Revised Barbarian
Second in my efforts to revamp the martials, mainly because I've got a whole mess of Primal Paths I'd created over the past couple years, Barbarian is already among my favorite classes thematically. The trick with barbarians is that they kind of lock in to a certain feel in the mid levels and just get incremental differences as they grow, which leaves them feeling semi-potent, but still not on par with the casting classes.
1. Superiority Dice and Maneuvers.
Much like in my fighter revision My aim here is to bring the idea of skilled combat to all those who primarily enact mechanical pressure via swinging weapons, making maneuvers a core part of the classes, as a unified language to write poems with in your enemy's blood. Nobody ever read Conan and thought "that's an unskilled chap." His blade flashed with all the beautiful agility of a dancer.
2. Rage Damage.
Barbarians are chaotic - the idea of a flat (relatively small) damage bonus while raging never seemed to sit right with me, especially since it isn't doubled up on a critical hit. By using a die instead of a flat amount, the player gets to roll more dice, which is fun, and also on those moments when you score a big ol crit, the visceral thrill of crushing your enemies becomes all the more impressive.
3. But Not Just Damage. (but yes also damage!)
Barbarians are merchants whose currency is hit points - whether selling or buying, blood is spent in almost every interaction the barbarian has with the mechanics of 5e. With the options here (either to the base class via Tasha's or to the primal paths) I have tried to implement more options for thematic, meaningful interactions. Also some more damage! As someone who's played a couple different primarily bow-using stealth barbarians, I wanted to see some fun there. Hunter-turned commando deep in the woods with a huge bow, ending Boromirs like a Lurtz with class features.
4. Optional Features from Tasha's Cauldron of Everything
The optional features (Primal Knowledge and Instinctive Pounce) have been popular and fun at our tables - I've ensured to codify them in this document as a part of this expression of the core class. As it is not SRD content, I have included it with a link to the pages you can find them on, rather than reproducing the rules. Tasha's Cauldron of Everything is one of my favorite supplements for 5e, and definitely amongst my highest recommends.
5. Updated Player Options.
With changes to the core of the class, I have also included updates for all of the official Primal Paths, and a few of my own, Chosen to either fulfill a particular fantasy, or re-create something that I felt was better realized in a previous edition. New Maneuvers (most donated by Badooga1) and feats! These are temporarily living in each document - once I've completed all the martials, they'll be collected in a single chungus of a doc.
While this isn't a long document it can be a little clumsy to navigate, and as it grows it will only become more clumsy, so I've included a linked table of contents (Thanks to Fungus for keeping his source visible so I could shamelessly copy/paste it from The Warrior's Codex a fantastic book that I recommend fully.)
If you've enjoyed anything here, or even hated it but thought the art was cool, please check out the Credits, All of the artists deserve recognition for their amazing work.
Warning!
This document does increase the mechanical potency, and particularly, narrative agency of Barbarians, and while I aim for solid balance with regards to other classes and multiclassing, I have not tested every single multiclass choice that exists, and there may yet be unforeseen power spikes that can alter your encounter planning. So, as with any homebrew, I recommend reading this through prior to bringing it to your table. Remember that the goal of this document is the same as the goal of any good Dungeon Master: to help empower your players to have fun. If something stands out as harmful to the fun of the table, I certainly won't be offended if you let me know. I welcome and appreciate any and all feedback.
Barbarian
Level | Proficiency Bonus | Features | Rage Damage |
---|---|---|---|
1st | +2 | Martial Superiority, Primal Archery, Rage, Unarmored Defense | 1d4 |
2nd | +2 | Danger Sense, Reckless Attack | 1d4 |
3rd | +2 | Primal Path, Primal Knowledge | 1d4 |
4th | +2 | Ability Score Improvement | 1d4 |
5th | +3 | Extra Attack, Fast Movement | 1d4 |
6th | +3 | Path Feature | 1d4 |
7th | +3 | Feral Instinct, Instinctive Pounce | 1d4 |
8th | +3 | Ability Score Improvement | 1d4 |
9th | +4 | Brutal Critical (1d12) | 1d6 |
10th | +4 | Path Feature | 1d6 |
11th | +4 | Relentless Rage | 1d6 |
12th | +4 | Ability Score Improvement | 1d6 |
13th | +5 | Brutal Critical (2d12) | 1d6 |
14th | +5 | Path Feature | 1d6 |
15th | +5 | Persistent Rage | 1d6 |
16th | +5 | Ability Score Improvement | 1d8 |
17th | +6 | Brutal Critical (3d12) | 1d8 |
18th | +6 | Indomitable Might | 1d8 |
19th | +6 | Ability Score Improvement | 1d8 |
20th | +6 | Primal Champion | 1d8 |
Class Features
As a Barbarian, you gain the following class features
Hit Points
- Hit Dice: 1d12 per Barbarian level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st
Proficiencies
- 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.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a greataxe or (b) any martial melee weapon
- (a) two handaxes or (b) any simple weapon
- (a) an explorer's pack and an four javelins
Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.
Multiclassing
Ability Score Minimum: Strength 13 Armor: shields Weapons: simple weapons, martial weapons
Martial Superiority
At 1st level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn two maneuvers of your choice, which are listed under "Barbarian Maneuvers" below. Primal Paths allow selection from an expanded list of additional Maneuvers, found in the Path descriptions in the following pages. Many maneuvers enhance an attack in some way. Unless otherwise noted, you can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Maneuvers learned from other sources such as archetypes or feats do not limit the number of maneuvers you learn via fighter levels.
Superiority Dice. You gain a number of superiority dice equal to 2 + your proficiency bonus. These dice are d6s. A superiority die is expended when you use it, and you regain all expended superiority dice when you finish a short rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Primal Archery
You treat shortbows and longbows as having the finesse property.
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:
- You have advantage on Strength checks and Strength saving throws.
- When you make a weapon attack using Strength, you gain a +1d4 bonus to the damage roll. This bonus increases as you level.
- You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, 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 if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged a number of times equal to 1 + your proficiency bonus, you must finish a long rest before you can rage again.
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.
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.
Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength until the start of your next turn, but attack rolls against you have advantage until your next turn.
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.
Primal Knowledge
(See TCE pg. 24)
Ability Score Improvement
When you reach 4th, 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement
Starting 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.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Instinctive Pounce
(See TCE pg. 24)
Brutal Critical
Beginning at 9th level, you can roll 1d12 and add it to the extra damage for a critical hit with a melee attack. This additional damage is of the same type as the weapon or unarmed strike that triggered it.
This increases to 2d12 at 13th level and 3d12 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.
Persistent Rage
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
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 is now 24. You no longer have a limit to how many times you can rage.
Barbarian Maneuvers
A barbarian may select any of the following maneuvers
Break Free Defensive Roll Exploit Weakness Fast Footwork Great Fortitude Lunging Attack Pushing Attack Sweeping Attack Survivalist
Updated Primal Paths
As the core identity and capability of the Barbarian class is altered in this variant, So too have some Primal Path been updated. Some Primal Paths do not receive any changes at this point and will be noted as such. Others may gain access to unique maneuvers or ways to interact with the Martial Superiority mechanics. The following pages describe these changes and additions to existing Primal Paths.
Ancestral Guardian (XGE, pg. 9)
Bonus Maneuver
You learn the Brace Maneuver.
Ancestral Guardian Additional Maneuvers
As an Ancestral Guardian, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following list: Bait and Switch Goading Attack Distracting Strike
Battlerager (SCAG, pg. 121)
Restriction (Dwarves Only)
Ignore this.
Battlerager Armor
The damage from your spiked armor is increased to 1d6. Additionally, when you grapple an enemy, the target takes 1d6+ Your Strength Modifier + Your Rage damage (when applicable) piercing damage if the grapple succeeds. Additionally, you can add armor spikes to any armor you are wearing at the end of a long rest, rather than being limited to a unique item you may not have access to.
Bonus Maneuver
You learn the Grappling Strike Maneuver.
Battlerager Additional Maneuvers
As a Battlerager, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following list: Acrobatic Recovery Body Blow Crippling Attack Grappling Strike Surprising Combination Throat Strike Uppercut
Spiked Retribution
Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 1d6 + Your Strength Modifier + Your Rage die piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.
Beast (TCE pg. 24)
Bonus Maneuver
You learn the Ambush Maneuver.
Beast Additional Maneuvers
As a Beast Barbarian, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following list: Acrobatic Recovery Crippling Attack Grappling Strike Spring Attack Trip Attack
Berserker (PHB pg. 49)
This has been revised, and can be found in the next section.
Storm Herald (XGE pg. 10)
Bonus Maneuver
You learn the Elemental Shot Maneuver.
Storm Herald Additional Maneuvers
As a Storm Herald, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following list: Arcane Instinct Commanding Presence Spring Attack Quick Toss
Totem Warrior (PHB pg. 50)
Bonus Maneuver
You learn the Great Fortitude Maneuver.
Totem Warrior Additional Maneuvers
As a Totem Warrior, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following list: Arcane Instinct Grappling Strike Parry Riposte
Wild Magic TCE pg. 25)
Bonus Maneuver
You learn the Arcane Instinct Maneuver.
Wild Magic Additional Maneuvers
As a Wild Magic Barbarian, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following list: Commanding Presence Elemental Shot Iron Will Rally
Zealot (XGE pg. 11)
Bonus Maneuver
You learn the Iron Will Maneuver.
Zealot Additional Maneuvers
As a Zealot, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following list: Bait and Switch Goading Attack Knock Away Iron Will
New Primal Paths
The following Primal Paths are new, created for myself or my players to fulfill a particular fantasy. Some are completely new, others are based on previous editions or altered from other class subclass options. You may notice archetypes that share a name with subclasses for other classes - As a rule of thumb, a player character may not take a subclass with the same name as another subclass they currently have (Current Example being Hexblade - You cannot be both a Barbarian Champion and a Fighter Champion, as this can cause mechanical issues with named features)
Primal Path: Bear Warrior
A remade Bear Warrior (from 3.5). These are inspired by characters like Beorn and the Beornings from middle earth, among others.
Bonus Maneuver
You learn the Grappling Strike Maneuver.
Bear Warrior Additional Maneuvers
As a Bear Warrior, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following Commanding Presence Pushing Attack Trip Attack Uppercut
Bear Form
Beginning when you choose this archetype at 3rd level, When you rage, you may take on Bear Form. this transforms you into a mighty woodland beast - a Massive Brown bear. While in bear form, you lose the ability to speak and hold weapons in your hands. Armor, clothing, and equipment you are wearing meld into your new form. You do not gain any nonmagical benefits from any melded equipment. Your ability scores and class abilities do not change. You retain any special senses you have.
You gain the following natural weapons that you can make unarmed strikes with: Claws. Deals 2d4 + Strength Modifier slashing damage on a hit. If you successfully hit with a claw attack during your attack action, once per turn you may make a bite attack as part of the same action Bite. Deals 1d6 + Strength Modifier piercing damage on a hit, and the target is grappled. When your bear form ends, your speed is halved can't take reactions until after your next turn, as a wave of lethargy sweeps over you.
Savage Senses
Also at 3rd level, You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Even while not in bear form, you possess some of the keen senses that let bears find sustenance over vast mountain ranges.
Ursine Stature
Starting at 6th level, 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. Your unarmed strikes and any natural weapons you have count as magical.
Your hardiness grows, granting you immunity to Cold Damage, and do not suffer movement penalties for traversing snow or ice.
When you enter your Bear Form, you gain temporary hit points equal to your barbarian level + Constitution modifier.
Grizzled
Upon reaching 10th level, your bear form grows more potent, changing your natural weapons thusly: Claws. Deals 2d6 + Strength Modifier slashing damage on a hit. If you successfully hit with a claw attack during your attack action, once per turn you may make a bite attack as part of the same action Bite. Deals 1d8 + Strength Modifier piercing damage on a hit, and the target is grappled. While grappled in this way, the target is restrained
Demon Bear
At 14th level, while in bear form, your size becomes large, and you are immune to fear. In addition, while in Bear Form, as a bonus action, you can make a slam attack against any target your size or smaller. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
Saga
Additionally at 14th level, your stoic ferocity is legendary. When making a Charisma (Intimidate) check, you gain a bonus equal to your Constitution modifier.
Primal Path: Berserker Revision
This homebrew is my take on achieving the theme and feeling of a warrior that fights beyond their physical limits, without needlessly involving that unwanted guest, Exhaustion, or, trying to tie charisma in to a class that's already starved for ability scores.
Bonus Maneuver
You learn the Crippling Strike Maneuver.
Berserker Additional Maneuvers
As a Berserker, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following Body Blow Menacing Attack Throat Strike Uppercut
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. While in a Frenzy, if you are Two-Weapon fighting, you can make an additional attack with your off-hand weapon as part of the same bonus action. When your rage ends, make a constitution saving throw with a DC of 8 + Your Strength modifier + The number of turns your rage was active. On a failed save you can't move or take actions until after your next turn.
Additionally on the turn you enter Frenzy, if you take the attack action, you may make one additional attack as a part of the same action.
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 of the rage.
Intimidating Presence
Beginning at 10th level, the true power of your fury is terrifying. If you score a critical hit and your target is not immune to fear, you deal an additional 1d12 psychic damage, and the target must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, it is frightened of you until the end of your next turn. Creatures that have damaged you since the start of your last turn roll this save at disadvantage.
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. Also if you are not in a rage already, when you take damage you may enter your rage as a reaction.
Primal Path: Champion
Barbarians are brutal combatants already, but many find their homes in fighting pits or gladiatorial arenas, where they're exposed to and master various techniques often used by more "civilized" fighters. Primal Champions combine the raw aggression of barbarians and the refined skill of fighters in a way that leaves their opponents wondering why they'd even signed up for this, they don't even go here.
Bonus Maneuver
You learn the Precision Attack Maneuver.
Champion Additional Maneuvers
As a Champion, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following Acrobatic Recovery Distracting Strike Riposte Trip Attack
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Primal Champions are as precise and unerring as their more-civilized counterparts.
Fighting Style
Additionally, at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Blind Fighting Dueling Great Weapon Fighting Superior Technique Thrown Weapon Fighting Two-Weapon Fighting Unarmed Fighting
Relentless Athleticism
While all who partake in physical combat have a level of fitness, Starting at 6th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. While Raging, you apply your proficiency bonus instead.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Superior Critical
Your ability to deliver devastating attacks to vital areas is unparalleled, a Primal Champion is an efficient, bloody killer. Starting at 10th level, your weapon attacks score a critical hit on a roll of 18-20.
Iron Jaw
At 14th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Additional Fighting Style
Additionally, when you reach 14th level, you can choose a second option from the Fighting Style class feature. You are able to adapt and grow your skills in ways only matched by those martial adepts with the highest levels of prowess.
Primal Path: Marauder
Across the multiverse, there are those who live by taking. Often these people rely on stealth, subtlety, or guile, and for the most part, rogues fit that bill very nicely. Marauders are not that, however. These reavers arrive on shores unannounced, brash, loud, and mighty, and take what they will, in raids that are over nearly as soon as they've started.
Bonus Maneuver
You learn the Throat Strike Maneuver.
Marauder Additional Maneuvers
As a Marauder, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following Bob and Weave Distracting Strike Great Leap Spring Attack
Raider
At 3rd level when you take this primal path, You gain a swimming speed and a climbing speed equal to your normal speed and proficiency in a Vehicle of your choice.
Additionally, you do not suffer movement penalties for being encumbered or heavily encumbered.
Reaving Strikes
Also at 3rd level, When you attack with advantage on your turn, if the lowest d20 would also hit the target, you may apply one of the following effects. You may opt to deal no damage with this attack.
Plunder As part of your attack, you may remove one small item (such as a coin purse or necklace) worn by the creature damaged by your attack as long as you have an open hand with which to grab it.
Subdue As a part of your attack, you can attempt to grapple the target, If successful, the target is unable to speak or perform verbal components of spells until the grapple is ended.
Terrorize You may force your opponent to make 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.
Toss Aside the target of your attack must make a strength saving throw (DC 8 + your proficiency bonus + your Strength bonus) or be pushed 10 ft in a direction of your choosing and be knocked prone.
Run Amok
Starting at 6th level, while you are raging, your movement increases by 10ft. and you ignore penalties caused by difficult terrain.
You have advantage on Constitution saving throws made to avoid exhaustion caused by forced marching.
Grave Goods
By 10th level Your lust for treasure exceeds that of even the most opulent Kings. You can now attune to a number of magical items equal to your Proficiency bonus. Additionally, you can attune to a weapon or shield as a bonus action instead of at the end of a short or long rest.
If you die while attuned to any items, they cannot be attuned to by anyone unless a wish spell is cast to remove your corpse's attunement. At the DM's discretion this may carry unforeseen consequences.
Sagas in the Flesh
At 14th level, your very skin roils with malice, greed, and anger. While you aren't wearing armor, you gain a bonus to saving throws equal to your Constitution bonus. Whenever you succeed on a saving throw you may move five feet towards the creature or effect that imposed it.
Primal Path: Serenity
Those who walk the path of Serenity can turn their chaotic, whirling energy into a focused and deadly weapon. These barbarians are often mistaken for hulking monks, given their propensity for mixing unarmed strikes with weapon attacks.
Bonus Maneuver
You learn the Great Leap Maneuver.
Serenity Additional Maneuvers
As a Serenity Barbarian, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following Bob and Weave Disarming Attack Quick Toss Uppercut
Colossal Agility
At 3rd level when you select this primal path, your wholistic physicality allows you to use Strength in place of Dexterity for skill checks. Additionally, while raging, you have advantage on Dexterity checks and Dexterity saving throws.
Serene Arts
Additionally at 3rd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and improvised weapons. You gain the following benefits when you aren't wearing armor.:
- You gain proficiency with improvised weapons
- You can roll a d6 in place of the normal damage of your unarmed strike or non-martial melee weapons. This die increases to a d8 at 9th level, and to a d10 at 16th level.
- When you use the Attack action with an unarmed strike, improvised or simple weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a dagger, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
- If you are pushed by a creature you are adjacent to, you may use your reaction to grapple that creature. If the grapple succeeds, you drag the creature to a spot adjacent to the position you are pushed to.
Unfettered Might
At 6th level, the connection between your mind and body unlocks even greater abilites. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition your walking speed increases by 10, and you gain a climbing speed equal to your walking speed. When calculating falling damage, subtract from the fall height a number of feet equal to your Strength modifier times five.
Evasion
At 10th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Iron Body Meditation
At 14th level, You achieve a complete fusion between your practiced calm and instinctive fury. While you are in a rage, you gain the following benefits:
- You have advantage on saving throws against spells.
- You can move along vertical surfaces and across liquids on your turn without falling during the move.
- When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
Primal Path: Pack Hunter
Pack Hunters are ferocious hunters bonded to the very spirit of the wild, and gifted a companion beast. This beast superficially resembles a great, shaggy wolf, but has a cunning intelligence far greater than most animals.
Bonus Maneuver
You learn the Bait and Switch Maneuver.
Pack Hunter Additional Maneuvers
As a Pack Hunter, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following Ambush Crippling Attack Goading Attack Rally Tactical Assessment Trip Attack
Keen Senses
You choose to gain proficiency in either the Survival or the Nature skill, and you have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Manifest Exalted Wolf
Additionally at 3rd level, You magically manifest an Exalted Wolf, which draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. The Wolf is represented by the Exalted Wolf stat block, and uses your proficiency bonus (PB) in several places.
In combat, the wolf acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
Your Exalted wolf draws from it's connection to you, and once per turn can use any maneuver known to you, rolling a d4 as it's superiority die.
When you finish a long rest, you can perform a ritual known only to you to restore a deceased Animus to life. The beast appears in an unoccupied space within 5 feet of you at full hit points.
Bonded Savagery
At 6th level, your rage benefits and penalties extend to your Animus. Additionally, when you use a bonus action to rage, you may command your Wolf with the same action. The Exalted Wolf's bite count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Primal Growth
When you reach 10th level, your Exalted Wolf grows to Large size, and it's bite deals an additional 1d8 damage, and when it uses a maneuver, it's superiority die size is now 1d6.
Your superiority dice are now d8s.
Greater Bond
At 14th level, your bond with your Exalted Wolf becomes deeper. The wolf can use your Strength, Dexterity, or Constitution, if it is higher than listed in the Animus Beast stat block.
Exalted Wolf
Medium Beast, Unaligned
- Armor Class 13 + PB (natural armor)
- Hit Points 5 + 5 times your barbarian level (the wolf has a number of Hit Dice [d8s] equal to your barbarian level)
- Speed 40ft, Climb 40ft
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (0)
- Skills Athletics, Acrobatics, Perception, Stealth
- Senses Darkvision 60ft., passive Perception 12
- Languages understands the languages you speak
- Challenge -
Keen Hearing and Smell. The Exalted Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Manifested Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Actions
Bite. Melee Weapon Attack: your Strength modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing or piercing damage. If the target is a creature, it must succeed on a Strength saving throw (DC 8 + Strength Modifier + proficiency bonus) or be knocked prone.
Primal Path: The Savage King
Tales of "civilised" people raised by wild beasts and rising to a type of rulership amongst them have long been the subject of stories amongst high society as a type of escapism. The stories, however, were based in your reality.
Bonus Maneuver
You learn the Grappling Strike Maneuver.
Savage King Additional Maneuvers
As a Savage King, whenever you select a maneuver for your Martial Superiority class feature, you may also select from the following Ambush Great Leap Quick Toss
Brute
When you select this Primal Path at third level, your prowess with simple, hand crafted weapons allows you to use them in a way others never could. Any non-martial melee weapon you are proficient with deals one extra die of its damage when you hit with it. If your unarmed strikes deal damage with a die, then it is similarly boosted with an additional die.
Strangler
Also at third level, your iron grip is devastating, and you are able to apply your ungodly strength with leverage to inflict pain and subdue your prey, and when required, haul it up into a tree with you. When you grapple a creature, you deal 1d8+your Strength modifier bludgeoning damage to your grappled opponent. You can use a bonus action on your turn to apply this damage again to one grappled opponent.
While grappling, your movement speed is not halved, nor does it hinder your climbing or swimming in any way.
Ambush Predator
by 6th level, You have finely tuned your hunter's instincts. You have advantage on Wisdom (perception) and Intelligence (investigation) checks that rely on smell or hearing.
You also you have a swimming speed and a climbing speed equal to your walking speed.
Persistence Hunter
At 10th level, you truly are a tireless harrier, able to chase your prey across entire mountain ranges. Your movement speed increases by an additional 10 feet, and you may dash as a bonus action.
When you finish a short rest, reduce your exhaustion level by one. Additionally, if you regain hit points by spending Hit Dice at the end of the short rest, you can reduce your exhaustion by one additional level.
Savage Destiny
Upon reaching 14th level, you are an avatar of wild grandeur, whether you've adapted to the civilised life, or become even more animalistic. You learn quickly and have mastered an aspect of your personal power. You have ability to exert your will onto beasts. Most beasts will fear or respect you. You gain the following benefits. Like a Jaguar you can run, climb, and leap among treetops and across open plain with reckless abandon.
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Your speed increases by 10 ft, and you ignore penalties for difficult terrain.
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You are permanently under the effects of the speak with animals spell, this cannot be dispelled and is unaffected by anti-magic zones. Additionally, You can add your Strength bonus to any animal handling, persuasion, intimidation, or deception roll targeting a beast.
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When you enter your rage, you can cast conjure animals to summon a single beast as a part of the same bonus action. This spell does not require concentration. The summoned creature loses the Fey subtype. The maximum CR of the creature increases to 3 when you reach 17th level, and 4 at 20th level. You can add your proficiency bonus to any ability check, attacks, or saving throw the beast makes. The creature summoned is loyal to you
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You are immune to nonmagical disease , and suffer no ill effects from consuming raw or rancid meat.
Maneuvers
The following is an listing of all available maneuvers. This is a living document, though, and more maneuvers may show up here (and listed in the various primal path lists!) It can be a good idea to record your selected Maneuvers on your character sheet for ease of use!
This section provides a reference for where to find the existing maneuvers and new additions - either modifications of existing maneuvers or entirely new maneuvers that you can use to enact your most brutal of martial dreams.
Existing Maneuvers
The following Maneuvers are found in the Player's Handbook, p73. These function as normal and are not modified in any way.
Disarming Attack Distracting Strike Feinting Attack Goading Attack Lunging Attack Maneuvering Attack Menacing Attack Parry Precision Attack Pushing Attack Rally Riposte Trip Attack
Ambush Bait and Switch Brace Commanding Presence Grappling Strike Quick Toss Tactical Assessment
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
Art Credits
Watercolor Stains Cover Art: Conan the Barbarian #16 Cover by Toni Infante Page 4: Mell - Korpikalli Elf Page 5: Barbarian Chick by Maciej Kuciara Page 6: Shape-shifter by Igor Sid Page 7: 3 by Frost Llamzon Page 8: Shield Maiden by Igor Sid Page 9: Reign of Steel by Alejandro Moreno González (Magnozz) Page 10: Demon Bear by Bill Sienkiewicz Page 11: Lupa by Yasmine Putri Page 12: 184 by Pavel Shut Page 13: Celtic Warrior by Jian Li Page 14: Naumia, by Dreamcatcher81 Page 15: Ulrich by Slawomir Maniak Page 16: Arlinn's Wolf by Kimonas Page 17: Tarzan by Boris Vallejo Page 18: Half Orc Barbarian by Frost Llamzon Page 19: Hjordis - Ranger by Filipe Pagliuso Page 21: Skinwalkers by Michael Ivan Page 22: Conan, by Memed Page 25: GLADIATORS by Leo Hao Page 25: Iason by Yasmin Putri Back Page: Fight in the Forest by Stanislav Dikolenko 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 (Many of the new maneuvers) comes from conversations with Badooga, so special thanks to this gal. u/Badooga1. Her work can be found Here
Also, Fungus 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. 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!
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