Barbarian, Variant (5e Class)
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This is intended to be the Barbarian class, with slight tweaks to address problems the class has and bring it in line with how the design of classes and subclasses has evolved.
As a Variant Barbarian you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Choose one from brewer's supplies, cook's utensils, leatherworker's tools, smith's tools, and woodcarver's tools
Saving Throws: Strength, Constitution
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) 1 martial melee weapon or (b) 1 simple melee weapon
- (a) 1 martial melee weapon or (b) 1 simple melee weapon or (c) 1 shield
- Four simple weapons with the thrown property
- An explorer's pack and leather or hide armor
|1st||+2||Rage, Natural Armor|
|2nd||+2||Reckless Attack, Danger Sense|
|3rd||+2||Primal Path, Primal Knowledge|
|4th||+2||Ability Score Improvement|
|5th||+3||Extra Attack, Fast Movement|
|8th||+3||Ability Score Improvement|
|10th||+4||Primal Path, Primal Knowledge|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
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 Strength checks and Strength saving throws.
- When you make an attack using Strength, you can add your proficiency bonus to the damage roll.
- 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, been attacked, dealt damage (whether or not the damage was then reduced to 0), or been dealt damage (whether or not the damage was then reduced to 0) since your last turn. You can also end your rage at any time (no action required).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
This replaces Unarmored Defense.
While you aren't wearing armor, your Armor Class equals 10 + your Constitution modifier + your proficiency bonus. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Whenever you would calculate your AC using your Dexterity modifier, you can use your Constitution modifier instead. All other aspects of the calculation remain the same, such as a maximum limit on the modifier.
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 attack rolls using Strength until your next turn, but attack rolls against you have advantage until your next turn.
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you steel yourself against danger.
You have advantage on Constitution saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. While you are raging, you have advantage on Constitution saving throws.
At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
At 3rd level and 10th level, you gain proficiency in Animal Handling, Athletics, Intimidation, Nature, Perception, Survival, brewer's supplies, cook's utensils, leatherworker's tools, smith's tools, or woodcarver's tools.
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, while you aren't wearing heavy armor your speed increases by a number of feet equal to half your proficiency bonus (rounding up) times five, and you add your proficiency bonus to your Strength score when calculating how far or how high you can jump. You also add your proficiency bonus to your Constitution score when converting it to a unit of time, such as calculating how long you can hold your breath, go without food, or resist frigid water.
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.
Finally, as part of the bonus action you take to enter your rage, you can move up to half your speed.
Beginning at 9th level, you gain a brutality score equal to your proficiency bonus-3. You can roll additional weapon damage dice equal to your brutality score when determining the extra damage for a critical hit with an attack using Strength, and you subtract your brutality score from 20 to determine the minimum number you need on an attack roll using Strength in order to score a critical hit.
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 rest, the DC resets to 10.
Beginning at 13th level, you gain the following benefits:
- You can add your Constitution modifier to your death saving throws.
- While raging, you can choose to roll your Wisdom and Intelligence saving throws using your Constitution modifier instead of your respective ability modifier.
- While raging, you can choose to roll your Dexterity and Charisma saving throws using your Strength modifier instead of your respective ability modifier.
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.
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24, if it wasn't already higher than that. You can now rage an unlimited number of times, without needing to take a long rest.
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