Barbarian [Subclass]
Keywords:
BARBARIAN, BARBARIAN-SUBCLASS, SUPERSTITION-SKILL, DANGER-SENSE-SKILL, WAR-PAINT
Category:
command
The barbarian subclass allows warriors to be trained in skills that are more closely tied to nature than their more traditional and civilized warrior counterparts. Typically residing outside the bounds of formally established civilizations, barbarians are fierce warriors, guided by instinct and tradition rather than structured laws or societal norms. Their existence is interwoven with the wilderness, relying on foraging, hunting, and sometimes nomadic practices to survive. They have a spirit of freedom and resilience, embodying untamed vitality and a primal way of life, contrasting sharply
with the complexities of more developed societies.
MUD Skills:
herbalism familiar forage camouflage
RP Advantages and Skills:
Camouflage: See help Camouflage.
Superstition: [Automatic]+2 AC on against any ranged attack; either magical or physical. If you are hit by a ranged attack, your next attack is +1 HR & +1 DR. This Hitroll and Damroll bonus may stack up to +3 each, but is only good on the next melee combat attack.
Danger Sense: [Automatic] Advantage on saving throws versus traps and perception rolls for sensing sneak attacks (or hidden enemies).
War Paint: See Below
RP Combat Information:
War Paint
Skill Type: Buff
Attack Syntax: 1d20 [No Fail]
Remarks: Using their knowledge of herbs and nature, a barbarian can draw on their effects for themselves and others. Each round, this may be used as a free action for the barbarian and each up to three different types of paints may be active. Each type of paint may also be stacked up to three layers. Per DM discretion, one layer may be 'painted' just prior to battle as preparation. It can have the following Buff types:
Rose Madder Paint: +1 DR/HR for Duration of the battle. (Layers: +1 HR/DR, +2 HR/DR, +3 HR/DR).
Woad Paint: Heal 2+CON per round (Layers: 2+CON, 4+CON, 8+CON)
Nettle Paint: +1 AC for the battle and reduces damage taken by 1d4+CON on first attack taken per round. (Layers: +1AC & 1d4+CON, +2AC & 2d4+CON, +3AC & 3d4+CON)
Ash Paint: Roll Advantage on ALL Saves. At the expense of the paint, they may choose an automatic save.
Mud Paint: Roll Advantage on Camouflage Rolls. When camouflaged attacks do 1d6 damage that bypasses IRV (Layers: 1d6, 2d6, 3d6 bypass IRV)
NOTE: War paint can be washed off in rain or other encounters with water per DM Discretion.
MUD Skills:
herbalism familiar forage camouflage
RP Advantages and Skills:
Camouflage: See help Camouflage.
Superstition: [Automatic]+2 AC on against any ranged attack; either magical or physical. If you are hit by a ranged attack, your next attack is +1 HR & +1 DR. This Hitroll and Damroll bonus may stack up to +3 each, but is only good on the next melee combat attack.
Danger Sense: [Automatic] Advantage on saving throws versus traps and perception rolls for sensing sneak attacks (or hidden enemies).
War Paint: See Below
RP Combat Information:
War Paint
Skill Type: Buff
Attack Syntax: 1d20 [No Fail]
Remarks: Using their knowledge of herbs and nature, a barbarian can draw on their effects for themselves and others. Each round, this may be used as a free action for the barbarian and each up to three different types of paints may be active. Each type of paint may also be stacked up to three layers. Per DM discretion, one layer may be 'painted' just prior to battle as preparation. It can have the following Buff types:
Rose Madder Paint: +1 DR/HR for Duration of the battle. (Layers: +1 HR/DR, +2 HR/DR, +3 HR/DR).
Woad Paint: Heal 2+CON per round (Layers: 2+CON, 4+CON, 8+CON)
Nettle Paint: +1 AC for the battle and reduces damage taken by 1d4+CON on first attack taken per round. (Layers: +1AC & 1d4+CON, +2AC & 2d4+CON, +3AC & 3d4+CON)
Ash Paint: Roll Advantage on ALL Saves. At the expense of the paint, they may choose an automatic save.
Mud Paint: Roll Advantage on Camouflage Rolls. When camouflaged attacks do 1d6 damage that bypasses IRV (Layers: 1d6, 2d6, 3d6 bypass IRV)
NOTE: War paint can be washed off in rain or other encounters with water per DM Discretion.