Barbarian
Hit Dice: 1d6+2 (+3 hp per
level after 9th level.)
Armor: Light or Medium
armor, shields.
Weapons: Any except
crossbows.
Skills: Barbarians are skilled at feats of strength and
endurance. They are also skilled at
survival, climbing, and swimming.
Restrictions
Superstitious: Barbarians mistrust overt displays of magic and
sorcery. When presented with displays of
such magic they must succeed at a saving throw or be stunned for one
round. A barbarian character may
overcome this restriction, but permanently loses 1d6 hit points.
Class Features
Dominate: Against creatures with one hit die or less, a barbarian
makes one attack per level each round.
Powerful: Barbarians have advantage in feats of strength and
endurance.
Rage: The barbarian can go berserk in combat, gaining a +2 bonus to
hit and damage, but suffering a -2 penalty to his armor class. This increases to +3/+3 at 5th
level and +4/+4 at 9th level. For purposes of language and
communication, the barbarian’s Intelligence score drops to 3. The barbarian’s
rage lasts for a number of rounds equal to the barbarian’s level. While in his rage, the barbarian focuses on
his foes until they are dead. He cannot
use skills except for feats of strength, and no skills that take longer than a
round. If his rage continues after his foes are gone, he will attack his
nearest ally unless he makes a successful saving throw.
The barbarian’s rage can be
reawakened or extended beyond its normal duration by making a successful saving
throw each round. Each successful save
extends the rage by one round, incurs a cumulative -1 penalty on subsequent
saves to continue, and lowers the barbarian’s Strength score by one point after
the rage ends. The Strength penalty
disappears after 8 hours of rest.
Animal Reflexes: At 3rd level, the barbarian gains
advantage against surprise attacks and traps.
Cleave: When the barbarian drops an opponent to 0 or fewer hit
points, he may make a second attack with the same weapon against a new foe that
is within reach.
Tenacity: At 7th
level the barbarian can continue to fight after losing all his hit points, so
long as he is raging. The barbarian ends
when the rage does.
Youngblood: At 7th level, a barbarian gains a 1st-level
barbarian henchman. If the youngblood
dies, another will replace him the next time the barbarian gains a level,
depending on the circumstances surrounding the death of the previous youngblood(s). Barbarians are not particularly put off by
frequent deaths, but the death of a youngblood by sorcery or other foul means
are viewed with distrust and may incur repercussions.
War band: At 9th level the barbarian becomes a leader
among his people, whether he likes it or not, and can summon a war band to
accomplish a particular task or objective.
The exact number and makeup of the war band will depend on the goal to
be accomplished.
Whirlwind: At 11th level, while raging, the barbarian
can make an attack at every creature he can reach without moving at his normal
attack bonuses, but suffers a -4 penalty to armor class (instead of -2) while
doing so. The barbarian cannot chose to
hit some creatures and not others.
Steppe Nomad
(Barbarian Variant)
Steppe nomads are members of migratory
horse-riding cultures. They are renowned
for their skill in fighting from horseback. Their traditional weapons are powerful short bows
and curved sabres.
Skills: Steppe nomads have riding instead of swimming.
Saddleborn: Steppe nomads have advantage in riding instead of feats
of strength.
Mounted Warrior: Steppe nomads lose the Rage class ability and gain
the Mounted Warrior ability in its place.
The bonuses remain the same, but apply only when the steppe nomad is
mounted. There is no duration to this
feature, and no penalty to Armor Class.
Cleave: This ability only functions when the character is mounted.
Whirlwind: This ability only functions when the character is
mounted. There is no penalty to Armor
Class.
Zealot
(Barbarian Variant)
Zealots are fanatical religious
warriors. They occupy the same place in
cult hierarchies that paladins do in divine orders.
Skills: Zealots are skilled at religious lore and local lore
instead of climbing and swimming.
Fervor: This ability is the same as rage.
Divine
Aid: This ability replaces Animal Reflexes. Once per day the zealot can cast cure light wounds upon himself.
(The terms advantage, knack, and skilled are defined on the Game Design page above. The license for this entry is located in the Legal page above.)
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