The wastes are a harsh environment, not suited for life. Only the skilled and the strong survive, from this situation, some of the greatest warriors arise. Every day they must fight to grasp onto life.
Barbarians typically live a nomadic life, moving with the seasons and their prey. Foragers and Hunters they are adept at survival, and have a waste-lander sense, knowing when something isn't right from so much experience.
When required, Barbarians can call upon the full power of their body, going into a full bodied rage that pushes their body into overdrive.
Life in the wilds is difficult, and often at times one needs to compromise to survive, at times needing to directly expose themselves to the dangers of Ether and the Ether-flora without protection.
Over generations, this has resulted in mutations amongst the population, and as these great and proud people mature, they find their bodies become altered during puberty and later life in weird and fantastical ways.
BArBarIAN Class Features
Hit Points
Hit Dice. 1d12 per barbarian level
Proficiencies
Armor. Light armor. Medium armor, Shields
Weapons. Simple Weapons, Martial Weapons, Lasso
Tools. None
Saving Throws. Strength, Constitution
Skills. Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Great Axe or (b) Any Martial weapon
- (a) Two handaxes or (b) Any Simple Weapon
- An explorer's pack, four javelins, and a Lasso.
Rage
In battle you fight with unhinged ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you arn't wearing heavy armor:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
- You have Resistance to Bludgeoning, Piercing, and Slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them whilst in a rage.
Your rage lasts for 1 minute.
If ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn, or taken damage since then. You can also end your rage as a bonus action.
You can rage a number of times equal to the amount in the Rages column in the table above, once used you must finish a long rest before these are available again.
Unarmoured DEFENCE
Your people did not rely on the safety of man made shells, and you are used to combat without the hindrance of armour.
While you are not wearing armour, your AC = 10 + Dexterity Modifier + Constitution Modifier.
Reckless Attack - Level 2
You abandon all concern for safety to attack without inhibition. When you make your first attack on your turn, you can decide to attack recklessly.
When you attack Recklessly, you gain Advantage on Melee Weapon Attacks using Strength during this turn, but attacks against you have advantage until your next turn.
Danger Sense - Level 2
You arn't concerned with distractions in life, but are intune with the world, and the ebb and flow of cause and reaction. You notice slight things, like the birds no longer singing, and the soft breeze becoming a chill, or the rubble of the swarm in the background against the roar of a river, or the twang of a trap being triggered.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened or incapacitated.
You gain +2 Passive Perception for changes or actions being taken that are observable.
Mutation Paths - Level 3
Your life in the wastes have changed you to be different than your bloodline and race. Slight or significant, you have been changed by the wasteland, choose how this has effected you.
You lived deep in the toxic environment of the Wastelands. Over time your family has built up resistances to this toxic environment, but not without significant alterations to your physiology.
Your blood is infected by the terrors and toxins of the wastes which give you amazing momentum in battle and super human durability.
In your childhood you were forever changed by a close encounter with a Husk Worm. This has left you and your mind forever scarred. Recently this has begun to manifest as foul magic erupting as you become enraged.
Something old has awoken in your, and it is mad, unrelenting. The force and power of your ancestors speaks now through your blade.
Ability Score Improvement - Level 4, 8, 12, 16 and 19
You can increase one ability score of your choice by 2, or two different scores by 1. You cannot increase a score past level 20 using this feature.
Instead, you may choose to not take the improvement, and take a Feat. PHB 169
Extra Attack - Level 5
You may attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement - Level 5
Your speed increases by 10 feet while you are not wearing Heavy Armour
Wild Instincts - Level 7
You have advantage on Initiative Rolls
If you are surprised at the beginning of combat and arn't incapacitated, you can act normally on your first turn, but only if you immediate enter a rage before any other actions or movement.
Brutal Critical - Level 9
You cleave with excess fervour.
You may roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This feature increases to two dice at level 13, and three at level 17.
Relentless Rage - Level 11
Your rage steadies your body into a perfect and near unstoppable weapon, and will keep you fighting through grevious wounds.
If you drop to 0 hit-points while raging and don't immediately die outright, you can attempt at DC 10 Constitution saving throw. If you succeed, you instead drop to 1 hit-point.
Each time you use this feature, after the first, the DC increases by 5. When you complete a short or long rest, the DC resets to 10.
PERSISTENT Rage - Level 15
Your rage is unending, and will end only if you fall unconscious, or will it to end.
Indomitable Might - Level 18
If your total for a Strength check is less than your total Strength score, you can choose to use that instead of your roll.
Primal Champion - Level 20
You have become the perfect predator of the wastelands. Your Strength and Constitution scores increase by 4 each. Your maximum for these scores is also now 24.