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rules:homebrew:heartbreaker:barbarian

Barbarian

Hitpoints per level: 7
Skillpoints per level: 3
Value of starting equipment: 30gp
Starting gold: 2d6

Weapon and Armor Proficiency:
Barbarians are proficient with all simple weapons and martial melee weapons.
Barbarians are proficient with light armor and light shields.

Progression

Level BAB Fort Ref Will Class features
1st +1 +1 +0 +0 Rage
2nd +2 +1 +0 +0 Tribal Markings
3rd +3 +2 +1 +1 Unbowed, Unbroken
4th +4 +2 +1 +1 Totem Spirit
5th +5 +3 +1 +1
6th +6/+1 +3 +2 +2 Tribal Markings
7th +7/+2 +4 +2 +2 Intense Fury
8th +8/+3 +4 +2 +2 Tribal Markings
9th +9/+4 +5 +3 +3 Inner Calm
10th +10/+5 +5 +3 +3 Totem Spirit
11th +11/+6/+1 +6 +3 +3
12th +12/+7/+2 +6 +4 +4 Tribal Markings
13th +13/+8/+3 +7 +4 +4 Violent Tantrum
14th +14/+9/+4 +7 +4 +4 Tribal Markings
15th +15/+10/+5 +8 +5 +5 Mettle
16th +16/+11/+6/+1 +8 +5 +5 Totem Spirit
17th +17/+12/+7/+2 +9 +5 +5
18th +18/+13/+8/+3 +9 +6 +6 Tribal Markings
19th +19/+14/+9/+4 +10 +6 +6 Burning Wrath
20th +20/+15/+10/+5 +10 +6 +6 Tribal Markings

Rage: You may expend your combat focus as a minor action to enter a rage. When you are raging you gain +4 Class Bonus to Strength, +4 Class Bonus to Constitution, and a -2 stackable penalty to AC. While you are raging you cannot regain Combat Focus.
Intense Fury: At 7th level the Class Bonus to Strength and Constitution you gain from Raging increases to +6.
Violent Tantrum: At 13th level the Class Bonus to Strength and Constitution you gain from Raging increases to +8.
Burning Wrath: At 19th level the Class Bonus to Strength and Constitution you gain from Raging increases to +10.
Tribal Markings:
When you gain a Tribal Marking you can choose which mark you get. You can choose each effect multiple times, their effects stack.

  • Mark of the Warrior: You gain Resist Physical 1.
    If you select this Mark again, you increase your Resistance to Physical effects by 1.
  • Mark of Superstition: You gain Resist Elemental 1.
    If you select this Mark again, you increase your Resistance to Elemental effects by 1.
  • Mark of Survival: 3 times per day you may heal 5 HP as a free action during your turn.
    If you select this Mark again, you increase the amount of times per day you can heal yourself by 3.
  • Mark of the Adventurer: You gain a +10 Magical Bonus to Land Speed.
    If you select this Mark again, you increase your magical bonus to Land speed by 5.
  • Mark of the Elder: Once per day you may reroll a saving throw. You must use the second effect even if it is worse.
    If you select this Mark again, you may use reroll another saving throw each day.
  • Mark of the Guarded Soul: You gain Spell Resistance 1
    If you select this Mark again, you increase the spell resistance gained from it by 1.


Totem Spirit:

  • Spirit of the Stoic Earth: You become immune to Fear.
  • Spirit of the Rippling Sea: Whenever you are hit by a harmful spell you are healed for twice its spell level.
  • Spirit of the Echoing Thunder: You may spend your focus to enter rage whenever you take damage.
  • Spirit of the Hunting Tiger: You grow claws. Treat these claws as medium natural weapons that deals 1d6+str piercing damage.
  • Spirit of the Endless Praerie: You suffer no ill effects from being minorly or nominally fatigued. You still suffer full effects from other degrees of fatigue.
  • Spirit of the Remorseless Winter: You gain the Diehard feat.


Unbowed, Unbroken: As a free action during your turn you may spend your focus to dispel yourself of a single spell of level 3 or below.
Inner Calm: You gain +2 Class Bonus to Will save as long as you are focused.
Mettle: When you successfully make a Fortitude or Will save against an effect with a partial save you ignore the effect completely.

rules/homebrew/heartbreaker/barbarian.txt · Last modified: 2019/05/14 17:48 (external edit)