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Alternate Barbarian
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<blockquote data-quote="craftyrat" data-source="post: 2774253" data-attributes="member: 8306"><p>This is a kind of expanded choice barbarian, sticking to the class format, but with a bit more customizability. The bonuses for terrain and totem make it somewhat more powerful than a standard barbarian, but not overwhelmingly so. Comments? Ideas for other specializations?</p><p></p><p>craftyrat</p><p></p><p>Credit to Szatany on the Wizards boards for many of the ideas here, and the general concept (<a href="http://boards1.wizards.com/showthread.php?t=168661" target="_blank">http://boards1.wizards.com/showthread.php?t=168661</a>)</p><p></p><p><strong>Barbarian</strong></p><p></p><p>Barbarians choose a home terrain, a totem, and a specialization.</p><p></p><p><strong>All Barbarians</strong></p><p></p><p>1st: Illiteracy</p><p></p><p><strong>Terrain</strong></p><p></p><p>Home terrain grants abilities at levels 2 and 4.</p><p></p><p>Arctic</p><p>2: +4 Bonus to Survival</p><p>4: +2 to save against Cold based attacks</p><p></p><p>Desert</p><p>2: Bonus Feat (Endurance)</p><p>4: +2 to save against Fire based attacks</p><p></p><p>Forest</p><p>2: +2 Bonus to Climb and Balance</p><p>4: +4 penalty to the DC to track the barbarian (+2 if the barbarian is travelling with non-barbarians)</p><p></p><p>Mountain</p><p>2: +4 Bonus to Climbing</p><p>4: Climb at regular move speed (not running)</p><p></p><p>Plains</p><p>2: Bonus Feat (Run)</p><p>4: +4 Bonus to Spot</p><p></p><p>Sailing/Naval</p><p>2: +2 Bonus to Spot and Profession (Sailor)</p><p>4: Bonus Feat (Endurance)</p><p></p><p>Swamp</p><p>2: +2 to save vs Disease</p><p>4: +2 to save vs Poison</p><p></p><p>Jungle</p><p>2: +4 Bonus to Move Silently</p><p>4: +2 to save vs Poison</p><p></p><p>Underdark</p><p>2: +4 Bonus to Escape Artist</p><p>4: Darkvision +30’</p><p></p><p><strong>Totem</strong></p><p></p><p>A totem is usually an animal the barbarian is spiritually connected with, but it can also be a community. Totems give the barbarians a special bonus or ability at 1st level. A totem animal must be one that the barbarian had exposure to in their home terrain.</p><p></p><p>Ape/Monkey: +2 to climb</p><p></p><p>Bat: +2 to listen</p><p></p><p>Bear/Crocodile/Octopus: +1 to grapple checks</p><p></p><p>Bull/Lion/Rhinoceros: +2 to hit on charge attacks</p><p></p><p>Cheetah: Bonus Feat (Run)</p><p></p><p>Community: A town or village no larger than 10,000 people, alternately this can be a nomadic community; while within 1 mile of the community, the barbarian gains a +1 morale bonus to damage rolls</p><p></p><p>Dolphin/Fish/Whale: +2 to swim</p><p></p><p>Dragon: +2 to save against fear</p><p></p><p>Elephant: +2 to bull rush</p><p></p><p>Hawk/Eagle: +2 to spot</p><p></p><p>Hyena/Wolf: +2 to survival</p><p></p><p>Horse: +2 to ride</p><p></p><p>Lizard: +2 to balance</p><p></p><p>Owl: Low light vision (double normal range if already possessed)</p><p></p><p>Rat: +2 to move silently</p><p></p><p>Raven: Bonus language (any)</p><p></p><p>Shark: +2 to all damage rolls 1/day for 5 rounds</p><p></p><p>Snake: +1 to initiative</p><p></p><p>Tiger/Puma/Cougar: +2 to hide</p><p></p><p>Wolverine/Badger/Boar: Bonus Feat (Diehard)</p><p></p><p><strong>Specializations</strong></p><p></p><p><strong>Barbarian</strong></p><p></p><p>As in the Players’ Handbook</p><p></p><p><strong>Berserker</strong></p><p></p><p>A barbarian who specializes in raging.</p><p></p><p>1st: Fast Movement; Rage 1/day; Bonus Feat (Extra Rage); Immune to Charms and Compulsions (while raging)</p><p>4th: Rage 2/day</p><p>7th: Damage Reduction 1/--- (only while raging); Greater Rage</p><p>8th: Rage 3/day; Tireless Rage</p><p>10th: Damage Reduction 2/--- (only while raging)</p><p>12th: Rage 4/day</p><p>13th: Damage Reduction 3/--- (only while raging)</p><p>16th: Damage Reduction 4/--- (only while raging); Rage 5/day</p><p>17th: Mighty Rage</p><p>19th: Damage Reduction 5/--- (only while raging)</p><p>20th: Rage 6/day</p><p></p><p><strong>Non-Raging Barbarian</strong></p><p></p><p>Gains bonus fighter feats in place of raging.</p><p></p><p>1st: Fast Movement; Bonus Feat</p><p>2nd: Uncanny Dodge</p><p>3rd: Trap Sense +1</p><p>4th: Bonus Feat</p><p>5th: Improved Uncanny Dodge</p><p>6th: Trap Sense +2</p><p>7th: Damage Reduction 1/---</p><p>8th: Bonus Feat</p><p>9th: Trap Sense +3</p><p>10th: Damage Reduction 2/---</p><p>12th: Trap Sense +4; Bonus Feat</p><p>13th: Damage Reduction 3/---</p><p>15th: Trap Sense +5</p><p>16th: Damage Reduction 4/---; Bonus Feat</p><p>18th: Trap Sense +6</p><p>19th: Damage Reduction 5/---</p><p>20th: Bonus Feat</p><p></p><p>Bonus feats are taken from the fighter bonus feat list.</p><p></p><p><strong>War Cry Barbarian</strong></p><p></p><p>This barbarian specializes in demoralizing war cries. A war cry is a standard action that affects all opponents within 30’. Deaf opponents are immune, as are opponents who cannot hear for any other reason. War cries are a mind-affecting, sonic effect. </p><p></p><p>1st: Fast Movement; War Cry 1/day</p><p>2nd: Uncanny Dodge</p><p>3rd: War Cry 2/day</p><p>4th: +4 to save against all Sonic effects</p><p>5th: Improved Uncanny Dodge</p><p>6th: War Cry 3/day</p><p>7th: Damage Reduction 1/---; War Cry (Flat Footed)</p><p>8th: Piercing Cry</p><p>9th: War Cry 4/day</p><p>10th: Damage Reduction 2/---; Sonic Resistance 5</p><p>11th: Frightful Cry</p><p>12th: War Cry 5/day</p><p>13th: Damage Reduction 3/---; Deafening Cry</p><p>14th: Stunning Cry</p><p>15th: War Cry 6/day; Sonic Resistance 10</p><p>16th: Damage Reduction 4/---</p><p>18th: War Cry 7/day</p><p>19th: Damage Reduction 5/---</p><p>20th: Sonic Resistance 15</p><p></p><p>War Cry: Will save (DC 10 + ½ class level + Cha modifier) or be shaken for 2d6 rounds. </p><p></p><p>War Cry (Flat Footed): Any opponent that fails their saving throw against a standard war cry is considered to be flat footed until their next turn.</p><p></p><p>Piercing Cry: The DC for War Cry increases by +2.</p><p></p><p>Frightful Cry: The barbarian can, if they choose, make a frightful cry in place of a normal war cry. With a frightful cry, any opponent that fails their save is frightened for 2d6 rounds.</p><p></p><p>Deafening Cry: Any opponent that fails their save against a standard war cry is now also deafened for the duration.</p><p></p><p>Stunning Cry: A stunning cry can be made in place of a normal war cry. Any opponent that fails their save is stunned for 1d4 rounds.</p><p></p><p><strong>Whirling Frenzy Barbarian</strong></p><p></p><p>This barbarian uses the whirling frenzy alternative to rage, as presented in Unearthed Arcana.</p><p></p><p>1st: Fast Movement; Whirling Frenzy 1/day</p><p>2nd: Evasion</p><p>3rd: Trap Sense +1</p><p>4th: Whirling Frenzy 2/day</p><p>5th: Improved Evasion</p><p>6th: Trap Sense +2</p><p>7th: Damage Reduction 1/---</p><p>8th: Whirling Frenzy 3/day</p><p>9th: Trap Sense +3</p><p>10th: Damage Reduction 2/---</p><p>11th: Greater Frenzy</p><p>12th: Trap Sense +4; Whirling Frenzy 4/day</p><p>13th: Damage Reduction 3/---</p><p>14th: Greater Evasion</p><p>15th: Trap Sense +5</p><p>16th: Damage Reduction 4/---; Whirling Frenzy 5/day</p><p>17th: Tireless Frenzy</p><p>18th: Trap Sense +6</p><p>19th: Damage Reduction 5/---</p><p>20th: Whirling Frenzy 6/day; Mighty Frenzy</p><p></p><p>Whirling Frenzy: When the barbarian enters a whirling frenzy, they gain a +4 bonus to Strength, and +2 dodge bonus on armor class and reflex saves. They can make one extra melee attack per round, but this attack and all others are at -2 to hit. This penalty lasts until the beginning of the round after the frenzy ends, so it also affects attacks of opportunity made by the barbarian. Frenzy lasts for 5 rounds + the barbarian’s Constitution modifier. In abilities and feats denied while in a frenzy, it is identical to rage. The barbarian is fatigued after using frenzy, just as with rage.</p><p></p><p>Greater Frenzy: The Strength bonus for frenzy increases to +6, and the dodge bonus to AC and Reflex saves increases to +3.</p><p></p><p>Greater Evasion: While in a frenzy, the barbarian can reroll any failed Reflex save.</p><p></p><p>Tireless Frenzy: The barbarian is no longer fatigued at the end of a frenzy.</p><p></p><p>Mighty Frenzy: The Strength bonus for frenzy increases to +8, and the dodge bonus to AC and Reflex saves increases to +4.</p></blockquote><p></p>
[QUOTE="craftyrat, post: 2774253, member: 8306"] This is a kind of expanded choice barbarian, sticking to the class format, but with a bit more customizability. The bonuses for terrain and totem make it somewhat more powerful than a standard barbarian, but not overwhelmingly so. Comments? Ideas for other specializations? craftyrat Credit to Szatany on the Wizards boards for many of the ideas here, and the general concept ([url]http://boards1.wizards.com/showthread.php?t=168661[/url]) [B]Barbarian[/B] Barbarians choose a home terrain, a totem, and a specialization. [B]All Barbarians[/B] 1st: Illiteracy [B]Terrain[/B] Home terrain grants abilities at levels 2 and 4. Arctic 2: +4 Bonus to Survival 4: +2 to save against Cold based attacks Desert 2: Bonus Feat (Endurance) 4: +2 to save against Fire based attacks Forest 2: +2 Bonus to Climb and Balance 4: +4 penalty to the DC to track the barbarian (+2 if the barbarian is travelling with non-barbarians) Mountain 2: +4 Bonus to Climbing 4: Climb at regular move speed (not running) Plains 2: Bonus Feat (Run) 4: +4 Bonus to Spot Sailing/Naval 2: +2 Bonus to Spot and Profession (Sailor) 4: Bonus Feat (Endurance) Swamp 2: +2 to save vs Disease 4: +2 to save vs Poison Jungle 2: +4 Bonus to Move Silently 4: +2 to save vs Poison Underdark 2: +4 Bonus to Escape Artist 4: Darkvision +30’ [B]Totem[/B] A totem is usually an animal the barbarian is spiritually connected with, but it can also be a community. Totems give the barbarians a special bonus or ability at 1st level. A totem animal must be one that the barbarian had exposure to in their home terrain. Ape/Monkey: +2 to climb Bat: +2 to listen Bear/Crocodile/Octopus: +1 to grapple checks Bull/Lion/Rhinoceros: +2 to hit on charge attacks Cheetah: Bonus Feat (Run) Community: A town or village no larger than 10,000 people, alternately this can be a nomadic community; while within 1 mile of the community, the barbarian gains a +1 morale bonus to damage rolls Dolphin/Fish/Whale: +2 to swim Dragon: +2 to save against fear Elephant: +2 to bull rush Hawk/Eagle: +2 to spot Hyena/Wolf: +2 to survival Horse: +2 to ride Lizard: +2 to balance Owl: Low light vision (double normal range if already possessed) Rat: +2 to move silently Raven: Bonus language (any) Shark: +2 to all damage rolls 1/day for 5 rounds Snake: +1 to initiative Tiger/Puma/Cougar: +2 to hide Wolverine/Badger/Boar: Bonus Feat (Diehard) [B]Specializations[/B] [B]Barbarian[/B] As in the Players’ Handbook [B]Berserker[/B] A barbarian who specializes in raging. 1st: Fast Movement; Rage 1/day; Bonus Feat (Extra Rage); Immune to Charms and Compulsions (while raging) 4th: Rage 2/day 7th: Damage Reduction 1/--- (only while raging); Greater Rage 8th: Rage 3/day; Tireless Rage 10th: Damage Reduction 2/--- (only while raging) 12th: Rage 4/day 13th: Damage Reduction 3/--- (only while raging) 16th: Damage Reduction 4/--- (only while raging); Rage 5/day 17th: Mighty Rage 19th: Damage Reduction 5/--- (only while raging) 20th: Rage 6/day [B]Non-Raging Barbarian[/B] Gains bonus fighter feats in place of raging. 1st: Fast Movement; Bonus Feat 2nd: Uncanny Dodge 3rd: Trap Sense +1 4th: Bonus Feat 5th: Improved Uncanny Dodge 6th: Trap Sense +2 7th: Damage Reduction 1/--- 8th: Bonus Feat 9th: Trap Sense +3 10th: Damage Reduction 2/--- 12th: Trap Sense +4; Bonus Feat 13th: Damage Reduction 3/--- 15th: Trap Sense +5 16th: Damage Reduction 4/---; Bonus Feat 18th: Trap Sense +6 19th: Damage Reduction 5/--- 20th: Bonus Feat Bonus feats are taken from the fighter bonus feat list. [B]War Cry Barbarian[/B] This barbarian specializes in demoralizing war cries. A war cry is a standard action that affects all opponents within 30’. Deaf opponents are immune, as are opponents who cannot hear for any other reason. War cries are a mind-affecting, sonic effect. 1st: Fast Movement; War Cry 1/day 2nd: Uncanny Dodge 3rd: War Cry 2/day 4th: +4 to save against all Sonic effects 5th: Improved Uncanny Dodge 6th: War Cry 3/day 7th: Damage Reduction 1/---; War Cry (Flat Footed) 8th: Piercing Cry 9th: War Cry 4/day 10th: Damage Reduction 2/---; Sonic Resistance 5 11th: Frightful Cry 12th: War Cry 5/day 13th: Damage Reduction 3/---; Deafening Cry 14th: Stunning Cry 15th: War Cry 6/day; Sonic Resistance 10 16th: Damage Reduction 4/--- 18th: War Cry 7/day 19th: Damage Reduction 5/--- 20th: Sonic Resistance 15 War Cry: Will save (DC 10 + ½ class level + Cha modifier) or be shaken for 2d6 rounds. War Cry (Flat Footed): Any opponent that fails their saving throw against a standard war cry is considered to be flat footed until their next turn. Piercing Cry: The DC for War Cry increases by +2. Frightful Cry: The barbarian can, if they choose, make a frightful cry in place of a normal war cry. With a frightful cry, any opponent that fails their save is frightened for 2d6 rounds. Deafening Cry: Any opponent that fails their save against a standard war cry is now also deafened for the duration. Stunning Cry: A stunning cry can be made in place of a normal war cry. Any opponent that fails their save is stunned for 1d4 rounds. [B]Whirling Frenzy Barbarian[/B] This barbarian uses the whirling frenzy alternative to rage, as presented in Unearthed Arcana. 1st: Fast Movement; Whirling Frenzy 1/day 2nd: Evasion 3rd: Trap Sense +1 4th: Whirling Frenzy 2/day 5th: Improved Evasion 6th: Trap Sense +2 7th: Damage Reduction 1/--- 8th: Whirling Frenzy 3/day 9th: Trap Sense +3 10th: Damage Reduction 2/--- 11th: Greater Frenzy 12th: Trap Sense +4; Whirling Frenzy 4/day 13th: Damage Reduction 3/--- 14th: Greater Evasion 15th: Trap Sense +5 16th: Damage Reduction 4/---; Whirling Frenzy 5/day 17th: Tireless Frenzy 18th: Trap Sense +6 19th: Damage Reduction 5/--- 20th: Whirling Frenzy 6/day; Mighty Frenzy Whirling Frenzy: When the barbarian enters a whirling frenzy, they gain a +4 bonus to Strength, and +2 dodge bonus on armor class and reflex saves. They can make one extra melee attack per round, but this attack and all others are at -2 to hit. This penalty lasts until the beginning of the round after the frenzy ends, so it also affects attacks of opportunity made by the barbarian. Frenzy lasts for 5 rounds + the barbarian’s Constitution modifier. In abilities and feats denied while in a frenzy, it is identical to rage. The barbarian is fatigued after using frenzy, just as with rage. Greater Frenzy: The Strength bonus for frenzy increases to +6, and the dodge bonus to AC and Reflex saves increases to +3. Greater Evasion: While in a frenzy, the barbarian can reroll any failed Reflex save. Tireless Frenzy: The barbarian is no longer fatigued at the end of a frenzy. Mighty Frenzy: The Strength bonus for frenzy increases to +8, and the dodge bonus to AC and Reflex saves increases to +4. [/QUOTE]
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