User:MisterSinister/Martial Artist's Manual (3.5e Sourcebook)/Users of the Arts/Barbarian, Martial Arts (3.5e Base Class)

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Author: MisterSinister (talk)
Contributors: Szatany
Date Created: 27/12/13
Status: In progress
Editing: Clarity edits only please
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A martial-arts-using barbarian 1 Other Full



Barbarian

<-general description->.

Making a barbarian

Tome of Prowess
This class is designed to be compatible with the Tome of Prowess rules. Any class abilities that have different rules under Tome of Prowess will be marked by a ToP: label.

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: Any

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: Simple

Table: The Barbarian

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Primal heart, unarmed training
2nd +2 +3 +3 +3
3rd +3 +3 +3 +3
4th +4 +4 +4 +4
5th +5 +4 +4 +4

Class Skills, Tome of Prowess Variant (6 per level, ×4 at 1st level)
Acrobatics (Dex), Athletics (Con), Dowsing (Wis), Endurance (Con), Escape Artistry (Dex), Geomancy (Wis), Intimidation (Cha), Jump (Str), Survival (Wis).

Class Features

All of the following are class features of the barbarian.

Weapon and Armor Proficiency: Barbarians are proficient with all simple weapons (except crossbows), and the style weapons of Bloody Alley, Harvester, Mountain Style, Peasant Hero, Ravenous Beast and Reaper of Ruin. They are proficient with light and medium armour, but not with shields.

Martial Arts: A barbarian has access to Bloody Alley, Harvester, Mountain Style, Peasant Hero, Ravenous Beast and Reaper of Ruin. [more to come]

Unarmed Training (Ex): A barbarian has basic training in unarmed fighting. They are considered proficient in their own unarmed strikes, can deal either lethal or nonlethal damage with their unarmed strikes at no penalty, and deal 1d6 damage with an unarmed strike (for a Medium barbarian). They are also considered to have the Improved Unarmed Strike feat for any prerequisites.

Primal Heart: At 1st level, a barbarian chooses how they manifest their primal connection. A barbarian can choose one of: blood bond, fetishes, frenzy, rage or tattoos.

Blood Bond: By cutting themselves and another and letting their blood mix while speaking ancient words of power, the barbarian forges a bond between themselves and that person (called the blood sibling) that has mystical powers. As long as the barbarian and blood sibling are close to each other, they become better at fighting and more aware, as if they could share their battle experiences and senses to some extent.

At 1st level, a barbarian chooses another individual (who must agree) to become their blood sibling. The only way to change a blood sibling is for the old one to die, in which case the ritual must be performed again for a new blood sibling. While within Close range of their blood sibling (determined by character level), both the sibling and the barbarian receive the following benefits:

1st level:
2nd level:
3rd level:
4th level:
5th level:

Fetishes:

Frenzy:

Rage:

Tattoos: By marking their body with magical inks, a barbarian infuses their primal powers directly into their body. These tattoos must be visible to have any effect, which means that most barbarians tattoo their arms or faces. These mystical drawings are meant to protect their wearer, and when a barbarian feels threatened, they begin to glow, bestowing their power on him.

Once per scene, whenever a barbarian who chose tattoos is in a situation where they couldn't take 10 on a normal skill check (i.e. is rushed or threatened), they can spend a swift action to activate their tattoos. This is called a tattoo invocation. This causes them to glow, shedding as much light as a torch would, in whatever colour the barbarian wishes. The glow persists for the rest of the scene. While the tattoos are active, the barbarian gains a +4 deflection bonus to AC, a +2 resistance bonus to all saves, and DR 5/-.

Additionally, at each level, a barbarian chooses a special tattoo to mark themselves with. Each of these tattoos may only be chosen once, and to use its power, a tattoo must be activated. After a tattoo has been activated, it becomes unavailable until the next time the barbarian uses their tattoo invocation. If all of a barbarian's special tattoos are activated, their tattoo invocation ends at the end of the current round.

See here for a complete list of special tattoos available to the barbarian.





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