The original design for The Barbarian Class focused on their Rage and re-contextualizing Rage as different emotions. In hindsight, I do still like this idea. It is far more interesting than every Barbarian just being angry, but simply changing the emotion does nothing to change the fact that this version of a Barbarian just Rages and hits things.
Therefore, I am redesigning the Class from the ground up. Instead of focusing on Rage as the core concept, I will instead be focusing on the Conan / Outlander archetype as the core Class while aspects like Rage will instead be added as sort of preternatural powers instead of proper Subclasses (like The Cleric for example). Not only will this make Dungeon's Barbarian more interesting, but it will also differentiate them from other martial classes, like The Fighter or The Monk.
Finally, the old version of The Barbarian will be labeled as (OLD), but it will remain posted. This new version will be the only one supported going forward, but I will keep them as separate posts due to their drastic differences.
The Barbarian (Rework)
HP: +1d10 each Level, minimum of +5
AC: +1 each 2nd Level
AB: +1 each Level
Save: -1 each 2nd Level
Skills: +2 Skill Pips each Level
At 1st Level, you are a fearsome warrior, but your skill comes more from instinct than proper training. Despite your d10 HP Die, you are incapable of wearing Heavy Armor. However, you are far more mobile in combat because of this. Once per combat, you may perform a Move as a Free Action. Finally, this extra Move may only be used to Move or Charge, not for any other Maneuvers.
At 2nd Level, your instincts grow stronger. You gain one of the options below.
- You gain +1 AC.
- You deal +1 Damage with Weapons.
At 3rd Level, your experience and instincts have granted you a unique ability. Choose one of the options below.
- Brawler: You may now use your 1st Level ability to attempt the Grapple, Shove, and Trip Maneuvers.
- Horde Breaker: You may now use your 1st Level ability to attempt the Cleave and Flanking Maneuvers.
- Outlander: When you attempt a Skill Check, you may use this ability to automatically succeed. You may use this ability even after failing the Skill Check. Once you have used this ability, you must finish a Short Rest before you may use it again.
- Rage: When you Attack, you may use this ability to unleash yourself into a state of rage. While raging, you deal +2 Damage and take -2 Damage. You take at least 1 Damage. This rage will persist until combat ends, and it will not function out of combat. Once you have used this ability, you must finish a Short Rest before you may use it again.
- Survivor: When you attempt a Save, you may use this ability to automatically succeed. You may use this ability even after failing the Save. Once you have used this ability, you must finish a Short Rest before you may use it again.
- Tactician: You may now use your 1st Level ability to attempt the Steady Aim and Study Opponent Maneuvers.
- Unwavering: You are Immune to the Afraid and Provoked Afflictions.
- Warcry: You may now use your 1st Level ability to attempt the Demoralize and Taunt Maneuvers.
At 4th Level, your instincts begin to reflect even greater skill. You may now use your 1st Level ability up to twice per combat. Finally, you gain one of the options below.
- You gain +1 AC.
- You deal +1 Damage with Weapons.
At 5th Level, combat has become more instinctual for you. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 6th Level, your instincts begin to become preternatural. You gain one of the options below.
- You gain +1 AC.
- You deal +1 Damage with Weapons.
At 7th Level, your further experience and impressive instincts have granted you another unique ability. Choose a 2nd option from the list you were offered at 3rd Level. You cannot take the same option.
At 8th Level, your instincts have become borderline supernatural. You may now use your 1st Level ability up to three times per combat. Finally, you gain one of the options below.
- You gain +1 AC.
- You deal +1 Damage with Weapons.
At 9th Level, your instincts are at their peak while you are engaged in combat. Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 10th Level, you have become a paragon of Barbarian culture. This renown allows you to gather enough followers to either form a Clan or form a War Band. Details for both options are below.
- Clan: You gather 1d20 + 50 clan members who have limited combat ability. However, they will create a village in a valid location over the course of 25 days. Once completed, you will rule over the village. Once up and running, this village will generate 1d6 Gold per day, and one 1st Level Barbarian per week. These new recruits will follow your commands but prefer to protect the best interests of the village. Finally, you and your allies may successfully rest within this village in half the normal time due to its accommodations.
- War Band: You gather 1d10 + 20 2nd Level Barbarians who will travel with you and follow your every command. They will follow you into combat without question and will fight to the death.