Barbarian, "Old School" Variant (5e'24 Class)
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Barbarian[edit]
Template:5e'24 Class Core Traits
Barbarians are adept at the many skills necessary for survival in a hostile wilderness. They are tough and hardy fighters, hardened by the savage lands of their birth.
Becoming a Barbarian[edit]
As a Level 1 Character[edit]
- Gain all the traits in the Core Barbarian Traits table.
- Gain all the Barbarian's level 1 features, which are listed in the Barbarian Features table.
As a Multiclass Character[edit]
- Gain the following traits from the Core Barbarian Traits table: Hit Point Die, proficiency with Martial weapons and training with Shields.
- Gain the Barbarian's level 1 features, which are listed in the Barbarian Features table.
Barbarian Class Features[edit]
Level 1: Detest Magic[edit]
You cannot attune to magic items, and at 1st level you cannot use magic items at all. As you gain levels in Barbarian, you tolerate different kinds of magic item, as shown below, although you still cannot attune to any.
- 2nd level: magic potions
- 8th level: magic weapons
- 12th level: magic armor
- 16th level: wondrous items
You gain Heroic Inspiration when you destroy a magic item that is not consumable and that is not of Common rarity.
Level 1: Unarmored Defense[edit]
While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.
Level 1: Extra Damage[edit]
When you make an attack using Strength – either with a weapon or an Unarmed Strike – and deal damage to the target, you deal an extra 1 damage.
At 10th level, this increases to an extra 2 damage.
Level 1: Tribe[edit]
Choose two of the following benefits. The combination of benefits is particular to the tribe from which you hail.
Dog Tribe. You have a trained mastiff. If your mastiff dies, you acquire a new one at the end of 7 days if you spend the duration in natural wilderness.
River Tribe. You can craft a canoe without requiring tools (see chapter 6), if you can gather raw material from the environment (animal hides or logs, for example). A single-person canoe has a value of 15 GP, and a two-person canoe has a value of 30 GP.
Talking Tribe. You gain proficiency with Musical Instrument (Drum or Horn). Furthermore, while outdoors, you can use a drum, horn, smoke signals or mirror flashes to communicate with members of barbarian tribes up to 5 miles away.
Steppes Tribe. You automatically pass Constitution saving throws made to travel beyond 8 hours while make a forced march, and you can keep a fast pace without penalty.
Riders Tribe. You have a riding horse. If your horse dies, you acquire a new one at the end of 7 days if you spend the duration in natural wilderness.
Level 3: Danger Sense[edit]
You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
Level 4: Ability Score Improvement[edit]
You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at levels 8, 12, 14 and 16.
Level 5: Extra Attack[edit]
You can attack twice instead of once whenever you take the Attack action on your turn.
Level 6: Smell Magic[edit]
You can use a Search action to sense magical effects within 10 feet of yourself. This requires a successful DC 15 Wisdom (Perception) check. You cannot determine the exact location of the effect, nor the school of magic if applicable.
Furthermore, you can use a Search action instead of a Study action to determine if something is illusory, making a Wisdom (Perception) check instead of an Intelligence (Investigation) check.
Level 7: Feral Instinct[edit]
You are always alert. You have advantage on Initiative rolls.
Level 9: Primal Strikes[edit]
When you hit a creature with a weapon, the damage is considered to be magical for the purpose of resistances and immunities.
Level 10: Survival Expertise[edit]
You gain Expertise in the Survival skill.
Furthermore, you gain the following benefits.
Climb Cliffs and Trees. You have a Climb Speed equal to your Speed.
Leaping and Springing. You can long jump or high jump twice the normal distance.
Level 11: Summon Barbarians[edit]
You can summon barbarians from your tribe. This takes 7 days, during which you must be in natural outdoor terrain, sending messengers and gifts, and preparing a staging camp.
At 11th level, your expenses are 100 gp, and you roll 1d6 on the following table to see who arrives at the staging camp. The expenses and number of rolls increases at 13th level (300 gp, two rolls), 15th level (1,000 gp, three rolls) and 17th level (3,000 gp, four rolls).
1—3 Eight tribal warriors
4. Two scouts
5. Two berserkers
6. One veteran
Each summoned group is also accompanied by two (commoners) who represent non-combatants such as thralls, guides, servants or soothsayers.
In addition, the groups are additionally equipped according to your tribe:
- Dog tribe: the first group arrives with two trained mastiffs.
- River tribe: all groups arrive by (or are carrying) canoes or other small portable water vehicles.
- Talking tribe: each member of the first group are proficient with drums or horns and can communicate outdoors as described above.
- Steppes tribe: each member of all groups can travel outdoors as described above.
- Riders tribe: each member of all groups arrive on riding horses.
The summoned barbarians must have one stated purpose, such as to siege a location, serve in a battle, recover an item or rescue a person. They are loyal to you as long as you do not deviate from this purpose, and for a duration of a number of days equal to your barbarian level + your Charisma modifier. Summoning more barbarians within this duration considered deviating from the purpose.
Once you deviate from the stated purpose, the duration expires, or the purpose is resolved, the summoned barbarians disband and return to their tribes.
Level 19: Epic Boon[edit]
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify.