Arkhios
2015-12-02, 04:31 AM
I made some homebrewing for barbarian about half a year ago, and a review for balance might be worthwhile.
Note, I'm using these in a game where I utilize 7th ability score: Sanity (found in DMG), but the secondary saving throw ability is shown because I could see these being used elsewhere too.
Summary:
1) Totem Warrior variant features
2) Dragon Totem for Totem Warrior
3) Primal Path: Ragechemist
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1) TOTEM WARRIOR VARIANT FEATURES:
Totem Warrior’s abilities which mimic spellcasting are replaced as follows. NOTE: A Totem Warrior who wishes to take either of the variant features, must take the another as well.
War Paints. You learn to decorate your body with images of — or related to your chosen Totem Animal. As a result, and perhaps due to the guidance of Totem Spirits, you gain increasing insight into the nature of animals and nature itself:
At 3rd level, you gain advantage with Wisdom (Animal Handling) checks and Wisdom (Survival) checks regarding animals.
At 14th level, you gain advantage with all Intelligence (Nature) checks.
If you are proficient with any of the above skills, you also gain Expertise with each check.
However, the paint wears off over time, so you must spend 1 hour painting the images to gain the benefits until you finish a long rest. This replaces Spirit Seeker.
Totemic Tattoo. At 10th level, you learn how to make your War Paints as ritualistic tattoos, making the images permanent. In addition you gain advantage with Charisma (Intimidate and Persuasion) checks. This replaces Spirit Walker.
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2) TOTEM WARRIOR: DRAGON TOTEM
Dragon Spirit: (3rd level Totem feature)
A dragon’s spirit has chosen you to be its herald. The spirit manifests as a colorless and ghostly glow around you while you’re raging. The spirit grants you the Breath Weapon and Spirit Ward abilities, which are usable only while raging.
Totemic Breath weapon. As an action, you exhale a 15-foot cone of psychic energy. It deals 2d4 psychic damage and leaves the targets frightened until your rage ends. A successful Sanity or Wisdom saving throw (whichever is better) halves the damage and leaves the targets frightened until the start of your next turn. The DC of this ability equals to 8 + Your proficiency bonus + Your Constitution Modifier. You can use this ability a number of times equal to the amount you can rage per day, and you must finish a long rest to regain all uses. The breath weapon damage increases to 4d4 at 10th barbarian level, and 6d4 at 14th barbarian level. The dragon spirit cannot be attacked by any means, and it occupies your space without any penalties. The spirit is only visible to you and the targets hit by your breath weapon (hence they remain frightened whether or not they succeeded in the saving throw).
Spirit Ward. While raging, you also have resistance to Psychic damage.
Aspect of the Dragon: (6th level Totem Feature)
At 6th level, you gain a deeper connection with the dragon’s spirit and it provides you with increased survivability in harsh environments. If you have the Dragon Spirit totem feature, your Dragon Spirit manifests ghostly dragon wings that are visible to everyone at all times.
You become immune to exhaustion caused by extreme cold and extreme heat, and high altitude, as well as Frigid Water, do not affect you.
You can hold breath up to 15 minutes.
You can gain necessary nutrition by eating soft minerals, such as clay, but you can eat and drink as normal if you wish to. This ability does not allow you to burrow.
You gain resistance against falling damage at all times. You must have Dragon Spirit to gain this feature.
Draconic Attunement: (10th level Totem Feature)
Your soul becomes deeply attuned with the dragon’s spirit, and the spirit takes a vaguely humanoid form with draconic features, which mimics your every move. The dragon spirit manifests itself even when you are not raging and it is visible to everyone, yet it remains transparent and colorless, and it cannot be harmed by any means. If you also have either or both Dragon Spirit and Aspect of the Dragon totem features, you also get Improved Breath Weapon and Dreadful Aura, respectively.
Blind-sight. You gain blindsight out to 30 feet while raging.
Draconic Courage. You and friendly creatures within 10 feet of you have advantage on saving throws against being charmed or frightened, whether or not you are raging.
Dreadful Aura. As you enter rage, you decide whether your totem spirit exudes an aura of awe or fear, which lasts until your rage ends or 1 minute, whichever comes first. Each hostile creature that starts its turn within 10 feet of you must succeed on a Sanity or Wisdom saving throw (whichever is better) or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. You must have Aspect of the Dragon to gain this feature.
Improved Breath Weapon.The Totemic Breath Weapon increases in size to 30 feet cone. Once you reach 20th barbarian level, while raging you can use totemic breath weapon limited only by your ability to recharge it. To recharge you roll a d6 at the start of your turn and succeed with a result of 5 or 6. You must have Dragon Spirit to gain this feature.
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3) PRIMAL PATH
Ragechemist
Second Wind. At 3rd level, while raging, you may use a bonus action on your turn to regain hit points equal to 1d12 + your barbarian level. You regain the ability to do so when you finish a long rest.
Crude Concoction. At 3rd level, you may, by mixing select herbs, eat a Crude Concoction as an action on your turn to gain a special effect. If you are raging, you may eat the Concoction as a bonus action. Only usable once before short rest. You decide which effect to apply on yourself at the time you create the concoction, and each are mutually exclusive.
At 3rd level, the Concoction may grant you the effects of Jump or Longstrider.
At 7th level, the Concoction may also grant you the effects of Barkskin or Enhance Ability and you may eat one additional Concoction before short rest (up to a maximum equal to your Constitution modifier).
At 13th level, the Concoction may also grant you the effects of Protection from Energy or Water Breathing and you may eat one additional Concoction before short rest (up to a maximum equal to your Constitution modifier).
At 19th level, the Concoction may also grant you the effects of Freedom of Movement or Stoneskin and you may eat one additional Concoction before short rest (up to a maximum equal to your Constitution modifier).
Darkvision.
At 6th level, while raging, you gain darkvision out to 30 feet. If you already have darkvision, its range increases by 30 feet.
Raging Resilience.
At 10th level, you are immune to poison and disease while raging.
Improved Second Wind. PLACEHOLDER, LOOKING FOR SERIOUS SUGGESTIONS!
At 14th level, your Second Wind ability improves. You regain hit points equal to 1d12 + your Barbarian level + twice your Constitution modifier.
Note, I'm using these in a game where I utilize 7th ability score: Sanity (found in DMG), but the secondary saving throw ability is shown because I could see these being used elsewhere too.
Summary:
1) Totem Warrior variant features
2) Dragon Totem for Totem Warrior
3) Primal Path: Ragechemist
———————————————————————————————————————————————
1) TOTEM WARRIOR VARIANT FEATURES:
Totem Warrior’s abilities which mimic spellcasting are replaced as follows. NOTE: A Totem Warrior who wishes to take either of the variant features, must take the another as well.
War Paints. You learn to decorate your body with images of — or related to your chosen Totem Animal. As a result, and perhaps due to the guidance of Totem Spirits, you gain increasing insight into the nature of animals and nature itself:
At 3rd level, you gain advantage with Wisdom (Animal Handling) checks and Wisdom (Survival) checks regarding animals.
At 14th level, you gain advantage with all Intelligence (Nature) checks.
If you are proficient with any of the above skills, you also gain Expertise with each check.
However, the paint wears off over time, so you must spend 1 hour painting the images to gain the benefits until you finish a long rest. This replaces Spirit Seeker.
Totemic Tattoo. At 10th level, you learn how to make your War Paints as ritualistic tattoos, making the images permanent. In addition you gain advantage with Charisma (Intimidate and Persuasion) checks. This replaces Spirit Walker.
———————————————————————————————————————————————
2) TOTEM WARRIOR: DRAGON TOTEM
Dragon Spirit: (3rd level Totem feature)
A dragon’s spirit has chosen you to be its herald. The spirit manifests as a colorless and ghostly glow around you while you’re raging. The spirit grants you the Breath Weapon and Spirit Ward abilities, which are usable only while raging.
Totemic Breath weapon. As an action, you exhale a 15-foot cone of psychic energy. It deals 2d4 psychic damage and leaves the targets frightened until your rage ends. A successful Sanity or Wisdom saving throw (whichever is better) halves the damage and leaves the targets frightened until the start of your next turn. The DC of this ability equals to 8 + Your proficiency bonus + Your Constitution Modifier. You can use this ability a number of times equal to the amount you can rage per day, and you must finish a long rest to regain all uses. The breath weapon damage increases to 4d4 at 10th barbarian level, and 6d4 at 14th barbarian level. The dragon spirit cannot be attacked by any means, and it occupies your space without any penalties. The spirit is only visible to you and the targets hit by your breath weapon (hence they remain frightened whether or not they succeeded in the saving throw).
Spirit Ward. While raging, you also have resistance to Psychic damage.
Aspect of the Dragon: (6th level Totem Feature)
At 6th level, you gain a deeper connection with the dragon’s spirit and it provides you with increased survivability in harsh environments. If you have the Dragon Spirit totem feature, your Dragon Spirit manifests ghostly dragon wings that are visible to everyone at all times.
You become immune to exhaustion caused by extreme cold and extreme heat, and high altitude, as well as Frigid Water, do not affect you.
You can hold breath up to 15 minutes.
You can gain necessary nutrition by eating soft minerals, such as clay, but you can eat and drink as normal if you wish to. This ability does not allow you to burrow.
You gain resistance against falling damage at all times. You must have Dragon Spirit to gain this feature.
Draconic Attunement: (10th level Totem Feature)
Your soul becomes deeply attuned with the dragon’s spirit, and the spirit takes a vaguely humanoid form with draconic features, which mimics your every move. The dragon spirit manifests itself even when you are not raging and it is visible to everyone, yet it remains transparent and colorless, and it cannot be harmed by any means. If you also have either or both Dragon Spirit and Aspect of the Dragon totem features, you also get Improved Breath Weapon and Dreadful Aura, respectively.
Blind-sight. You gain blindsight out to 30 feet while raging.
Draconic Courage. You and friendly creatures within 10 feet of you have advantage on saving throws against being charmed or frightened, whether or not you are raging.
Dreadful Aura. As you enter rage, you decide whether your totem spirit exudes an aura of awe or fear, which lasts until your rage ends or 1 minute, whichever comes first. Each hostile creature that starts its turn within 10 feet of you must succeed on a Sanity or Wisdom saving throw (whichever is better) or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. You must have Aspect of the Dragon to gain this feature.
Improved Breath Weapon.The Totemic Breath Weapon increases in size to 30 feet cone. Once you reach 20th barbarian level, while raging you can use totemic breath weapon limited only by your ability to recharge it. To recharge you roll a d6 at the start of your turn and succeed with a result of 5 or 6. You must have Dragon Spirit to gain this feature.
———————————————————————————————————————————————
3) PRIMAL PATH
Ragechemist
Second Wind. At 3rd level, while raging, you may use a bonus action on your turn to regain hit points equal to 1d12 + your barbarian level. You regain the ability to do so when you finish a long rest.
Crude Concoction. At 3rd level, you may, by mixing select herbs, eat a Crude Concoction as an action on your turn to gain a special effect. If you are raging, you may eat the Concoction as a bonus action. Only usable once before short rest. You decide which effect to apply on yourself at the time you create the concoction, and each are mutually exclusive.
At 3rd level, the Concoction may grant you the effects of Jump or Longstrider.
At 7th level, the Concoction may also grant you the effects of Barkskin or Enhance Ability and you may eat one additional Concoction before short rest (up to a maximum equal to your Constitution modifier).
At 13th level, the Concoction may also grant you the effects of Protection from Energy or Water Breathing and you may eat one additional Concoction before short rest (up to a maximum equal to your Constitution modifier).
At 19th level, the Concoction may also grant you the effects of Freedom of Movement or Stoneskin and you may eat one additional Concoction before short rest (up to a maximum equal to your Constitution modifier).
Darkvision.
At 6th level, while raging, you gain darkvision out to 30 feet. If you already have darkvision, its range increases by 30 feet.
Raging Resilience.
At 10th level, you are immune to poison and disease while raging.
Improved Second Wind. PLACEHOLDER, LOOKING FOR SERIOUS SUGGESTIONS!
At 14th level, your Second Wind ability improves. You regain hit points equal to 1d12 + your Barbarian level + twice your Constitution modifier.