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---
title: Barbarian
description: An adventurer known for their "primal" warrior nature.
date_pub: 2024-07-05T18:32:26.000-04:00
section: classes
content_type: feature
short_code: cbr
---
An adventurer known for their "primal" warrior nature.
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ------------- | ----------------- |
| **Hit Dice** | 1d10 |
| **Armor** | Leather, shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
### 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'.
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save | Agility<br />Bonus | Movement<br />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]
</div>
### 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](#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](/rules/basics.html#advantage-and-disadvantage).
- On a complicated success, the attack roll is made as normal.
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-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).