Barbarian, Switched Variant (5e Class)
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Barbarian, Switched Variant
Welcome to the universe where every class is switched. Each class has switched its theme and subclass but keep its features (mostly). Warlocks are divine spell casters granted by Gods. Clerics are eldritch spell casters created from deals with higher powers. Barbarians are calm and strike at perfect type. Monks are brutes that charge into battle. Wizards study the powerful meta magic while sorcerers specialize in a school of magic. Fighters are dirty fighters and rogues are master of the blade. Druids are charming meanwhile Bards are protector of nature. Artificers uncover the mysteries of nature and rangers study technology to improve themselves. Paladins learn the art of blood letting. Blood hunters gain divine powers.
Barbarians from the Switched universe are very similar to monk with barbarian features. Barbarian trained in isolated monasteries. They control both sides of the coin; the hot rage and the cold ki energy to achieve perfect balance. They do not let rage take control of themself. Barbarians use both emotions and inner energy to take care of possible threats.
Creating a Barbarian, Switched Variant
As you make your barbarian character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery’s threshold? Did your parents promise you to the monastery in gratitude for a service performed by the barbarians? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?
Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home?
- Quick build
You can make a Barbarian, Switched Variant quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution and Wisdom. Second, choose the Hermit background. Third, choose <!-elaborate on equipment choices->
As a barbarian, switched variant you gain the following class features.
- Hit Points
Hit Dice: 1d12 per barbarian, switched variant level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per barbarian, switched variant level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Dexterity
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) any martial melee weapon
- (a) two daggers or (b) any simple weapon
- An explorer's pack and 10 darts
|Features||Rages||Rage Damage||Ki Points|
|1st||+2||Rage, Unarmored Defense||2||+2||—|
|2nd||+2||Reckless Attack, Beginner's KI||2||+2||1|
|4th||+2||Ability Score Improvement||2||+2||1|
|5th||+3||Extra Attack, Fast Movement||2||+2||1|
|6th||+3||Monastic Tradition feature||3||+2||2|
|8th||+3||Ability Score Improvement||3||+2||2|
|9th||+4||Brutal Critical (1 die)||3||+3||2|
|11th||+4||Relentless Rage, Monastic Tradition feature||3||+3||3|
|12th||+4||Ability Score Improvement||4||+3||3|
|13th||+5||Brutal Critical (2 dice)||4||+3||3|
|16th||+5||Ability Score Improvement||4||+4||4|
|17th||+6||Brutal Critical (3 dice), Monastic Tradition feature||5||+4||4|
|19th||+6||Ability Score Improvement||5||+4||4|
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
- You have advantage on Dexterity checks and Dexterity saving throws.
- When you make a melee weapon attack using Dexterity, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, switched variant, as shown in the Rage Damage column of the Barbarian, switched variant table.
- You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian, switched variant level in the Rages column of the Barbarian, switched variant table, you must finish a long rest before you can rage again.
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Dexterity during this turn, but attack rolls against you have advantage until your next turn.
At 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your barbarian, switched variant level determines the number of points you have, as shown in the Ki Points column of the barbarian, switched variant table.
You can spend these points to fuel various ki features. You start knowing Flurry of Blows. You may learn more ki features in your subclass.
When you spend a ki point, it is unavailable until you finish a LONG rest, at the end of which you draw all of your expended ki back into yourself.
After a short rest, you expend one use of rage to regain all ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
- Flurry of Blows
When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.
Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
Three traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the three traditions and instruct each monk according to his or her aptitude and interest. All three traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Barbarian, Switched Variant's subclasses are exactly the same as normal Monk subclasses. Treat Barbarian, Switched Variant as monk levels for the purpose of Martial Arts in Monastic Traditions subclasses. Martial Arts dice starts at d4 and increases to d10 like a normal monk would.
You cannot multiclass into or out to a class with Monastic Traditions (like monk)
Prerequisites. To qualify for multiclassing into the Barbariam, Switched Variant class, you must meet these prerequisites: Dexterity 13
Proficiencies. When you multiclass into the Barbarian Switched Variant class, you gain the following proficiencies: light armor, medium armor, shield, simple weapons, and marshal weapons.