CyberThread
2014-08-10, 01:16 AM
Hi, I am your local thread creator today and have taken up the mantle of doing the very basics and skeleton for the Barbarian Class, to help show off a bit of what mechanics are at play for the class.
Barbarian
The Starting Basics
The Barbarian runs a d12 HD per level , Medium armor + marital weapon proficiency, with strength and constitution saving throws.
It also benefits from having two choices for skills out of a list of animal handling , athletics, intimidation, nature, perception , survival.
Class Features
Rage: Rages per long rest are listed on the class table, Whiling raging you gain these pros/cons . Advantage on strength checks and saving throws. Bonus on melee attacks, resistance to bludgeon and slashing damage type.
No spells while raging.
Unarmored Defense : AC 10 + dex+con, you can use shields.
Reckless Attack: On the first attack of your first turn you can use this option to gain advatage on melee attack rolls , but attack rolls against you gain advantage the next turn.
Danger Sense: On dexterity saving throws against, spells and traps you gain advatage.
Primal Path: Chose your subclass
Extra Attack: Hit twice instead of once
Fast Movement: Zoom Zoom +10
Feral Instinct : Advantage on Initiative rolls , act normally on surprise round if you rage.
Brutal Critical: Roll an additional weapon damage die on crits , goes up as you level
Relentless Rage : While raging if you drop to 0, make a con DC check if successful drop to 1 instead of 0 HP. DC goes up on each use of the ability by 5, resets back to 10 after a short or long rest.
Persistent Rage : Rage ends only when you pass out or chose to end it
Indomitable Might: Unsure....Confusing
Primal Champion : STR and CON increase by +4 , break the rules allows scroes to go to 24 (Creates precedent to bend 20 stat rules)
Sub-Classes
Now the Major Sub Class decisions: Primal Paths
You gain access to theses at level 3, and each of the two gain very different play styles. The choices you have are , Beserker and the Totem WArrior
The Beserker
Frenzy: During Rage, make a single melee attack during bonus action , per turn while in rage. Suffer one level of exustion at the end of the rage.
Mindless Rage: Charmed or Frightenied effects are suspended while in a rage.
Intimidating Presence: Frighten someone by yelling
Retaliation : If someone hits you with a melee weapon , you can hit them back as your reaction.
The Totem Warrior:
Spirit Seeker: Gain beast sense and speak with animals as ritual spells.
Totem Spirit: Gain stuff under three different choices. Each animal can be chosen differently , you are not stuck with the same animal under different abilties.
Bear: During a rage, gain resistance against all damage types except psychic.
Eagle: While not wearing heavy armor , and raging, anyone that attacks you during opportunity has disadvantage , and can use dash option as bonus action.
Wolf: While ragining team mates have advatage on melee attacks against targest that are within 5 feet of you.
Aspect of the beast:
Bear: Doubled carrying capacity , advatage when breaking things.
Eagle: See items up to a mile away , see fine detail up to 100 ft , dim light immunity on disadvatage checks of perception checks.
Wolf: Track targets moving at a face pace, move stealthily at normal pace.
Spirit Walker: commune with nature as a ritual.
Totemic Attuenment :
Bear : While Raging, creatures within range have disadvantage if they attack anyone but you.
Eagle: While raging gain flying speed equal to walking speed, fall to the ground if you do not land by the end of your turn.
Wolf: While raging use bonus action to knock a large or smaller creature prone while making a melee attack.
Barbarian
The Starting Basics
The Barbarian runs a d12 HD per level , Medium armor + marital weapon proficiency, with strength and constitution saving throws.
It also benefits from having two choices for skills out of a list of animal handling , athletics, intimidation, nature, perception , survival.
Class Features
Rage: Rages per long rest are listed on the class table, Whiling raging you gain these pros/cons . Advantage on strength checks and saving throws. Bonus on melee attacks, resistance to bludgeon and slashing damage type.
No spells while raging.
Unarmored Defense : AC 10 + dex+con, you can use shields.
Reckless Attack: On the first attack of your first turn you can use this option to gain advatage on melee attack rolls , but attack rolls against you gain advantage the next turn.
Danger Sense: On dexterity saving throws against, spells and traps you gain advatage.
Primal Path: Chose your subclass
Extra Attack: Hit twice instead of once
Fast Movement: Zoom Zoom +10
Feral Instinct : Advantage on Initiative rolls , act normally on surprise round if you rage.
Brutal Critical: Roll an additional weapon damage die on crits , goes up as you level
Relentless Rage : While raging if you drop to 0, make a con DC check if successful drop to 1 instead of 0 HP. DC goes up on each use of the ability by 5, resets back to 10 after a short or long rest.
Persistent Rage : Rage ends only when you pass out or chose to end it
Indomitable Might: Unsure....Confusing
Primal Champion : STR and CON increase by +4 , break the rules allows scroes to go to 24 (Creates precedent to bend 20 stat rules)
Sub-Classes
Now the Major Sub Class decisions: Primal Paths
You gain access to theses at level 3, and each of the two gain very different play styles. The choices you have are , Beserker and the Totem WArrior
The Beserker
Frenzy: During Rage, make a single melee attack during bonus action , per turn while in rage. Suffer one level of exustion at the end of the rage.
Mindless Rage: Charmed or Frightenied effects are suspended while in a rage.
Intimidating Presence: Frighten someone by yelling
Retaliation : If someone hits you with a melee weapon , you can hit them back as your reaction.
The Totem Warrior:
Spirit Seeker: Gain beast sense and speak with animals as ritual spells.
Totem Spirit: Gain stuff under three different choices. Each animal can be chosen differently , you are not stuck with the same animal under different abilties.
Bear: During a rage, gain resistance against all damage types except psychic.
Eagle: While not wearing heavy armor , and raging, anyone that attacks you during opportunity has disadvantage , and can use dash option as bonus action.
Wolf: While ragining team mates have advatage on melee attacks against targest that are within 5 feet of you.
Aspect of the beast:
Bear: Doubled carrying capacity , advatage when breaking things.
Eagle: See items up to a mile away , see fine detail up to 100 ft , dim light immunity on disadvatage checks of perception checks.
Wolf: Track targets moving at a face pace, move stealthily at normal pace.
Spirit Walker: commune with nature as a ritual.
Totemic Attuenment :
Bear : While Raging, creatures within range have disadvantage if they attack anyone but you.
Eagle: While raging gain flying speed equal to walking speed, fall to the ground if you do not land by the end of your turn.
Wolf: While raging use bonus action to knock a large or smaller creature prone while making a melee attack.