Barbarian: Martial Supremacy Variant

by ryne

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The Barbarian: Martial Supremacy

A tall human tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.

A half-orc snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.

Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.

These barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

The Barbarian
Level Proficiency Bonus Features Rages Rage Resistances
1st +2 Rage, Savagery (+2 dice), Unarmored Defense 2 +1
2nd +2 Reckless Courage 2 +1
3rd +2 Primal Path, Martial Exploit 3 +1
4th +2 Ability Score Improvement, Favored Weapon 3 +1
5th +2 Extra Attack 3 +1
6th +3 Path Feature, Relentless Rage 3 +3
7th +3 Danger Sense 3 +3
8th +3 Ability Score Improvement, Favored Weapon Improvement 3 +3
9th +4 Iron Body 3 +3
10th +4 Path Feature, Martial Exploit 3 +5
11th +4 Giant's Rage (x2 Dice) 3 +5
12th +4 Ability Score Improvement, Favored Weapon Improvement 3 +5
13th +5 Feral Pounce 4 +5
14th +5 Path Feature 4 +7
15th +5 Unshakeable Core 4 +7
16th +5 Ability Score Improvement, Favored Weapon Improvement 4 +7
17th +6 Savagery (+3 dice), Giant's Rage (x3 Dice), Martial Exploit 5 +7
18th +6 Indomitable Might 5 +7
19th +6 Ability Score Improvement Unlimited +7
20th +6 Primal Champion Unlimited +7

Class Features

As a barbarian, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per barbarian level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per barbarian level after 1st
  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • 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 martial weapon and a shield or (b) two martial weapons
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins

- Level 1

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • You have advantage on attacks using Strength on the turn you enter your rage.
  • You have resistance to bludgeoning, piercing, and slashing damage as well as any additional rage resistances. Psychic damage and damage from magical weapons bypass these resistances.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious, cast a spell, concentrate on a spell, or use your action to Dodge, Disengage, or Hide.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Choose one damage resistance as an additional rage resistance. You choose additional resistances as you gain levels as a barbarian, as shown in the Rage Resistances column of the Barbarian table. When you gain a level in this class, you can choose a resistance and replace it with another.

Savagery

You are no stranger to violence, and when you see an opening, you exploit it ruthlessly. Add two additional damage dice to the damage of your critical. The additional damage increases to three rolls of the damage die at 17th level.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

- Level 2

Reckless Courage

You learn to abandon all sense of fear or caution, trusting in your own strength to overcome any challenge. You can treat any saving throw against being Frightened as being a Strength saving throw. Also, before you make an attack, you can decide to attack recklessly. Doing so gives you advantage on weapon attack rolls using Strength until your next turn, but attack rolls against you have advantage during that time.

- Level 3

Primal Path

Choose a path that shapes the nature of your rage. The Path of the Berserker and Path of the Totem Warrior are detailed at the end of the class description, and additional primal paths are available in other sources. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Martial Exploit

Your constant struggle and exertion have given you uncommon physical prowess. Gain a martial exploit. You gain an additional one at 10th and again at 17th level.

- Level 4

Ability Score Improvement

At this time, and again at 8th, 12th, 16th, and 19th 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Favored Weapon

You have bonded with a specific type of weapon. You can use the total of an attack roll made with that weapon in place of any performance checks you make with it and can summon it to you hand if it is not being held and is within 10 feet of you.

In addition, you can use your action to attune to a weapon of that type without it counting against your available attunement slots.

All attacks made with your favored weapons are considered magical for the sake of overcoming resistance and immunity to nonmagical damage.

- Level 5

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. You can forgo taking this feature to instead allow your attacks to score a critical hit on a roll of 19 or 20.

- Level 6

Relentless Rage

Regain all expended rages when you complete a short rest. In addition, damage from magical weapons no longer bypasses your rage resistances.

- Level 7

Danger Sense

You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You gain proficiency in Dexterity saving throws and Initiative ability checks. Additionally, before rolling Initiative you gain all the benefits of your rage until the start of your first turn.

- Level 8

Favored Weapon Improvement

While attuned to a non-magical weapon of your favored type, you give it additional properties.

You gain a +1 bonus to the attack rolls and the damage rolls you make with this weapon.

The bonus increases to +2 when you reach 12th level, and to +3 when you reach 16th level.

- Level 9

Iron Body

Your strength lets you shrug of wounds and weariness that would kill lesser beings. Before taking damage or gaining a level of Exhaustion, you can make a DC 10 Constitution saving throw. On a success, you instead have immunity to that instance of damage or Exhaustion. Each time you use this feature after the first, the DC increases by 5. When you take a long rest, the DC resets to 10.

- Level 11

Giant's Rage

While raging you are an additional size larger, though when you enter the rage you can choose to stay the same physical size. While raging you double the base weapon damage dice of any weapon you wield, and if it is a versatile weapon, you use the larger die type. At 17th level you instead become two additional sizes larger (but no larger than Huge) and you triple the weapon damage while raging. If you wield weapons made for creatures of your size or for smaller creatures, the DM determines if a check is needed for other creatures to wield them and what properties they have when you wield them.

- Level 13

Feral Pounce

You have instincts so keen that you gain advantage on Dexterity saves and Dexterity checks while raging. Also, as part of the bonus action when you enter a rage, you can move a number of feet equal to 5 times your Dexterity and Strength modifiers (minimum of 1 each) in a direction of your choice without using your movement.

- Level 15

Unshakeable Core

Your body has such a reserve of strength that it can withstand almost any physical assault. You have advantage on Constitution checks and Constitution saving throws while raging. In addition, you can maximize the roll when you roll a Hit Die to regain hit points.

- Level 18

Indomitable Might

When making an ability check or saving throw using Strength, Constitution, or Dexterity you can treat a d20 roll of 9 or lower as a 10.

Primal Champion

At 20th level, you embody the power of the wilds.

  • You may divide 10 points between your Strength, Constitution and Dexterity scores. Your maximum for those scores is now 25.
  • When you have advantage on an attack, you roll an additional d20 and can change any 1s rolled to 20s.
  • Triple your your carrying capacity and the weight you can push, drag, or lift.
  • You can use one of your attacks to replicate the effects of a DC10 disintegrate spell against a target within 5 feet.

Huge thanks to Treantmonk , who not only
provided the inspiration for this project, but also helped with the formatting portion. - Riley P.

 

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