Alternate Barbarian - GM Binder (05-07)

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Critical Strike

Your ferocity in battle drives you to exploit every weakness of Primal Paths
your foes. Starting at 11th level, when you score a critical hit Choose the Primal Path that best represents the ferocity and
while Raging, you can immediately use one Exploit you know skills of your barbarian: the Path of the Berserker, Path of the
without expending an Exploit Die as part of that attack. Brute, Path of the Champion, or Path of the Totem Warrior.
Relentless Rage Path of the Berserker
The white hot fury of your Rage burns ever brighter. At 11th The savage warriors known as berserkers live for the chaos
level you gain the following benefits while you are Raging: of battle. For these barbarians, their Rage is a manifestation
If you drop to 0 hit points, but you do not die outright, you of their lust for violence and destruction. Often found on the
can choose to end your Rage to drop to 1 hit point instead. front lines of battle, berserkers only feel fully alive when they
When you are forced to make an Intelligence, Wisdom, or are risking life and limb to test their might against their foes.
Charisma saving throw you gain a bonus to your roll equal Berserker Exploits
to your Constitution modifier (minimum of +1). You learn certain Exploits at the barbarian levels noted in
Persistent Rage the table below. These don't count against your number of
Exploits Known and can't be switched upon gaining a level.
You have mastered your Rage, becoming one with the anger Barbarian Level Exploit
within. Starting at 15th level, your Rage lasts for 1 hour and
it only ends if you fall unconscious or you choose to end it. 3rd feral senses, menacing shout
5th bloodthirsty critical, savage rebuke
Indomitable Might
9th roar of triumph
Your physical power and stamina rival the heroes of legend.
Starting at 18th level, if you make a Strength or Constitution Frenzied Rage
check and the result of your roll is lower than your Strength When you choose this Primal Path at 3rd level, can unleash
score, you can use your Strength score in place of result. wild fury. When you Rage, you can enter a Frenzied Rage.
Primal Champion For the duration of a Frenzied Rage you can make a melee
weapon attack as a bonus action on each turn, including the
You embody the raw power of the primal wilderness, and bonus action you used to enter your Frenzied Rage.
have exceeded the physical limits of normal mortals. At 20th You can use this feature once with no negative effects, but
level, both your Strength and Constitution scores increase by for each additional time you do so before you finish a long
4, and your maximum for both of those scores is now 24. rest, you suffer 1 level of exhaustion at the end of the Rage.
Brutish Exploits
You learn certain Exploits at the barbarian levels noted in
the table below. These don't count against your number of
Exploits Known and can't be switched upon gaining a level.
Barbarian Level Exploit
3rd imposing presence, take down
5th concussive blow, greater hurl
9th disorienting blow

The Wrong Crowd


Beginning when you choose this Primal Path at 3rd level, if
you spend a night carousing in a settlement of any size, you
have advantage on ability checks to gather information on
that settlement, its culture, factions, and important figures.
Unarmed & Dangerous
A dragonborn You have honed your body into a deadly weapon. Beginning
berserker works at 3rd level, your unarmed strikes deal bludgeoning damage
to collect some equal to 1d4 + your Strength modifier on hit. If you have two
outstanding free hands, the d4 damage die becomes a d6.
debts Moreover, you gain the following benefits while Raging:
When you take the Attack action on your turn and make
only unarmed strike attacks, you can make an additional
unarmed strike as part of that same Attack action.
Once per turn, when you hit with an unarmed strike, you
can attempt to grapple the target as part of that same
attack, so long you have a free hand to grapple the target.
Mindless Rage
You give yourself over completely to your Rage. Beginning at Fists of Fury
6th level, you cannot be charmed or frightened while you are The force of your strikes sends your foes reeling. Starting at
Raging. If you are charmed or frightened when you enter a 6th level, when you hit a creature with an unarmed strike, you
Rage, the effect is suspended for the duration of that Rage. can use concussive blow without expending an Exploit Die.
Moreover, while you are in a Frenzied Rage, you can ignore You can use concussive blow in this way number of times
the effects of any levels of exhaustion you currently have. equal to your Constitution modifier (minimum of once), and
you regain all expended uses when you finish a long rest.
Intimidating Presence Additionally, while you are Raging, your unarmed strikes
Your imposing presence strikes fear into the hearts of your count as magical for the purpose of overcoming resistances
enemies. Starting at 10th level, you can use menacing shout and immunities to nonmagical attacks and damage.
without expending an Exploit Die a number of times equal to
your Constitution modifier (minimum of once). You regain all Iron Grip
expended uses of this feature when you finish a long rest. Once you have a hold of something it is nearly impossible for
it to escape. At 10th level, you gain the following benefits:
Primal Restoration The size of creatures that you can grapple increases by
You can draw on the spark of fury within you to restore your one size. When you grapple a creature more than one size
body. Also at 10th level, when you finish a short rest, you can larger than you, it can move as normal, but you move with
choose to reduce your current level of exhaustion by 1. it so long as there is an unoccupied space adjacent to it.
Once you use this feature to reduce your exhaustion level While you are dragging a grappled creature that is one
you must finish a long rest before you can do so again. size larger than you or smaller, your speed isn't reduced.
Furious Retaliation While Raging, the damage die for your unarmed strikes
Starting at 14th level, when you take damage from a creature becomes 1d6, or 1d8 if you have two free hands.
that is within your reach, you can use your reaction to make a You gain a climbing speed equal to your walking speed.
single melee weapon attack against that creature. Brutish Determination
Path of the Brute You can shrug off physical blows that would devastate others.
Beginning at 14th level, when you make a Strength, Dexterity,
While most barbarians hail from the wild places of the world, Constitution, or death saving throw, you add 1d4 to your roll.
brutes discovered their Rage in the underbelly of civilization. Should you roll a 20 or higher on a death saving throw, you
Their abilities stem from a combination of street smarts and instantly regain consciousness and stand up with 1 hit point.
pure grit. All those who follow this Path share one thing in Finally, the damage die for your unarmed strikes becomes
common, they prefer to solve their problems with their fists. 1d8, or 1d10 if you have two free hands.
Path of the Champion
At the front of every great fighting force stands a Champion.
These elite warriors are masters of battle who stand as
paragons of honorable combat and fair play. Often, they
seek out the most powerful of their foes and look to swiftly
end conflicts with honorable duels or athletic competitions.
Champion Exploits
You learn certain Exploits at the barbarian levels noted
in the table below. They don't count against your number
of Exploits Known and can't be switched upon gaining a level.
Barbarian Level Exploit
3rd feat of strength, mighty leap A human
champion
5th thunderous blow, warrior's challenge takes to the
9th resilient body battlefield!
Fighting Style
When you choose this Primal Path at 3rd level, you enhance
your Rage with martial technique. You learn a Fighting Style
of your choice from the list below. You can't learn a Fighting
Style more than once, even if you gain this feature again.
Whenever you gain a level in this class, you can switch your
Fighting Style for another option from the list below. Remarkable Athlete
Dual Wielding You can regularly perform feats of athleticism that would be
When you take the Attack action while two-weapon fighting, impossible for most mortals. Starting at 6th level, whenever
you can make a single additional attack with your off-hand you use either feat of strength or mighty leap, you can roll a
weapon as part of your action instead of your bonus action, d6 and use it instead of expending an Exploit Die.
adding your ability modifier to the damage of this attack. When you reach 14th level, this d6 becomes a d8.
Great Weapon Fighting Invigorating Critical
When you roll a 1 or 2 on the damage die for an attack you A solid strike renews your fighting spirit. Starting at 10th
make with a two-handed or versatile melee weapon that you level, when you score a critical hit with a melee or thrown
are wielding with two hands, you can reroll the damage die. weapon attack, you regain hit points equal to your Exploit
You must use your new roll, even if it is a 1 or a 2. Die + your Constitution modifier (minimum of 1 hit point).
Improvised Fighting
Survivor
You are a nearly perfect specimen of physical vigor and have
You gain proficiency with improvised weapons. Once per become exceedingly hard to kill. Beginning at 14th level, you
turn, when you hit with a non-magical improvised weapon gain temporary hit points equal to your Constitution modifier
attack, you can roll the damage die twice and take the higher (minimum of 1) at the beginning of each of your turns.
roll. When you do so, the improvised weapon is destroyed
and cannot be used for further attacks. Path of the Totem Warrior
Strongbow Barbarians who follow the Path of the Totem warrior seek to
You can use your Strength modifier, in place of Dexterity, for align themselves with powerful spirits of nature. Taking the
your attack and damage rolls with longbows and shortbows. forms of wild animals, these spirits bestow barbarians with
primal totems that enhance their Rage with spiritual magic.
Martial Training In turn, totem warriors decorate their bodies, weapons, and
Also at 3rd level, your training grants you increased combat armor with symbols reminiscent of their bestial totem spirit.
skills. Your total number of Exploit Dice increases by one.
In addition, when you use an Exploit while Raging, the size Totemic Exploits
of that Exploit Die increases by 1, to a maximum of a d12. You learn certain Exploits at the barbarian levels noted in
the table below. These don't count against your number of
Mighty Blow Exploits Known and can't be switched upon gaining a level.
Starting at 6th level, you can draw upon your Rage to fuel a Barbarian Level Exploit
single mighty blow. When you hit a creature with a melee or
thrown weapon attack while Raging, you can instantly end 3rd mighty leap, primal intuition
your Rage and turn that attack into an automatic critical hit. 5th crippling critical, trampling rush
Once you use this feature you must finish a short or long
rest before you can do so again. 9th savage defiance

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