Barbarian
Base Class: Barbarian

It takes a certain type of warrior to look upon a fully armored enemy and think "I wann punch that thing to death". Those who chose this class use their brawn and might, over their brain and intelligence. 

HP

Your hit dice is 1d12

Abilities  

STR +3, INT -3, CON +1, WIS -2

Sturdy Build

Your body has been tested and pushed to the utmost limits of physical power. You have a natural AC of 10 + your CON modifier + your STR modifier, up to a maximum of 18. 

Natural Born Tank

Starting at level 4 you gain resistance to 1 type of damage of your choice, and once more at level 12. As a bonus action you can try to completely negate damage with a 15% chance. On a fail you take twice as much.

Fists of the Elements

Starting at level 6 you have to option to chose an elemental affinity. In exchange for cutting the base damage done by your melee attacks, you can add 1d6 of your chosen element per level (level 7 would so 3d8 + 1d10 + "4d6 your element") (level 14 would do 7d8 + 1d12 + "7d6 your element")

Luck or Skill?

Starting at level 10, you can roll a 1d12 and do that elemental damage instead of your chosen type 

(*NOTE* this erases your chosen element and you must use the random element everytime)

1 fire

2 water

3 earthen

4 air

5 ice

6 lightning

7 necrotic

8 radiant

9 acid

10 curse

11 *life

12 *void

*Life* Roll damage, heal the creature for that many hit points instead of damaging, regardless of friend or foe

*Void* Roll damage as normal, that attack does x2 damage

Stoic Protector

Starting at level 6, as a bonus action you can jump in front of an ally about to take damage and take the damage in their place.

Grappler Baki

Starting at level 10 you can add your proficiency bonus to grapple rolls, also enemies grappled by you have disadvantage on escaping.

Broken Defence

Starting at level 14, whilst grappled, the enemy cannot defend, therefore all outside attacks do maximum damage to both the enemy and the player.  

Crushing Grip

Starting at level 12 you can attempt to crush an opponent you have grappled, you both roll and the highest roll wins. On a fail the creature takes 6d10 bludgeoning damage, on a pass the creature is freed. 

Not a Place Fit to Die In

Starting at level 18, once per long rest, if you fall below 0 hp, you instead ignore that and gain your maximum hp, fighting on for 1d4 rounds. After those 1d4 rounds have passed you collapse, failing 2 death saves instantly. 

*NOTE this feature is ONLY taken at level 18, due to restrictions it was set to 14, but is only TRULY gained at level 18* 

Heavy Handed

Starting at level 1, you have no proficiency in any weapons nor can you wield and shield or other tool, but any unarmed attacks do 1d8 base + 1d8 for every level. At level 5 it increases to 1d10, level 12 is 1d12, level 20 is 1d20. (Level 3 would do 3d8 + 1d8, level 7 would do 7d8 + 1d10, level 16 16d8 + 1d12, and level 20 is 20d8 + 1d20)

Lead Footed

Beginning at Level 6, you can chose to do a kick of the same damage as a punch, with the added affect of a 30% chance to knock the enemy prone. On a fail the opponent gets an opportunity attack.

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