Revised Barbarian (V0.9) - More Than Mighty
\pagebreakNum
## New Maneuvers
#### Acrobatic Recovery
When you are knocked prone, as a reaction you can expend a superiority die to immediately stand up. Roll the superiority die, rolling the die and add the number rolled to your AC, and Strength and Dexterity saves and skill rolls until the end of the current turn.
#### Arcane Instinct
As a reaction when you are the target of a spell that requires a saving throw, you can expend one superiority die to shield yourself from enemy magics. Roll the superiority die, and add the number rolled to your saving throw.
#### Banner of War
You can use your reaction to expend a superiority die when an ally within 30 feet hits an enemy you can see with an attack, that ally may apply the benefit of one of your known maneuvers that requires hitting an enemy.
#### Banner of Succor
When an ally within 30' fails a death saving throw, you can use your reaction to expend one superiority die, rolling it and adding it to the result of the Saving throw. If successful, it counts as two successes.
#### Bob and Weave
When you take the Disengage or Dash action on your turn, you can use your bonus action to expend one superiority die and attempt to hide, add the superiority die to the Dexterity (Stealth) check.
#### Body Blow
When you hit a creature with an unarmed strike you made with advantage, you can expend one superiority die to attempt to disorient the target. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target is poisoned until the end of it's next turn.
#### Brace
When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.
#### Break Free
When you start your turn while grappled or restrained, you can expend one superiority die and use a bonus action to immediately attempt to break free from each effect causing those conditions. Roll the superiority die and add the number rolled to the skill check or saving throw for each effect.
#### Commander's Strike (updated)
When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.
\columnbreak
#### Crippling Attack
When you hit a creature with a weapon attack, you can expend one superiority die to temporarily cripple the target. You add the superiority die to the attack's damage roll, and until the end of your next turn, the target can’t take reactions and has its speed halved.
#### Defender's Wrath
When a creature marked by you deals damage to anyone other than you, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
#### Defensive Roll
When you make a Dexterity saving throw, you can use your reaction and expend one superiority die to add it to the save. You can use this maneuver before or after making the save, but before any consequences of the roll take effect. After the effect occurs, you can then move up to half your speed.
#### Elemental Shot
When you hit a creature with a ranged or thrown weapon attack, you can expend one superiority die to channel an element into your ammunition. You add the superiority die to the attack's damage roll. Both this additional damage and the initial damage of the attack are changed to your choice of one of the of the following: acid, cold, fire, lightning, or thunder.
#### Exploit Weakness
Immediately after rolling damage for a critical hit, you may expend one superiority die. Roll two additional weapon damage die when determining the extra damage for the critical hit.
#### Fast Footwork (Replaces Evasive Footwork)
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until the start of your next turn or until you become unable to move.
#### Great Fortitude
When you make a saving throw against disease, exhaustion, poison, or being paralyzed or stunned, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the save, but before any consequences of the roll take effect.
#### Great Leap
When you make a high or long jump, you can expend one superiority die, rolling the die and adding the number rolled plus your proficiency bonus to the distance you cover. This extra distance costs you no movement and does not provoke opportunity attacks.
#### Guardian Stance
As a bonus action, you can expend a superiority die to enter a stance that lasts until the start of your next turn. While in this stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Revised Barbarian (V0.9) - More Than Mighty
\pagebreakNum
#### Iron Will
When you make a saving throw against being charmed or frightened, or against taking psychic damage, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the save, but before any consequences of the roll take effect.
#### Knock Away
When you attempt to shove a creature, you can expend one superiority die and add it to your Strength (Athletics) check. You can then attempt to push another creature within 5 feet of the original target as part of the same motion. If your original check beats the creature's contested check, you successfully shove the second creature as well.
#### Revitalising Surge
When you use your Second Wind class feature, you may expend a superiority die to bolster your reserves. Roll the superiority die, and add the number rolled to the number of hit points you recover from the second wind. You also gain this many temporary hit points.
#### Steely Restoration
When you use your Second Wind class feature, you may expend a superiority die to defend yourself as you recover. Roll the superiority die, rolling the die and adding the number rolled to your AC until you the start of your next turn, or you move (voluntarily or non-voluntarily).
#### Spring Attack
When you take the Disengage or Dodge action on your turn, you can use your bonus action to expend one superiority die and make a single weapon attack. If you hit, add the superiority die to the attack's damage roll.
\columnbreak
#### Surprising Combination
As a bonus action, you can expend one superiority die and make an unarmed strike at a target within your reach. If you hit, add the superiority die to the weapon's damage roll and gain advantage on your next attack against the same target this turn.
#### Survivalist
When you make an Intelligence (Nature), a Wisdom (Animal Handling), or a Wisdom (Survival) check, you can expend one superiority die and add the superiority die to the ability check.
#### Sweeping Attack (updated)
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die plus your Strength modifier. The damage is of the same type dealt by the original attack.
#### Throat Strike
When you hit a creature with an unarmed strike you made with advantage, you can expend one superiority die to attempt to silence the target. You add the superiority die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target is silenced, as per the *silence* spell until the end of it's next turn. If this attack causes a concentration check, that check is made at disadvantage.
#### Uppercut
When you hit a creature with an unarmed strike you made with advantage, you can expend one superiority die to attempt to disorient the target. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Constitution saving throw. On a failed save, the target is stunned until the start of it's next turn.
Revised Barbarian (V0.9) - More Than Mighty
\pagebreakNum
# Martial Feats
The feats in this section are either modified from the original or completely new, to provide better mechanical choices for Martial characters - though unless otherwise noted these feats are indeed available to anyone who meets the prerequisites.
As with the maneuvers list, this is a living document and more feats will be added as I finish, playtest, and format them.
A series of feats have been added as a sort of experiment in bringing the class-like style differentiation between gladiators in to 5e. These are meant to be seperate from the rest of the feats as an optional plug-in. I would love to hear your feedback!
Revised Barbarian (V0.9) - More Than Mighty
\pagebreakNum
## Martial Feats
#### Bulwark (by Badooga1)
The defensive uses of your shield can be extended to your allies as well. You gain the following benefits while you are wielding a shield:
* Each ally within 5 feet of you that isn't wielding a shield gains half cover while you aren't incapacitated or prone.
* When a creature enters the area within 5 feet of you, or is in that area when they attack an ally of yours that isn't wielding a shield, you can use your reaction to shove them with your shield.
#### Dagger Frenzy
*Prerequisite: Extra Attack*
You are adept at fighting with small paired blades.
* Increase your Strength or Dexterity by 1, to a maximum of 20.
* When you are wielding a dagger in both of your hands, and you use your bonus action to make a melee attack with your offhand dagger, you can instead make two melee attacks.
* When you attack with a dagger using Strength, your damage roll gains a bonus equal to your Dexterity modifier.
#### Defender's Mark
Your canny awareness of the battlefield and ability to harry your opponents grants you the following benefit:
* Increase your Strength or Constitution by 1, to a maximum of 20.
* Once per turn when you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. Until the end of the your next turn, any opportunity attack you make against the marked target has advantage. An opportunity attack against a marked target doesn't expend your reaction, but you can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing you from taking reactions. You are limited to one opportunity attack per turn.
#### Grappler (updated)
*Prerequisite: Strength 13 or higher*
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
* You have advantage on attack rolls against a creature you are grappling.
* When you have a target grappled and they are prone, the target is also restrained.
* If a target breaks your grapple with an opposed (Strength) Athletics or Dexterity (Acrobatics) check, you may immediately use your reaction to attempt a new grapple.
\columnbreak
#### Great Weapon Master (updated)
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
* On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
* Before you make a melee attack with a heavy weapon that you are proficient with using Strength, you can choose to take a penalty equal to your proficiency bonus to the attack roll. If the attack hits, it deals additional damage equal to twice your proficiency bonus.
#### Hawkeye
Your eyes are sharp, and you can spot fine details both up close and at extreme distances.
* Increase your Wisdom by 1, to a maximum of 20.
* You can take the search action as a bonus action.
* You add your proficiency bonus to your AC against ranged attacks from 60 or more feet away
#### Heavy Armor Master (updated)
*Prerequisite: Proficiency with heavy armor*
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
* Increase your Strength score by 1, to a maximum of 20.
* It takes you half the normal time to don or doff armor you are proficient in.
* While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your proficiency bonus.
#### Legion Training
*Prerequisite: Proficiency with Martial Weapons and Shields*
You have trained to fight with spear and shield, and excel at formation fighting.
* While you have a shield equipped, You gain the *Leverage* trait.
* When you use the Help action to assist an adjacent ally's attack, The ally can attempt a shove as a part of the same attack. Your ally's Strength (Athletics) check is made at advantage.
* While allies are adjacent to you, opportunity attacks against them are made at disadvantage.
> ##### Leverage
> You have the ability to wield two-handed melee weapons in one hand. When you use a weapon with the Versatile property, you always use the damage value in parentheses that appears with the property.
Revised Barbarian (V0.9) - More Than Mighty
\pagebreakNum
#### Martial Adept (updated)
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
* You learn two maneuvers of your choice from among those available to the Fighter class and to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). If you have maneuvers from your class, these do not count against the number of maneuvers known.
* You gain two superiority dice, which are d6es (these dice are added to any superiority dice you have from another source). These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
#### Martial Dilletante
*Prerequisites: 4th level, Must have at least one Maneuver*
You do not limit yourself to the maneuvers of your chosen path.
* Increase your Strength or Dexterity by 1, to a maximum of 20.
* You learn two maneuvers of your choice. If you have maneuvers from your class, these do not count against the number of maneuvers known.
* Once per turn, after rolling superiority dice, you may reroll the dice after seeing the result
#### Massive
You are very large. This comes with the following benefits:
* Increase your Strength or Constitution by 1, to a maximum of 20.
* You gain the *powerful build* trait.
* As a bonus action, you can choose to spend a Hit Die. Roll the die and regain hit points equal to the total plus your Consitution modifier. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any Hit Dice spent in this way when you finish a long rest
#### Medium Armor Master (updated)
*Prerequisites: Proficiency with medium armor*
You have practiced moving in medium armor to gain the following benefits:
* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
* When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
* While you are wearing medium armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by your half of your proficiency bonus.
\columnbreak
#### Mounted Combatant (updated)
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
* You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
* You can force an attack targeted at your mount to target you instead.
* If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
* at the end of a short rest, you may select a suitable creature as a mount, that gains a bonus to it's HP equal to 3x your level + your proficiency bonus, and it gains a bonus to its Armor Class equal to your proficiency bonus. These bonuses remain until the mount dies or you select a different creature as a mount.
#### Polearm Master (updated)
You can keep your enemies at bay with reach weapons. You gain the following benefits:
* When you take the Attack action and attack with only a glaive, halberd, pike quarterstaff, trident or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
* While you are wielding a glaive, halberd, pike, quarterstaff, trident or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
#### Sharpshooter (updated)
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
* Your ranged weapon attacks ignore half cover and three-quarters cover.
* Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a penalty equal to your proficiency bonus to the attack roll. If the attack hits, it deals additional damage equal to twice your proficiency bonus.
#### Tandem Tactician (by Badooga1)
*Prerequisite: Intelligence 13 or higher*
Your presence in a scrap tends to elevate your comrades. You gain the following benefits:
* You can use the Help action as a bonus action. If you could already do this, you can take the Help action twice as a part of the same bonus action.
* When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help an additional ally that is targeting the same creature within range when you use the Help action this way.
Revised Barbarian (V0.9) - More Than Mighty
\pagebreakNum
## Gladiator Feats
### Latin? in *my* fantasy game?
While not a *panoply* of the different types of gladiators, the following feats represent broad gladiator archetypes. Please don't look for historical accuracy here, that's not the aim. These feats are intended to open up dramatic methodologies that aren't universally applicable, but can be potent under the right circumstances. This section includes both the more recognizable gladiators such as the Retiarius or Secutor, and some of the more esoteric methodologies, such as the Bestarius, but it also includes some of the supporting staff that keep the ludus in fighting shape.
#### Bestarius (Gladiator)
*Prerequisites: Proficiency in Animal Handling*
Your ability to understand and train animals has been put to use in the arena - When dangerous game enters the arena, it is you that directs their teeth and claws.
* Increase your Wisdom Score by 1 to a maximum of 20
* You add double your proficiency bonus to Wisdom (Animal Handling) checks.
* You have advantage on Charisma (Intimidate) and Wisdom (Insight) checks made against creatures of the beast type.
* You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and isn't currently following the command of someone else. You decide now what action the beast will take during it's next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
\columnbreak
#### Carnifex (Gladiator)
*Prerequisites: Proficiency with Martial Weapons and Shields*
As a Carnifex, you are the finisher; the executioner. When a gladiator is beyond saving, beyond fighting back, you are called in to speed their passage. Your visage is feared, for it always spells doom to the injured.
* On your turn, when you score a critical hit with a melee weapon, the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength bonus) or take an additional 2d4 necrotic damage
* When you hit a prone creature with a Warhammer, Maul, Battle Axe, or Great Axe, their movement is reduced to zero until the end of their next turn, while you are adjacent to them.
* When you reduce an enemy to 0 hit points, you gain Temporary hp equal to the number of allies and enemies that can see you, with a maximum number equal to your Charisma score.
#### Cestus (Gladiator)
*Prerequisite: Strength 13 or higher*
Used to fighting in small clothes or even completely nude, you are adept at grappling and deadly accurate punches that can cause brutal internal bleeding and broken bones.
* While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
* While you have an opponent grappled, you can attempt to restrain your opponent. as an attack, make a new Strength (Athletics) roll as if you were attempting a grapple. If successful, your opponent is restrained until the grapple is broken. While restraining your opponent you are grappled by them.
* While you have an opponent grappled or restrained, your unarmed strikes deal an additional 1d4 necrotic damage to them.
Revised Barbarian (V0.9) - More Than Mighty
\pagebreakNum
#### Hoplomachus (Gladiator)
*Prerequisites: Proficiency with Martial Weapons and Shields*
With Spear, Shield, and Dagger, your skills mirror that of professional soldiers.
* You can wield a light weapon in the same hand as a shield with no penalty
* When you wield a versatile weapon, it gains the Reach trait, and its damage and its versatile damage both increase by one die step
* Allies may not be targeted by opportunity attacks while adjacent to you.
#### Medicus (Gladiator)
*Prerequisite: Proficiency in Medicine*
Arena fights are rarely to the death. That makes for a short season. You are skilled at patching up your fellow gladiators, but are also capable of shedding blood.
* Increase your Wisdom score by 1, to a maximum of 20.
* You add double your proficiency bonus to Wisdom (Medicine) checks.
* During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. on a success, if a creature spends a hit die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature may use this for a number of hit dice equal to your proficiency modifier.
* You can add additional 1d4 necrotic damage when determining the extra damage for a critical hit with a melee attack made with a piercing weapon.
\columnbreak
#### Luctator (Gladiator)
*Prerequisite: Strength 13 or higher*
You are a skilled and powerful wrestler, able to control your foes with your mighty techniques
* When you successfully grapple or push an opponent, they must make a strength saving throw (save DC = 8 + your proficiency bonus + your Strength modifier). On a failure they are knocked prone and take 1d10+ your Strength modifier damage.
* When you win an ability contest to shove a creature prone or to avoid being shoved by a creature, you can choose to push that creature up to 5 feet away from you.
* When you push a creature, instead of directly away from you, you can choose to push them to any space you are adjacent to.
#### Retiarius (Gladiator)
*Prerequisites: Proficiency with Martial Weapons and Shields*
You've mastered the ability to control your opponent, keeping them at range or entangled in your net using clever rope tricks and leverage.
* You treat nets as having a range of 10/20 and being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls made with a net, when that creature is the target of the attack. When attacking with a net you are no longer limited to only one attack per action.
* When restraining an enemy with a net, the escape DC is 8 + your Strength bonus + your proficiency bonus.
* When you wield a trident, its damage and its versatile damage both increase by one die step, and the distance of your pushes is increased by 5 feet.
#### Scutarius (Gladiator)
*Prerequisites: Proficiency with Martial Weapons and Shields*
You intentionally draw out fights to spur the cheering of the crowd, being a master of your large shield, useful both in defense *and* offense.
* When you take the dodge action, your shield bonus is doubled from 2 to 4.
* You can attack with your shield as a bonus action. for the purposes of the attack, your shield is a martial melee weapon with the Heavy property. it deals 1d8 + your Strength modifier bludgeoning damage.
* You have advantage on Strength (Athletics) rolls made to shove opponents.
Revised Barbarian (V0.9) - More Than Mighty
\pagebreakNum
#### Secutor (Gladiator)
*Prerequisites: Proficiency with Martial Weapons and Shields*
As a secutor, you chase your opponents down, drawing blood over and over while close in to slake the blood-thirsty sands of the arena.
* Your speed increases by 5 feet.
* When grappling or being grappled by an opponent, the damage of daggers you wield increases by one die step (1d4->1d6)
* When you have a shield equipped, if not holding anything else, your shield arm is an open hand for the purposes of grappling.
#### Superstes (Gladiator)
*Prerequisite: At least one other gladiator feat*
You are a veteran of many battles, and you have the scars to show it.
* When a creature makes an attack roll against you, you can use your reaction to negate the advantage. No attack roll has advantage against you until the end of the current turn, including the triggering attack. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
* When you win an ability contest to shove a creature or to avoid being shoved by a creature, you can choose to push that creature up to 5 feet away from you (no reaction required).
* When you take the dodge action, you may make one melee weapon attack.
#### Venator (Gladiator)
*Prerequisite: Proficiency in Survival*
You have spent time hunting creatures, both in and out of the arena, gaining the following benefits:
* You add double your proficiency bonus to Wisdom (Survival) checks.
* You know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot equal to your Proficiency modifier. You regain all expended uses when you finish a long rest. When you use this ability against a creature of the (Beast) subtype, it does not expend one of your uses.
* You have advantage on Wisdom (Survival) checks to track and hunt beasts and other creatures with Intelligence score 8 or lower.
#### Tyrannus (Gladiator)
*Prerequisite: Proficiency in Intimidation*
You are a fearsome competitor, your strikes sow fear in even the bravest foes.
* Increase your Charisma score by 1, to a maximum of 20.
* You add double your proficiency bonus to Charisma (Intimidation) checks.
* When you score a critical hit, If the target can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + double your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.
\columnbreak
### Art Credits
[Watercolor Stains](https://www.gmbinder.com/share/-L4Yt8ZSxmhwqt--yNRT "title")
Cover Art: [Prophet of the Flames, by Ver](https://www.inprnt.com/gallery/ver/ "title")
Page 5: [Warcraft - Harbingers by Jake Panian](https://www.jakepanianart.com/warcraft-harbingers/x5nq4yjkdzccin4makkquwc29xbsii "title")
Page 6: [Kebi, by Xib Vaine](http://xibxib.com/about "title")
Page 7: [Ymru the Elementalist, by Tazio Bettin](https://www.artstation.com/taziobettin "title")
Page 8: [Mexican Warrior by Namh](https://www.deviantart.com/namh/gallery "title")
Page 9: [Reign of Steel by Alejandro Moreno González (Magnozz)](https://www.behance.net/gallery/23658039/Reign-of-Steel "title")
Page 10: [Demon Bear by Bill Sienkiewicz](https://billsienkiewiczart.com/ "title")
Page 11: [Lupa by Yasmine Putri](https://www.instagram.com/yaswhodraws/ "title")
Page 12: [184 by Pavel Shut](https://www.artstation.com/artwork/RYGx0v "title")
Page 13: [Celtic Warrior by Jian Li](https://www.artstation.com/artwork/ELvNwN "title")
Page 14: [Naumia, by Dreamcatcher81](https://www.fiverr.com/dreamcatcher81 "title")
Page 15: [Ulrich by Slawomir Maniak](https://www.artstation.com/artwork/N2nNd "title")
Page 16: [Arlinn's Wolf by Kimonas](https://www.deviantart.com/kimonas/art/Arlinn-s-Wolf-792007512 "title")
Page 17: [Tarzan by Boris Vallejo](https://www.borisjulie.com/ "title")
Page 18: [Half Orc Barbarian by Frost Llamzon](https://frostllamzon.artstation.com/ "title")
Page 19: [Hjordis - Ranger by Filipe Pagliuso](https://www.artstation.com/artwork/2xalyK "title")
Page 21: [Skinwalkers by Michael Ivan](https://www.deviantart.com/michalivan/art/Skinwalkers-420734636 "title")
Page 22: [Conan, by Memed](https://www.deviantart.com/memed/art/Conan-724805451 "title")
Page 25: [GLADIATORS by Leo Hao](https://www.artstation.com/leo_hao "title")
Page 25: [Iason by Yasmin Putri](https://www.instagram.com/yaswhodraws/?hl=en "title")
Back Page: [Air Genasi Monk by Wildcard24](https://www.deviantart.com/wildcard24 "title")
All art used without permission, not for profit. This document is presented as a fan work and not to be sold or printed. I will respect the wishes of any artists who request art be removed, and offer my greatest thanks for the inspiration and creativity they bring to our hobby.
### Special thanks:
A lot of this work (especially the indomitable change, which has been stolen whole cloth, and many of the new maneuvers) comes from conversations with Badooga, so special thanks to this gal. [u/Badooga1](https://www.reddit.com/user/badooga1/ "title"). Her work can be found [Here](https://drive.google.com/drive/folders/1jr6F4BLbOAfKQ_EtUQyZ6aa_3jijp3gn"title")
Also, [Fungus](https://www.gmbinder.com/profile/Fungal%20Brews "Fungal Brews") for giving me, and others, a place to bounce ideas off of one another, and providing valuable feedback and advice with both content and formatting.
### Additional thanks:
To the various clever, creative folks on the various discords I frequent: Kroth#4109, Toni, Snake Holder#6754, DrGoo282#5334, El Joscar Magnifico#6353, i_suppose#4479
And especially to my patient and loving partner, without whom I would probably have left this in an unformatted notepad mess.
### Fite me on discord:
You can get in touch with me at Dave#7137 on Discord. Most of my homebrewing happens at the [Fungal Brewery Discord](https://discordapp.com/invite/TaKJkmP "Fungal Brews"). If you have any suggestions, criticisms, or other feedback, I'm happy to hear it. If you have any ideas for you'd like to work with me on, by all means - but be aware this document *is not now nor will it ever be a for-profit piece of work.*.
#### Thank you for reading the credits!
Revised Barbarian (V0.9) - More Than Mighty
\pagebreakNum
Bare
Armed
Brutalty
Barbarians should be the most pure expression of prowess the game has to offer - absolute physicality and dominance in the realm of melee combat. The often forgotten side to the barbarian fantasy is how skilled and proficient they are.
The goal of this revision is to bring that prowess back from the dungeons it was locked in during the NEXT playtest. Maneuvers and updates to put you in control of a cunning and brutal warrior
Mountains topple not on their own, Brave Barbarian! Blood sheds not of of it's own volition. You must take up the Axe, and carve your saga on the flesh of your foes!
More Than Mighty
[WWW.GMBINDER.COM](https://www.gmbinder.com)
\columnbreak