Variant Barbarian- The Warrior

by arh12

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Warrior

Class Features

As a Warrior, you gain the following class features

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a greataxe or (b) a versatile weapon and a shield

(a) scale mail, (b) chain mail

An explorer's pack, and four javelins

Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.

Hit Points


  • Hit Dice: 2d8 per Warrior level
  • Hit Points at 1st Level: 16 + your Constitution score
  • Hit Points at Higher Levels: 2d8 + your Constitution modifier per Warrior level after 1st

Proficiencies


  • Armor: All armor and shields
  • Weapons: Simple weapons, heavy and versatile martial weapons
  • Tools: none

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Warrior

Level Rampage Damage Rampages per day Features Critical Focus Martial Maneuvers Superiority Dice Combat Knacks
1st +2 3 Rampage , Warrior's Glare, Warrior's Mark, Superiority Dice (D6) 3 2
2nd +2 3 Fighting Style, Second Wind - Rallying Cry 19 3 2
3rd +2 3 Warrior's Path 19 3 3 3
4th +2 3 Ability Score Improvement, Martial Versatility (Optional) 19 3 3 3
5th +3 4 Brutal Bash (1 die), Extra Attack 18 5 4 4
6th +3 4 Warrior's Path feature 18 5 4 4
7th +3 4 Evasion 18 5 5 5
8th +3 4 Ability Score Improvement, Improved Superiority Dice (D8) 17 5 5 5
9th +4 5 Indomitable, Indomitable Might 17 7 6 6
10th +4 5 Ability Score Improvement, Primal Path feature 17 7 6 6
11th +4 5 Brutal Bash (2 dice), Coordinated Rampage 16 7 7 7
12th +4 5 Ability Score Improvement 16 7 7 7
13th +5 6 Indomitable (two uses), Fierce Rampage 16 9 8 8
14th +5 6 Warrior's Path feature 15 9 8 8
15th +5 6 Bastion, Brutal Bash (3 dice), Improved Superiority Dice (D10) 15 9 9 9
16th +5 6 Ability Score Improvement 15 9 9 9
17th +6 Unlimited Indomitable (three uses), True Combat Mastery 14 11 10 10
18th +6 Unlimited Champion's Prowess 14 11 10 10
19th +6 Unlimited Ability Score Improvement 14 11 11 11
20th +6 Unlimited EPIC BOON 14 11 11 11

Rampage

Beginning at 1st level, as a bonus action you can go on a Rampage.

While in this state, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.

  • When you attack with a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while in this state.

Your Rampage 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 Rampage whenever you like (no action required)

Once you have gone your Rampage the maximum number of times for your Warrior level, you must finish a short or long rest before you can Rampage again.

Warrior's Glare

1st-level Warrior optional feature

At 1st level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to Warriors at 1st level.

Additionally, You may use your strength modifier in place of charisma for your intimidation skill.

Warrior's Mark

At 1st level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 30 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your warrior level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Defense. Accustomed to the rough and tumble of adevnturing, you've learned to protect yourself better. You gain a +2 bonus to AC.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. But when wielding a melee weapon with both hands you gain a +3 bonus to damage rolls with that weapon.

  • Heavy-Handed Wielder. You can wield weapons that are one size larger than you. Moreover, you can use two-weapon fighting with weapons your size, even when the melee weapons you are wielding are Heavy and Two-handed.

  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

  • Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. You gain one superiority die, which is a d6 (this die is added to any superiority dice you have). This die is 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.

  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, you gain a +1 bonus to the attack and damage rolls, when you hit with a ranged attack using a thrown weapon.

  • Two-Weapon Fighting. You gain a +1 bonus to AC while you are wielding a separate weapon in each hand. Moreover, Once per turn you can add an additional attack to the attack action from your off-hand weapon.

  • Unarmed Combat. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind

Starting at 2nd level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.

Rallying Cry

You learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your Warrior level, provided that the creature can see or hear you.

Warrior's Path

At 3rd level, you choose a Barbarian Primal Path that shapes the nature of your Rampage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a fighting style you know with another fighting style available to Warriors.
  • If you know any maneuvers, you can replace one maneuver you know with a different maneuver.

Brutal Bash (1 die)

Beginning at 5th level, you roll one additional weapon damage die whenever you hit a creature with a weapon attack.

This increases to two additional dice at 11th level and three additional dice at 15th level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

At 7th 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.

Indomitable

Beginning at 9th level, once per turn you can reroll a saving throw that you fail.

You expend this feature only if the roll succeeds. If it does succeed, you can't use this feature again until you finish a short or long rest.

Indomitable Might

At 9th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Brutal Bash (2 dice)

At 11th level, you roll two additional weapon damage dice whenever you hit a creature with a weapon attack.

This increases to three additional dice at 15th level.

Coordinated Rampage

Starting at 11th level, The anger within you grows so powerful that you can spread its influence to others and compel them to join your hunt. When you enter your rampage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature).

Until the rampage ends, the chosen creatures gain the following benefits:

  • They have advantage on Strength checks and Strength saving throws.

  • When they attack with a melee weapon attack using Strength, they gain a bonus to the damage roll equal to your Rampage Damage.

  • They have resistance to bludgeoning, piercing, and slashing damage.

You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest.

Fierce Rampage

Beginning at 13th level, your Rampage is uncompromising that it ends early only if you fall unconscious or if you choose to end it.

Indomitable (two uses)

At 13th level, you can use Indomitable twice between short or long rests.

Bastion

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect.

If that creature can see or hear you, it can reroll its saving throw and use the new roll.

Brutal Bash (3 dice)

At 15th level, you roll three additional weapon damage dice whenever you hit a creature with a weapon attack.

Indomitable (three uses)

At 17th level, you can use Indomitable three times between short or long rests.

Avatar of Combat

At 17th level, you become an avatar of combat, your Warrior features gain additional effects when activated:

Second Wind: You and others allied with you, gain resistance to all damage for 1 minute, and treat all resistances you already have as immunity until the start of your next turn.

Indomitable: You and others allied with you, are considered proficient in any saving throw you reroll.

Champion's Prowess

At 18th level, Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

 

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