A Brief Introduction:
My good friend Dante aka Cadian 9th kept telling me that Barbarian was a little bit "meh". So I decided to fix that, not by telling him to shut-up, but by fixing the Barbarian class. My goal with this is move it up to tier 3, that's roughly inline with the Crusader, Swordsage, my other three homebrews (see sig), the Warblade, the Bard, the Facotum etc.
CHARGE!!!! KILL 'EM, KILL 'EM ALL!!!
Sometimes it's best to be destructive, do be insane, to go crazy. The best place for this is in a fight. The adrenalin pumping through your veins and the rage building up inside you, makes you a fight harder and better than you otherwise would. The Barbarian is this taken to the extreme. He's fast, he's strong, and he's very angry.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|Rage 1/day, Frightening Muscles, Heave, Fast Movement |
|DR1/-, Metabolic Boost 1, Uncanny Dodge, Rampage, Mad Skillz|
|Rage 2/day, Feat: Endurance, Trapkiller|
|DR2/-, Reckless Assault, Oversized Weapons, Pounce|
|Rage 3/day, Metabolic Boost 2, Adrenalin Surge, Improved Uncanny Dodge|
|DR3/-, Frightful Presence, Battle Insanity, Overpowering Bullrush|
|Rage 4/day, Massive Grappling|
|DR4/-, Metabolic Boost 3|
|Rage 5/day, Improved Adrenalin Surge, Irresistible Trip|
|DR5/-, Frantic Aggression|
|Rage 6/day, Metabolic Boost 4, Greater Rage|
|DR6/-, Improved Frightful Presence|
|DR7/-, Metabolic Boost 5, Indomitable Will|
|DR8/-, Improved Battle Insanity|
|Rage 9/day, Metabolic Boost 6, Tireless Rage|
|DR9/-, Furious Distraction|
|DR10/-, Metabolic Boost 7, Mighty Rage, Vortex of Distraction|
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), Spot (Wis) and Swim (Str).
Skill Points at 1st Level:
(4 + Int modifier) × 4.
Skill Points at Each Additional Level:
4 + Int modifier.
Weapon and Armour Proficiency:
A barbarian is proficient with simple and martial weapons, light and medium armours and shields, except tower shields.
At first level, as many times per day as indicated on the table, a barbarian may enter a fit of rage. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see Temporary Hit Points, page 146.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. He may only enter a rage once per encounter.
Frightening Muscles (Ex):
At first level, a barbarian may add a bonus equal to his strength modifier to intimidate checks.
At first level, a barbarian gains a bonus to Strength checks equal to 1/2 of his class level. This only applies to ability checks, not skill checks or attacks.
Fast Movement (Ex):
At first level, a barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armour worn.
Damage Reduction (Ex):
At second level, a barbarian gains DR/- equal to the amount indicated in the table.
Metabolic Boost (Ex):
At second level, a barbarian gains fast healing while raging equal to the amount indicated on the table.
Uncanny Dodge (Ex):
At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
At 2nd level, during a rage, a barbarian gains a bonus to damage equal to half his class level. This bonus also applies to damage dealt in sunder attempts.
Mad Skillz (Ex):
At 2nd level, a barbarian gains a bonus equal to half his class level to survival and intimidate skill checks.
At 3rd level, a barbarian gains the feat Endurance (PHB).
At 3rd level, a barbarian gains trapfinding; see the rogue class feature, (PHB 50), except that he can use Survival instead of Search to locate traps. However, he takes a -5 penalty on such checks because of his comparative unfamiliarity with the mechanisms and triggers involved.
Once a barbarian finds a mechanical trap, he can attempt to disarm it by making an attack roll. He succeeds if the result exceeds the Disable Device DC of that trap. Only traps with moving mechanisms or gears (such as shifting floor panels, dropping portcullis gates, or arrow traps) can be disarmed in this manner; simple pitfalls and most magic traps have no mechanism to be so disrupted. He must be able to reach the trap with a melee attack to make a disarm attempt. If he fails to disarm the trap, he automatically springs it.
Reckless Assault: (Ex)
Starting at 4th level, penalties to a barbarian's attack rolls due to power attack may be exchanged for an equal penalty to his AC.
Oversized Weapons: (Ex)
At 4th level, a barbarian can wield weapons one size category larger than normal without penalty.
At 4th level, when a barbarian makes a charge, instead of making a single attack, he can make a full attack.
Adrenalin Surge (Ex):
At 5th level, after a Barbarian drops an opponent he gains temporary hit points equal his class level. These temporary hit points last for one minute. Temporary hit points stack with each other, but not other forms of temporary hit points.
Improved Uncanny Dodge (Ex):
At 5th level, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Frightful Presence (Ex):
At 6th level, while a barbarian is raging and after an attack or charge, all of his opponents within 30ft of him are shaken for 1d6 + his Strength or Charisma modifier (whichever is higher) rounds, unless they make a will save (DC = 10 + 1/2 Class Level + Strength or Charisma Mod, whichever is larger) If they succeed on the save, they’re immune to this ability for 24 hours.
Battle Insanity (Ex):
At 6th level, while a barbarian is raging as a standard action, he may prematurely end his rage to instantly remove a condition of effect currently affecting him. The effect or condition must have a duration greater than one round.
Overpowering Bull Rush (Ex):
At 6th level, a barbarian is treated as being one size category larger where it would benefit him, for the purposes of attempting to bull rush an opponent.
Massive Grappling (Ex):
At 7th level, a barbarian is treated as being one size category larger where it would benefit him for the purposes of grappling.
Improved Adrenalin Surge (Ex):
At 9th level, any time the Barbarian scores a critical hit, he gains temporary hit points equal to his class level. When he drops someone, he gains twice his class level in temporary hp. These temporary hit points are treated exactly the same as the temporary hit points generated by Adrenalin Surge.
Irresistible Trip (Ex):
At 9th level, a barbarian is treated as one size category larger, where it would benefit him for the purposes of tripping.
Frantic Aggression (Ex):
At 10th level, while raging a barbarian gains one extra attack at his highest base attack bonus as part of a full attack or as part of an attack action.
Greater Rage (Ex):
At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
Improved Frightful Presence (Ex):
At 12th level, a barbarian no longer needs to be raging to make use of his frightful presence ability.
Indomitable Will (Ex):
While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Improved Battle Insanity:
At 16th level, when a barbarian uses his Battle Insanity ability, he may continue raging as per normal. However, he may only use this ability once per rage.
Tireless Rage (Ex):
At 17th level, a barbarian no longer becomes fatigued at the end of his rage.
At 18th level, any opponents within 60ft that can hear or see a barbarian that is raging take a -4 penalty to their attack roles if they are not targeting the barbarian. Any enemy spellcasters must pass a concentration check if they wish to cast spells (DC: 10 + 1/2 Class Level + Strength or Charisma Modifier, whichever is higher.)
Mighty Rage (Ex):
At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +10, and his morale bonus on Will saves increases to +5. The penalty to AC remains at –2.
Vortex of Distraction:
At 20th level, the DC for the concentration check increases by the spell level of the spell that the spell casters are trying to cast.
This is open to changes and it is by no means set in stone. I would love feedback on all of the new abilities, and whether I should modify the abilities from the original class.