attack action instead of as a bonus action.
  • Crushing: When you score a critical hit with a weapon attack your minimum damage rolls with the weapon are equal to your strength modifier.

 
The Barbarian
Level Proficiency Bonus Features Rages Rage Damage
1 +2 Rage, Unarmored Defense 2 2
2 +2 Danger Sense, Barbaric Stamina 2 2
3 +2 Primal Path 3 2
4 +2 Ability Score Improvement 3 2
5 +3 Extra Attack, Fast Movement 3 2
6 +3 Path Feature 4 2
7 +3 Feral Instinct 4 2
8 +3 Ability Score Improvement 4 2
9 +4 Brutal Critical (1 die) 4 3
10 +4 Path Feature 4 3
11 +4 Relentless Rage 4 3
12 +4 Ability Score Improvement 5 3
13 +5 Brutal Critical (2 dice) 5 3
14 +5 Path Feature 5 3
15 +5 Unstoppable Rage 5 3
16 +5 Ability Score Improvement 5 4
17 +6 Brutal Critical (3 dice) 6 4
18 +6 Indomitable Might 6 4
19 +6 Ability Score Improvement 6 4
20 +6 Primal Champion Unlimited 4

Danger Sense

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.

Barbaric Stamina

At 2nd level as a barbarian your incredible stamina drives you to intense feats of strength and fury in battle, which you channel through your Aspects of Fury.

Some of your Fury forces your target to make a saving throw to resist the effect, calculated as:


Fury save DC = 8 + proficiency bonus + your Strength or Dexterity modifier (your choice)


Stamina. You have a pool of stamina equal to half your constitution modifier (minimum 1) + half your barbarian level, which you use to fuel your Aspects of Fury. You regain all expended Stamina when you finish a long rest.

When you enter a rage and have no stamina remaining, you regain 1 stamina.

When you reach 11th level in this class your stamina reserves improve to your constitution modifier (minimum 1) + half your barbarian level.

Aspects of Fury

You learn 2 aspects of fury of choice from the Barbarian Aspects of Fury list. The full list is detailed at the end of the barbarian section.

You learn an additional Fury of choice at 3rd, 6th, 10th, 14th, and 18th level in this class. Each time you learn a new Fury you can replace one Fury you know with a different one. You can only use one Fury per turn, unless otherwise specified.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage from the list of available paths. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can take a Feat from the Feat List. 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.

Fast Movement

Also at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

 

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls. If you are surprised at the beginning of combat and aren't incapacitated, you can immediately enter a rage and act normally on your first turn.

Brutal Critical

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.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage

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.

Unstoppable Rage

Beginning at 15th level, when you are raging and fail a saving throw, you can instead choose to succeed. Once you use this feature you cannot use it again until you finish a long rest.

Indomitable Might

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.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores also increases by 4.

Aspects of Fury

  • Aggressive Pursuit. When a hostile creature within 5ft of you moves out of your reach, you can immediately expend 1 stamina and use your reaction to move up to your speed toward that creature.
  • Body Slam. You can expend 1 stamina and use an attack action to attempt to body slam into a creature that is size large or smaller and send it sprawling. That creature must make a Strength saving throw or else take bludgeoning damage equal to your strength modifier and be knocked 10 ft backwards and prone. If you have the extra attack feature this attack replaces one of them.
  • Brutal Strike. When you attack and hit a creature you can expend 1 stamina to throw your full weight behind an attack and roll an additional weapon damage dice. When you reach 11th level in this class you can empower up to two attacks on your turn each time you use Brutal Strike.
  • Barreling Charge. When you take the Dash action you can expend 1 stamina to empower your sprint into an unstoppable charge. As long as you continue to move in a straight line you ignore nonmagical difficult terrain penalties and can move into any space occupied by a creature of size large or smaller. Creatures you charge into must make an opposed Athletics check against you. If you win the contest the creature is knocked 5ft to the side (your choice), takes bludgeoning damage equal to your Strength modifier, and cannot take reactions until the start of their turn. If you fail the contest your Barreling Charge ends, but you retain any movement you still had.
  • Endure. You can expend 1 stamina to ready your body for punishment. You gain damage reduction to all damage types except force and psychic equal to your Constitution modifier until the start of your next turn.
  • Glory Kill. When you reduce a creature to 0 hit points you can expend 1 stamina to make the finisher especially brutal. Your bloodlust allows you to spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).
  • Provoke. When you make an attack roll against a creature you can expend 1 stamina to attempt to provoke it into attacking you. That creature must make a Wisdom saving throw, on a failed save it has Disadvantage on all attack rolls not targeting you until the start of your next turn.
  • Reckless Attack. At the start of your turn you can throw aside all concern for defense and attack with fierce desperation. Doing so gives you advantage on melee weapon attack rolls using Strength for the rest of the turn, but attack rolls against you have advantage until your next turn. Reckless Attack does not require Stamina to use, and you can use another Fury alongside it.

 

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