4.9 KiB
4.9 KiB
title, description, date_pub, section, content_type, short_code
title | description | date_pub | section | content_type | short_code |
---|---|---|---|---|---|
Barbarian | An adventurer known for their "primal" warrior nature. | 2024-07-05T18:32:26.000-04:00 | classes | feature | cbr |
An adventurer known for their "primal" warrior nature.
Hit Dice | 1d10 |
Armor | Leather, shields |
Weapons | Any |
Languages | Alignment, Common |
Core Features
- Agility Bonus: Gains a bonus to AC equal to 1/3 level.
- Distrust of Magic: Typically unable / unwilling to use magic or magic items (beyond own tribal beliefs).
- Primal Speed: Gains a bonus to movement equal to Agility Bonus x 5'.
Level | HD | Atk | Save | Agility Bonus |
Movement Bonus |
---|---|---|---|---|---|
1 | 1d10 | 0 | 12 | 0 | +0' |
2 | 2d10 | 0 | 12 | +1 | +5' |
3 | 3d10 | 0 | 12 | +1 | +5' |
4 | 4d10 | +2 | 10 | +1 | +5' |
5 | 5d10 | +2 | 10 | +2 | +10' |
6 | 6d10 | +2 | 10 | +2 | +10' |
7 | 7d10 | +5 | 8 | +2 | +10' |
8 | 9d10 | +5 | 8 | +3 | +15' |
9 | 9d10 | +5 | 8 | +3 | +15' |
10 | 9d10+2 | +4 | 6 | +3 | +15' |
11 | 9d10+4 | +5 | 6 | +4 | +20' |
12 | 9d10+6 | +6 | 6 | +4 | +20' |
13 | 9d10+8 | +6 | 4 | +4 | +20' |
14 | 9d10+10 | +7 | 4 | +5 | +25' |
[Barbarian Features]
Blood Rage
Immediately after taking or inflicting damage, can use a free action to try and enter a Blood Rage.
- Make a skilled CHA or WIS check to enter a Blood Rage.
- Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit.
- On a failure, must wait until another successful hit or inflicted wound to try again.
- While Blood Rage is active:
- add Agility Bonus (1/3 level) to attack and damage rolls,
- -1 damage when hit (to a minimum of 1 HP),
- deals damage to creatures that are immune to non-magical attacks, and
- after striking a killing blow to a foe, may immediately make a free attack against another foe at –2.
- Rage ends when reduced to 0 HP (or lower) or when a combat round ends without making an attack, being attacked, or taking damage.
- Can be initiated or maintained by using a combat action to inflict a minimum of 1 HP of damage to self.
Class Skills
- Alertness: When surprised during initiative, may make a skilled WIS check to act during the first turn.
- Enter Blood Rage: Immediately after taking or inflicting damage, can use a free action to make skilled a CHA or WIS check to enter a Blood Rage.
- Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit.
- Free Climb: Can climb sheer surfaces by making a skilled DEX check at +4 for every 100' climbed.
- Failure indicates falling from half-way, taking 1d6 damage / 10'.
- Mighty Attack: Describe intended outcome, make a skilled check as indicated by GM before making the attack roll.
- On a complete success, the attack roll gains advantage.
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains disadvantage.
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
- Sense Magic: Make a skilled WIS check to sense nearby magic.
- Usually takes the form of an odor, with more powerful magic smelling more foul.
- Sneak Outdoors: Make a skilled DEX check to hide in undergrowth and move silently outdoors.
- Can't be done while engaged in melee combat.
- Advanced Skills: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds).
Tribal Leader
After reaching 9th level, can become a tribal leader, either by challenging the existing leader, taking control of a leaderless tribe, or by starting a new tribe.
- Might claim a fort or stronghold, or the tribe may remain nomadic.
- Attracts 5d4 x 10 tribes-people, 1/2 of whom are capable fighters (level 1 barbarians).