Special Abilities
Unarmored Defense
Gain your Con bonus to AC when wearing no armor, or armor with which you are proficient.
When wearing light or no armor, gain your proficiency bonus to AC.
Preternatural Senses
You gain an uncanny sense of when things nearby aren't as they should be giving you an edge when you dodge away from danger. You have advantage on Dexterity 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.
You are at home in the wild, and cannot get lost while traveling, even in unfamiliar territory. You can always find food, water, and shelter, if there is any to be had. You can use the following maneuver:
- Detect Beasts: 1 action, concentration; you detect the position of all beasts and natural creature within 30-ft, even if you cannot see or hear them. In a natural environment, the area of effect is 120 ft.
Rage
Flavor text goes here.
Gain rage as follows:
- +1 each time you are hit for damage
- +1 each time you miss with an attack
- +1 each time someone attempts to control you (charm, compel, push/pull, trip, grapple, net, movement reduction, etc)
Each of the above can only happen once/rd.
All rage is lost at the end of an encounter.
You gain the following abilities:
- Berserk: immediate action, costs 1 rage; you enter a state of berserker rage. On turn start, you spend 1 rage to keep the effect going; if you're out of rage, it ends. You cannot end it voluntarily. Gain the following traits in this state:
- add proficiency bonus to melee damage rolls
- resistance to nonmagical damage
- advantage to any Strength saves or checks
- immune to effects based on fear or pain
- Unstoppable: immediate action, costs 1 rage; you attempt to end any effect that controls your will, or limits your movement or actions. Roll a Strength save against the effect (if needed, DM can provide a DC); on success, you are free. Does not work against natural unconsciousness or death. May only attempt once per round per effect.
- Power Attack: when using any melee attack or maneuver, you may spend 1 point of rage to add +100% bonus damage.
Fast Movement
You gain 10 ft of movement at level 3.
At level 7, you gain a climb, jump, and swim speed equal to half your walking speed.
(Jump speed means you can take a single leap of up to your max jump speed, not provoking attacks, with no need of contact with the earth other than the start and end square of the jump, superceding normal jump rules)
Anger Management
You gain the ability to end berserker rage voluntarily, as well as the ability to maintain your rage after an encounter ends. You now have a maximum Rage equal to 2 per Barbarian level.
Also:
- The number of times each rage gaining event can happen per round is now unlimited.
- You may spend additional points of Rage when using Unstoppable to re-roll. A natural 1 means you cannot use Unstoppable on that effect again that round.
- You may use Power Attack on bonus attacks when using Extra Attack.
Instinct
Your instincts are so honed that you have advantage on initiative rolls. 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.
You can use the following maneuver:
- Detect Danger: 1 action, concentration; you detect the position and type (e.g. humanoid, undead, etc) of all creatures who might pose a threat within 30-ft, even if you cannot see or hear them. In a natural environment, the area of effect is 120 ft.
Frenzy
You may enter a higher state of berseker rage known as frenzy. It grants the same benefits as Berserk, plus:
- inflict maximum damage with melee damage dice
- resistance to all damage
- immune to charm, compulsion, push/pull and movement-impairing effects
- costs 3 rage to start and 3 per round to maintain
In a frenzy you may use the following abilities:
- Diehard: Upon reaching 0 hit points, you may immediately spend 10 rage (if available) to restore yourself to half your max hit points. This adds one level of Exhaustion. The rage cost of this ability is multiplied by your current level of exhaustion.
- Hulk Smash: Move action; you move at normal speed, smashing down any barriers in the way. Roll a Strength check (with proficiency) and add your current Rage total; any object with fewer than that many HP breaks, allowing you passage through it.
Equipment
Starting equipment: wtf ever.
Armor
Sark
A mantle of hide, skinned from a beast, complete with taxidermied head. A form of armor less about protection, and more about intimidation. All sarks are free, but you must kill and skin the beast yourself. Sarks are light armor, and do not disadvantage stealth.
Sark | AC | Notes |
---|---|---|
Bear, wolf, etc |
12 + Dex |
Available as starting equipment |
Lion, dire wolf, brown bear |
13 + Dex |
Advantage to intimidation |
Dire boar, polar bear, rhino |
14 + Dex |
Advantage to intimidation |
Basilisk, manticore, owlbear, winter wolf |
15 + Dex |
Minor magical properties |
Chimera, wyvern |
16 + Dex |
Magical properties |
Drake (young dragon) |
17 + Dex |
Magical properties, energy resistance |