Barbarian
Base Class: Barbarian

The practical Tvar spend long days in their fields, grow-
ing food and raising sheep, horses, and other livestock
essential to sustaining the clans. Yet these homesteads
are often isolated and an individual Tvar might be called
upon to protect a sheep herd, farmhouse, or trapping
cabin. Most learn at an early age how to fight effectively
when outnumbered. Some among them take to this path
with exceptional passion.
Though the farmers and smiths of the Tvar are often
considered among the most cordial of the raiders, when
pushed too hard, the Provoked barbarian retaliates swiftly
and with no measure of mercy. Some who have witnessed
such unleashed carnage swear they see two warriors,
standing back-to-back like the god twins, Gnark and Idin.

Reckoning of Choice

Starting at 14th level, you have learned to turn a draw-back into a powerful strike against your opponents. You gain one of the following features of your choice (it can be different from your previous choices).

Stoic Reckoning

When you use Reckless Attack, you gain resistance to
one damage type of your choice and are immune to the
stunned condition until the beginning of your next turn.

Wild Reckoning

While you are raging, you may use an action to
make a single melee weapon attack to remove a foe
immediately from the battlefield. If you hit, you do
maximum damage. Additionally, they must make a
Constitution saving throw against a DC of 8 + your
proficiency bonus + your Strength modifier. If they
fail, they are stunned for 1 minute. At the end of each
of its turns, the affected creature can make another
Constitution saving throw. On a success, the creature
is no longer stunned.

Wrathful Reckoning

When you use Reckless Attack, you may make an additional melee weapon attack as a bonus action.

Strength of One

Starting at 3rd level, while you are raging, your critical
hit range increases by 1 for each hostile attacker within 5
feet, to a maximum equal to your proficiency bonus.

Strength of One choices

You must select one of the following features.

Stoic Strength

You stand firm in the face of danger and use your wits,
not your emotions to guide you through battle. As a reac-
tion, when you take damage, you may move up to half
your walking speed towards the creature that damaged
you and make a melee attack. This movement does not
provoke opportunity attacks.

Wild Strength

No enemy is safe when near you. You may sacrifice an
attack and transform it into a wild swing that threatens
all opponents nearby. Any opponent within your weap-
on’s reach must make a Dexterity saving throw against a
DC of 8 + your proficiency bonus + your Strength modi-
fier. If they fail, they take damage as though you hit them
with an attack made with the weapon used.

Wrathful Strength

Your fury knows no bounds—when injured you
are able to use your attacker’s strength to fuel your
own. While you are raging, if you take damage from
a hostile creature, you may use a reaction to add a
provoked point. On future turns you may spend these
provoked points to do extra damage when you hit. If
you hit a foe, for each provoked point you expend,
you gain an extra die of damage. The maximum
number of provoked points you may have is equal to
your proficiency bonus and all unspent points are lost
when your rage ends.

Violent Response

Starting at 10th level, while you are raging, if a crea-
ture attacks or forces you to make a saving throw, you
can use a reaction to mark that creature until the end
of your next turn. While marked in this way, the crea-
ture is considered vulnerable to the next melee weapon
attack made by you. If that attack hits, you deal maxi-
mum damage. You can use this ability once per rage.

Dominant of Will Choices

At 6th level and beyond, you have learned to focus your
will and in circumstances that might hinder a lesser hero,
you always find a way to persevere.
You gain one of the following features of your choice
(it can be different from your 3rd level choice).

Stoic Dominance

While raging, you have advantage on saving throws against being charmed or frightened. You also automatically succeed on any saving throws to protect against magical illusions.

Wild Dominance

While you are raging, you may take the Dash action as a bonus action. In addition, when you take the Dash action this way, moving across difficult terrain costs you no extra movement.

Wrathful Dominance

Your proficiency bonus with the Intimidation skill is doubled. In addition, while you are restrained or prone, you do not have disadvantage on melee attacks.

Comments

Posts Quoted:
Reply
Clear All Quotes