tedcahill2
2017-06-11, 09:47 PM
My group and I have been playing D&D for roughly 15 years, and with the exception of me, they have very little interest in optimization or using alternative class features or templates or what have you.
So for a future game I'm working on a series of alternate classes I want to introduce to them that utilize some the the alternate features, and a touch of homebrew, to refresh the typical "I'm playing a barbarian."
The class below will replace the barbarian for this setting. I appreciate your feedback.
NOTE: see the second post for some insight into the abilities.
Berserker
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+0
+0
Berserker strength (+4 Str, +2 saves, DR 2/-, -2 AC), fast movement
2nd
+2
+3
+0
+0
Uncanny dodge
3rd
+3
+3
+1
+1
Reckless swing (+1d6, -1 AC)
4th
+4
+4
+1
+1
Vitality surge 1/day
5th
+5
+4
+1
+1
Improved uncanny dodge
6th
+6/+1
+5
+2
+2
Reckless swing (+2d6, -2 AC)
7th
+7/+2
+5
+2
+2
DR 1/-
8th
+8/+3
+6
+2
+2
Vitality surge 2/day
9th
+9/+4
+6
+3
+3
Reckless swing (+3d6, -3 AC)
10th
+10/+5
+7
+3
+3
DR 2/-
11th
+11/+6/+1
+7
+3
+3
Berserker strength (+6 Str, +3 saves, DR 3/-, -2 AC)
12th
+12/+7/+2
+8
+4
+4
Vitality surge 3/day, Reckless swing (+4d6, -4 AC)
13th
+13/+8/+3
+8
+4
+4
DR 3/-
14th
+14/+9/+4
+9
+4
+4
Indomitable will
15th
+15/+10/+5
+9
+5
+5
Reckless swing (+5d6, -5 AC)
16th
+16/+11/+6/+1
+10
+5
+5
DR 4/-, vitality surge 4/day
17th
+17/+12/+7/+2
+10
+5
+5
Undying
18th
+18/+13/+8/+3
+11
+6
+6
Reckless swing (+6d6, -6 AC)
19th
+19/+14/+9/+4
+11
+6
+6
DR 5/-
20th
+20/+15/+10/+5
+12
+6
+6
Berserker strength (+8 Str, +4 saves, DR 4/-, -2 AC), vitality surge 5/day
Alignment: Any Chaotic
Hit Die: 1d12
Class Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: A berserker is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Berserker Strength (Ex): Berserkers are renowned for their tenacity in combat, whenever your current hit point total is below half, your berserker strength automatically activates. You gain a +4 bonus to your Strength, a +2 bonus on all saving throws, damage reductions 2/-, but a -2 penalty to your AC.
There is no limit to the number of times per day your berserker strength can activate, and it remains active for as long as your hit points are below half. While berserker strength is active, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. You cannot voluntarily end your berserker strength, although you automatically drop out of it while unconscious, helpless, or (most likely) when you receive healing to bring your current vitality above half.
At 11th level, your berserker strength improves to +6 bonus to your Strength, a +3 bonus on saves, and damage reduction 3/-.
At 20th level, your berserker strength improves to +8 bonus to your Strength, a +4 bonus on saves, and damage reduction 4/-.
Fast Movement (Ex): A berserker’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the berserker's speed because of any load carried or armor worn. For example, a human berserker has a speed of 40 feet, rather than 30 feet, when wearing light or no armor. When wearing medium armor, or carrying a medium load, his speed drops to 30 feet. A halfling berserker has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor, or carrying a medium load, his speed drops to 20 feet.
Uncanny Dodge (Ex): At 2nd level, a berserker gains the ability to react to danger before his senses would normally allow him to do so. He 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 berserker already has uncanny dodge from a different class (a berserker with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.
Reckless Swing (Ex): Berserkers prefer brute strength over fancy maneuvers to defeat their enemies, even at the expense of their own defense. Berserkers can choose to make a reckless attack any time they are attacking with a melee weapon. If they hit they deal 1d6 additional damage, but they take a -2 AC penalty against the next attack against them, or until the start of their next turn. The AC penalty applies only to the next attack, whether or not it hits. The damage bonus from reckless swing can only be applied once per round, even if the berserker has multiple attacks.
The damage from reckless swing increases by 1d6, and the AC penalty increases by -1, at levels 6, 9, 12, 15, and 18, for a total of 6d6 damage, and -6 AC.
Vitality surge (Ex): Starting at level 4, a berserker can rapidly recover hit points for a short time. Once per day the berserker can activate vitality surge, with a swift action, to gain fast healing equal to their berserker level, for a number of rounds equal to their Constitution modifier. Berserkers can use vitality surge once per day for every 4 berserker levels they have.
Improved Uncanny Dodge (Ex): At 5th level and higher, a berserker can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the berserker by flanking him, unless the attacker has at least four more rogue levels than the target has berserker levels.
If a character already has uncanny dodge (see above) 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 (Ex): At 7th level, a berserker gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the berserker takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three berserker 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.
Indomitable Will (Ex): While below half health a berserker of 14th level or higher gains +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. If a berserker fails a will save against an enchantment with a duration longer one round they can attempt a second will save the following round to break free.
Undying (Ex): At 17th level berserkers become nearly impossible to kill. If a berserker takes any damage that would reduce his hit points below 0, he can immediately expend a use of vitality surge and heal a number of hit points equal to their berserker level times their Constitution modifier. Undying rage cannot trigger if the berserker has no uses of vitality surge left, and no more than once per day.
So for a future game I'm working on a series of alternate classes I want to introduce to them that utilize some the the alternate features, and a touch of homebrew, to refresh the typical "I'm playing a barbarian."
The class below will replace the barbarian for this setting. I appreciate your feedback.
NOTE: see the second post for some insight into the abilities.
Berserker
Level
BAB
Fort
Ref
Will
Special
1st
+1
+2
+0
+0
Berserker strength (+4 Str, +2 saves, DR 2/-, -2 AC), fast movement
2nd
+2
+3
+0
+0
Uncanny dodge
3rd
+3
+3
+1
+1
Reckless swing (+1d6, -1 AC)
4th
+4
+4
+1
+1
Vitality surge 1/day
5th
+5
+4
+1
+1
Improved uncanny dodge
6th
+6/+1
+5
+2
+2
Reckless swing (+2d6, -2 AC)
7th
+7/+2
+5
+2
+2
DR 1/-
8th
+8/+3
+6
+2
+2
Vitality surge 2/day
9th
+9/+4
+6
+3
+3
Reckless swing (+3d6, -3 AC)
10th
+10/+5
+7
+3
+3
DR 2/-
11th
+11/+6/+1
+7
+3
+3
Berserker strength (+6 Str, +3 saves, DR 3/-, -2 AC)
12th
+12/+7/+2
+8
+4
+4
Vitality surge 3/day, Reckless swing (+4d6, -4 AC)
13th
+13/+8/+3
+8
+4
+4
DR 3/-
14th
+14/+9/+4
+9
+4
+4
Indomitable will
15th
+15/+10/+5
+9
+5
+5
Reckless swing (+5d6, -5 AC)
16th
+16/+11/+6/+1
+10
+5
+5
DR 4/-, vitality surge 4/day
17th
+17/+12/+7/+2
+10
+5
+5
Undying
18th
+18/+13/+8/+3
+11
+6
+6
Reckless swing (+6d6, -6 AC)
19th
+19/+14/+9/+4
+11
+6
+6
DR 5/-
20th
+20/+15/+10/+5
+12
+6
+6
Berserker strength (+8 Str, +4 saves, DR 4/-, -2 AC), vitality surge 5/day
Alignment: Any Chaotic
Hit Die: 1d12
Class Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: A berserker is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Berserker Strength (Ex): Berserkers are renowned for their tenacity in combat, whenever your current hit point total is below half, your berserker strength automatically activates. You gain a +4 bonus to your Strength, a +2 bonus on all saving throws, damage reductions 2/-, but a -2 penalty to your AC.
There is no limit to the number of times per day your berserker strength can activate, and it remains active for as long as your hit points are below half. While berserker strength is active, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. You cannot voluntarily end your berserker strength, although you automatically drop out of it while unconscious, helpless, or (most likely) when you receive healing to bring your current vitality above half.
At 11th level, your berserker strength improves to +6 bonus to your Strength, a +3 bonus on saves, and damage reduction 3/-.
At 20th level, your berserker strength improves to +8 bonus to your Strength, a +4 bonus on saves, and damage reduction 4/-.
Fast Movement (Ex): A berserker’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the berserker's speed because of any load carried or armor worn. For example, a human berserker has a speed of 40 feet, rather than 30 feet, when wearing light or no armor. When wearing medium armor, or carrying a medium load, his speed drops to 30 feet. A halfling berserker has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor, or carrying a medium load, his speed drops to 20 feet.
Uncanny Dodge (Ex): At 2nd level, a berserker gains the ability to react to danger before his senses would normally allow him to do so. He 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 berserker already has uncanny dodge from a different class (a berserker with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.
Reckless Swing (Ex): Berserkers prefer brute strength over fancy maneuvers to defeat their enemies, even at the expense of their own defense. Berserkers can choose to make a reckless attack any time they are attacking with a melee weapon. If they hit they deal 1d6 additional damage, but they take a -2 AC penalty against the next attack against them, or until the start of their next turn. The AC penalty applies only to the next attack, whether or not it hits. The damage bonus from reckless swing can only be applied once per round, even if the berserker has multiple attacks.
The damage from reckless swing increases by 1d6, and the AC penalty increases by -1, at levels 6, 9, 12, 15, and 18, for a total of 6d6 damage, and -6 AC.
Vitality surge (Ex): Starting at level 4, a berserker can rapidly recover hit points for a short time. Once per day the berserker can activate vitality surge, with a swift action, to gain fast healing equal to their berserker level, for a number of rounds equal to their Constitution modifier. Berserkers can use vitality surge once per day for every 4 berserker levels they have.
Improved Uncanny Dodge (Ex): At 5th level and higher, a berserker can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the berserker by flanking him, unless the attacker has at least four more rogue levels than the target has berserker levels.
If a character already has uncanny dodge (see above) 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 (Ex): At 7th level, a berserker gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the berserker takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three berserker 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.
Indomitable Will (Ex): While below half health a berserker of 14th level or higher gains +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. If a berserker fails a will save against an enchantment with a duration longer one round they can attempt a second will save the following round to break free.
Undying (Ex): At 17th level berserkers become nearly impossible to kill. If a berserker takes any damage that would reduce his hit points below 0, he can immediately expend a use of vitality surge and heal a number of hit points equal to their berserker level times their Constitution modifier. Undying rage cannot trigger if the berserker has no uses of vitality surge left, and no more than once per day.