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 the barbarian's character level), both the sibling and the barbarian do not become staggered at 0 or disabled at negative hit points. Additionally, neither the barbarian or the sibling die until they reach -15 hit points as long as they are within Close range of each other. They also receive the following benefits:

1st level: Whenever the barbarian or their blood sibling is dealt damage, they can have the other individual in the blood bond (the blood sibling for the barbarian and vice versa) take half of the damage, with the remaining half going to the original target of the damage. If the damage cannot be split evenly, then the larger portion goes to the original target.
2nd level: If either the barbarian or the blood sibling has evasion, mettle, uncanny dodge, or any improved versions of any of these abilities, they both have them.
3rd level:
4th level:
5th level:

Note that, for any of these benefits to apply, both the barbarian and their blood sibling must be conscious.

Fetishes: Some barbarians keep trophies from what they have killed - ranging from teeth and eyes to whole pelts or skins. By taking these trophies, barbarians believe that they can bring luck to themselves, and take away the luck of their enemies. In order for fetishes to have any effect, they must be visible, which means barbarians often wear them in visible locations. All of the abilities listed below are free actions to activate unless stated otherwise

A barbarian that chose fetishes receives a +10ft enhancement bonus to speed - this needs no activation. Once per round, they can also declare one of their d20 rolls to resolve an attack roll, skill or ability check, or save to automatically be 10 + their barbarian level. This cannot cause an attack roll to become a critical threat, although it can confirm a critical threat already scored. This must be declared before the roll is made.

At 2nd level, once per round, after finding out the result of a d20 roll to which their 1st-level fetishes ability can apply to, but before any of its effects are applied, the barbarian can choose to re-roll that d20. The barbarian can choose to take the second roll if it is better.

At 3rd level, once per round, a barbarian can choose to automatically declare an opponent's attack roll, skill or ability check, or save to automatically be 10 - their barbarian level. This must be declared before the roll is made, the barbarian must be aware of the action that prompted the roll, and it must affect the barbarian directly.

At 4th level, once per round, after finding out the result of a d20 roll by an opponent to which their 3rd-level fetishes ability can apply to, but before its effects are applied, the barbarian can force that d20 to be re-rolled. The opponent must take the worse of the two rolls. The barbarian must be aware of the action that prompted the roll, and it must affect the barbarian directly.

At 5th level, whenever the barbarian rolls a 1 on any d20 roll for an attack roll, skill or ability check, or save, this counts as if they had rolled a 20 instead.

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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