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View Full Version : D&D 5e/Next Revised Barbarian/Ranger [PEACH]



Amechra
2019-08-01, 03:52 AM
This was mostly written up on a whim, though the idea of having "rage" be a more fluid resource has been one I've been toying with for a while. As it stands, I ran out of ideas at higher levels (hence why they have the same 18th level feature and capstone), and I think Relentless Hunter might be a little bit strong in conjunction with Wild Heart, but who really knows without testing.

Planned subclasses are Ancestral Spirit, Beastmaster, and Totem Barbarian. Might also throw together a third-caster subclass, but that's for the future.

Oh, and apologies to Grod for stealing his post format.


The Barbarian

Class Features
As a Barbarian, you gain the following class features.

Hit Points
Hit Dice: 1d12 per Barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Barbarian level after 1st

Proficiencies
Armor: Light armor, medium armor, Shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose three from Animal Handling, Athletics, Insight, Intimidation, Investigation, Nature, Perception, Stealth, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) a greataxe or (b) any martial melee weapon
(a) scale mail or (b) studded leather armor
a longbow and twenty arrows
(a) a dungeoneer's pack or (b) an explorer’s pack




Level
Proficiency Bonus
Features
Wild Dice
Number of Wild Dice



1st
+2
Feral Hunter, Natural Explorer
d6
3


2nd
+2
Danger Sense, Reckless Attack
d6
3


3rd
+2
Predatory Focus, Primal Path
d6
4


4th
+2
Ability Score Increase, Land's Stride
d6
4


5th
+3
Extra Attack, Fast Movement
d8
4


6th
+3
Primal Path feature, Wild Heart
d8
5


7th
+3
Hunter's Instincts
d8
5


8th
+3
Ability Score Increase, Vanish
d8
5


9th
+4
Brutal Critical (+1 die)
d10
5


10th
+4
Primal Path feature
d10
5


11th
+4
Relentless Hunter
d10
5


12th
+4
Ability Score Increase, Feral Senses
d10
6


13th
+5
Brutal Critical (+2 dice)
d12
6


14th
+5
Primal Path feature
d12
6


15th
+5
Dogged Persistence
d12
6


16th
+5
Ability Score Increase
d12
6


17th
+6
Brutal Critical (+3 dice)
d12
7


18th
+6
Indomitable Might
d12
7


19th
+6
Ability Score Increase
d12
7


20th
+6
Primal Champion
d12
8



Feral Hunter
At 1st level, you gain access to Wild dice, which represent your untamed intuition and brutally honed body. You have three Wild dice, which start as d6s; as you gain additional levels, your Wild dice increase in size and number as given by the Barbarian class table. You can spend these dice to fuel various features; you start knowing the Bestial Instincts, Bestial Strike, and Bestial Vigor features. Whenever you expend a Wild die, you gain resistance to Bludgeoning, Slashing, and Piercing damage until the start of your next turn. If you can cast spells, expending a Wild die automatically breaks your concentration.


Bestial Instincts: Whenever you make an Athletics or Perception check, you may expend a Wild die. If you do, roll it and add it to the result.
Bestial Strike: Once per turn when you hit with a weapon attack, you may expend a Wild die. If you do, roll it and deal that much additional damage.
Bestial Vigor: Whenever an attack would hit you while you are unarmored or wearing light armor, you may use your reaction to expend a Wild die. If you do, roll it and add it to your AC against that attack.


Once you have used a Wild die, it is lost until you complete a long rest, at which point you regain all of your expended dice.

Natural Explorer
At 1st level, you learn an additional language due to your wide travels. Whenever you finish a long rest in the wilderness, you may use Bestial Instincts to improve Investigation, Nature, and Survival checks related to that terrain until the end of your next long rest.

Danger Sense
At 2nd level, 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.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Predatory Focus
At 3rd level, you may single out a creature as your prey. As a bonus action, you may mark a creature you can see within 60ft as your prey. If you do, using Bestial Instincts to improve ability checks related to that creature does not expend a Wild die. Creatures are prey until you mark another creature or finish a long rest.

Primal Path
At 3rd level, you choose a Primal Path from the options below. This Path grants you an ability at 3rd level, and additional abilities at 6th, 10th, and 14th levels.

Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Land's Stride
Starting at 4th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Wild Heart
Starting at 6th level, you regain a number of Wild dice equal to your Constitution modifier whenever you finish a short rest (minimum 1 die). If you have any Wild dice remaining at the start of a short rest, you may spend them as if they were hit dice.

Hunter's Instincts
At 7th level, your senses have become so honed that you have advantage on initiative checks. You may expend a Wild die when you roll initiative. If you do, add it to your initiative result, and you can act normally on your first turn if you were surprised.

Vanish
Starting at 8th level, you can use the Hide action as a bonus action on your turn. In addition, you can't be tracked nonmagically unless you choose to leave a trail.

Brutal Critical
Starting at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a weapon attack; if you used Bestial Strike on that attack, you may roll an additional Wild die instead. This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Hunter
Starting at 11th level, you can withstand blows that would kill a lesser being. Whenever you are reduced to 0 hit-points, you may expend a Wild die. If you do, roll it and regain that many hit-points plus your Constitution modifier.

Feral Senses
At 12th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Dogged Persistence
Starting at 15th level, whenever you use Bestial Instincts, Bestial Strike, or Bestial Vigor, you may roll a d6 instead of expending a Wild die.

Indomitable Might
Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion
At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.


Primal Paths

RESERVED FOR NOW