Životy
Odbornosti
Barbarian Rework
| Úroveň | Bonus odbornosti | Vlastnosti | Adrenaline Bonus |
|---|---|---|---|
| 1 | + 2 | Adrenaline Temperamental | +2 |
| 2 | + 2 | Adrenaline Temperamental | +2 |
| 3 | + 2 | Adrenaline Temperamental | +2 |
| 4 | + 2 | Adrenaline Temperamental | +2 |
| 5 | + 3 | Adrenaline Temperamental | +2 |
| 6 | + 3 | Adrenaline Temperamental | +3 |
| 7 | + 3 | Adrenaline Temperamental | +3 |
| 8 | + 3 | Adrenaline Temperamental | +3 |
| 9 | + 4 | Adrenaline Temperamental | +3 |
| 10 | + 4 | Adrenaline Temperamental | +3 |
| 11 | + 4 | Adrenaline Temperamental | +4 |
| 12 | + 4 | Adrenaline Temperamental | +4 |
| 13 | + 5 | Adrenaline Temperamental | +4 |
| 14 | + 5 | Adrenaline Temperamental | +4 |
| 15 | + 5 | Adrenaline Temperamental | +4 |
| 16 | + 5 | Adrenaline Temperamental | +5 |
| 17 | + 6 | Adrenaline Temperamental | +5 |
| 18 | + 6 | Adrenaline Temperamental | +5 |
| 19 | + 6 | Adrenaline Temperamental | +5 |
| 20 | + 6 | Adrenaline Temperamental | +5 |
Vlastnosti třídy
Úroveň 1
Úroveň 10
Úroveň 11
Úroveň 12
Úroveň 13
Úroveň 14
Úroveň 15
Úroveň 16
Úroveň 17
Úroveň 18
Úroveň 19
Úroveň 2
Úroveň 20
Úroveň 3
Úroveň 4
Úroveň 5
Úroveň 6
Úroveň 7
Úroveň 8
Úroveň 9
Odbornosti
light
medium
shield
simple
martial
Počáteční vybavení
Vlastnosti třídy
Adrenaline (Level 1)
Also at 1st level, your combat prowess increases with the ammount of damage you have sustained. You have an Adrenaline Bonus, as shown in the Adrenaline Bonus column of the Barbarian table. Choose one of the following options:
Strength and Constitution saving throws.
Strength, Dexterity, and Constitution checks.
Melee weapon damage rolls.
If you have three quarters of your maximum hit points left or less, your Adrenaline state activates and you gain the following benefits:
Every instance of damage you take is reduced by an ammount equal to your Adrenaline Bonus, unless it's psychic damage.
Your movement speed increases by 10 feet.
You add your Adrenaline Bonus to the option chosen above.
Your Adrenaline state remains active as long as you are in combat, or while a hostile creature, harmful effect, or enemy attack is within your line of sight. This feature won't activate immediatly if you fail to spot a hostile creature, harmful effect, or enemy attack, but rather after the effect or creature's turn has taken place. This feature has no effect on you if you are at 0 hit points.
If you have one quarter of your maximum hit points left or less, all your Adrenaline benefits are doubled.
At 7th level, while under the effects of your Adrenaline state, you can't be put to sleep or knocked unconscious, and you have advantage on saving throws against being charmed or frightened.
At 19th level, your Adrenaline state activates when you have less than your maximum hit points instead of three quarters, and its benefits are doubled if you have half of your maximum hit points left or less instead of one quarter.
Temperamental (Level 1)
Starting at 1st level, your emotions are stronger than anyone else, often causing you to act irrationally and violent. When a situation challenges your personality, flaws, ideals, or bonds, you must make a DC 15 Charisma saving throw to retain your composure. You have a penalty to the roll equal to your Adrenaline bonus. You can choose to fail this saving throw.
Frantic (Level 2)
Anger, sadness, fear, joy. Your emotions are highly volatile and can easily overwhelm your mind entirely. At 2nd level, choose one of the following benefits:
Your Adrenaline benefits are doubled.
You have advantage on melee weapon attacks against a creature if at least one of your allies is within 5 feet from it and isn't incapacitated.
Your Adrenaline movement speed bonus is tripled and you add your Adrenaline bonus to your AC.
While under the effects of your Adrenaline state, you can use your bonus action to enter a Frantic state for 1 minute. Your Frantic state ends early if your Adrenaline state ends. For the duration, you receive the benefit chosen above, but you can't cast or concentrate on spells. Also, you can't speak words that have more syllables than your Intelligence modifier and if your Intelligence modifier is 0 or lower then you can only make unintelligible sounds.
You can use this feature two times. You regain all expended uses after you finish a short or long rest.
Primitive Scream (Level 2)
Also at 2nd level, when you enter your Frantic state, you can choose to release a sonorous scream which carries an animalistic power. Each creature within 30 feet from you that can hear you suffers the effect of the scream. You start by knowing one such effect: Fearsome Roar. Some primal paths grant you an additional one.
Some Primitive Scream effects require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Primitive Scream
Primitive Scream: Fearsome Roar
When this effect is activated, each creature within your scream's area must succeed on a Wisdom saving throw or become frightened of you for 1 minute. A creature frightened this way can repeat the saving throw at the end of each of its turns.
Primal Path (Level 3)
At 3rd level, you choose a path that shapes the bond with your primal side, all detailed at the end of the class description. Your path grants you features at 3rd level and again at 6th, 9th, and 14th level.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 15th level in this class.
Relentless (Level 5)
At 5th level, during your turn, if you are under an effect or condition that prevents you from moving, you can still move an ammount of feet up to the extra movement speed granted by your Adrenaline state. However, this doesn't end the effect or condition.
Ability Score Improvement (Level 6)
When you reach 6th 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.
If your DM allows the use of feats, you may instead take a feat.
Primal Path feature (Level 6)
At 6th level, you gain a feature granted by your Primal Path.
Adrenaline improvement (Level 7)
At 7th level, while under the effects of your Adrenaline state, you can't be put to sleep or knocked unconscious, and you have advantage on saving throws against being charmed or frightened.
Strong Scent (Level 7)
At 7th level, your glands produce a strong body smell akin to that of an odorous beast. This odor can be smelled up to 10 feet from you, which most creatures will perceive it as unpleasant or disgusting, specially for those unfamiliar with it.
As a bonus action, you can focus to release special scretions from your glands, which get mixed with your odor emissions. When you do so, choose one of the options below. Your secretions last for 1 minute, it ends early if you are incapacitated, die, or use this feature again. A creature that can smell your odor at the start of its turn becomes targeted by your secretions. If a secretion option requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Hostile Secretions
Your odor changes to one of danger, like that of a predator. A creature targeted by your secretions must succeed on a Wisdom saving throw or become frightened of you for 1 minute.
Attracting Secretions
Your odor becomes a pleasant scent which evokes nice feelings. A creature targeted by your secretions must succeed on a Charisma saving throw or become charmed by you for 1 minute.
A creature under the effects of your secretions can repeat the saving throw at the end of each of its turns. It has disadvantage if it's still within the area of your odor. A creature that is familiar with your smell (like one that has been exposed to it for weeks) has advantage on the saving throw. If a creature succeeds on the saving throw, it becomes immune to your secretions for the next 24 hours.
If you're thoroughly washed for 1 hour, your emissions disappear for 24 hours. Being thoroughly washed means going through a process that involves having every inch of your body scrubbed with soap and brushed (as many times as needed), having your hair degreased, then your body moisturized with oil and perfumed.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Primal Path feature (Level 9)
At 9th level, you gain a feature granted by your Primal Path.
Ability Score Improvement (Level 10)
When you reach 10th 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.
If your DM allows the use of feats, you may instead take a feat.
Growth Spurt (Level 11)
At 11th level, you gain the heavyweight title as your body doubles in size. Your character's weight is doubled, so you need to consume twice the amount of food and water per day to prevent suffering from exhaustion. You also gain the following benefits:
You double your carrying capacity and the weight you can push, drag, or lift.
You count as one size larger for the purposes of shoving and grappling.
At 18th level, your growth reaches its peak, developing stronger emissions and energy conservation. You gain the following benefits:
The area of your Strong Scent increases to 15 feet.
The number of days you can go without eating or drinking (before suffering the effects of exhaustion) increases by 5 after you have eaten and drunk your full required amount.
You can travel for 10 hours a day without suffering the effects of exhaustion.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Back to the Land (Level 13)
Starting at 13th level, life in civilization has become stressful and uncomfortable for you. You gain a level of exhaustion for every week you spend somewhere bigger than a village. In comparison, you can easily subsist in the wilderness, since you can find in one hour everything needed to feed, quench the thirst, and shelter a Large creature for a day. In addition, you are immune to the effects extreme temperatures.
Primal Path feature (Level 14)
At 14th level, you gain a feature granted by your Primal Path.
Extra Attack (2) (Level 15)
At 15th level, you can attack three times whenever you take the Attack action on your turn.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Savage Outburst (Level 17)
At 17th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. When you do so, you end all conditions affecting you (except for exhaustion) and you gain an additional turn at the end of the current one. You also have an additional action in this extra turn. Nonetheless, for the next minute you return to a savage state in which only falling unconscious ends your Adrenaline state, you have advantage on all saving throws, and your main goal is dispatching nearby threats and running away to a safe place where you could rest.
Once you use this feature, you can't use it again until you finish a long rest.
Growth Spurt improvement (Level 18)
At 18th level, your growth reaches its peak, developing stronger emissions and energy conservation. You gain the following benefits:
The area of your Strong Scent increases to 15 feet.
The number of days you can go without eating or drinking (before suffering the effects of exhaustion) increases by 5 after you have eaten and drunk your full required amount.
You can travel for 10 hours a day without suffering the effects of exhaustion.
Adrenaline improvement (Level 19)
At 19th level, your Adrenaline state activates when you have less than your maximum hit points instead of three quarters, and its benefits are doubled if you have half of your maximum hit points left or less instead of one quarter.
Ability Score Improvement (Level 20)
When you reach 20th 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.
If your DM allows the use of feats, you may instead take a feat.
King of the Jungle (Level 20)
You are on top of the food chain, standing proud at the peak from where everyone can admire your figure. At 20th level, your melee weapon attacks deal 3d6 extra damage to creatures whose challenge rating or level is equal to 15 or lower. In addition, those creatures have disadvantage against your Primitive Scream and Strong Scent.
Multitřídy
Požadavky multitříd
{"con":13,"str":13}
Získané odbornosti
Podtřídy
Vlastnosti podtřídy
Path of the Berserker
Path of the Berserker (Level 3)
Those who are governed by anger will let rage take over their minds. Those who follow the Path of the Berserker are aggressive, quick to anger, and always be in the offense, having little to no regards of self-preservation. They can be so conflictive and territorial that is hard to find them living together. All of this is compensated with their brute force, as they can easily flatten groups of small enemies.
Primitive Scream: Enraging Roar
Starting at 3rd level, you can use your Primitive Scream to boost your aggressive tendencies. When you do so, for the duration of your Frantic state, you have advantage on melee weapon attacks made against creatures, but attack rolls made against you have advantage as well.
Splash Zone
Also at 3rd level, your swings become wide and erratic. If you have advantage on a melee weapon attack roll, you can attempt to damage another target within 5 feet of the original one and within your reach. If the lower attack roll would hit the second target, it takes damage equal to your Strength modifier + your Adrenaline bonus.
Improved Strike (Level 6)
At 6th level, when you hit a target with a melee weapon attack, for every 5 points you get with your attack roll above the target's AC you can roll one of the weapon's damage dice one additional time and add it to the damage roll.
Mindless Rage (Level 9)
Beginning 9th level, you can't be charmed or frightened while under the effects of your Adrenaline state. You also end any effect that has you charmed or frightened for the duration of that state.
Full Swing (Level 14)
At 14th level, your swings have enough back up strength to make up for the erratic swing. You now use the higher attack roll to determine if you hit the second target with your Splash Zone. In addition to that, if a creature you hit during your Splash Zone dies, you can target an additional creature within 5 feet of it and within your reach, following the same rules for the extra damage.
Path of the Spirit Animal
Path of the Spirit Animal (Level 3)
Some barbarians are deeply attuned with the animal kingdom, seeking its wisdom to guide them through life, borrowing its strength to overcome challenges, and protecting it from dangers that threaten its delicate balance. Barbarians from the Path of the Totem Bearer have a special sense that allows them to commune and channel animal spirits, which provides them with guidance and power.
It's not typical for a barbarian to possess such an ability, even those who do usually have affinity with a single type of animal, which is why they dedicate themselves entirely to it. This is reflected in the behaviour of tribes (or its families), for they will often revere the same animal of the totem bearer. It's not uncommon to a totem bearer to be promoted as head of the tribe (or family).
The animal spirits are divided into four groups based on attributes they share: beasthide for stoic, stubborn, and thick-skinned beasts (like bears, boars, or elephants); longtooth for fierce beasts that live in packs (like canines, hyenas, or lions); swiftstride for quick and cunning, sometimes predatory, beasts (like eagles, felines, or rats); and wildhunt for sharp, insightful beasts specialized in prey tracking (like canines, felines, or dolphins). A barbarian from this path often carries a totemic talisman or similar amulet that represents a feature of their spirit animal (like feathers, claws, fangs, etc.). Some even gain minor physical attributes that are reminiscent of their spirit animal.
Primitive Scream: Call Beast
Starting at 3rd level, you can use your Primitive Scream to call an animal spirit to help you in battle. When you do so, choose a beast that is no larger than Medium and that has a challenge rating of 1/8 or lower. The beast appears in an unoccupied space of your choice within 10 feet from you. The beast disappears when your Frantic state ends, when it reaches 0 hit points, or if you summon another beast in this way.
The beast adds your proficiency bonus to its AC, attack rolls, damage rolls. Its hit point maximum equals the hit point number in its stat block or four times your barbarian level, whichever is higher.
The beast shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands, but you must use your bonus action to command it to take an action. If you don't issue any, the beast takes the Dodge action.
Spirit Animal
Also at 3rd level, you choose a spirit animal and gain its feature while your Adrenaline state is active.
Aspect of the Beast (Level 6)
At 6th level, you gain a magical benefit based on the spirit animal of your choice. You can choose the same the same animal you selected previously or a different one.
Enhanced Beast (Level 9)
At 9th level, when you use your Call Beast, you can choose one of the following spirit animals to bless the summoned beast.
Beasthide The beast gains a +2 bonus to AC bonus and proficiency with all saving throws.
Longtooth The beast has advantage on attack rolls against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Swiftstride The beast's movement speed increases by 10 feet and it doesn't provoke opportunity attacks.
Wildhunt The beast adds double your proficiency bonus to its Perception checks. In addition, no creature can make an attack roll with advantage against it, unless it's incapacitated.
Spiritual Attunement (Level 14)
At 14th level, you choose a spirit animal and gain its feature while your Adrenaline state is active. You can choose the same animal you selected previously or a different one.