True Barbarian (5e Class)

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True Barbarian[edit]

In the middle of the battlefield, a colossal barbarian uses his bare hands to crush enemies like twigs, leaving only whispers of his unmatched fury. No one who faced him lived to tell the tale.

Epitome of battle[edit]

A true barbarian is a formidable warrior with a body born for battle, his hands are like weapons and his body is as resistant as the most durable armor, his eternal fury lies dormant in his body until battle and sometimes explodes against his allies.

Creating a True Barbarian[edit]

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Were you born powerful or did you acquire your uncontrollable rage through a certain experience? Because of your rage, do you walk alone, afraid of hurting others around you or do you not care about it and believe that your companions can handle you?

A true barbarian has an infinite rage and an insatiable thirst for battle, always looking for a fight capable of making his blood run.

Quick Build

You can make a True Barbarian quickly by following these suggestions. First, First, Strength should be your highest ability score, followed by Constitution. Second, choose the Mercenary Veteran background.

Class Features

As a True Barbarian you gain the following class features.

Hit Points

Hit Dice: 1d12 per True Barbarian level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per True Barbarian level after 1st

Proficiencies

Armor: None
Weapons: martial weapons, simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • GreatAxe
  • two handaxes
  • An explorer's pack and four javelins

Table: The True Barbarian

Level Proficiency
Bonus
Features Raging Blood Damage Raging Blood Points
1st +2 Unarmored Defense, Raging blood, Relentless warrior 1 1
2nd +2 reckless 1 2
3rd +2 Blood lineage 2 3
4th +2 Ability Score Improvement 2 3
5th +3 Extra Attack 3 3
6th +3 Blood lineage 3 4
7th +3 Growing blood 3 4
8th +3 Ability Score Improvement 4 4
9th +4 Perfect fighter 4 5
10th +4 Blood lineage 4 5
11th +4 Colossal 5 5
12th +4 Ability Score Improvement 5 5
13th +5 Perfect fighter 6 6
14th +5 Blood lineage 6 6
15th +5 Harmful blood 7 6
16th +5 Ability Score Improvement 7 7
17th +6 Perfect fighter 8 7
18th +6 Fear the mighty 8 8
19th +6 Ability Score Improvement 9 9
20th +6 True lineage 10 Unlimited

Unarmored Defense[edit]

Unarmored Defense at 1th level while you are not wearing any armor, your armor class equals 10 + your strength modifier + your Constitution modifier. you can't use a shield and still gain this benefit.

Relentless warrior[edit]

Your unarmed strikes deal 1d4 bludgeoning damage.

at 1th level your hands and feet are strong as weapons. You can use one of the following maneuvers as an attack action that comes from an unarmed attack spend one raging blood point(you must roll the attack to hit the maneuver).You always add your Strength modifier to the damage and your save DC for maneuvers is equal to 8 + proficiency + Strength modifier. You can choose one of the following maneuvers at 1st level and one more at 3rd, 5th, 7th, and 9th level:

Crush: You crush an enemy's head with your hands, causing twice the damage of your Raging blood. In addition, if the enemy is smaller than you, they must make a Constitution saving throw or suffer 3d10 necrotic damage.
Sweep: You attack with a kick that sweeps in front of you and hits up to 2 enemies, causing the damage of your Raging blood + your Strength modifier. In addition, the enemies must make a Dexterity saving throw or fall prone.
Headbutt: You attack a creature and deal your Raging Blood damage. The creature must make a Constitution saving throw or be stunned until the end of your turn.
Cut: Your hands slash the enemy dealing damage from your Raging blood in addition to the enemy must make a Constitution saving throw or suffer 1d8 necrotic damage over 3 turns.
Charge: When rolling initiative you can spend your reaction to walk half your movement towards an enemy.

Raging blood[edit]

At 1th level furious blood always circulates through your blood the amount of furious blood in your body is equal to that shown in the furious blood table, when you make an unarmed attack you cause as much damage as 1d4+twice the furious blood table + your strength modifier as bludgeoning damage, in addition the blood in extreme circulation heals your wounds at the beginning of your turns equal to the amount of furious blood at your level.

when you make weapon attacks you do not add the damage from your raging blood.

Reckless[edit]

At 2th level, as a bonus action you can cast aside all concern for defense to attack with ferocious fury. You gain advantage on all attacks you make for 1 minute, but attack rolls against you have advantage for 1 minute and you become resistant to slashing, piercing and bludgeoning damage from non-magical attacks.

Blood lineage[edit]

At 3th level, the blood in your body accumulates qualitatively, granting you special qualities choose from the bloodline of attack, bloodline of defense, or bloodline of life. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.

Ability Score Improvement[edit]

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.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Growing blood[edit]

At 7th level your growing blood floods your cells increasing your size, when you use reckless your size increases by 1, from small to medium, from medium to large and so on, when this happens your attack range increases by 5 feet and you gain temporary hit points equal to twice your Raging Blood.

The enlarge/reduce magic no longer works on you.

Perfect fighter[edit]

At 9th level, a perfect combatant who has refined his techniques to the limit, you can choose one of the following maneuvers now and one more at 13th level and 17th level:

guillotine: You make an attack with your hand trying to cut an enemy in half, they must make a dexterity saving throw or suffer 8d6 + your Raging Blood damage of slashing damage and half the damage on a success
knee strike: You knee an enemy in the head, causing 3 x Raging Blood damage of bludgeoning damage and leaving your enemy stunned.
clap: You clap your hands, causing 4d10 thunder damage to any creature within 15 feet of you who failed a wisdom saving throw and could hear, the distance doubles for each size you are greater than your original size.

Colossal[edit]

At 11th level, When you use Reckless your size increases by +1 in addition to what it would already increase, you gain +5 feet of attack range again and you gain temporary hit points equal to 4x your Raging Blood damage.

Harmful blood[edit]

At 15th level, Your blood is so potent that no creature other than you can resist it, when you take damage from an enemy in melee with you, they take 2 x your Raging Blood damage as force damage.

Fear the mighty[edit]

At 18th level, Your bloodline explodes with unparalleled fervor. When using Reckless, all creatures within 60 feet of your choice must make a Wisdom saving throw, DC 8 + Proficiency + Constitution modifier or be paralyzed with fear.

True lineage[edit]

At 20th level, your bloodline reaches its strongest point, choose 3 of your attributes and increase them by 4 skill points up to a maximum of 24, in addition to that choose two types of damage and become resistant to them since your bloodline is similar to these damages.

Bloodline of attack[edit]

the blood in your body pulses with fierce fervor when you attack, increasing your explosive power to an extreme extent

Blood fist

at 3th level, When you make an attack with a maneuver or make a unarmed attack you also add your constitution modifier to the attack damage, and your unarmed strikes now deal 1d6 bludgeoning damage, and you add that damage when you make a maneuver.

Attacker

at 6th level, the blood in your body flows with a powerful penetrating energy, your unarmed attacks and maneuvers become magical to overcome resistances, now your unarmed attacks deal 1d8 bludgeoning damage that can be added to your maneuvers, and you can choose a maneuver to become specialized:

Crush: Now deals 3 times the damage of your raging blood and if an enemy smaller than you fails a critical save it dies and you recover your spent raging blood point.
Sweep: Now you deal twice your raging blood damage to enemies plus the other additional bonuses and if both enemies fall you recover your spent raging blood point.
Headbutt: Now on a failure the creature also takes 3d6 psychic damage.
Cut: now the enemy suffers 2d8 necrotic damage and you can cut a second time this turn as a reaction, only once per long rest (this causes the bleeding again)
Charge: You can now walk full distance and make an unarmed attack that cannot be replaced by a maneuver.
Murderer

At 10th level, your unarmed strikes now deal 1d12 bludgeoning damage, when you kill a creature you regain a raging blood point, at 20th level when you kill a creature you can immediately walk up to half your movement and attack another creature again without a limit of times you can repeat this as long as you keep killing creatures.

War master

at 14th level, you gain proficiency in athletics, perception and intimidation, if you already have proficiency you gain expertise, in addition to each 2 enemy creatures that you can see you gain +1 damage on your unarmed attacks and maneuvers, you also gain +1 damage point if you have enemy creatures the same size or larger than you.

Bloodline of defense[edit]

They say that "defense is the best offense", prove to everyone that you are the representation of that.

Sub-Skin

at 3th level, a second skin forms beneath yours, thick and durable, when you activate reckless you gain double your raging blood damage as temporary life, at 11th level you gain 6x your raging blood damage as temporary life.

Undoubted

at 6th level, you never allowed anyone to hit you, when hit by a melee attacker he receives your raging blood damage as the same type of damage he caused to you if he hits you while you have temporary health he receives double damage.

Rebound

at 10th level, when an enemy takes reflected damage from you, they must make a Constitution saving throw DC 8 + Proficiency + your Constitution modifier, or be incapacitated until the start of their turn.

Blood cover

at 14th level, your blood comes out through your pores and covers your body like armor, you can choose to lose as many points as you want in your armor class for 1 minute and add them to the damage of your Undoubted, in addition, choose when you gain this feature two types of damage and become permanently resistant to them (you cannot change these resistances).

Bloodline of life[edit]

Blood represents life and it flows through your veins, as long as there is blood you will live, as long as you live there will be blood.

Forced renewal

at 3th level, you aggressively force your bloodline to heal you. As a bonus action, you can spend as many hit dice as you want and heal as much as the number rolled.

Incessant life energy

at 6h level, the healing properties of your body begin to awaken in abundance. At the start of your turn you heal as many hit points as your raging blood damage

Vital and endless

at 10th level, your bloodline becomes even more active and its healing properties even more potent, now you heal yourself twice your raging blood damage and if you roll initiative and have no more life dice you recover half of your life dice.

The overflowing vital energy

at 14th level, your presence becomes a healing balm, life energy flows from you incessantly, you roll death saving throws with advantage, and an aura of life energy flows from you, healing friendly creatures within 5 feet of you for half your incessant life energy.

You also add your Constitution modifier to your incessant life energy.

Multiclassing[edit]

you can't multiclass with this class
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