🎲 D&D Companion

Barbarian

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Secondary class โ€” requires 5 Fighter levels and 5 Ranger levels.

Requires 5 Fighter levels and 5 Ranger levels. Barbarians draw their power from their physical strength, along with the primal awareness of their land. They pride themselves on being mighty, and can fly into an infamous Rage to wipe out the enemy. In contrast to their Fighter and Paladin counterparts, Barbarians most often neglect bulkier armor in favor of better mobility and savagery. They focus on Heavy attacks, Health, and Reflex. Leaders often pick Aggression and Athletics for close seconds, while naturalists prefer Survival and Animal Handling.

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Ragegenerated name

cols A-D ยท levels 11-16 ยท 11 abilities
LvlCellAbilityCostRules
11B11Rage4 act4 actions. You gain +3 Bonus Fortitude and may take the higher of 2d20 rolls when using Light Attack or Heavy Attack. Lasts 5 turns. At the end of 5 turns, your Fortitude and Reflex become 0, and you suffer -2 actions each turn. Penalty lasts 10 turns. You may Rage once per day. Aggression vs Will.
Upgrades:
  1. Rage + (L12) โ€” +6 Fortitude.
12A12Bolstered RagePassivePassive. You gain +10 Temp HP and +3 Bonus Reflex while Raging. Temp HP lasts for the duration of the Rage or until depleted.
Upgrades:
  1. Bolstered Rage + (L13) โ€” +10 Temp HP and +3 Bonus Reflex.
12B12Unbridled RagePassivePassive. You may add 1d12 damage to all your successful physical attacks while Raging.
Upgrades:
  1. Unbridled Rage + (L13) โ€” +5 damage.
12C12Weapon MasterPassivePassive. Your Rage now allows you to roll 2d20 when using Ranged Attack and Finesse Attack for its duration.
Upgrades:
  1. Weapon Master + (L13) โ€” +3 Bonus Ranged Attack and Finesse Attack when raging.
  2. Weapon Master ++ (L14) โ€” +3 Bonus Ranged Attack and Finesse Attack when raging.
12D12Vengeful RagePassivePassive. You may add damage equal to your missing HP to all your successful physical attacks while Raging.
14A14Mindless RagePassivePassive. While Raging, you are immune to Intimidation, charms, and fear effects. This does not include Aggression.
14B14Ferocious RagePassivePassive. You gain +3 Bonus Light Attack and Heavy Attack while Raging.
Upgrades:
  1. Ferocious Rage + (L15) โ€” +3 Bonus Light Attack and Heavy Attack.
14C14Prolonged RagePassivePassive. Every time you are successfully attacked while Raging, you may roll 1d4. On a 3+, you gain 1 extra turn of Rage (and 2 extra turns of penalty).
Upgrades:
  1. Prolonged Rage + (L15) โ€” You may choose to activate this ability or not.
14D14Road RagePassivePassive. You gain +3 Bonus Piloting/Driving while Raging. If you are driving a vehicle, that vehicle also takes on your Rage bonuses to its best extent.
Upgrades:
  1. Road Rage + (L15) โ€” +3 Bonus Piloting/Driving.
  2. Road Rage ++ (L16) โ€” You may take the higher of 2d20 rolls for Piloting/Driving.
16B16Undying RageReactiveReaction. If you reach 0 HP while Raging, you may immediately cancel your Rage to brought to 4 HP. The penalties still apply.
16C16Berserker RagePassivePassive. While Raging, your Reflex automatically becomes 0. However, all 1H weapons cost -1 action and all 2H weapons cost -2 actions (down to a minimum of 1).

Endless Ragegenerated name

cols F-F ยท levels 12-18 ยท 4 abilities
LvlCellAbilityCostRules
12F12Extra RagePassivePassive. You may now use your Rage ability +1 time per day.
14F14Extra RagePassivePassive. You may now use your Rage ability +1 time per day.
16F16Extra RagePassivePassive. You may now use your Rage ability +1 time per day.
18F18Inconsequential RagePassivePassive. You no longer suffer penalties after Raging.

Primal Instinctgenerated name

cols H-J ยท levels 12-15 ยท 10 abilities
LvlCellAbilityCostRules
12H12Storm SoulPassivePassive. You gain +3 Bonus Acrobatics, Survival, Insight, and Intimidation, as well as a critical success on a roll of 19-20, in 1 environment you choose. City Desert Fields Mountain Sea Tundra.
Upgrades:
  1. Storm Soul + (L13) โ€” +3 Bonus Acrobatics, Survival, Insight, and Intimidation, as well as a critical success on a roll of 18-20.
  2. Storm Soul ++ (L14) โ€” You may take the higher of 2d20 rolls when using Acrobatics, Survival, Insight, and Intimidation.
12I12StriderPassivePassive. As long as you don't end your turn there, you do not need to roll for Acrobatics to move through an occupied space. Acrobatics.
12J12BrutalityPassivePassive. After every successful melee attack, roll 1d4. On a 4, you may choose to Trip, Knockback (1 space), Disarm, or Grapple your target, free of action costs. Athletics vs Fortitude.
Upgrades:
  1. Brutality + (L13) โ€” Effect occurs on a 1d4 roll of 2+.
13H13Feral SensePassivePassive. When detecting hidden creatures, you may use Survival instead of Detection. Survival vs Stealth.
13I13Favored EnemyPassivePassive. Choose a Race to be a Favored Enemy. You gain +2 Bonus points to all Defenses, Attacks, and Damage when battling this enemy. Aberrations/Demons. Beasts. Constructs. Dragons/Sahuagin. Dwarves/Halflings. Elves/Drow. Giants/Trolls. Goblins/Kobolds. Humans. Orcs/Ogres. Undead.
13J13NomadPassivePassive. You may apply your Storm Soul bonuses to +1 environment.
Upgrades:
  1. Nomad + (L14) โ€” +1 environment.
14H14Track4 act4 actions. Requires an item belonging to the target, or a location the target has been. You sense the location of any living being, allowing you to track them down. Lasts for as long as you stay out of combat. Survival vs Stealth.
14I14PrimalPassivePassive. As long as you have 9 or less Armor, you gain +1 action each turn.
Upgrades:
  1. Primal + (L15) โ€” As long as you have 5 or less Armor, you gain +1 action each turn.
14J14Tribal12 act12 actions. You add the Base Survival scores of any number of your teammates to your own. Lasts 1 hour or 10 turns. Only usable once per day. Survival.
15I15Skilled WarriorReactiveReaction. If you made an unsuccessful Basic attack, you may instead choose to make it an unavoidable Basic attack. Only usable once per day.

War Criesgenerated name

cols L-O ยท levels 12-13 ยท 7 abilities
LvlCellAbilityCostRules
12L12Enraging Howl4 act4 actions. You gain +10 Bonus Aggression. Lasts 3 turns. Aggression.
12M12Galvanizing Cry4 act4 actions. You and all allies within 3 spaces gain +1 action each turn. Lasts 3 turns. Aggression.
12N12Triumphant Roar4 act4 actions. Your Jump speed is now equal to your Acrobatics roll. If your Base Acrobatics is less than 6, it becomes 6. Lasts 3 turns. Aggression.
13L13Rebel Yell4 act4 actions. All damage and special effects you take are stored with no effect for 3 turns. After 3 turns, you take all damage/effects at once. Aggression.
13M13Piercing Scream4 act4 actions. Deal 1d4 sonic damage to all targets within 3 spaces and knock them back 1 space away. They are Muted and Deafened for 1 turn. Aggression vs Fortitude.
13N13Energizing Call4 act4 actions. You and all allies within 3 spaces gain +5 Temp HP, and all harmful psychic effects are removed. Aggression vs Will.
13O13Shout UpgradePassivePassive. All of your Shout abilities now reach up to 5 spaces away.
Upgrades:
  1. Shout Upgrade + (L14) โ€” The effects of your Shout abilities last for 10 turns.