Primal techniques are different from battle master maneuvers, but the concept is similar. The damage has not been enhanced much. Instead of doing a fixed damage now the rage damage is a die that grows depending on the barbarian level. This would make synergy with the critic. Whereas Brutality is like a version of the fighter Action Suge but for the barbarian. So that even the barbarian can do a critic without depending too much on luck.
What I want to realize is that every class without spells have at least some combat techniques. This is to lessen the difference between magic and non-magic classes, and also to add a little more room for customization. This could also balance the problem of short rests. If everyone needs them equally no one can protest.
A few changes have been made :
Primal Force
Barbarian make they train themselves to perceive Primal energy that most Barbarian call Primal Force. This energy is an element of the magic that suffuses the multiverse-specifically, the element that flows through every being who feels emotions.
Primal Force Accumulation
The more you level up as a barbarian, the more primordial energy this can accumulate and use, as shown in the Primal Points column of the Barbarian table. You can spend these points to fuel various Primal Techniques. When you spend a Primal point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Primal energy back into yourself.
Primal Rage
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, Strength saving throws and intimidation check.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian 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 level in the Rages’ column of the Barbarian table, you can recover one with a short rest, or you must finish a long rest to recover them all.
Primal Techniques
When you obtain this feature, you learn two Primal Techniques, which you can choose from the Barbarian Primal Techniques list. As you increase in level, you learn more techniques, as indicated in the Techniques Known column of the Barbarian table. Additionally, when you gain a Barbarian level, you can exchange any known Primal Technique for another. Each technique consumes 1 Primal point, and can only be used when in rage. Some of the Primal Techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:
Primal save DC = 8 + your proficiency bonus + your Strength or Constitution modifier (your choice)
Primal Techniques List
Battle Cry. As a bonus action, you can perform a passionate battle cry that any of your allies within a distance of 90 feet can hear. Doing so gives you and your allies’ advantage on melee weapon attack rolls using Strength during their next turn.
Brute Parry. When a creature hits you with an attack, and you have a great weapon in your hands, you can use it as a shied to protect yourself. As a reaction, you can add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Creepy Cry. As a bonus action, you can perform a Creepy cry that any enemy in your vicinity cannot easily ignore. Any creature of your choice within 30 feet of you must succeed on a Wisdom saving throw, or have their movement become 0 for 1 minute. This saving throw can be re-rolled at the end of the turn.
Deadly Strike. When you hit a creature with a heavy weapon attack that have advantage, you can enhance your damage. You can add another Rage Damage die to the attack’s damage roll.
Destiny Breaker. When you hit a creature with a heavy weapon, and you’ve rolled 19-20 on the attack roll, your primal force will help you turn it into a critical attack. At 11th level your control over the primal force allows you to make a critical from an attack roll 18-20 and at 17th level 17-20.
Frenzy. In this turn, your rage is so overwhelming that allows you to attack faster. You can make a single melee weapon attack as a bonus action.
Infinite Rage. If your turn ends, and you haven’t attacked a hostile creature since your last turn or taken damage since then, you can use your primal force to fuel your rage, so you don’t lose it.
Iron Skin. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll four Rage Damage dice. Add your Constitution modifier to the number rolled, and reduce the damage by that total.
Leap Attack. At the beginning of your turn, you can use your movement action to jump a distance equal to your movement, thus causing an earth tremor in a 10-foot radius around you. Each creature other than you in that area must succeed on a Dexterity saving throw, or takes one Rage Damage die of bludgeoning damage and be knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
Regeneration. The Primal energy allows your body to accelerate your natural healing. On your turn, you can use a bonus action to recover hit points equal to your Rage Damage die + your barbarian level.
Strike Back. When you take damage from a creature in melee, you can use your reaction to make a weapon attack against it.
Taunt. As a bonus action, you can perform a movement with your weapon accompanied by a horrible insult that any enemy in your vicinity cannot easily ignore. Any creature of your choice within 30 feet of you must succeed on a Wisdom saving throw, or be conditioned by primal rage and are forced to attack you in their turn. If the creatures did not have means of ranged attack, they are obliged to move closer, but if they do have them, they still cannot take distance. If the creature affected by the primal rage received damage during its action to attack the barbarian, this is automatically freed from Taunt.
Throw Enemies. When you hit a creature with a heavy weapon, you can attempt to push it back. If the target is Large or smaller, it must succeed on a Strength saving throw, or it can be pushed up to 30 feet away from you.
Throw Heavy Weapons. As a bonus action, you can make a ranged attack with a heavy weapon 10/30 (this weapon must be tied to a chain). If you hit a Large or smaller target, it must succeed on a Strength saving throw, or being pulled towards you.
War Cry. As a bonus action, you can perform a terrifying war cry that any enemy in your vicinity cannot easily ignore. Any creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or have disadvantage on attack rolls on all enemies except you for 1 minute. This saving throw can be re-rolled at the end of the turn.
Whirlwind. When you hit a creature with melee weapon attack, as a bonus action, you can damage all the creatures that surround you. All creatures within the range of your weapon must succeed on a Dexterity saving throw or take a damage equal to your Rage Damage die + your Strength modifier.
Brutal Start
At 7th level, as part of the bonus action you take to enter your rage, your movement increases by half your speed, and you can perform a primal technique without having to use Primal points.
Brutality
Beginning at 11th level, you can push yourself beyond your normal limits for a moment. On your turn, when you hit a creature with a heavy weapon, you can make it a critical attack. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
I would like to know your opinion on the changes I have made.
Hello everyone, I have just created a variant of the barbarian class and would like your opinion.
My idea is to make evident the true bestiality and primal nature of the barbarian.
I have added a primal power to the barbarian's class to help him express its true brutal and insane nature of murderous rampage.
This barbarian was designed for a game where there is no GWM feat.
For more information - Homebrew link : https://homebrewery.naturalcrit.com/share/k1po3uY-Xth9 (recommended, I put effort into the presentation)
Primal techniques are different from battle master maneuvers, but the concept is similar. The damage has not been enhanced much. Instead of doing a fixed damage now the rage damage is a die that grows depending on the barbarian level. This would make synergy with the critic. Whereas Brutality is like a version of the fighter Action Suge but for the barbarian. So that even the barbarian can do a critic without depending too much on luck.
What I want to realize is that every class without spells have at least some combat techniques. This is to lessen the difference between magic and non-magic classes, and also to add a little more room for customization. This could also balance the problem of short rests. If everyone needs them equally no one can protest.
A few changes have been made :
Primal Force
Barbarian make they train themselves to perceive Primal energy that most Barbarian call Primal Force. This energy is an element of the magic that suffuses the multiverse-specifically, the element that flows through every being who feels emotions.
Primal Force Accumulation
The more you level up as a barbarian, the more primordial energy this can accumulate and use, as shown in the Primal Points column of the Barbarian table. You can spend these points to fuel various Primal Techniques. When you spend a Primal point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Primal energy back into yourself.
Primal Rage
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:
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 level in the Rages’ column of the Barbarian table, you can recover one with a short rest, or you must finish a long rest to recover them all.
Primal Techniques
When you obtain this feature, you learn two Primal Techniques, which you can choose from the Barbarian Primal Techniques list. As you increase in level, you learn more techniques, as indicated in the Techniques Known column of the Barbarian table. Additionally, when you gain a Barbarian level, you can exchange any known Primal Technique for another. Each technique consumes 1 Primal point, and can only be used when in rage. Some of the Primal Techniques require your target to make a saving throw to resist the technique’s effects. The saving throw DC is calculated as follows:
Primal save DC = 8 + your proficiency bonus + your Strength or Constitution modifier (your choice)
Primal Techniques List
Battle Cry. As a bonus action, you can perform a passionate battle cry that any of your allies within a distance of 90 feet can hear. Doing so gives you and your allies’ advantage on melee weapon attack rolls using Strength during their next turn.
Brute Parry. When a creature hits you with an attack, and you have a great weapon in your hands, you can use it as a shied to protect yourself. As a reaction, you can add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Creepy Cry. As a bonus action, you can perform a Creepy cry that any enemy in your vicinity cannot easily ignore. Any creature of your choice within 30 feet of you must succeed on a Wisdom saving throw, or have their movement become 0 for 1 minute. This saving throw can be re-rolled at the end of the turn.
Deadly Strike. When you hit a creature with a heavy weapon attack that have advantage, you can enhance your damage. You can add another Rage Damage die to the attack’s damage roll.
Destiny Breaker. When you hit a creature with a heavy weapon, and you’ve rolled 19-20 on the attack roll, your primal force will help you turn it into a critical attack. At 11th level your control over the primal force allows you to make a critical from an attack roll 18-20 and at 17th level 17-20.
Frenzy. In this turn, your rage is so overwhelming that allows you to attack faster. You can make a single melee weapon attack as a bonus action.
Infinite Rage. If your turn ends, and you haven’t attacked a hostile creature since your last turn or taken damage since then, you can use your primal force to fuel your rage, so you don’t lose it.
Iron Skin. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll four Rage Damage dice. Add your Constitution modifier to the number rolled, and reduce the damage by that total.
Leap Attack. At the beginning of your turn, you can use your movement action to jump a distance equal to your movement, thus causing an earth tremor in a 10-foot radius around you. Each creature other than you in that area must succeed on a Dexterity saving throw, or takes one Rage Damage die of bludgeoning damage and be knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
Regeneration. The Primal energy allows your body to accelerate your natural healing. On your turn, you can use a bonus action to recover hit points equal to your Rage Damage die + your barbarian level.
Strike Back. When you take damage from a creature in melee, you can use your reaction to make a weapon attack against it.
Taunt. As a bonus action, you can perform a movement with your weapon accompanied by a horrible insult that any enemy in your vicinity cannot easily ignore. Any creature of your choice within 30 feet of you must succeed on a Wisdom saving throw, or be conditioned by primal rage and are forced to attack you in their turn. If the creatures did not have means of ranged attack, they are obliged to move closer, but if they do have them, they still cannot take distance. If the creature affected by the primal rage received damage during its action to attack the barbarian, this is automatically freed from Taunt.
Throw Enemies. When you hit a creature with a heavy weapon, you can attempt to push it back. If the target is Large or smaller, it must succeed on a Strength saving throw, or it can be pushed up to 30 feet away from you.
Throw Heavy Weapons. As a bonus action, you can make a ranged attack with a heavy weapon 10/30 (this weapon must be tied to a chain). If you hit a Large or smaller target, it must succeed on a Strength saving throw, or being pulled towards you.
War Cry. As a bonus action, you can perform a terrifying war cry that any enemy in your vicinity cannot easily ignore. Any creature of your choice within 30 feet of you must succeed on a Wisdom saving throw or have disadvantage on attack rolls on all enemies except you for 1 minute. This saving throw can be re-rolled at the end of the turn.
Whirlwind. When you hit a creature with melee weapon attack, as a bonus action, you can damage all the creatures that surround you. All creatures within the range of your weapon must succeed on a Dexterity saving throw or take a damage equal to your Rage Damage die + your Strength modifier.
Brutal Start
At 7th level, as part of the bonus action you take to enter your rage, your movement increases by half your speed, and you can perform a primal technique without having to use Primal points.
Brutality
Beginning at 11th level, you can push yourself beyond your normal limits for a moment. On your turn, when you hit a creature with a heavy weapon, you can make it a critical attack. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
I would like to know your opinion on the changes I have made.
I hope you will enjoy it.