Barbarian Changes

by Kormael

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Barbarian

Endurance of the Mighty 1st

You are proficient in one Save of your choice. Additionally your HP maximum increases by 1, and it increases by 1 every time you gain a level. Add a +1 to the result whenever you roll a hit dice to recover HP.

Dual Wielder 1st

Once per turn, when you take the Attack action, are wielding a light weapon in each hand and miss with a melee weapon attack, you can make an additional attack with a different light weapon you are wielding.

Bonus Proficiency 1st

You are proficient in one extra skill of your choice.

Rage 1st

You can maintain a Rage for up to 10 minutes. You can extend your Rage if you:

  • Make an attack roll against an enemy.
  • Force an enemy to make a save.
  • Take a Bonus Action to extend your Rage.

Supernatural Techniques 1st

Click the Link above

Primal Knowledge 2nd

While your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Str check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through and around you.

Fast Movement 5th

Your movement is increased by 5 feet.

Instinctive Pounce 7th

As part of the Bonus Action you take to enter your Rage, you can move up to half your Speed.

Brutal Strike 9th

Replaces Brutal Critical

When you would make a weapon attack with advantage, you may choose not to make the attack at advantage. If you do, your attack attack deals 1d10 damage and can choose either:

  • Forceful Blow: Your target must make a Str Save, on a failure they are pushed 15 feet away from you, you can move half your Speed towards your target without provoking Opportunity Attacks.
  • Hamstring Blow: Your target must make a Con save, on a failure your target's Speed is reduced by 15 feet until the start of your next turn. A creature can only suffer from one Hamstring Blow at a time.

Relentless Rage 11th

Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to 1d10 + your Barbarian level.

Each time you use this feature after the first, the DC increases by 5. When you finish a Long Rest, the DC resets to 10.

Improved Brutal Strike 13th

You can choose from two additional options when you hit a creature using Brutal Strike:

  • Staggering Blow: Your target has disadvantage on the next Dex or Str saving throw it makes and it can't make Opportunity Attacks until the start of your next turn.
  • Sundering Blow: The next attack made against it by another creature has +5 to hit.

Improved Brutal Strike 17th

The damage dealt by your Brutal strike increases to 2d10 and also allows you to inflict two different Brutal Strike effects each time you hit.

Primal Paths

Path of the Wildheart

Rage of the Wilds 3rd

Your Rage taps into the primal power of animals. You gain one of the following options of your choice. Whenever you gain a Barbarian level, you can change your choice.

Bear. When you activate your Rage, choose two damage types, other than Force or Psychic. You have Resistance to the chosen types until the Rage ends.

Eagle. When you activate your Rage and as a Bonus Action while it’s active, you can take both the Disengage and the Dash action.

Wolf. While your Rage is active, your allies have Advantage on melee attack rolls against any enemy of yours within 10 feet of you.

Aspect of the Wilds

You gain one of the following options of your choice. Whenever you gain a Barbarian level, you can change your choice.

Elephant. You gain proficiency in the Athletics or Insight skill. If you already have proficiency in the skill, you gain Expertise in it instead.

Owl. You gain proficiency in the Investigation or Perception skill. If you already have proficiency in the skill, you gain Expertise in it instead.

Spider. You gain proficiency in the Stealth or Survival skill. If you already have proficiency in the skill, you gain Expertise in it instead.

Nature Speaker 10th

(Placeholder- remind korm to do this at some point)

Power of the Wilds 14th

You gain one of the following options of your choice. Whenever you gain a Barbarian level, you can change your choice.

Lion. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian with this feature.

Falcon. While your Rage is active, you have a Fly Speed equal to your Speed, provided you aren’t wearing any armor.

Ram. While your Rage is active, when you hit a creature at most one size larger than you with a melee attack, it must succeed on a Str save (DC equal to 8 + your PB + your Str mod) or have the Prone condition.

Path of the Primal Conduit

Vitality of Nature 3rd

When you activate your Rage, you regain a number of temporary hit points equal to your Barbarian level. At the start of each of your turns while your Rage is active, you can choose another creature within 10 feet of yourself to gain Temporary Hit Points. To determine the number of Temporary Hit Points, roll a number of d6s equal to your Rage Damage bonus, and add them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.

Grasping Branches 6th

While your Rage is active, whenever a creature you can see ends its turn within 20 feet of you, you can use your Reaction to summon branches around it. The target must succeed on a Str save (DC equal to 8 + your PB + your Str mod) or be pulled to an unoccupied space you can see within 5 feet of yourself or in the nearest unoccupied space you can see.

Battering Roots 10th

Roots extend from your melee weapons. While you wield any melee weapon, your reach with that weapon increases by 10 feet, and when you hit with it, if the creature is no more then one size larger then you, you can you can force the creature to make a Str save with a DC equal to 8 + your PB + your Str mod. On a failed save, the creature has the Prone condition or is pushed back 10 feet.

Travel Along the Canopy 14th

As an action, you touch a tree atleast one size larger than you or a Teleportation Circle to create a link to a Teleportation Circle somewhere else on the same world or on another plane of existence. When you do so, you can specify a target destination in general terms, such as the Court of Joy in Excenia, and you and up to five willing creatures within 30 feet of you appear at the Teleportation Circle closest to that destination. If a Teleportation Circle is too small to hold all the creatures you transported, they appear in the unoccupied spaces closest to the circle.

Once you use this feature, you can’t use it again until you finish a Long Rest. If you’ve run out of uses of this feature, you can expend five uses of your Rage, choosing to activate this feature instead of Rage.

Path of the Zealot

Rage Beyond Death 14th

When your Relentless Rage successfully restores your Hit Points, you can assume the form of a spectral warrior. While in this form, you gain the following benefits:

  • You have a Fly Speed equal to your Speed and can hover. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object.
  • When you’re hit by an attack roll, you can use your Reaction to turn that hit into a miss.

The form lasts for 1 minute or until you regain any Hit Points or drop to 0 Hit Points. Once you use this feature, you can’t do so again until you finish a Long Rest.