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View Full Version : D&D 3.x Class Homebrew Setting: Class: Barbarian



Larzzral
2014-08-26, 05:41 PM
One of fifteen classes I've done up for my own setting. Some are only slightly changed, others are rely a lot of homebrew. In the end, I am hoping to provide classes that offer some options to keep a player engaged, while at the same time I am mostly playing with people who have never played before, and want things that are not too confusing. Let me know how I've done. Power-wise, I am looking for Tier 3-4 range. Classes should be judged compared to each other and not to standard 3.5 classes.

The ability section will generally be left blank. It's pretty common knowledge that constitution is always needed, strength to hit things, unless you're dexterity focused. So unless there are abilities that specifically rely on a skill, I'll leave it blank. Also, I don't use the normal 3.5 system for skills. So it'll mostly be left unchanged from original classes, except the minimum I'll use is 4 per level.


Barbarian
(Inspiration: Barbarian, Shapeshift Variant Druid)

GAME RULE INFORMATION
Barbarians have the following game statistics.
Abilities:
Alignment: Any.
Hit Die: d12
Starting Age: As SRD barbarian.
Starting Gold: As SRD barbarian.

Class Skills: As SRD barbarian

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier



Level
BAB
Fort
Ref
Will
Special


1st
+1
+2
+0
+0
Beast Form, Fast Movement +10', Predator Form




2nd
+2
+3
+0
+0
Uncanny Dodge




3rd
+3
+3
+1
+1
Spell Sense +1




4th
+4
+4
+1
+1
Predator Form (Feat)




5th
+5
+4
+1
+1
Aerial Form, Improved Uncanny Dodge




6th
+6/+1
+5
+2
+2
Spell Sense +2




7th
+7/+2
+5
+2
+2
Aerial Form (Feat), Damage Reduction 1/-




8th
+8/+3
+6
+2
+2
Ferocious Slayer Form, Spell Reflection




9th
+9/+4
+6
+3
+3
Spell Sense +3




10th
+10/+5
+7
+3
+3
Damage Reduction 2/-, Ferocious Slayer Form (Feats)




11th
+11/+6/+1
+7
+3
+3
Dual Form




12th
+12/+7/+2
+8
+4
+4
Forrest Avenger Form, Spell Sense +4




13th
+13/+8/+3
+8
+4
+4
Damage Reduction 3/-




14th
+14/+9/+4
+9
+4
+4
Forrest Avenger Form (Feat)




15th
+15/+10/+5
+9
+5
+5
Spell Sense +5




16th
+16/+11/+6/+1
+10
+5
+5
Damage Reduction 4/-, Elemental Fury Form




17th
+17/+12/+7/+2
+10
+5
+5
Indomitable Will




18th
+18/+13/+8/+3
+11
+6
+6
Elemetal Fury Form (Feat), Spell Sense +6




19th
+19/+14/+9/+4
+11
+6
+6
Damage Reduction 5/-




20th
+20/+15/+10/+5
+12
+6
+6
Triple Form





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Class Features:All of the following are class features of the barbarian.

Weapon and Armor Proficiencies: A barbarian is proficient in all simple and martial weapons, light and medium armour and shields, excluding tower shields.

Beast Form: You can shapeshift at will into powerful animalor nature-oriented forms. Each time you use this ability, you can choose the exact look that your shapeshifted form takes.
Barbarians pick animals from the terrain and climate they’re most familiar with. For example, a barbarian from a jungle might adopt the form of a black panther when in predator form, while one from the tundra might shapeshift into a white wolf. The two forms look different, but functionally they’re identical. This is a supernatural ability.
It requires only a swift action to shapeshift. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. There’s no limit to the number of times per day you can change forms, nor to the amount of time you can spend in a shapeshifted form.
You retain your normal Hit Dice, hit points, base attack bonus, base saving throw bonuses, and skill ranks regardless of your form. You also retain your normal ability scores, though each form grants a bonus to your Strength score.
You keep all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have.
All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your normal form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You can’t cast spells or activate magic items while in shapeshifted form, even if you have the Natural Spell feat or other ability that would allow you to cast spells while wild shaped.
Unless otherwise noted in the descriptions below, you retain your size and space when you adopt a new form. You always retain your type and subtypes, regardless of the nature of the form assumed. You don’t gain any special attacks or qualities while shapeshifted except as described below.
When you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your barbian level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction. The damage dice given are for Medium barbarians; smaller or larger barbarians should adjust those values according to the table on page 28 of the Dungeon Master’s Guide.
If knocked unconscious or slain in shapeshifted form, you revert to your original form.
•Predator Form: This form, traditionally that of a wolf, panther, or other predatory mammal, is the first one a shapeshifting barbarian learns.
While in predator form, you gain a primary bite attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to Strength, and your natural armor bonus improves by 4. Your base land speed becomes 50 feet.
•At 4th level, you gain Mobility as a bonus feat whenever you are in predator form (even if you don’t meet the prerequisites).
•Aerial Form: At 5th level, you can shapeshift into a flying creature. Traditionally resembling an eagle, vulture, or bat, the aerial form enables fast travel and the ability to soar out of harm’s way.
While in aerial form, you gain a primary talon attack that deals 1d6 points of damage. You have the reach of a long creature of your size (5 feet for Small or Medium). You gain a +2 enhancement bonus to Strength and a +2 enhancement bonus on Reflex saves, and your natural armor bonus improves by 2. You gain a fly speed of 40 feet (good maneuverability).
•At 7th level, you gain Flyby Attack as a bonus feat whenever you are in aerial form.
•Ferocious Slayer Form: At 8th level, you can shapeshift into a large and fierce predatory form, such as a tiger, brown bear, or dire wolf.
While in ferocious slayer form, you gain a primary bite attack that deals 1d8 points of damage and two secondary claw attacks that each deal 1d6 points of damage. Your size increases by one category (to a maximum of Colossal), and you have the reach of a long creature of your size (5 feet for Medium or Large). You gain a +8 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude saves, and your natural armor bonus improves by 8. Your base land speed changes to 40 feet.
•At 10th level, you gain Improved Critical (bite) and Improved Critical (claw) as bonus feats whenever you are in ferocious slayer form.
•Forest Avenger Form: At 12th level, you can take the form of a massive plantlike creature, similar to a shambling mound or a treant. (Barbarians not native to forest terrains typically rename this form to fit their environment.)
While in forest avenger form, you gain a pair of primary slam attacks that deal 1d8 points of damage each. Your size increases by one category (to a maximum of Colossal) and you have the reach of a tall creature of your size (5 feet for Medium, 10 feet for Large). You gain a +12 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude and Will saves, and your natural armor bonus improves by 12. Your base land speed becomes 20 feet.
You gain damage reduction 5/slashing while in forest avenger form.
•At 14th level, you gain Improved Overrun as a bonus feat while in forest avenger form (even if you don’t meet the normal prerequisites).
•Elemental Fury Form: At 16th level, you can shapeshift into a giant form of air, earth, fire, or water (your choice each time you shapeshift).
While in elemental fury form, you gain a pair of primary slam attacks that deal 2d6 points of damage each. Your size increases by two categories (to a maximum of Colossal), and you have the reach of a tall creature of your size (10 feet for Large, 15 feet for Huge). You gain a +16 enhancement bonus to Strength and a +4 enhancement bonus on Fortitude, Reflex, and Will saves, and your natural armor bonus improves by 16.
You do not gain any new modes of movement in elemental fury form, nor does your base land speed change.
You gain immunity to extra damage from critical hits while in elemental form. You also gain immunity to an energy type related to the element chosen (air = electricity, earth = acid, fire = fire, water = cold). You don’t need to breathe while in elemental fury form.
•At 18th level, you gain Great Cleave as a bonus feat while in elemental fury form (even if you don’t meet the normal prerequisites).


Fast Movement: A barbarian gains an additional 10' to his base land speed. Should the creature not have a base land speed, than apply this bonus to the highest movement mode the creature does have.


Uncanny Dodge: At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Spell Sense: Beginning at 3rd level, you gain a +1 dodge bonus to your AC against spells and spelllike abilities. This bonus increases by 1 for every three barbarian levels thereafter (to +2 at 6th level, +3 at 9th level, and so on to a maximum of +6 at 18th level).
This is an extraordinary ability.

Improved Uncanny Dodge:At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Damage Reduction:At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Spell Reflection:You gain the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability.
For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.
This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection.
If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).
You can use this ability a number of times per day equal to 1 + your Dex modifier (minimum 1/day).

Dual Form: You may now mix the aspects of two of your shapeshift forms. You gain all bonuses, abilities and feats from both forms. Should both forms affect the same attribute, attack or ability, (such as granting a claw attack, increase in strength or natural armour, land speed) select one bonus from either form. (Bonus to strength from two forms do not stack, simply select the higher bonus)

Indomitable Will: While in a shapeshift form, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Triple Form:You may now mix the aspects of up to three of your shapeshift forms. The rules of dual forms still apply.