Barbarian, "Old School" Variant (5e'24 Class)
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Barbarian[edit]
Tool ProficienciesPrimary Ability | Strength |
Hit Point Die | D12 per Barbarian level |
Saving Throw Proficiencies | Strength and Constitution |
Skill Proficiencies | Choose 3: Animal Handling, Athletics, Intimidation, Medicine, Nature, Perception, Stealth or Survival |
Weapon Proficiencies | Simple and Martial weapons |
Armor Training | Light and Medium armor and Shields |
Starting Equipment | Choose A or B: (A) Battleaxe, Dagger, Spear, Shield, Explorer's Pack, 17 GP; or (B) 50 GP |
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 | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Detest Magic, Unarmored Defense, Extra Damage |
2nd | +2 | Tribe |
3rd | +2 | Danger Sense |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Smell Magic |
7th | +3 | Feral Instinct |
8th | +3 | Ability Score Improvement |
9th | +4 | Primal Strikes |
10th | +4 | Survival Expertise |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | Ability Score Improvement |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Epic Boon |
20th | +6 | — |
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 2: Tribe[edit]
Choose two of the following benefits. The combination of benefits is particular to the tribe from which you hail.
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. It does not cost you movement to mount a creature (PHB p. 26); you add your proficiency bonus to Dexterity saving throws made to avoid falling off a mount; and when your mount is subject to an opportunity attack, you can choose whether you or your mount is the target.
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 19: Epic Boon[edit]
You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify.
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